View Full Version : "Pater" - Phallic, barely work safe.
skvv
September 29th, 2003, 12:45 AM
This is the partner of "mater" although they'll probably not appear together in-game.
okay, a little more back story, if you saw mater you might be wondering anyway... main enemy in the game is kinda "dr. frankenstein" and likes rebuilding and combining corpses before re-animating them.
this is a father/son combination post mortem, with a modified Sumitomo belt-fed machine gun mounted on the metal pelvic seat structure. the Child is conscious and the father is under his control (inner workings don't require metabolic processes involved with food, so the child can have room to stay under father's ribcage [an ATP generating fuel mixture is part of the "dr.frankenstein"'s re-animation])...
http://uploads.bewbs.com/10101010/pater.jpg
40 Mins. Any questions or suggestions are welcome on concept, style, or whatever.
skvv
September 29th, 2003, 12:50 AM
now that i look at it, the father's head could be smaller, and the child's bigger, with more ribcage showing, try to picture it with those changes. heheh
BTW... I think i was inspired by clive barker, but i have a little more theme going for the game (hellraiser monsters are pretty random u know), and clive barker tends to over-exaggerate without thinking of usefulness, unlike my "doctor".
if you want a preview sketch of what the "doctor" who builds these will look like, search for my 2002 drawing and first post.
mos667
September 29th, 2003, 12:57 AM
Wow. I was freaked out by the other picture, thank god this one isn't as freaky.
Something that seems a little odd to me is the idea that he is in the rib cage. It doesn't quite look like it. You may want to do some altering on the kid (like two torsos on one body, and have the father really gothic slouching over the kid, like the kid put on the fathers pants...ahh...)
You could also do some reallllly funky stuff that would make this more of a zombie kinda thing. Like have them sorta fused together. The kids left arm, say, sewn into the dads left, and having the larger hand (since its stronger) holding on to the large machine gun in front of the kid and having the kid us his right arm (which is free) use the trigger and such. That'd be freaky. Then you could have dads other arm flailing about..thatd be awesome.
I see this is pretty confusing, what I wrote, so ask if you have any questions.
I really like the idea, and the game sounds like its going to be awesome too ;)
mos.
skvv
September 29th, 2003, 01:08 AM
no man, i'm a totally stream of conscious talker too, so what you're saying makes sense to me, i need to rework the idea completely...
but the ultimate end effect should be pretty sick, a weird guy walks up in a "sherlock holmes coat" closed of course, makes a weird smile (maybe his cheeks are pulled back by strings connected to the back of his head), then a machine gun pops through the closing in the coat (facing down to facing forward) as if he popped a boner, then he lifts his left arm to hold the belt of ammo, and the right arm pulls away the rest of the coat to reveal his son, who's sitting at the controls of a machine gun (as if the kid is holding his dick... which kind of freaked ME out when i thought of the son inside the father, the machine gun kinda fitted since the boy would be larger than the daughter [baby in "mater"]).
ANYway, you see how i think, i couldnt decide whether to leave the kid's legs or to put them ""inside" the father's thigh's (kinda like a mech) but the thighs would be more metal and less muscle of course.
Ooo oo oo! and the kid's head could be inside a more complete father's ribcage (but there would have to be some more mechanics, a rotary engine or something on the father's back to maintain stability. most of the creations are also computer aided control)
and the colored version will DEFINITELY have the gun facing slightly upward, just so everyone's clear that the "doctor's" intention was to make it a dick replacement.
MORE MORE!!! WHAT DO YOU THINK?
mos667
September 29th, 2003, 01:16 AM
I am quite disturbed. I don't think you should ever be able to touch anything ever again. Ever.
:D
Besides the disturbing images, etc. this brings I think that. I'll write more tommorow, probably at school. I should get to bed.
Man, I hope I'll be able to sleep.
mos.
skvv
September 29th, 2003, 02:00 AM
lol, good one, i just posted what i look like in the general forums if you wondered...
skvv
September 29th, 2003, 07:07 PM
aight, i got a lot of posts on mater, i'd like to see how pater's doing in the concept area, help plz! i've already gone over some problems I saw, but what do you see?
WildSpruceMoose
September 30th, 2003, 10:41 PM
Hahaha where do you get this stuff man? I can say like I'm amazed at your imagination, as twisted as it may be. The execution is cool and since its reanimated dead corpses you can fit em together however that brain of yours chooses. With the scary duo like that put together any way I'd play that game.
gauss
October 1st, 2003, 06:56 PM
i personally enjoy this design even more than mater. not as gross, but certainly more threatening an image--i can just see the child swivel that machine gun through and arc and just let loose.
if this is to be proper concept-concept stuff, i'd really love to see a cleaned up version of this in marker/pen or something--it's quite readable as is, but you should nail down the details.
two things i'd like to comment on are: for reanimated corpses, though i know these are just sketches, the skin treatment tends to read more as cybernetic than decayed. i mean, zombie flesh would be pretty tough and sinewy, though, but the details you do suggest seem to lean more towards cyber bits than rotten flesh. also, i'm not quite clear on what's supporting the upper half of pater's torso--is the child fully wired into him and thus providing some structural support as well? i can't really suggest much in the way of structural support additions to the torso since i like it far too much the way it is now :)
my only criticism is that these drawings are MUCH too far apart--you should have a small army of these ghoulies drawn by now! ... we all should draw more :)
skvv
October 1st, 2003, 10:12 PM
gauss, awesome feedback man, really helpful (also more important to me, knowing your work). I'm really busy with school and my only art class this semester is video for the artist, so i'm doing alot of film projects.
In these concepts the skins look a bit more "tech" because there are certain preservation methods I have to consider (since the mod is purely sci-fi and not fantasy, i.e. no real "zombies" or vampires etc, just a frankenstein story)...
i also have to take practicality into consideration and waste alot of time that i COULD be thinking about pure aesthetics just trying to figure out if something will actually work (that's why i tried to explain the adenosene triphosphate generating mixture).
as far as this design goes, i spent more time working on the shading (about 35 mins) just trying to balance the greys (and they're still fucked up) but i'm pretty new to shading, i know the whole lighting concept, sometimes i want to get everything done in a hurry since i'm so busy all the time, time is money.
i had some time in class to get a few things down in the sketchbook (and i'm not kidding when i consider practicality of designs, my next project i went into detail on, i'll probably provide specs) so i should have something down in pshop tonight (i'm foregoing learning painter for the sake of getting general ideas into pdf and tga before re-designing/coloring them).
WHEW, THANKS!! HEY IT'S MY BIRTHDAY!!! W00ty, an OCTOBER CHILD!!!:evilbat:
gauss
October 1st, 2003, 11:17 PM
well happy birthday, man! yeah, i figured as much as far as design constraints/considerations--it's all good. and don't apologize for spending more time on design considerations. i'm a senior industrial design major and i really think that thinking through the details, just as much as considering the backstory of a given character you're drawing, really adds a lot. mater and pater have a life to them, you should be proud--we'd all just like to see more :) busy schedules are tough, i know i get a lot of my daily sketching done during lecture classes.
and as far as the articulation of your drawings, for conceptual work it might be better to focus more on line and not quite so much on shading. shading well and good and is obviously worthy of practice, but real concept art is a matter of communicating an idea adequately--and in a work environment, communicating as easily as possible. which is where a line drawing with minimal shading that reveals more form/detail can be more useful than a well shaded piece that lacks detail. though it's true that shading can go a long way in providing atmosphere... the point is that big dogs like doug chiang and feng zhu go with an industrial design style rendering for a reason. mainly, because that's what they were taught in school :) :) but seriously, it's just a good workflow. of course you should stick with whatever works for you personally the best, don't go jumping on the pen-and-marker bandwagon (it gets boring to see everyone try and do their best feng zhu impression), but the value of a line drawing should not be lost.
yeah i don't know where that all came from either. keep it up, man. :)
skvv
October 2nd, 2003, 01:29 AM
well, i have a daily sketchbook setup, but nothing new so far (1:23 Am, Oct. 2nd) but i'm pulling another all-nighter to get Benjamin Lebert's "Crazy" read for tomorrows "intro to german studies" class, so after i'm done i'll probably sketch to keep myself awake (if i sleep, i won't get to class). I'm gonna hold off on the super shading and if i need to i'll just use the "mater" style shading w/ 1 or 2 tones and clean up the lines on the next one, as it's one of my original designs for this project (floating around, being reformed in my brain for about 4 months but i think i finally came up with a winner)... so it will probably be in there by the time you read this.
thx alot! btw i'm a film/media arts soph. at University of Oklahoma (meh, it's all they got, maybe i can mix film+games without too many cutscenes)
skvv
October 2nd, 2003, 04:37 AM
okay, here's some early crap, i thought you might enjoy 2 and 3 here since they were done as part of a fallout mod project i was leading (until we were unfortunately shut down because interplay wouldn't give us consent because "brotherhood of steel" was coming out for xbox which now isnt due until next year... bitches.) I loved the fallout games (well the RPG's anyway, heh) So i thought it would only be fitting to move from Tactics to a straight team based FPS w/ classes and loadouts like in raven shield, it was fun while it lasted... meh, i got my own damn thang going now, and the first pic here the "doctor" is a really early concept and he's changed alot in my mind since 'O2 (check monitor).
Anyway, these are far from new... just thought i'd give a little background, also notice the "maddox" pic is shaded better than "pater" cuz i could manipulate oily variable pencils better in painter. "Gordy" the ghoul is a pretty decent line but this was originally hosted on insidecg and the file size was pretty limited.
http://uploads.bewbs.com/evisr8r/doctor3.jpg
http://uploads.bewbs.com/evisr8r/gordysm.jpg
http://uploads.bewbs.com/evisr8r/maddoxtiny.jpg
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