Electric Monk

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.

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 in a capture of the basic 3D modeling window

Here's the electric monk's staff with a cel edge material.

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 with reference image in sight

modeling view with reference image in sight

modeling view with reference image in sight

modeling view

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 - 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

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

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.

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

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 auxiliary view

Final Render from main view - intended to roughly match original concept art.

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.