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  • replied
    Looks pretty sweet Bizarde! I like the care you put in to figuring out flexible areas in the joints

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  • replied
    omg Bizarde, I love it! Please try iterating on heads, making more variants and styles... Really good start, keep up the good work man! #respect

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  • replied
    Hi all,
    At first I wanted to try my hand on this guy as a sketch, but as I was advancing I realized that I really liked where it was going, so I kept at it.
    I went for a hitech design but in the same time trying to preserve a bit of their tribal origins trough attitude and the way certain outfit elements hang on him.
    I hope you'll enjoy just as much as I did working on it.

    Cheers

    Attached Files

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  • replied
    Looks like a Krall. That cranial ridge...

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  • replied
    Originally posted by Chris Perna View Post
    danpaz3d, you might want to hold off on that for a bit. I have an artist named Carlos Huante creating some new Skaarj variations. He's going to look more anthropomorphic than in the past which is a good thing imo.

    -Chris
    Original quote

    That was 5 months ago, when will we see updates on it?
    There are so many cool models and concepts in this thread but none of it made it further.

    Edit: From "Unreal Tournament Behind the Scenes", looks like a skaarj.

    Last edited by RoJoZo; 03-07-2015, 02:07 PM.

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  • replied
    Originally posted by danpaz3d View Post
    Looking forward to see the new Skaarj!

    I forgot to post this final pic I did before the holidays. More of a throwback to the original and much more humanoid-reptile.
    I don't really think this would work in the new UT though, so I'll call it more of a fan-art piece!



    1080 res below
    This says "I'm a Skaarj Hybrid" ...perfect.

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  • replied
    Originally posted by danpaz3d View Post
    Looking forward to see the new Skaarj!

    I forgot to post this final pic I did before the holidays. More of a throwback to the original and much more humanoid-reptile.
    I don't really think this would work in the new UT though, so I'll call it more of a fan-art piece!



    1080 res below

    ehh wow ! but it's to much humanlike , but it's grate, how ever.. like it..
    but not as directly Skaarj,
    as maybe an Dawrnohrg or something . primeval forest Skaarj, by longer looking on ..

    best regards
    Blacky
    Last edited by Blackcrack; 01-12-2015, 04:03 AM.

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  • replied
    Originally posted by Delaney King View Post
    Hey folks, I am really loving the work everyone is doing so far!

    I just wanted to say hi. I was the artist responsible for the Skaarj in UT2004, and ended up doing most of the concept, models and textures for them in the release (I also did the merc and a bucket of other characters). I thought you would all like to hear about how and why they changed from unreal 2 to their third incarnation. Basically, it was all about vehicles. 04 was the first time a Skaarj had to fit in a jeep and hold a gun up to it's chest like a human and use a very similar skeleton. Much of the concept art had things like massive cyber claws, spikes and huge shoulder cybernetics... all stuff that all had to be stripped out in order to work. It also is why the dreads are smaller and more tubular than the original insectoid ones. Having to handle guns forced us to curve the tusks, which where straight in all the previous incarnations! Arms could not be too thick, as the range of motion in the gun poses was predefined. So basically he was squished and squeezed to work for the game, rather than the aesthetic.

    I was talking to Jay Wilbur recently at a show we where both speakers at and he suggested It would be cool if I returned to do some Skaarj for the new UT14 since my DNA was already in it! Well, my schedule is flatout at the moment, but I hope my schedule clears up soon and I may have another crack.

    I think I will go more back to the original Unreal Skaarj if I do. The Unreal 2 ones look nice and solid in that pencil concept, but they would not look too lumbery in motion, and not like they could pounce with their blades as they did in unreal 1.

    Anyway, loving this thread!
    I loved the skaarj design from 2k4. Would it be possible for you to post some of that concept art you mentioned?

    Anyway, I'd love to see what you come up with!

    Leave a comment:


  • replied
    Originally posted by illShadow View Post
    Hey Guys.. I'm pretty new to the Unreal forums. I have only recently started using UE outside of work, so I'm still getting the hang of it. Being a long time UT fan, I would love to at least be a part of the development, even if it is just to post a few images, chat to people and get some UE experience.

    I saw many of the images you guys posted, but I just really loved the first concept image Chris posted... so I just went with that and see where it went. I spent about a day just blocking out rough anatomy, and kept him pretty slim to make sure he'll be able to move around with agility, even if he does bulk up with the armor later on. In terms of workflow I did a quick custom skeleton for the guy just to make sure all the anatomy connects where is should, especially with the overhanging ribcage, I just wanted to make sure it'll read plausible. Most of the parts are still separate meshes, so everything is still very broad strokes in terms of refinement.

    My main concern at this stage is overall proportions, I had the head a bit bigger, but that looked a bit goofy... I also went back and forth on the arms and legs length. So any comments and insights welcome.







    These are very good. For me the tail is extremely important because if its not done right it throws off my ability to believe in the character... I think your character (and most others) would be even better if he had a smaller tail that flowed off his tail bone. (please stay away from the 1950's godzilla style) I believe the character below is a good example of a good tail. (it does not need to be Crockodile-ish)

    Originally posted by Gengisgandhi View Post
    Big fan. Like the posteriow view as well
    Good work guys! please keep them coming!
    Last edited by JustinM; 01-09-2015, 10:13 AM.

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  • replied
    Looking forward to see the new Skaarj!

    I forgot to post this final pic I did before the holidays. More of a throwback to the original and much more humanoid-reptile.
    I don't really think this would work in the new UT though, so I'll call it more of a fan-art piece!



    1080 res below
    Attached Files

    Leave a comment:


  • replied
    Originally posted by Delaney King View Post
    Hey folks, I am really loving the work everyone is doing so far!

    I just wanted to say hi. I was the artist responsible for the Skaarj in UT2004, and ended up doing most of the concept, models and textures for them in the release (I also did the merc and a bucket of other characters). I thought you would all like to hear about how and why they changed from unreal 2 to their third incarnation. Basically, it was all about vehicles. 04 was the first time a Skaarj had to fit in a jeep and hold a gun up to it's chest like a human and use a very similar skeleton. Much of the concept art had things like massive cyber claws, spikes and huge shoulder cybernetics... all stuff that all had to be stripped out in order to work. It also is why the dreads are smaller and more tubular than the original insectoid ones. Having to handle guns forced us to curve the tusks, which where straight in all the previous incarnations! Arms could not be too thick, as the range of motion in the gun poses was predefined. So basically he was squished and squeezed to work for the game, rather than the aesthetic.

    I was talking to Jay Wilbur recently at a show we where both speakers at and he suggested It would be cool if I returned to do some Skaarj for the new UT14 since my DNA was already in it! Well, my schedule is flatout at the moment, but I hope my schedule clears up soon and I may have another crack.

    I think I will go more back to the original Unreal Skaarj if I do. The Unreal 2 ones look nice and solid in that pencil concept, but they would not look too lumbery in motion, and not like they could pounce with their blades as they did in unreal 1.

    Anyway, loving this thread!
    Awesome! Really cool to get some of the original talent looking back in and informing the process here. Personally I thought the Skaarj in UT2004 turned out quite well for the constraints of having to fit the same proportions and animations. Never had any complaints with their depiction there. Would be really curious to see some of those crazier concepts you mentioned though.

    Leave a comment:


  • replied
    Originally posted by Delaney King View Post
    Hey folks, I am really loving the work everyone is doing so far!

    I just wanted to say hi. I was the artist responsible for the Skaarj in UT2004, and ended up doing most of the concept, models and textures for them in the release (I also did the merc and a bucket of other characters). I thought you would all like to hear about how and why they changed from unreal 2 to their third incarnation. Basically, it was all about vehicles. 04 was the first time a Skaarj had to fit in a jeep and hold a gun up to it's chest like a human and use a very similar skeleton. Much of the concept art had things like massive cyber claws, spikes and huge shoulder cybernetics... all stuff that all had to be stripped out in order to work. It also is why the dreads are smaller and more tubular than the original insectoid ones. Having to handle guns forced us to curve the tusks, which where straight in all the previous incarnations! Arms could not be too thick, as the range of motion in the gun poses was predefined. So basically he was squished and squeezed to work for the game, rather than the aesthetic.

    I was talking to Jay Wilbur recently at a show we where both speakers at and he suggested It would be cool if I returned to do some Skaarj for the new UT14 since my DNA was already in it! Well, my schedule is flatout at the moment, but I hope my schedule clears up soon and I may have another crack.

    I think I will go more back to the original Unreal Skaarj if I do. The Unreal 2 ones look nice and solid in that pencil concept, but they would not look too lumbery in motion, and not like they could pounce with their blades as they did in unreal 1.

    Anyway, loving this thread!
    How about you do a Hybrid between the two?

    Leave a comment:


  • replied
    Hey folks, I am really loving the work everyone is doing so far!

    I just wanted to say hi. I was the artist responsible for the Skaarj in UT2004, and ended up doing most of the concept, models and textures for them in the release (I also did the merc and a bucket of other characters). I thought you would all like to hear about how and why they changed from unreal 2 to their third incarnation. Basically, it was all about vehicles. 04 was the first time a Skaarj had to fit in a jeep and hold a gun up to it's chest like a human and use a very similar skeleton. Much of the concept art had things like massive cyber claws, spikes and huge shoulder cybernetics... all stuff that all had to be stripped out in order to work. It also is why the dreads are smaller and more tubular than the original insectoid ones. Having to handle guns forced us to curve the tusks, which where straight in all the previous incarnations! Arms could not be too thick, as the range of motion in the gun poses was predefined. So basically he was squished and squeezed to work for the game, rather than the aesthetic.

    I was talking to Jay Wilbur recently at a show we where both speakers at and he suggested It would be cool if I returned to do some Skaarj for the new UT14 since my DNA was already in it! Well, my schedule is flatout at the moment, but I hope my schedule clears up soon and I may have another crack.

    I think I will go more back to the original Unreal Skaarj if I do. The Unreal 2 ones look nice and solid in that pencil concept, but they would not look too lumbery in motion, and not like they could pounce with their blades as they did in unreal 1.

    Anyway, loving this thread!

    Leave a comment:


  • replied
    I kinda like the Unreal 2 Skaarjs due to how they're suppose to be portrayed as the Warrior Caste who are bigger and bulkier than their Weapon-faring Trooper Class.

    Leave a comment:


  • replied
    Originally posted by Trekz View Post
    A quick sketch with my idea for the skarj.

    "We will never be slaves!"

    Leave a comment:

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