View Full Version : Egyptian Dark Warrior
SergioSantos 01-30-2005, 03:56 PM My latest model...
C&C are welcome.
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ninjacore
01-30-2005, 05:18 PM
this looks pretty cool. any chance of a close up of the head..looks like there is an excess of polys on that helmet. whats the overal count?
franklyn
01-30-2005, 07:34 PM
"My last model..."
u mean ur latest model?
anyways its a nice char cant wait for the texture update
SergioSantos
01-31-2005, 09:40 AM
thank you franklyn,
my apologize for my terrible english
I wanted to say "latest", it was a mistake with my mother tongue.
polycount: about 4500
SergioSantos
01-31-2005, 10:50 AM
texture coordinates
and detailed renders
maxx10
01-31-2005, 10:53 AM
nice... but if it's an Egyptian as in the Egypt of the pharaohs they didn't have scimitars but a similar shaped weapon called "Kopesh"
http://home.earthlink.net/~kilroy1128/khopesh.jpg
SergioSantos
01-31-2005, 11:41 AM
My inspiration is Indiana Jones and the raiders of the lost ark.
maxx10
01-31-2005, 01:58 PM
My inspiration is Indiana Jones and the raiders of the lost ark.
then it's fine :thumbsup:
zortech
01-31-2005, 02:06 PM
He looks really good. Nice stlye and clean modeling. Looking forward to see him textured. :)
SergioSantos
02-02-2005, 09:11 AM
Bump maping and specular
LeeSalo
02-02-2005, 09:17 AM
nice one dude. that guy kicks ass. I loved the disposable bad guys in raiders
AdamAtomic
02-02-2005, 04:23 PM
awesome! i think his chin extends just a little bit too far down, but it looks really sweet otherwise!
SergioSantos
02-02-2005, 11:09 PM
captures of the 3D MAX viewport.
Hailey_Bop
02-03-2005, 01:48 AM
very very nice!! this guy rocks! the texturing, modeling, everything! great job!
NeptuneImaging
02-03-2005, 02:19 AM
Are those wrinkles bump mapped? I thought that was not really possible...if anything, excellent work...
TallgeeseIIII
02-03-2005, 03:23 AM
wow! great work, and that's a normal map, not a bump map, right? oh, and how do you get your viewport to render the effects? i heard that was possible if you have a radeon x800 card, which i do, i just never figured it out. can you tell me?
danydrunk
02-03-2005, 03:44 AM
yeah, thats a normal mapp right? and what software did you used for the high res?
SergioSantos
02-03-2005, 08:54 AM
Thank you for comments!
I use 3D MAX 7 and Photoshop CS
To check the normal map in viewport you need to activate "metal bump9" (Material Editor / DirectX Manager).
I usually build a high mesh to get the normal map, but some times i haven't got time to build it, so I paint it in Photoshop. I use a black & white document. Black is inside, white is outside and grey (RGB 128,128,128) is neutral. When i've finished I use a Photoshop filter to convert this document into a normal map : FILTER->NVTOOLS->NORMALMAPFILTER.
My computer is an Athlon XP 2GHz, 1 GB RAM, ATI RADEON 9800 PRO 128Mb...
Works fine :)
some images showing the process:
TallgeeseIIII
02-03-2005, 11:15 AM
whoooa, MUST try this, i heard about that photoshop plugin too, any clue where i can get that? i have max 7 and photoshop 7.
dtrimble
02-03-2005, 01:14 PM
This is looking awesome, can you post some 3/4 veiws of this guy posed? The only crit I can see is that the feet look a little flat, could use a little more shaping, but that is just a nitpick, Great job on this character!
SergioSantos
02-03-2005, 02:49 PM
Setting up physique/biped
TallgeeseIIII
02-03-2005, 03:06 PM
wow... this thing.... is.... AWESOME, may i ask what it's for? is it an independent project, a mod, or are you mkaing it for a game? if you can even tell me that is... oh, and i got the direct x working, i had it on opengl before and my card could anti alias everything, it doesn't do that for direct x, is there a way to force full screen anti aliasing for direct 3d?
SergioSantos
02-03-2005, 03:50 PM
This charater is for a job test. I hope to get the job... :)
I know what you tell me, I used OpenGL, but I don't know how to show bump maping in OpenGL or how to anti alias with DirectX.
I would like to do an image with this model, i'll post a preview (for crits...)
(sorry my bad english)
vancorso
02-03-2005, 04:00 PM
Great work Sergio! I know that was possible make the normal maps that way, but never try it. Very efective and more cheap than go in zbrush. Thanks to share this tip :)
By the way, I think that your work in Arvirago was great! I hope to see more things from you.
Venga, un saludo!
danydrunk
02-03-2005, 06:01 PM
thanks for that photoshop normal mapping tip, thats a really cool thing, is that a filter that comes with photoshop cs? or you have to get it separately?
SergioSantos
02-03-2005, 07:55 PM
You can download this plugin from the web of NVidia (http://www.nvidia.com/)
or from here (http://www.quest3d.com/index.php?id=102)
(Gracias por los comentarios, seguiré posteando :) )
SergioSantos
02-03-2005, 10:25 PM
I want to do something like this image...
(It's a preview)
marc001
02-04-2005, 04:44 AM
The muscle anatomy in the arms can use some tweaking. The bicep forarm connection is sharp. Also the deltoids have a way of flowing into the pectoral muscles. But overall it looks good. I had no idea you could make a normal map from a bump map. It's a cool technique.
For this art test did you get a concept sketch to work from? Can you post it? I'd like to see a comparison.
SergioSantos
02-04-2005, 07:43 AM
did you get a concept sketch to work from?
They gave me some frames of movies like "Indiana Jones" and "The Mummy"
And some words about the character likes.
They want I design the character, but with little references.
nathanielbell
02-04-2005, 06:44 PM
I really like him. I like the style the colors everything. Very cool.
SergioSantos
02-06-2005, 09:34 PM
BTW I've got the job... :)
Thanks to everybody for their comments!
(I'll try to upload the final image, maybe next week...)
Animation626
02-07-2005, 02:24 AM
great character...and grats on getting the job, hope you succeed even more in the future :)
ElfKitty
02-12-2005, 07:42 PM
The texturing on this guy is awesome! http://www.cgtalk.com/images/icons/icon13.gif
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