Programs : ZBrush, Maya
Arm Monster
Figure 1 : 3D Rotation of the Arm Monster. High-Poly done in ZBrush followed by the Low-Poly texturing done in Maya.
After having completed my 3D Modelling For Games class in April 2020, I wanted to transfer those skills from the traditional human figures that we practiced to a more abstract form. During my experience with these human figures, I found that my drawing of hands was not up to my standards, and thus took this practice effort as a challenge for myself to sculpt as many hands as possible.
When starting a new design, I normally pick a verb that I want to accentuate through the design. In this case, given my intent to emphasize the hand sculpting, I decided my verb to be “Grabbing”. With this keyword in place, I felt adding more than the traditional 2 arms to the monster would be a dynamic addition that aligned with my goals for the project. This is what led to the arms that extended out of the back of the creature.
Figure 2 : Baby carnivorous dragonflies extend bring food to their mouths with a grappling hand.
When it came to designing the face, I couldn’t really decide on how to truly make this creature unnerving and unique. So I took a step away from the project to try and gather inspiration. I came across a documentary on carnivorous dragonflies and their lifecycles. It turns out that these dragonfly larvae have a grappling hand that extends from around their chest to bring food back to the mouth (Figure 2). I felt this was a really cool way that the dragonfly would eat and an idea that I could easily translate to this design where the monster has an arm that extends from its chest and acts as the bottom jaw.
To this point, I had been attempting to imagine how the monster behaves in the world. I felt that it would eat with its jaw arm while grappling people with the remaining arms. I was visualizing this creature with the mannerisms and behaviors of a spider or octopus. Following that process, I then thought about how this creature would move around, which is when I felt that the legs had to go. The monster already had two arms that could easily reach the ground and, going with the motif of a “giant spider creature”, I felt that it was appropriate to remove the feet entirely, ending up as stubs (Figure 4).
What I learned
Hands still are a challenging endeavor in any artistic medium, but this assignment allowed me to become slightly more confident in my work. Practicing the elements of sculpting and modeling was a very informative process, even more so when working with a creature that does not share many of the same traits as a normal humanoid.
The design process for this monster was a lot of fun and something I hope to replicate in future projects. Going into the design with some inspiration, though abstract, gave me guidance with what I felt the monster should look like when it was completed.
Figure 3 : Work in progress. Basic sculpting and shaping of the form using ZSpheres and some clay buildup
Figure 4 : Finished sculpt of the creature from the front