View Full Version : Dominance War II: zeke3d
02-06-2007, 01:43 AM
hey fellow society members, will be putting up some concepts soon, best of luck to everyone.
02-07-2007, 01:08 AM
i will attach a little summary of this guys story.
02-07-2007, 01:49 AM
Race: Human (pure)
Planet: Home Planet Destroyed
WOOOSHKABOOM! Jake was awoken violently from his day dreaming about the white sands and crystal blue waters he’d see while on the vacation he had planed for months since times got tough. It seems that his whole world had been turned upside down while on break in his beat up demolition ship that orbited a few miles away from his now obliterated home planet. He stared out of the tiny pilot’s window towards a loose cloud of dust and space debris that used to be his life. What just happened? He adjusted his transmission radio and sat back down on the floor, while the details came in one by one through his crackling speakers. He wanted to slip into the darkness that surrounded him, to match the shadows that began to grow inside of him. Anger, pain and a need for revenge set in. The only reason he was alive was because he was to stubborn to listen to his friends and family about how he should abandon his all but failed business attempt as a self employed salvage and demolition man, he couldn’t understand why this had taken place, but he was sure to find out who was responsible and one thing was for certain, they had it coming.
02-07-2007, 03:02 AM
welcome aboard mate. lets wipe some lazy butts out of this universe. hehe how dare they to mess with us, right? time to pay back in full! let it rock!
kewl workertype but keep in mind we paint shadows, infiltrators and specialforce force i feel like assasins and spytypes would fit never the less, kewl start, keep on rocking!
02-07-2007, 03:59 AM
ive started on the head, about an hour now into it, i usually pull from the "fog" and invent a generic face then i begin to steer it into the direction I want, i think i want him to look like bruce willis or so.
02-07-2007, 04:04 AM
hey first angel, this is my original direction, but while i took a shower i thought this isnt the way i want to go, i feel i wanted to identify with the character on a deeper level, i think a shadow is a entity who has a lust for destruction, to win, revenge, and not for forgivness. I thought of a simple man from 3000, who is now consumed with darkness in his heart.
02-07-2007, 04:59 AM
way kewl take off. promissing start on the head. i liked your initial concept too, agree this has to be a killer :D thou, my initil concept more is of te vicious type :p keep it up looking forward to your updates
02-07-2007, 08:24 AM
now about another hour into it, I think the head is done, ill do the eyes seperatly I would tighten the head up more, past the current 250k polycount but i doubt their will be enough space in the normal map to pick up that sort of stuff
02-07-2007, 04:54 PM
started on the goggles, they probally end up around his neck, they took about 30 min
02-07-2007, 08:43 PM
now the helmet, did some more conceptual direction on it with photoshop
02-07-2007, 09:57 PM
now the little head lamp
02-07-2007, 11:58 PM
ive done some earplugs, im wondering if he would still need head phones, also included is a block in of the torso without the armor gizmos.
02-08-2007, 02:17 AM
another update, after the block in for the lower half I will move onto the weapon, and ruff that in.
02-08-2007, 04:19 AM
a quick lower body ruff in.
02-09-2007, 05:25 AM
Here’s Jake’s weapon so far, still needs some zbrushing, It is his primary work tool for demolition and salvage and is under the most strict regulation and licensing by the united solar system, it has numerous modes that are voice activated, such as, acting as a gravity gun in HL2 to lift objects as large as semi trucks, a jack hammer mode for drilling, melee attacks and finishing off enemies by crushing their skulls, a firing beam that helps to bring down buildings, warships….. a scatter mode that acts much like a large shield that protects him from everything from derby to mater, light, and the universal forces, and lastly a vapor mode, which when pointed and fired at an object breaks it apart gently on the plank scale without any large explosions, also known as eraser mode. It is inspired by some of my favorite bricolage styles from the Zion human resistance of the Matrix films and the strap around is to look like duct tape, a nod to the DOOM game by ID software, social commentary if you will, after all we are artists. Also included is a turn around of the model in QuickTime format available for download.
MOVIE DOWNLOAD (http://www.esequiel.com/war/gunturn.mov)
02-09-2007, 08:28 PM
Blocked in the boots, before moving forward I’m going to spend time now working the proportions for a more stylized, I want to take it as far as it can go and still retain a sense of believability and realism. Also another movie link to a turn around of the character thus far.
02-10-2007, 12:29 AM
furthering the concept a little more
02-10-2007, 12:35 AM
man, i never get how u peoples model stuff like dat head, so fast n so good..
nice weapon :P
02-10-2007, 01:03 AM
thanks squibbit, eh the head looks ok, im thinking that after i complete the highres model and detail him, probally by wensday 14th, I will spend another week tightening it up and detailing it some more, and probally push the poly count on the peices higher to really take advantage of the normal map.
02-10-2007, 08:00 AM
here is a change in color scheme, i think ill go with this variation instead, and tech out the armored vest and do similar things with the legs
02-10-2007, 09:47 AM
ancient miner that gone frenzy killing all araound him ;)
02-10-2007, 10:20 PM
exactly tastatura, when I intend to make the textures dirty, torn and patched and blood spurt stains everywhere with bits of flesh even on his goggles. here is the newly proportioned torso.
02-10-2007, 10:26 PM
this dude became a monster... I dunno if the SUPER size is a great idea though... I liked the "normal" proportions better... temporarily I guess....
02-10-2007, 11:16 PM
Fantastic model and very fast execution! I'll follow your entry. Good luck!
02-10-2007, 11:54 PM
I know I had doubts about making changes and more work for myself but I think I like the outcome.
02-11-2007, 12:35 AM
very fast execution.
i think the abdominals aren't anatomically correct. you could check some references.
02-11-2007, 01:15 AM
thanks nikudy, I will double, also note that when I revisit the torso again I will have him wearing a thick shirt and will have to smooth out those smaller masses.
02-11-2007, 11:02 PM
here is a look at the low poly mesh, still need some work
02-13-2007, 12:27 AM
heres the UV work, left some spaces open in case I need to add any little details later.
wow, nice zbrush work! the UV looks great too. the design is very odd but it all depends on how you execute the final textures. since you can add more poly i guess you could add some of the bigger folds.
02-13-2007, 02:25 AM
a test on the normal map.
02-13-2007, 06:45 PM
another screen grab for ya
02-14-2007, 03:13 PM
Now I’m beginning the holistic texturing process. If there is an issue with a specific part of the normal map it can either be painted out or fixed in the source model and re-exported. At this point I usually focus on the large color and material schemes and work my way to smaller areas for detailing as the pixels become increasingly abstract, increasingly abstract….
02-15-2007, 10:30 PM
Lookin really good. Adding some wear to his clothing I think will really make him look more rugged and interesting. He definitely does come across as a man that can go up against the hordes of monsters, freaks and aliens of this war. Keep going!
02-16-2007, 08:07 PM
thanks cyborgguineapig, I plan on doing just that
02-21-2007, 05:40 PM
here is a quick update on the gun
02-21-2007, 08:40 PM
I really dig this weapon...very good work!
02-28-2007, 12:44 AM
back from vacation, and back to work :)
02-28-2007, 02:01 AM
sum nice normal maps but what is goin on w/ those legs? way to fat and boots look like they belong to an orge. besides that good stuff!
02-28-2007, 02:05 AM
the idea is he is wearing big pants, but I think I could tone down the boots a little
02-28-2007, 06:12 PM
with 19 possible days left, im going to focus on texturing and wrapping it up! also Ive have begun rigging him and am about 70% done on that. ahhhh, only 19 days left!
03-01-2007, 08:38 PM
textures is my most favorite part of game art!!!
03-02-2007, 04:08 AM
the texture on the arms doesn't look quite right. The granulation is odd, and the color values seem too orange. Desaturate a little bit maybe?
pants look a lot better now.
03-02-2007, 06:07 PM
thanks cold for the feedback, I will see what I can do, today I will focus on the gun and getting that further along. I can see what your saying about the orange look to it, its pushing towards that bruce willis hollywood look, probally with a fake orange tan. I think once I am done I will see about trying a few things, including making him more pale and perhaps older looking like retired looking sam fisher, with dark hair and spots of grey, I dunno we will see.
03-02-2007, 11:35 PM
couple of turnaround movies, I think I might pick a some other color for the plasma bit and GUI screen for the gun, something along the lines of that funky green on his gloves, well see.
03-07-2007, 03:43 AM
looks like im going to have to take a week off from the contest and take care of some freelance, back to living the artists way.
either that or carlitos, I forget which one.
03-07-2007, 05:36 AM
Great job! Could you post the textures plate? Thanks!
03-08-2007, 09:23 AM
Hmm...I'm not sure if this best goes with the "ancient" theme, but it's a wonderful model and great texturing!
03-10-2007, 12:20 AM
well to offer some explanation of why I went the route I did was, I wanted to make a multi-dimensional character, maybe better explained when my final renders are turned in. who was ancient by the fact that he was not technologically advance beyond all recognition, a almost "hick" like pure human, who’s parents didn’t have some "Model/Genius", that I think is a real reality in the near future like in the movie Gattaca. This character would be a hermit like person, not emotionally detached but one that didn’t have to be at vain or glamorous events and preferred a more solitude based hum and drum. I also wanted him not to be a fighter/assassin by trade in anyway, but capable of destruction and salvaging and inventing. There needed for him to have a means of navigating a space ship, small and crappy as it maybe as almost a pro in itself, not alerting any authorities be the mere fact it was hanging around a planet or docked here out there. I also wanted someone who was called into great action under circumstances that had been outside of his control, like aliens and warlords alike in conflict with each other. I also see my character as a cool main character in delivering one liners like the over the top action movies of the late 80s and 90s and seems to be one of the qualities of the game by EA the new battlefield: something. I wanted all of this in my character and with this in mind let the idea grow and evolve naturally through the creative process. I wasn’t too concerned with how could I put spears or tribal symbols on him, not that there is anything wrong with that approach, I believe everyone has their own and unique process and inspiration, if not we should all take the will and drive that we have, and have had and become stock brokers.
03-10-2007, 03:48 AM
Now that you explain it, your idea is a lot more fitting of the theme. I like it a lot now that I understand. :)
03-11-2007, 05:18 AM
nice work, man! it'll be nice to see some cg-talkers getting this competition done. i like how stocky the character is.
03-26-2007, 06:24 PM
posting these up as I go
03-26-2007, 09:16 PM
03-27-2007, 01:26 AM
Good luck everyone, terrific show this year, Cheers!
03-27-2007, 02:56 AM
Great job man! Glad to see another finish for the deadline.
03-27-2007, 02:56 AM
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