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Mute

A project I worked on for a bit and finally wanted to show you guys! The idea was a post apocalyptic type humanoid who's sentient but terribly mutated and covered in armor. There is a lot of inspirations that went into this piece, but a military industrial feel mixed with grittiness was the focus. I wanted a character who was intimidating and large but also mysterious and unsettling, with the mutations and the industrial/scavenged mask and armor. I hope you enjoy!!

P.S. His name is "Mute" because he is mutated as well as verbally Mute, other than minor growls. The Helmet he wears stifles any speech and acts as a soft of makeshift life support in his hazardous world!

Render Front - textured in Substance Painter and rendered in Marmoset.

Render Front - textured in Substance Painter and rendered in Marmoset.

Render Back

Render Back

Grenade Capsule Render, modeled in May and textured in Substance Painter.

Grenade Capsule Render, modeled in May and textured in Substance Painter.

Mute_TT

First Iteration of the model. I was keeping it loose with a post apocalypse feel. Thought sort of a nomad-ish mutant with a big strong mutated arm would be interesting. Hiding his face was important to add to some of the mystery of the character.

First Iteration of the model. I was keeping it loose with a post apocalypse feel. Thought sort of a nomad-ish mutant with a big strong mutated arm would be interesting. Hiding his face was important to add to some of the mystery of the character.

Second iteration. Minor additions here. Decided against the cape so I could focus on more of the back details. Added some more wraps and switched a few prop's positions.

Second iteration. Minor additions here. Decided against the cape so I could focus on more of the back details. Added some more wraps and switched a few prop's positions.

Third iteration. Started to focus on the head more and got rid of the hood in favor of a cool helmet shape with big tubes coming out. Made the feet both in boots with additional small details overall.

Third iteration. Started to focus on the head more and got rid of the hood in favor of a cool helmet shape with big tubes coming out. Made the feet both in boots with additional small details overall.

Fourth iteration. Bigger shapes start taking form for the chest, arm and leg armor. Switched the pauldron's side in order to free up the mutated arm and make it a bit bigger. Also tried some straps dangling off the back.

Fourth iteration. Bigger shapes start taking form for the chest, arm and leg armor. Switched the pauldron's side in order to free up the mutated arm and make it a bit bigger. Also tried some straps dangling off the back.

Fifth iteration. Focused on detailing the armor pieces and making them feel less bare. Lots of belts added because belts are cool, you know? Added a grenade belt to the mutated shoulder. Mutated arm becoming more shapely and muscular in definition.

Fifth iteration. Focused on detailing the armor pieces and making them feel less bare. Lots of belts added because belts are cool, you know? Added a grenade belt to the mutated shoulder. Mutated arm becoming more shapely and muscular in definition.

Sixth iteration. Lots of props and details overall now. Tried to make sure there was a decent balance across the body and started overlaying alphas for additional minute detail. Arm and fingers are defined. Head takes on final shape with ocular attachment

Sixth iteration. Lots of props and details overall now. Tried to make sure there was a decent balance across the body and started overlaying alphas for additional minute detail. Arm and fingers are defined. Head takes on final shape with ocular attachment

Final iteration. Added Canteen, mutated arm now has high caliber rounds as a sort of brass knuckle. Overall detail added and cleaned up for high-low baking each part.

Final iteration. Added Canteen, mutated arm now has high caliber rounds as a sort of brass knuckle. Overall detail added and cleaned up for high-low baking each part.