View Full Version : Project: Overlord
09-09-2006, 12:41 AM
This may turn out be too ambitious of a project but here we go. My goal is to build a next-gen character model. I'm going to post all artwork, from start to finish, whether it is CG or traditional. So, please, I know this is for CG work, but I want to get crits on all stages.
I originally posted the first draft in WIP 2D, but I realized it was the wrong forum. This post will be the redesign. The original design can be found at the link below.
The first draft of concept art was done in Painter. It was my first attempt with Painter, and I got carried away with "painting" and not focusing on designing. After I finished my intial concept in Painter, I realized it was too plain. So, I returned to my traditional art skills for the redesign.
Please, any input will greatly appreciated. I will post further updates, as I go.
09-09-2006, 04:17 AM
you're off in the right direction. Is the goal to produce a entire next-gen character? I don't thats too ambitious, by far. The concept is good, though a unfinished (if you are planning to do the whole character which I think you should). Finish the rest of his body and do some color comps as well.
Best of luck!
09-11-2006, 01:13 AM
This is a update to the project, a weapons study. I'll try to make this the last non-CG post.
Thanks for the input, Gamedev. Yes, it will be a character. I'll do a colour study of the entire character next.
I promise it will be in Painter or Photoshop.
09-11-2006, 10:12 AM
very solid concept. Like your style. but imo he miss some detail, something that makes him look a bit more "glorious". A mantle or something, and maybe skip the naked arm.
Also his weapons may seem a bit too fine for his "brutish" style, maybe change him accordingly, or weapons worthy his muscles:)
Keep up the good work!
09-16-2006, 02:17 PM
Hello again, here is the finalized design. As promised, this image was completed in Painter, with touch-ups done in Photoshop. Please keep in mind this is my second attempt at Painter, so now would be the perfect time to point out any work flow issues that I need to address, before they become bad habits.
Thanks for the imput GemoRat, I have added a crown helm to give a stronger impact as you suggested. Also, I tried to give one of the swords that "brutish" feel you suggested. Thanks again for your ideas.
09-17-2006, 04:35 PM
I think it very good, however in my opinion the leg placement looks kinda wierd.
09-27-2006, 01:10 PM
Hello again. Here is my next update, the wireframes.
Sorry for the delay, but took some time to do some "career research" on my PS2. This model was built in Maya, and completely done in quads. I have not mappped out the uv's yet, but I will try to make my next update alittle quicker. Total polygon count: 5156.
Once again, any input would be greatly appreciated.
10-27-2006, 09:28 AM
Just when you thought I wasn't going to finish this. Truth to tell, I was a little too optimistic in thinking that normal mapping would be a simple addition to my workflow. I have ran into RAM problems, video card problems, software problems and ... well, you get the picture. I thought I would post an update for anybody still interested.
If anybody knows a good, detailed tutorial on this pandora's box (normal mapping a character) that I have opened for myself, I would truly appreciate it.
Thanks for waiting, and any c&c would be appreciated.
10-28-2006, 01:07 AM
So your system isnt powerful enough? I run a P3 1ghz (real piece of crap!) and can at least go to 1 million so im sure your machine can match that.
My advice is work on separate objects and bake each on its own, in the end use photoshop to put your normal map(s) back together. That should work pretty good on this character since each piece of armor can be isolated and detailed in zbrush.
On a side note, for 5k i think you could have made his legs smoother, some of the geo on the torso could be optimized and redistributed down there...and those 2 edges close together on the arm...not very efficient: if it doesnt change the silhouette of the character it's useless! So go over the mesh and try to spot similar "problems".
I understand the need to keep it all quads if that's your z base mesh tho.
10-29-2006, 01:06 AM
Thanks for the input, PyskO. I will try to redefine the areas, on the low poly model, you mentioned. Working in pieces is the only way I was able to get the breastplate done, but thank you for the suggestion. Luckly, I managed to model in quads, so knock on wood for that!
My problems that I have been having are not processer related, rather allocation of RAM, by both Zbrush and the OS. I was able to troubleshoot that.
However, my video card is not strong enough to view High Quality Rendering in Maya viewports. I was able to track down the JS_NormalSampler Plugin that allows normal maps to be viewed with a Software Render. For some reason, it has made Maya completely unstable. It will crash 50% when I try to do a Software Render. If I am able to get a image rendered, Maya will crash even more frequently if I try to save that image. That is the problem I am currently trying to solve. It would appear that it is an uncommon problem.
But, because of this problem my work has become painfully slow. It is hard to model, surface sample, and "stitch" together several normal maps when you can not see your progress when you need to.
If anybody has any insight to this problem, I would greatly appreciate any advice. Until I am able to fix this problem, it is a snail pace for me.
Thanks for the troubleshooting, I do appreciate it.
10-29-2006, 01:06 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.