I took a quick sketch of mine and used it as incoming Concept Art for a character: the Electric Monk; then modeled, UVed, rigged, weighted, posed, textured, built an environment and rendered it, all in Modo. This is the original sketch I used as a basis.
Here's the electric monk's staff in a capture of the basic 3D modeling window
Here's the electric monk's staff with a cel edge material.
modeling view with reference image in sight
modeling view with reference image in sight
modeling view with reference image in sight
modeling view
modeling view - hopefully you can see the formal influences from farm machines and kitchen appliances clearly in this view
modeling view - hopefully you can see the formal influences from farm machines and kitchen appliances clearly in this view
modeling view - hopefully you can see the formal influences from farm machines and kitchen appliances clearly in this view
modeling view - hopefully you can see the formal influences from farm machines and kitchen appliances clearly in this view
modeling view
modeling view
modeling view - hopefully you can see the formal influences from farm machines and kitchen appliances clearly in this view
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Weighting view - these weights relate to the 'bones' of the rig - and where those 'bones' will influence the mesh - as this character is mechanical, I had to isolate a lot of the effects instead of blending as one does for organic-looking motion.
Composition test with cel edges material
Composition test with cel edges material
Composition test with cel edges material
Final Render from auxiliary view
Final Render from main view - intended to roughly match original concept art.
I took a quick sketch of mine and used it as incoming concept art for a character: the Electric Monk; I then modeled, UVed, rigged, weighted, posed (I'll animate it later, I'm sure) textured, built an environment and rendered it, all in Modo.
All the textures are procedural in Modo; none were painted - I'm quite happy with the results for a fast turn-around project, though of course I may later revisit this character and rework the materials in Substance Painter.
There are significant influences in the Electric Monk's forms from farm machinery and kitchen appliances - this is an intentional nod to the narrative source material - Douglas Adams' Dirk Gently's Holistic Detective Agency.