View Full Version : Spectacular 3D Entry: Diego Velasco-De Armas
09-05-2005, 08:12 AM
Diego Velasco-De Armas is entered in the "Spectacular Challenge" update: View Challenge Page (http://features.cgsociety.org/challenge/spectacular/view_entries.php?challenger=7799)
Latest Update: Texturing: final enemy with texture
09-05-2005, 08:18 AM
hehe This time I'm getting an early start.. Still no idea what I'll be doing, hopefully the nymph of inspiration will pay me a visit soon. But whatever it is, I'll be sure to work in a more leisurely fashion than in my previous 10 day Master & Servant crunch... Good luck to all!
09-05-2005, 08:49 AM
hehe This time I'm getting an early start.. Still no idea what I'll be doing, hopefully the nymph of inspiration will pay me a visit soon. But whatever it is, I'll be sure to work in a more leisurely fashion than in my previous 10 day Master & Servant crunch... Good luck to all!
Good luck to you Diego... I'm sure that the "good" idea comes nearly... to follow :D
09-05-2005, 08:49 AM
good luck dvelasco
hope to see your ideas soon :thumbsup:
09-08-2005, 05:13 PM
This is the first sketch that I made (pretty much a thumbnail, actually). It´s a placeholder, just to introduce my idea. Which, I must admit, is pretty megalomaniacal. The inspiration is somewhere between Chronicles of Riddick and The Lord of the Rings. This is the spectacle of war, in its full glory, irony, and (hopefully) majesty.
In the foreground is an alien queen using some sort of designer-looking dress with a translucent veil which blows in the wind to the left in a Spawn-esque shape. This should work well with the lighting scheme that I have in mind. Her court accompanies her, both the general in command of the troops as well as a couple of soldiers in armor, and a few other interesting court characters that I might come up with in the process (the conniving money man, the jester, the fat Duke, etc.). Should be fun to imagine them, which is why I won´t lock down my idea to the sketch in the beginning, and enjoy the creative process as the months progress. This crew is atop a mountain, or perhaps at the steps of their castle. I might play a bit with the compostion so that they are facing a more visible angle, but this is the general positioning of the scene.
The backdrop should portray the duality of the situation, which I think is particularly appropriate when applied to war. To the left is a dark, sombre raincloud and the accompanying lighting (which should contrast nicely with the illuminated veil in the foreground). The queen most likely will be turning away from the battlefield, detachedly looking into the darkness. To the right the sun is shining through the clouds, creating a jacob´s ladder effect throught the rising smoke of the battlefiels. The battlefied flatlands are surrounded by a mountain range. In the valley are thousands and thousands of troops (nope, I don´t have Massive), which should reflect two distinct battle styles and technologies. The queen´s army is significantly more technologically advanced, with huge war machines devastating a more numerous, but much more rudimentary, bestial army. The local army will have flying creatures (maybe dragons) fighting against laser-wielding, missile-spouting war airships. hahahahaha I´m going to go insane.
09-08-2005, 10:24 PM
a slightly better sketch, with a general idea of what´s going on in the background. The characters I´ll be working on in the next week. I´ll try and really work things out in the sketching phase before woking on the characters. The background is easier, so I think I´ll start with that first, to set the mood and find a camera (with character stand-ins). A couple of concepts in the armies: two colors, one for each army. The one one the right has dragons as its air force, and giant armored turtles as their "tanks". It will be so far away that I can probably get away with doing simple characters for the foot soldiers. I was going to make some sort of monster army versus an armored army, but it will probably not show at all. We´ll see. The other army has some sort of super attack spaceship with lasers, and some sort of droid walker tank, somewhere between an AT-AT and War of The Worlds. It should feel like the army on the right is getting devastated. The dragon in the front should probably get hit by the lasers and be in a fall. Once I get the stand-ins I´ll adjust it so that the action isn´t covered by the foreground.
09-09-2005, 04:51 PM
i like it. nice feel to it. Keep it up!
hey fala ae diego.. bom ve mais brazuca por aqui.. boa sorte..
adorei u sketch..
t+ .. cya !
09-11-2005, 06:37 AM
This is the first of the few characters that will populate the foreground of the image. Still in the somewhat rough sketch phase, I might continue to finish this sketch, or move onto another character. I think I´ll start making a gallery of intended characters for this piece, and then I´ll work out the composition when they are done in 3D. Should be more frontal, it´s a waste that they should all have their backs facing us.
09-11-2005, 06:54 AM
Excellent character sketch. My only crit is that somehow I expect something on her arms. Be it a tatoo or a bracelet. Keep it up! I want to see a 3D model of the queen.
09-11-2005, 11:05 AM
Wow the queen looks awesome, I am trying to imagine her in 3D. Good luck
09-15-2005, 09:59 PM
Thanks Nichod, Crying Horn... Cool to see Lithuanians around here! Labas Dienas!
09-19-2005, 08:10 PM
Another concept sketch. This character is the corrupt general/priest figure. He´s not done yet, but I thought that I´d post something since I haven´t in awhile... This character is pretty loaded with diferent ideas, but I´ll let you guys arrive at your own conclusions. Three things that I still want to add to him: a metal/robotic neckpiece, an ecclesiastic cloth draped around his neck (probably purple), and a pope-like hat thing stuck into his forehead. Should look pretty nasty when I´m done. Sources of inspiration for this one were the Spawn clown, one of the monks in the Name of The Rose, and the Baron Harkonnen from Dune.
09-20-2005, 07:30 AM
A more developed General/Priest. Should be enough to guide me in 3D, so I'll stop at this point. There's something not quite right with the hand position, and the stomach should be larger, but alas... this is 3D, not 2d ;). I'll model something in 3D next, before I go onto another sketch.
09-20-2005, 02:49 PM
You did very good for such a short time on the M&S challenge. I like your sketch for the background very nice setting for a spectacular battle. I am looking forward to your charachter , which look very nice too , coming to life in 3d . Good luck.
good concept, I like the priest painting!
boa sorte man, abraços
09-20-2005, 04:11 PM
Nice to see ya dvelasco , and beautiful scetch I hope the 3d is nice as well , keep it up !
09-20-2005, 07:45 PM
Hey, Divaise, Gus_Clifton, Mmoir - thanks for the comments! I am looking forward to making these in 3D, though I think that I will change the idea a bit... Instead of being far away, looking at the scene, I think that I´ll insert these characters into the battle, riding one of the tank turtles. Should be more dynamic, at least. :)
09-21-2005, 04:38 AM
Trying to get that comp right huh. Hardest part I think, it makes or breaks an entry, no matter how well the models, textures, and lights are. Hope you will make a spectacular battle. Maybe concentrate on a certain moment/event rather then just an arbitrary fight up close, such as the murder of a top general or something of that nature. Just a small suggestion. Good luck with you entry. Nice work on your M&S entry btw.
09-21-2005, 05:26 AM
The sketches are looking fantastic. keep up the amazing work! It will be great to see this come to life.
09-22-2005, 06:07 AM
Thanks, fellas! I'll see if I can get something going still this week... Lots of stuff to do at my job, it will be interesting to try and balance both!
09-22-2005, 06:10 AM
The design of your priest is fantastic Diego, very imaginative :thumbsup:
09-22-2005, 09:02 AM
Very good concept paintings. The full scenario looks a little bit like something out of War of the Worlds, so I'm sure that would be a great starting point for something spectacular. And the priest is really nice with quite a lot of personality already, stylistically like a cross-breed between Jabba the Hut and a Vogon :D
Good stuff - carry on :wip:
09-22-2005, 05:24 PM
Hey mate, nice to see someone from Brazil saying hello in lithuanian. Great sketch there, I think it's even to great if you will going to model it anyway ;) Good luck to you, I'll be waiting for updates... especially for a queen ;)
09-22-2005, 06:57 PM
Great sketches. Dunno about the story, it's a bit common:shrug: . Sorry.
09-24-2005, 01:22 AM
hi dvelasco ... thats awesome sketch, cant wait to see it in 3d
Good luck. :thumbsup:
10-01-2005, 07:34 PM
Lemog, JamesMK, Crying Horn, Suk-Grigorij, Samer, thanks for the comments! I must agree with Suk that the way that the concept was presented could be better. From that vantage point, a group looking placidly at a raging battle below doesn't engage the viewer, and in fact is pretty common (or at least an image that we would expect, in a way). As my friend Schaal pointed out, as well, the other major problem with this image is that it all makes too much sense... since it's a fantasy setting the war is in, it might just make sense for that world that a huge battle is going on below. So we miss that "Spectacular!" feeling. So the trick is to place the battle in the most unlikely setting that you can imagine, so that there's a real contrast in the scene. Rio de Janeiro cam e to mind http://forums.cgsociety.org/images/icons/icon7.gif. So the new take on this idea is to keep both characters, but place them in a fierce battle in the shores of Botafogo Beach in Rio de Janeiro, with a decrepit futuristic city overgrown with vines, trees and bizarre vegetation as a backdrop. In the background, the Sugar Loaf, still beautiful but perhaps with a landing station or something like that on the top. The queen will still have her flowing veil, but she will be protected atop a huge military snapping turtle/tank creature, and a slight energy field. The camera should be down below at the troop level, looking up at the monstrous turtle. Troops on one side will still be wielding lasers and armour, and the other side will be populated by the creatures that have taken the city- neanderthal, beastial men with clubs, and other bizarre gear that they might have found in the city. The priest will be down with the troops, attacking with a staff and protected by and energy shield device. This should be fun hehe. The snaping turtle is more amazing than I thought it would be, it definitely needs to be a centerpiece, with its spiky armour and stony texture. Well, back to the drawing board http://forums.cgsociety.org/images/icons/icon12.gif. But in fact, I really have to get going with the 3D part of it, otherwise I will have a major har time finishing all this!!
10-02-2005, 03:29 AM
Man that's an awesome sketch. No crits to mention yet!
Beautyfoul sketching man.The character looks so nice.Cant wait to see it in 3d finaly.
Keep up Diego man.Seeya arround.
10-02-2005, 04:30 PM
Nice sketch :) looks very cool. Doesn't look completely 'oh so evil' either, which is a very good thing in my eyes.
10-02-2005, 06:30 PM
it will be interesting to see that concept in 3D :)
10-03-2005, 01:33 PM
This is the first version of the queen's face. Should be something rather severe, yet smooth at the same time. Not quite there with the modeling yet, but I thought I'd post something in 3D, at last ;).
10-03-2005, 09:59 PM
Hi Diego. Nice work so far. I liked the model, specially the nose and the concept is very good, congrats. keep going dude :thumbsup:
10-04-2005, 05:29 AM
The queen's body modeling is pretty much finished. I'm happy with the model, there are just a couple of places that I could improve the edge loops. But then again, you'll see where the queen is going to be on my new comp... This is more than enough detailing already! :)
10-04-2005, 05:33 AM
This is a preliminary texture for the queen's skin. Need to take it back into Zbrush for more detailing, painting seams, etc. Also, the shader itself ins't done yet, though we'll see in the final comp how elaborate it needs to be.
10-04-2005, 02:45 PM
very nice modeling and good start in the texture work.
She has a very nice butt but I don't think I will get her phone, she looks a little sick, too purple, huum, maybe she ate something weird.
10-04-2005, 06:28 PM
very nice dark models.
You are inspired in the "regin of fire" movie to do this?:shrug:
10-04-2005, 09:05 PM
Good to see you here :beer:
Good luck on challenge. To de olho :D
10-04-2005, 09:15 PM
Hi Diego, how i said i liked the girl and you are going so fast dude. Good work :thumbsup:
10-04-2005, 09:58 PM
Excellent work - you've managed to do a lot in a relatively small amount of time. Interesting concept, a mixture of science fiction and fantasy. The Queen look convincing, guess in the final version the skin texture will not bi mirrored symmetricaly? I'm subscribing to this one as I'm really interested how is it going to turn out...
10-04-2005, 10:05 PM
that's Cool....i'v always Loved purplish Women:thumbsup:
10-05-2005, 03:08 AM
Schaal- dude, she´s not for you! Hehe she goes out with this huge purple guy. Plus, she´s in the midst of a battle, blood n´guts everywhere, she´s not exactly in the mood for love ;).
Melkao - Reign of Fire? I thought it was a dragon movie! Hmm, no, but I´ll check it out.
JR.BRAZ - fala bro! Desta vez tenho mais tempo ;). Valeu!
denverbz - thanks, man! I think I´ll have to keep it up, too, otherwise I won´t finish this thing! But I´m psyched to get going on it!
Big D - Thanks! No, the texture on the girl won´t be mirrored ;). But then again, I admit that it is purism, since she will be on top of a huge turtle, in the middle of a battle.. But I agree, that parted hair and the two freckles definitely give that away.
3rd user - hehe yup, me too!
10-05-2005, 08:42 AM
Hi! This is a very interesting and scale cherished dream! Very good skethes! Good luck! :)
10-05-2005, 10:24 AM
Gee... Diego, nice work you're doing, I like your MS entry, I missed it before (didn't browse enough on that part of the challenge!) the model of the woman your doing is great. Surely the end result will be stunning! :bounce: :thumbsup:
That's cool :P
Keep it up!
Boa sorte ;]
10-06-2005, 05:32 PM
Hey DVA wassap my nigga!!!
Nice job hein!! you're getting better!!! Keep it up, but be careful with the "power jesus", his powers are beyond comprehension!!! :)
good luck RRRAAAAYYYYYY!!!
10-06-2005, 06:47 PM
Very cool modelling and mesh organization
And congrats for yours skeches, i liked a lot:thumbsup:
Boa Sorte pra você
10-11-2005, 06:42 PM
Ok, this is the image that goes with my last description :). I haven't really devoted any time to this recently, which is a pity. But I definitely intend on finishing this, so at some point it has to pick up some speed ;). The characters in the foreground are purposefully really rough, I'll develop them one at a time, maybe straight in Zbrush. The charging figure in the front line is the priest. Not sure if the characters in the left will be droids or armored people, though I'm pending more towards armored people with smooth, yet ornate, helmets. Probably a mix of retro and futuristic armour. A friend of mine got me a great samurai shield reference, I think I'll use that, as well.
10-18-2005, 07:31 AM
Thanks for the comments! This is the soldier for the left side of the frame, and probably the last concept sketch that I do for this challenge. There's something not quite right with the legs, as well as a couple of other construction details, but it's enough to guide me through the modeling. I probably will take another couple of days before posting anything else, I need to prepare for a presentation...
10-18-2005, 06:50 PM
OK, some modifications to the sketch.. Not sure when I´ll modify this so it looks good, but at least for the concept this is what I´ll be doing: More details in the chestplate that match the shoulder plates, the dome over his head will be elongated, etched and engraved with some designs (though it will still resemble glass), and the ear covers will go to the outside, together with some metal detailing. Schaal helped out with the legs, I´ll fix that in the future. BTW, that weapon in his right hand is a gun as well, the lower end is the muzzle. Would be an interesting weapon to have in battle, I actually thought about the practical issues of his setup- no spikes in places where he would hurt himself easily, the different ways that he could use his spear/fouchard, etc. The hardest "sell" is the transparent dome, but it wouldn´t be too much of a stretch to think that they could have some sort of hard transparent material that would be suitable (not glass, of course...).
11-01-2005, 06:49 PM
Eai Diego. :beer:
Desistiu do contest? Corre que ainda dá tempo para terminar ... :wip:
11-01-2005, 06:52 PM
11-05-2005, 06:46 AM
JR.BRAZ - hehe Ainda nao desisti, nao ;). Valeu pelo incentivo, vou voltar a ativa por aqui. Esse fim-de-semana vou trabalhar nisso.. Se nao sair nada ai sim eu vou comecar a ficar preocupado..
melkao - Thanks, man!
11-05-2005, 06:48 AM
I worked a bit on the model of the face and the body of the Queen. This is a first attempt at a subsurface shader for the queen, minus the specular and bump maps. It's worth working on this shader because I'll probably use the same one for the warriors...
11-05-2005, 06:51 AM
Very nice work
Wish you good luck:)
11-06-2005, 04:34 AM
I cleaned up my references, project, etc., and now I'm ready to go! :) At last, the turtle begins...The real Macroclemys Temminckii is much nastier than I thought it would be in the beginning, which will help a lot in making it look menacing.
11-06-2005, 05:49 AM
Slowly but surely... Since the shell is so irregular (and yet I want it to match the photo), I'm modeling it medium res in polys before I go to Zbrush.
11-06-2005, 08:10 AM
That's enough for today! There are 3 small pieces to the sides of the shell that still need to be modeled before the side spikes (border). Hopefully I'll finish most of the modeling and shading of the turtle by tomorrow night. I need to go to work tomorrow, though, so we'll see how much time is left for this!
11-06-2005, 04:40 PM
Nice updates on your concept and the new character design looks good to me. In your concept drawing , I think you could put more of the focus on one of the Turtles instead of seeing several of them.
Your modeling is coming along fine too, keep up the good work.
11-06-2005, 07:28 PM
nice concept scetches, I really like the feal your going for, The turtle Idea is great, I think you sould make them look muscular, Like Rhino's, to show that the ccan move when the time calls for it. Like the Qween, a bit creepy :eek: , good job on the Eye texturing. Good luck and Keep going man!:beer:
11-06-2005, 08:19 PM
Ahmed- Thanks, man!
mmoir - Thanks! I´ll see about what you said, might be a good idea to concentrate more on one turtle. Actually, I was thinking about this, since the queen herself will be on one. So I might as well zoom in a bit.
P&P- :) thanks! Yeah, the idea is to make them as menacing, powerful and sinister as possible. I´m aiming to finish them still tonight, though right now I´m at work doing something else! :/ I´m still considering armor for them as well, maybe something along the lines of the oliphants, pieces of armor and piercing pikes and such attached with ropes... I don´t know how the muscles are going to show under the shell, I´ll see that in Zbrush.. BTW, I did a muscular rhino once- check it out in my portfolio! :)
11-07-2005, 03:35 AM
Well, this is what 4000+ hand-placed polygons looks like... argh. I might've gove quicker in Zbrush, but this way the initial mapping will be right on. Need to model its chestplate now, before going onto the fleshy parts.
11-07-2005, 05:47 AM
Still need to unwrap the UVs more precisely, but the preliminary modeling for the shell is there. Spikes and irregularities will be added in Zbrush. Final texturing, rigging, modeling, etc. has to be done in the next 4 days... hehe or else there won't be enough time to finish the other ones!
11-09-2005, 03:37 AM
Well, since you commented on mine i decided to return the favor, seems like a daunting task that you are undertaking but you are doing verywell, the only thing i could critique is to tone down the complexity of your scene so you have a chance to finish but you do seem to be a very experienced and able modeler, take it for what its worth.
11-09-2005, 03:55 AM
Parabens.! muito legal seu trabalho, acho que especialmente as texturas.. que massa, eu pense que foi tudo feito com displacement. mais voce modelo tudo..
Great man... there is something with the girls face that I am not totaly happy with, the eyes.
Cogratulations again and keep it up..
11-09-2005, 05:53 AM
Hi Dimitri, thanks for the comment. I must agree that it is indeed good advice, though I have been known to be less than sensible at times ;). The problem isn't with the complexity of the scene, but rather the amount of time that I usually have to work on this. Usually, it's only after 10:30 pm, which is why this is going so slowly. Still, I hope to get as far as I can with a good quality standard. There is a lot of work ahead, though...
Richard - Opa, valeu, cara! Na verdade, em retrospecto, nao teria feito tudo isso na modelagem. O melhor mesmo teria sido fazer um modelo bem simples com um mapeamento legal, e levar isso pro Zbrush! Mas beleza... Fica pra proxima tartaruga ;). A cara da garota eu ainda tenho que texturizar, talvez quando passar um preto em volta dos olhos melhore um pouco...
Yet another update for the shell. This is already a first pass in Zbrush, the texture isn't done yet. The modeling might get higher detailing, feels a bit "melted" still.
11-09-2005, 01:45 PM
the textures are looking very natural and real,:applause:
Good job man! :scream:looking forward to see your worlk!
11-10-2005, 08:15 PM
Nice work :thumbsup: I love the texture :love:
Show us more :deal:
11-11-2005, 09:03 AM
Tem umas textura esticada mas fora isso ateh q ta legal, convenhamos q eh um casco de tartaruga,num precisa de frescura neh, ateh pq vai ta la no background mesmo! alias um mapinha de dsplcmnt faria o trabalho na boa!! hahahaha to metendo o bedelho na sua cena pq num consego termina a minha hahahahahaha!!!...preguica...
11-15-2005, 04:57 PM
Melkao, Tuck & Nomad- Glad to see that you like the texturing! :) I worked on it quite a bit after this, though, I'll post an update in a minute.
Trattor- Ce é figura mesmo, hem! hehe Concordo que tinha umas texturas meio esticadas, entao... refiz todo o UV, e comecei o mapa do zero, de novo. Ve ai em cima, se voce aprova desta vez ;).
I learned a lot more about Zbrush this time around. Specifically, this put the automatic UV mapping of Zbrush to the test. The veredict, in my opinion, is that it is much better to have contiguous, logical UVs as compared to the mess of little squares that the automatic mapping does, even if there's no distortion. It was much better to be able to go back and paint a few details on the map, or maybe shapen and color correct large portions so that one matched the other.
11-15-2005, 05:01 PM
I'll post an update in a minute.
Probably I will see it only tomorrow... Diego agree with other comments, very nice textureing work :wip: congrats
11-15-2005, 05:51 PM
This is just to illustrate the difference between the two methods of UVs, in case someone is in doubt which way to go... It was a bit of a pain to unwrap the hires model (lost my UVs somewhere along the way), but in the end it was worth it. The trick was to:
1) separate into two objects 2) planar map for each one 3) select all cvs in the object, then "select-> border selection", then "convert selection to UVs" to grab the outer UV rim 4) scale up this rim a lot in the UV texture window, and make the edge more regular 5) relax uvs until satisfied.
If you scale out the border UVs so that you give the inner UVs enough space to relax out, instead of into themselves. The shape on the bottom was particularly a pain to do any other way. One interesting thing to note: if you map out your Uvs like in the middle image, they will combine into the third image when you paint, but you'll have automatic UV groups already separated for you. This is useful for hiding parts of the object that you're painting in Zbrush.
11-15-2005, 06:02 PM
This post goes out to thank Pixolator from Zbrush for the excellent plugin that links Zbrush to Photoshop, ZApplink. (download at: http://220.127.116.11/zbrush/zbcfiles/ZAppLinkRev2.zip) This image is the workflow that I used to adapt pieces of photographs onto the Zbrush screen grab using the plugin. I created red outlines to use as guides in a separate layer, then went into the liquify window (which I resized, so that I could push the pixels around as I looked at the reference). Worked quite well. I'm aware that there's a way to do this directly in Zbrush, but to me this was a lot more controleable.
11-15-2005, 06:07 PM
OK.. so I'm making a career out of this one shell ;) hehe time to move onto at least another part of the turtle.
Jddog- hope you like this version better, and thanks for the comment!
11-15-2005, 06:09 PM
This is with only the default light, but with an occlusion pass. I didn't use occlusion on my M&S entry, but I'll definitely use it on this one.
11-15-2005, 06:12 PM
I tried not to have any stretched textures on this. Liquify has the tendency to do this, but I corrected them later in Zbrush with the multi-dot brush. Looked like the texture gained resolution this way.
11-15-2005, 06:15 PM
My favorite angle of this series, though (once again) probably one that won't be seen too much from the angle that I'm imagining the scene. The shader is quite simple, there's another black blinn shader with a higher bump value and tight white specular going into the main shader's incandescence. This makes for a soft, colored specular on the base shader, and white specular dots from the second shader giving it a "wet" look.
11-15-2005, 09:38 PM
the evilest of foul malignant turtles rears its pestilent head
11-15-2005, 09:59 PM
Concept sketch for the turtle helmet. Should be an interesting contrast when it's textured. There's a fastening belt under its chin.
11-17-2005, 02:25 AM
Rigged, posed, and ready for texturing. Need to do the hid legs, but first I want to texture the head and front legs and build the helmet. Time to start finding a compostion that works, and start working on a final image.
11-17-2005, 09:37 PM
hey thats looking great man, :thumbsup:
11-18-2005, 04:14 AM
A first render of the turtle, roughtly in the pose and position where it's going to be at. Well, I've got to start somewhere ;). No displacement on the legs yet, though I already have something in Zbrush. Next I'll work on the background, and some on the composition.
11-18-2005, 05:29 AM
Your lastet rendering of the turtle is truly fantastic... great texturing skill mate... congratulations... :thumbsup:
11-18-2005, 06:21 AM
wow ! nice turtle! I remember how fun to create turtle ! very good texture and model :thumbsup:
11-18-2005, 06:42 AM
Your turtle is coming along very nice!:thumbsup: The texture is very convincing and I like the last render a lot! Good work!:)
11-18-2005, 09:55 AM
Awesome work on turtle! Textures are amazing, keep great working :thumbsup:
11-18-2005, 02:01 PM
Very nice model! shading is very organic. Cant wait for further updates! Goodluck
11-19-2005, 03:07 PM
Eddieellis, Lemog, Monsitj, DaWinky, Rawwad, Dogeas3D - thanks a lot for all the comments! :) :) So it seems like you guys like renders, not progress images ;) Ok, renders it is! hehe I'll post some more as soon as I have them. Working on the beach and compostion now. Images soon to follow... cheers!
11-19-2005, 03:12 PM
Wow dvelasco, great drawings and great turtles... I'm anxious for more... keep it on!
11-19-2005, 04:28 PM
That looks awesome. Not only do you have nice textures and modeling but the pose it great. You have really given this creature life. So many 3D rendered character lack life and movement, but this is a great example of making something look alive. Really inspiring work. I look forward to the final image.
11-19-2005, 09:56 PM
Your turtle looks fantastic! inspires me a lot since im using a turtle/tortise in my image as well. I was actully wondering if you used any displacement maps on your model or if you just went with bump maps>. Really looks great either way. Nice Render and pose as well
11-20-2005, 06:04 AM
Ok, this is what the comp will probably look like in the end. Not quite sure about the clouds, I might paint some more variations, maybe even try a later time of day (though I'm starting to get used to this lighting). The background is all 3D, though I am going to matte paint over it all before going back in and deforming the sand, for example. The mountain is just "roughed out" still, it's a bit larger, and the mapping is really bad right now. Just a google Earth image mapped from above (it's what I used as a reference to build the scenery and the mountain and island). The red thing atop the turtle is the sketched queen, just for placement. Her garment will be flowing in the wind, as in the early concept. Lighting is HDR as a base, and two directional lights. I'll add more geometry to the scene before I fiddle with that again, though I feel like I need more highlights. Well, time to go sleep a bit.
Claudio Jordao - Thanks man, I'll try and keep posting every day until the end of the contest.. Hopefully I'll finish in time!
Novacaine - That is a really good compliment! :) I moved him sideways a bit, was better before. This isn't even close to finished, so I'll move him around a few times still hehe. Still need to finish the back part, then I'll finalize the pose.
RyanKingwood - I'm happy that you like it! Your turtle is coming right along, too, I really like how your texture is developing. You can see the progression of the model below, but I pretty much modeled it all by hand before adding the final deformations in Zbrush. Then I exported the hires meshes into maya. I was surprised to see that smooth bind and copy smooth weights from the lores version worked so well on the hires mesh from Zbrush. The bump map, for now, is just a copy of the color map. If I have time I'll paint a specific bump map (though probably not). I also intend on adding some procedural 3D noise to the bump, in hires (4000 pixels) it looks pretty "melted" if I don't.
11-20-2005, 06:17 AM
:eek: Wow I like this turtule a lot. Very nice textures dude:thumbsup: . Very nice concept. Good start with the comp. Keep up the good work Dude. Waiting for your next update:bounce: :bounce:
11-21-2005, 12:34 AM
The Turtle Master!!
Diego, the lighting is very nice, good use of hdr. Ambiente occlusion will be a very special add to the final comp.
The model is amazing and the process that you used to get the result is very clever and show up your skills in traditional poly modeling and z-brushing things.
But, I think it's time to do the final layout of the scene and estabilish the camera angle and the color mood.
Im my opinion a hot midday sunlight with some hazes and high contrast of light and shadows will be very interesting in this Post Armageddon Rio de Janeiro.
Some strange cumullus clouds and an little weird color to the sky will work fine too.
11-21-2005, 04:19 AM
Ok, the modeling for the queen is now done. I thought about going back to her and making her topology as clean as possible (I am pretty happy with the edge loops) so that I can use the same model as a basis for the warrior face, and maybe even the beast face. The body will have to be remodeled, but at least part of the modeling will have been made.
11-21-2005, 04:50 AM
Yes, you can be proud with your wire... and global proportion seem quiet good for me... just waiting more of her :thumbsup:
11-23-2005, 11:40 AM
The beginning of the dress' modeling. There's an interesting solution on the back, but I want to model it more in-depth before I post. Today I have to finish this.. complete with SSS.
11-24-2005, 04:44 AM
The shaders (as well as the lighting) here are preliminary. The lighting will be different when I place her in the scene. Next I need to rig her to pose her, shade & texture, and place her on the turtle. The gauntlets are going to be re-used on the soldier model, which is why there is so much detail in there. Too bad she doesn't appear from the back.
11-24-2005, 07:10 AM
Madshooter - :) this is the new version of the comp... Still a lot to do. Thanks for the comments!
Schaal- Sorry I didn't respond to your post earlier! Thanks for the comments, man! Always helpful :). This is a slightly different pose and comp, with the camera a little lower. Hope you like this one!
I think it's best to start modeling and placing the other characters in the foreground before I mess with the comp any more... Tweaked the lighting a bit, made the texture and shader on the mountain better, blurred the background a bit, added a slightly tinted reddish occlusion pass, and finally, added the queen to the turtle. Who, by the way, has waay too much detail for how much she will appear in the scene, even if she is one of the focal points of the image. Even at 4000 pixels, there isn't enough resolution to see all the little details ;). Well, may that be a lesson in practicality! hehe
11-24-2005, 07:17 AM
• It is looking very good pal! keep it up :thumbsup: and Hurry up!
11-24-2005, 07:48 AM
Well done... already very pleasant... I can't wait the next step... continue like that... :thumbsup:
11-24-2005, 08:44 AM
I can just say: beautiful !
11-24-2005, 09:26 AM
very nice and realistic crature! I' m a turtle lover too heheh! good job man!
11-24-2005, 12:22 PM
ah... very nice composition, I want to see more...:)
11-24-2005, 01:47 PM
Hi Diego, great image and the concept is so good. Tom Jobim would go to love, hehehe. You are a good work with the composition. I also liked of the queen, great work. I'm waiting to see more. Congrats :thumbsup:
11-24-2005, 01:50 PM
Great concept and scene.I like your textures.
11-24-2005, 02:01 PM
I really like that turtle although I think I have said that before, but it is great:thumbsup: . The character model and style is very good , I do think the veil for the head blowing in the wind is a little to long I think but it does draw your attention there.
11-27-2005, 07:30 AM
Climax, Lemog, Jddog, Monsitj, Denverbz, Alvin_cgi, Sonic-X, Mmoir- thank you all very much for your comments and support! This week wil be crunch time... Hopefully my time at work will be less demanding than it has been in the past 3 months. 1 more week to go!
This is the first attempt at the creature that will be attacking the soldiers. I think that I'll add some large teeth to it, as well. Each one will have a different warpaint and will be seen from a different angle, so hopefully I can get away with pretty much the same model... hehe. Not sure about whether or not I keep him as a pan or if I add human legs to him. What do you guys think? If I add legs I'll have to deal with clothes, though. Might still be better than fur, which I intend to use. Pretty much in doubt on this one.
References for the Zbrush pass on this one are somewhere between the very exaggerated muscles in Simon Beasley's work, and the Morlock from the new Time Machine movie. The geometry should change quite a bit after Zbrush painting...
11-27-2005, 07:32 AM
More views from the creature, with overlaid wireframes. I ended up not using the woman's model at all. Maybe for the soldier, who will have less rugged features.
11-29-2005, 01:48 PM
The modeling of the Pan character progresses... I decided to have hoofs instead of feet, after all. Fur is going to be a pain, but I might even just paint that into the final image. We´ll see if I even have time for this kind of detailing!
11-29-2005, 01:50 PM
Face detail. Model ready for Zbrushing in the detail. In fact, the back has quite a bit of detail in it already. I probably should have made some more details in the legs before sending it into Zbrush just to keep things balanced when subdividing.
11-29-2005, 02:08 PM
Divide = 1. As I said before, since the legs were so simple, even with a first division there isn´t enough resolution to do anything with them.
11-29-2005, 10:48 PM
Ok, time to start the texturing and rigging of this creature. I´m curious to see him in the comp, and how he´ll compose in the final image. I really want to avoid not having enough texture detailing in the foreground characters, so I´ll probably come back to him and add pores, veins, etc. But for the time being, I´m going for the broader strokes before I get too far into the detailing (like the woman and the turtle).
11-30-2005, 08:24 AM
First color pass, already rendered in Maya. Next step is to finish the back's coloring, and pose and render the army.
12-01-2005, 09:47 AM
wow your figure is really excellent :applause:
12-01-2005, 12:01 PM
Yep... very impressive guy... with simpathetic face for sure :scream:
Great work Diego :thumbsup:
12-02-2005, 05:39 AM
Hi Lemog and Jddog, good to know you guys are still there :). Thanks for the support, believe it or not I still think that I´ll be able to finish my image! hehe. This is his final painted texture. I´ve already rigged and smooth painted him, the next image that I post will have a number of these guys on the right side. Cheers!
12-02-2005, 11:29 AM
Hey dvelasco, come on man... hurry up, give us some more of your impressive work!
12-02-2005, 02:49 PM
hehehe Grande Claudio! Yeah, now I need all the incentive and Red Bull that I can get. The next 3 days will be intense with this thing. The final Stretch! I'll post as often as I can until monday. Tally-ho!
12-09-2005, 06:19 PM
I would like to really thank everyone who contributed to my thread with your helpful comments, critiques, and encouragement. even though the timeframe for this contest was 3 months, it was a lot of work to do while maintaining my (usually heavy) workload at Trattoria Filmes here in Sao Paulo. I decided to continue to work on it on my own time, until it´s done. I´m liking the way that the individual elements are coming along, and I think that indeed this image can look very cool once it´s done. So I´m definitely going to finish it- first as a full still frame, and maybe later as an animated scene for my demo reel. My new aim is the new Expose 4 deadline, which is February 27, 2006. But in fact if anything at all comes from this, it´ll be a bonus. I´m going to concentrate on the process and have fun with it, and make the image as I imagined it, no stress. If any of you are interested in continuing to follow the development of the image, I´m moving this thread to the WIP section, at:
See you around!
(and happy holidays!)
12-09-2005, 06:19 PM
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