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Retro Cyber Mutant

'I see now the virtue in madness, for this country knows no law nor any boundary.' -Amadeus Arkahm, Arkham Asylum: A Serious House on Serious Earth

Did this over the course of two days, and if you don't count like brightness/contrast tools and shape + line drawing for the weapon, completely freehand. If you do, it's merely almost complete freehand.
Previews
Contents

Retro Cyber Mutant (Texture)

Retro Cyber Mutant Icon (Icon)

Reviews
Footman16
Here we have a skin turning a Faceless One into a "Retro Cyber Mutant" which is definitely a unique idea and concept so let's dive in: The Good: We've got a lot of detail and freehand packed in here, with a nice blend of fleshy areas and mechanical...
Here we have a skin turning a Faceless One into a "Retro Cyber Mutant" which is definitely a unique idea and concept so let's dive in:

The Good:
We've got a lot of detail and freehand packed in here, with a nice blend of fleshy areas and mechanical parts which is cool to see. The detailing has generally been done to a high standard, for example on the veins and fleshy areas we see where shading and highlights have been added. The face/head has been done really well with the multiple eyes and rows of teeth to create a scary and cohesive shape and design there. The weapon is definitely very creative with it's almost Tron-esque look of digital green lines reminding me of those line graphics from the 90s, Escape From New York intro style. There's lots of good stuff here from the skin giving way to mechanical parts, the tubes connecting across and the mini tesla coil is also pretty awesome. In general there's a lot of good work here and I'm very impressed with the skills on display. Not to mention just how cool the concept is and unique.

Areas for Improvement:
I think in general there's a couple of things that stand out to me, and whilst I'm sure the texture looks how you intended, I still want to give my own personal views on these parts. For one, the texture feels very cluttered. What I mean by this is I feel like it might be more visually cohesive if instead of trying to fill every space with something unique or different there was just a little "less". For example, we have the brownish skin but then we also have a random eye on his foot, blue-ish veins on the back of the arms, red and brown muscle on the front of the arms, exposed veins and sinew on the front of the legs with the back of the legs having even more different areas of details. There's also all the multiple yellow lines tracing across all the upper body everywhere. I think potentially, it might be worth trying a less is more approach in terms of the details and seeing if it helps in terms of visual clarity. The second major point is that whilst there is shading on the details (which is great btw) overall the skin is very flat and high contrast. I'd recommend taking the dodge/burn tool and just burning areas that will be more hidden or in shadow, such as the sides of the legs, sides of the torso, inner parts of the arm etc and dodging/highlighting/lightening areas where the light will naturally hit: the front of the thighs, shoulders, anywhere more exposed to the light. This will help with "shaping" but also help the texture look less flat. I refer to it as "Macro shading" but I'm not sure what the actual term for this kind of thing is.

(Some people consider the Dodge/Burn tool to be "cheating" but I think it's perfectly valid, in terms of shadows cast by other parts of the skin for example armour that overhangs some clothe underneath you'll probably want to use a black opaque airbrush to do that kind of shading).

Conclusion:
Overall a very good texture, a cool concept that's been executed wonderfully with lots of cool freehand skill on display. A little cluttered and room for elevating the shading and highlights. I was on the fence on what moderation to give it, but I think I'll put it as recommended for now and approved!
 
Here we have a skin turning a Faceless One into a "Retro Cyber Mutant" which is definitely a unique idea and concept so let's dive in:

The Good:
We've got a lot of detail and freehand packed in here, with a nice blend of fleshy areas and mechanical parts which is cool to see. The detailing has generally been done to a high standard, for example on the veins and fleshy areas we see where shading and highlights have been added. The face/head has been done really well with the multiple eyes and rows of teeth to create a scary and cohesive shape and design there. The weapon is definitely very creative with it's almost Tron-esque look of digital green lines reminding me of those line graphics from the 90s, Escape From New York intro style. There's lots of good stuff here from the skin giving way to mechanical parts, the tubes connecting across and the mini tesla coil is also pretty awesome. In general there's a lot of good work here and I'm very impressed with the skills on display. Not to mention just how cool the concept is and unique.

Areas for Improvement:
I think in general there's a couple of things that stand out to me, and whilst I'm sure the texture looks how you intended, I still want to give my own personal views on these parts. For one, the texture feels very cluttered. What I mean by this is I feel like it might be more visually cohesive if instead of trying to fill every space with something unique or different there was just a little "less". For example, we have the brownish skin but then we also have a random eye on his foot, blue-ish veins on the back of the arms, red and brown muscle on the front of the arms, exposed veins and sinew on the front of the legs with the back of the legs having even more different areas of details. There's also all the multiple yellow lines tracing across all the upper body everywhere. I think potentially, it might be worth trying a less is more approach in terms of the details and seeing if it helps in terms of visual clarity. The second major point is that whilst there is shading on the details (which is great btw) overall the skin is very flat and high contrast. I'd recommend taking the dodge/burn tool and just burning areas that will be more hidden or in shadow, such as the sides of the legs, sides of the torso, inner parts of the arm etc and dodging/highlighting/lightening areas where the light will naturally hit: the front of the thighs, shoulders, anywhere more exposed to the light. This will help with "shaping" but also help the texture look less flat. I refer to it as "Macro shading" but I'm not sure what the actual term for this kind of thing is.

(Some people consider the Dodge/Burn tool to be "cheating" but I think it's perfectly valid, in terms of shadows cast by other parts of the skin for example armour that overhangs some clothe underneath you'll probably want to use a black opaque airbrush to do that kind of shading).

Conclusion:
Overall a very good texture, a cool concept that's been executed wonderfully with lots of cool freehand skill on display. A little cluttered and room for elevating the shading and highlights. I was on the fence on what moderation to give it, but I think I'll put it as recommended for now and approved!
Thank you for this very detailed feedback, the praise and good advice!
 
My opinion splits in 2: "A face only a mother could love" and "I think I might be the mother..." :gg:

Love the idea, gives me slight Quake 2 vibes and looks truly scary instead of relying on plain gore/blood parts of a cyborg

The cyber weapon is cool, though I wonder how it would look like with a piece of metal/something in style of those small tesla rods on its shoulders~
 
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