Chernobyl Billy Goats
20 18
Studied Media Arts and Animation at the Art Institute of Indianapolis
work web log:
http://deltamikesierra.blogspot.com/
electronic mail:
DemianMoonStevens@gmail.com
telephone:
317.403.5302
20 18
Called "Chernobyl Billy Goats" by the locals because of their bleating cries, these are mutants that stalk the streets of the area around the Chernobyl NPP, causing many problems for research teams trying to get readings in the area.
Though nocturnal, any disturbances to their dens (schoolhouse basements, utility huts, HVAC ducts, any suitably dark and moist environment really) is usually met with a swift and absolutely brutal retaliatory attack, often consisting of initial threat posturing followed by test pounces and then a final mauling and pummeling. The Billy Goats' favored means of killing their prey is to repeatedly smash the skulls of their victims upon any hard surface, and this also earns them the more localized nickname of the "Pripyat Woodpeckers" because of the sickening knocking sounds reverberating through the streets.
A 3,000,000 руб reward is offered for a live specimen.
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Призвали "Чорнобиль Біллі козлів" Місцеві жителі з-за їх мекання крики, ці мутанти, стебел вулиць у районі навколо Чорнобильської АЕС, в результаті чого багато проблем для дослідницьких груп намагаються отримати свідчення в цьому районі.
Хоча нічний спосіб життя, будь-які заворушення в свої кубла (школи підвали, комунальні хатин, HVAC протоки, будь-яка відповідна темно і вологому середовищі на самом деле), як правило, зустрічався зі швидким і абсолютно жорстокі напади у відповідь, що часто складаються з первинних позу загрози після випробувань, а потім накидається Остаточний критикують і pummeling. Біллі козячих сприяння засоби вбивства їх жертвою є неодноразово Smash черепів своїх жертв на будь-яку тверду поверхню, і це також приносить їм більш локалізовані псевдонім "Прип'ять Дятлов" через огидний звук гучний стукіт по вулицях.
3.000.000 руб винагорода пропонується за живий екземпляр.
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Comments
Very disturbing, there is something kind of off about the background but the more that I look at it being off is right for the picture and adds to the disturbing quality of it.
Absolutely amazing. I don't know much about the creation process yet, but I do know what looks good. These creatures have real depth to them and the feeling from this image makes one feel a tad unsettled. I find the faces almost humorous which makes them even more disturbing. I really enjoy your description of them too. Excellent work.
This is really outstanding! I'm a beginning student at Aii and I hope to be able to get to your level quickly. Do you have these creatures animated anywhere or is it just a stand alone CGI? Either way I like it. For only being a 7-hour sketch (I call anything under 10 hours of work a sketch, please don't be offended ^^; ) it is truly impressive! I hope you got paid well. : )
Amazing job. Those creatures look very realistic. I would not want to come face to face with one if they were real. Also you did a great job on the background. You can tell that a lot of thought was put into this design and concept. Once again great job Demian, i look forward to seeing your next creation.
I think you have a very strong layout. The creatures have an interesting story. Love the texture on the road and your background. The bodies of the creatures could use a little more definition, they look a bit rubbery (maybe define the skeleton/muscle structure more). Excellent job on the faces! Such a very creepy, yet sad feel to them.
Demian,
One thing that I have always enjoyed about your work are the stories that surround them. As I have gotten to know you on a professional, and artistic level over the past few years, this has been constant from the beginning. To me this is an important factor as an artist in this industry. I love the amount of thought that was put into to these mutants, and their detailed description. In fact this to me is what makes your submission a strong one. Yes, the image itself is great, however, paired with the synopsis The viewer begins to understand the creatures and their environment. In the image you really managed to incorporate a lot of visual information on a small palette. There are however, a few visually disruptive things within the piece, like the extremely crisp horizon line of the textured road surface, and the lack of definition in the mutants arms. I like that you went straight for the composite incorporating 2D and 3D.
Nice work!
Nice work, I find this piece interesting because it leads your eyes throughout the whole picture, from the little bullets on the ground to the black birds in the sky. A few things I suggest are making the black birds in the sky a bit more dulled out and blurred, since they are further up in the sky. The birds look like they've been sharpened, and give off almost a "cut out" look. Minor offset, right?
The creatures are nice, the elongated fingers and shortened extra digits bring a freaky touch to the monster. Telling by their sharp teeth, I assume they are carnivorous creatures..? Or do they prey on humans exclusively? I'm also not exactly sure how they look when walking around, but if they are resting most of their weight on arms and hands, I would imagine the upper body and arms would have more muscle definition to them to support the fact that they are constantly leaning forwards. I would have liked to see the lower half of the creature so I could gawk at its unusual anatomy more. Also, you said they were nocturnal, it would have been cool if you played with the concept of larger eyes (as seen in most nocturnal animals) to symbolize that they are creatures of the night. What I do also like is the fact that their skin has a pale and smooth, almost slimey look, making me imagine them in a moist environment as you said in the story.
Overall, pretty cool. Many things to appreciate in this picture, Demian.
Great job, you get my vote! I really like the feeling in this image. Looks like it belongs in a cut scene of a horror genre video game. The only minor critique would be to blend the line between the foreground and background scenes.
(I'm a little embarrassed that I only just now figured out the 'reply' function... heh)
Thank you for the (quite validating) observation and association of my piece with a freezeframe, a moment in time, a still from a cutscene- I really wanted to imply motion, the actus et potentia of the moment, along with the history- both immediate and long term. I'm glad that's easy to see- Now, I realize and shake my head chuckling at myself for not blending the horizon line. Such a simple fix, overlooked at every self-check.
It's always a series of sobering reality checks when I put stuff out in the wild, all that nervous anticipation and pride, and then that eye-opening experience of hearing about what people see and don't see, want to see, etc...
I feel like I'm babbling... It's just so exciting to have something like this (Indiana Uploaded, involvement with students and professionals) locally!
I've pretty much told you what I loved and what you should fix in this piece in person, but the smoke from the bullets? BAM! That just happened. :P
I'm really glad you offered input throughout the last few hours of me working on this- the reality checks, me constantly asking "Do these read as boots? or tires?", the running commentary, heh.
Thanks Baue!
Demian, this is seriously awesome work! It is totally impressive you took on using so many different programs for a short (in length) competition. Plus, I'd say 7 hours is still pretty good for such an outstanding concept. Well executed concept, I might add.
Truthfully, I'm not so picky about the tree like Zeb and Chris. Not sure why, but it doesn't bother me. In fact, I sort of like it. It adds the same kind of element as the blacktop road and the bullets, as they seem more textured than the characters and background, which I enjoy. Great submission!
Thanks Josh!
I've always been a proponent for staying 'software agnostic', as I've heard it said. Every tool has its use, and I'm trying to learn what's best for what and how to utilize the strengths of this tool to compensate for the weaknesses of that tool. It's quite humbling to have people take the time to tell me they appreciate something about my work!
[edit: I figured out the 'Reply' function...]
Yowza this is an eerie entry. Your background story definitely paints an even more vivid image into my mind.
The composition is pretty good. The center-most "Billy Goat" epitomizes what a mutation with cold-blooded intentions can is like. The atmosphere has a certain "cold-disasterness" feel to it also. Almost kind of industrial without going too techy/futuristic.
I'm gonna agree with Zeb about the tree though. I think you could tie everything in more with it being painted instead.
This is mighty impressive in just 7hrs. Overall, I think you did an excellent job putting visual, audial(from your woodpecker nickname), and temporal elements (the bullets on the ground are still fresh) to your character.
Thanks for recognizing my efforts to cross axis of experience with the viewer, invite them to be more of a participant really- Yes, with the Billy Goats and Woodpecker names, I wanted to take animals that, really nobody should ever afraid of, and then kind of put them into a new context, make you re-evaluate what you're comfortable with... So the combination of aural recall and visual stimulation puts the audience in a place of "oh i know what that animal sounds like! Oh and woodpeckers! Yeah I know what that sounds like, I even know why!" and simultaneously "Hey, that's... that's not supposed to make that sound! But I hear it!"
Plus with the big gaping mouth, it's inevitable you're going to imagine SOME kind of bleating noise coming from that thing. The chronological indicators of a sequence of events can be seen with a still oily and black-smoking fire, probably still burning off the paint and grease and rubber from the vehicle that caught a few stray rounds, leaked, and got touched off by, oh, an errant tracer. The boots, in the foreground, are still p- (oh. i just realized i never replaced those placeholder boots with the boots i was going to use... ) still posed splayed out, rigor mortis hasn't pulled the toes straight up yet- that guy just fell down.
The brass on the ground is still hot, as if whoever just fired belted out a good long drag, whatever he was shooting at was close. Yes, again with the tree, okay guys, ya got me, Next one will have good trees... I gave the background more warmth than the foreground, as if to say "you don't want to be here. You want to run off towards those buildings back there. you do not want to be here."
And in the foreground, the only warmth is from off frame, saying again, anywhere but here. I blew out and smashed down the lighting so you almost feel like you've got to squint at this, that first-time-seeing-the-sun-today feel, in order to- rather unsettlingly- let you feel what the mutants might be feeling, with their eyes adjusted for darkness.
Great work in 7 hours! The fingers are the most interesting part of the creatures for me as they are being used for balance. You have detail but could use plenty more of it in the clavicle and neck areas as well as the chest, good job positioning each of them to your benefit! The tree bothers me a bit, I think it should have been a paint as well...
Kudos!
Zeb-
23:35- I appreciate ya, thanks for the kudos, I chose to do mainly 3d because I knew with 2d I'd have to commit to everything I worked on any longer than, oh, half an hour. If I wanted a change, it was going to take many hours to fix or replace or just completely remake whatever I changed. Your recommendation to run the 'goats through maybe one more smooth to get rid of the poly sequin look in some areas was completely valid, and though the initial response/joke i made was "If I hit 3 and mental ray viewport smooth these guys, my laptop will catch fire and start singing." Looking back I realize i didn't actually have to tesselate the geometry, just smooth the normals or the smoothgroups a bit, I forgot the exact verbage but basically make a faceted model look smooth shaded by pushing a button somewhere and yanking a slider somewhere else and waiting. I think. Heh.
Zeb-
23:14- Again thanks for the compliments, though as usual I'm looking back over the process and thinking of every minute I could have shaved off the creation of this ugly, ugly scene.
I had to pack up and leave my desktop, where Zbrush is installed, and I'd only have my laptop, without zbrush on it (mac) so I quickly hit the main notes of importance- the hands, the face, some body geo, and posing/posturing. I started off with zspheres in Zbrush, I still haven't caught up with the bandwagon and i'm using an older version, before zspheres 2.0 (ZOMG sweet) - I made the basic armature and pushed and poked til I got a rough shape I wanted, ran a few more divisions over it, and started polysculpting, like i said taking care to define the key areas that would give a read with lighting or sillouhette. Everything else was a bunch of mashed potatos, in terms of sculpted detail- placeholder that I wanted to paint over and just use as vague placement/lighting reference later. Transpose master is great, but I've had more experience with the FFD lattices in MAX so i used those for turning the limbs and posing the character. I'd hate to 'ruin the magic' or 'show my hand' or whatever, but it's one mutant model, dup'd 3 times and placed in such a way that you never really see enough of them to see the echos of their form. Everything in the scene except the particle stuff (smoke, clouds) is 3d, and with now 2 comments on the tree I realize that's one thing i probably absolutely could not cut corners on.
Also, Kudos on doing a 3D multi-platform creation in such a short competition! We hope to have longer ones so 3D can become a even more prevalent medium in both our competitions and the local industry!
Oh. Forgot to mention:
Zbrush, 3DS MAX, Maya, Photoshop, 7 hours total- i didn't want to put this off til the last minute, there's money on the line.
*wink