The approach I was experimenting on for for the line art hurt the line weight here, and didn't really save me any time :\
Imma have to go back to the regular way of doing things. :\
This design tho would probably best be served by being rendered with some wire work and rod puppetry.
I liked the idea of utilizing a half body sewing mannequin to create something not quite standardized among monster types. A phantom like Banshee felt like a good direction to go.
This could be a fairly easy design to render too.
I'd would probably use a wire mesh for the head to give it the right shape but keep it hollow space. Some glowing lights inside for that jawa eye effect. For the cloak I'd like to utilize something thats reminiscent of human skin to up the creep factor.
The voice would be something I'd want to set up in such a way that the entire space is utilized for a 3D effect where it feels like its echoing from all over.
I didn't have a clear idea when I started this one but before long the idea of the Hecatoncheires came to mind and the concept continued to develop from there.
Given the scale of this creature I don't think that it would be practical to render it in physical form. But perhaps this one would be best suited for 3D projection mapping.
Do up a 3D animated model and make it feel like its inhabiting a space much larger than the actual proportions of the room. then later in the path should it collapse or be defeated could render a portion of the creature in physical form to give patrons a sense of its size.
I especially want to use 3D projection mapping to make the space feel much larger than it actually is. Then couple that with some 3D soundscapes and perhaps even smells.
I tend to not see or rather not hear of haunts utilizing scents to bring their creations to a new level. I'm not sure if there are effective ways to produce some of the creepier scents out there without needing to actually have stuff like rotted meat or blood about. Also would like to avoid having to clean up vomit. xD
Wasn't quite sure what I wanted to go with for this one initially but towards the end it all started to click together.
There are 4 primary phases to how these mannequins will progress in the haunt.
"Normal" = where things seem somewhat normal but the early stages of the haunt are apparent. The mannequins from this point are the ones from when the creator was trying his best to capture the most ideal human forms.
Deconstruction = Where the master having become frustrated with his own sense of inadequacy started to destroy all of his creations violently, perhaps at some point loosing his ability to tell his creations apart from the staff working within his manor and dragging them into the violence.
Experimentation = The point where the creator started adding animalistic features to his creations seeking some new form of inspiration to be his muse, at some point using human bases to speed up the process.
The Arcane = the point were his experimentations with science/magic cross the threshold and give physical form to demonic entities from some other plane of existence. loosing a new form of abomination into the world.
This particular one would come from the deconstruction period. Where more of the haunted/possessed mannequins come from.
Almost finished a second mannequin today, it still needs some cleaning up tho will finish it up tomorrow, a stage 4 abomination. :D
New Haunted Mannequin concept! I tried to keep the concept to parts that might normally be available to a mannequin. I wonder now what some creative uses of a Sphynx theme could be in a haunted house?
Like what sort of riddle might she provide and how to reward beating the riddle? With candy? or maybe access to an additional path in the haunt? Hrmm much to think about.
I think simple animatronics might be best to render this creature, given how it might be more difficult to put a person in there. though if its larger than normal maybe could open up some unique options to raise the creep factor.