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Trypophobia

Mook, as defined by TV Tropes, is "A slang term for the hordes of standard-issue, disposable bad guys..." (see also: mob, goon, etc).

Originally, the plan for this project is to have 2 different enemy character: a mook and a boss. But then we only had 3 weeks to get this done (and we're students, please), so the boss is off. This mook here is what we chose in our presentation of a game demo in the form of a video (we can't Unity, sadly).

To explain this entire design, the story of our project involves a protagonist who had been neglecting a lot of things in her life due to work. We wanted an antagonist that represent the neglect, and one of such concept had to do with "blindness" (or "seeing but not perceiving", thanks Z!). So we started out with some concept arts playing around with eyeless abominations, ranging from fairly humanoid to something eldritch.

The team liked the beaky earful humanoid/beastial abomination lol

Final Render Composition: Full body

The thin yet strong creature, thin to show the utter lack of care, strong is due to its fairly imposing stature (considering it's actually taller than the protagonist and can theoretically outrun her).

Final Render Composition: Full body

The thin yet strong creature, thin to show the utter lack of care, strong is due to its fairly imposing stature (considering it's actually taller than the protagonist and can theoretically outrun her).

Final Render Composition: Details [1]

The throat resembling nothing more than a pile of cancerous mass. It's actually due to me going a little overboard on ZBrush. 

(I had too much fun on ZBrush and didn't think this through... whoops.)

Final Render Composition: Details [1]

The throat resembling nothing more than a pile of cancerous mass. It's actually due to me going a little overboard on ZBrush.

(I had too much fun on ZBrush and didn't think this through... whoops.)

Final Render Composition: Details [2]

The bones are highly visible here, for the same reason as previously mentioned. The hunch, however, is there to give the antagonist a unique silhouette, at least when placed side by side the protag.

Final Render Composition: Details [2]

The bones are highly visible here, for the same reason as previously mentioned. The hunch, however, is there to give the antagonist a unique silhouette, at least when placed side by side the protag.

Final Render Composition: Details [3]

The pits were there because of a suggestion given by a teammate which I thought would be fun to play with (hence "trypophobia"). They might work like a viper's heat pits, for all I know.

Final Render Composition: Details [3]

The pits were there because of a suggestion given by a teammate which I thought would be fun to play with (hence "trypophobia"). They might work like a viper's heat pits, for all I know.

The posed model at 100Kish poly, somewhere in the middle. (actual poly count for the highest sub is about 7 millions)

I apparently fail at exporting .FBX for SketchFab. So YouTube to the rescue.

I may or may not revisit this to fix the excessive amount of twitch, depending on time and software.