How to post:
Write down a description of your style, how to make it, what it is and how its different from anyone else's.
Do not use other people's names as description. If you must, describe their style (eg. Mrama = Pop).
Sorry for the late post.. well... here goes.
I'll be re-arranging the order of the post as it feels more structural to myself xD
Just a Habit
Name: Post-Grunge Robotic
Description
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Post-Grunge Robotic is a mixture of robotic and gothic styled elements. The general feel of the texture would be very dark and grim. It would be a mash up of things, such as for a head; It would be a normal styled looking robotic head, but where the mouth would normally be, the steel section would be taken out and below, would be very gnarly jaws locked together tightly, or possibly a normal human mouth but with the lips sewn together. Where the visor goes across, it might break apart and underneath there might be tons of distorted eyes in place of the other side of the visor that should have normally been there.
I can go over it more detailed if you need me to.
The whole idea behind this is to have a post modern feeling with a sort of dark/evil beast or being attempting to escape from the set.. Almost as though the robot is a capsule for this distorted being.
How is it different?
I dont see anyone in the market that has actually done or attempted this. I might be blind, but I think its extremely rare that a set actually combines these two together. When I say rare, im talking about the rarity that the artist focuses on this element specificly
How would you make it?
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For the first step, you would make the fleshy base for the texture, depending on the type of texture your going to do, you might make the base human skin with varying tones in it, or possibly a more muscle and tissue styled base.
For the second step, you would map out where there aren't going to be robotic pieces, such as around the eye, the mouth, side of the face, back of the head, anywhere. Then you would make a small faint line to mark the area just outside of the area you want showing so that you can overlap the robotic piece so the line doesn't show rather than having to get it precise.
For the third step, you would add the first metallic base, and be sure to stay a small ways outside the faint lines marking the area's of where the flesh part of the head will be brought up. The first metallic base should be much lighter and more polished with few scuff marks. After that, you would mark where this layer will be brought up in the final top layer. This layer would be used for robotic details such as pipes, various liquid tanks, or wiring.. virtually anything. After you've marked the area's in the same way you did the flesh base, move on to the fourth step.
For the fourth step, you add the second/final metallic base. This base must overlap slightly within the flesh parts left open and visible, and must overlap slightly on the first metallic layer left open. Then this base should be shaded and have multiple scuff marks added. This base should be much darker and worn out then the first as it is the outer-most shell. After, details should be added, such as visors, plates, or anything robotic for the top base.
For the fifth step, you must focus on making the edges of the cutouts for the flesh section very rough and cut up. For the first metallic layer cut out, they must be cut out very precise and be cut in even lines. Then the edges should be scuffed up and shaded.
For the sixth step, you focus on the details of the first metallic layer, where you add pipes, wires, or any hardware styled robotic elements to the cutouts. Then you must make them more grunge, and scuff them up and shade them as they are exposed to the surface.
For the Seventh step, you focus on the dark/grunge details of the flesh layer adding complete details to it in the cutout area.
For the eighth and final step, you mainly focus on shading and shading everything on the second metallic layer, aswell as anything else that needs detailing on the other layers.
Then whew.. done xD