I literally just found out about this. Better late then never. Even if I don't make it, I am going to finish this project. I hope I hear critique from as many people as possible.

Concept is a demon in the depth of the sea.
Fantasy (Horror).


Idea References

for both presentation, texture and look of the creature.


Initial Concept

Side view. In retrospect, should have done 3 quarter or front view. Used Alchemy program Here to do these quick random shapes. I could have made a brush in photoshop to make a randomizer shape splatter, but this is the faster way to go.

I went with A2 but if there is something that the others that people may think I should explore I am up for experimenting.


Concept Art 'fleshing' out

This is what A2 help me explore in photoshop. Obviously some has more detail and really went off map because it inspired some designs and story that I would not have otherwise.

I only did the base color to break up what is different texture/material.
Bone is White
Pink is Fleshy
Red is either glowing or is a translucent material that is not flesh.

I might incorporate parts from all the different ones into 1. For now the strongest to me is A.

The two anchors help sell Deep Sea Diver and all the flesh/embryo keeps this in a disturbing horror fantasy creature.

I hope to hear from many people! Next step is blocking out base mesh.

Awesome work so far. A so far has the most interesting form so far I agree. Can't wait to see the character from other angles to get a better idea of where your going.

Taking longer for the design, that way I am not switching around the concept too much in the middle of modeling and texturing.

Thinking about some real life references to use.

Sketching out the front poses on my tablet via autodesk sketchup. Sorry if it is fuzzy.

Silhouette was not looking so great. The anchor in the chest did not look great in the front and also did not make sense. Impossible for something like that to spear through a body and not have a gapping hole.

Going with a spear/javelin instead. Maybe have the floating arm(s) hold the anchor or maybe just have it hold more spears to throw?

Have not drawn it out, but what I want to do to break up the symmetry eventually.

Sketching out my ideas for the head. D looks the most inventive creative, and potential for more stuff. The drawing perspective is a bit weird and not that clean of a drawing for D, but I like the energy coming from the tentacles. Maybe the tentacles can be seen grabbing onto the rails on the cage helmet? Colors are pending still.

My progress on figuring out the head and working on primitive/primary forms for the base mesh in Zbrush. I have to say, it's a bit hard to control basic forms with such a high poly count. I think it is mainly because I was using Dynamesh to kit-bash welding pieces together. Probably not efficient.

Figuring out how the action would be, what different head concept would be under the skull, and how the membrane helmet would look like. It got me thinking how would the membrane helmet should get out of the way when the creature latches onto a victims head.

The skull will be a separate piece that can move to open and close the mouth. Basic blocking out the parts of the model. The crab like creature part versus the Deep Sea Suit.

Defining more what I am using as inspiration and reference.

Notepad Sketch of torso and hard helmet case. My wife and I throwing ideas back and forth. Taking some critique from her to help guide my ideas.

D_D;
Does not look like much...
D=
Slow, but its moving forward.