View Full Version : Dominance War II: veedubb
02-07-2007, 07:38 PM
here are my first concepts. nothing really looking to ancient yet but i have some ideas brewing. i wonder if your character is allowed to be 7000 tris if you dont have any accessories or weapons?
02-09-2007, 02:12 AM
i think i have something i can run with now. at first i was going to go with a aztec/mayan design, but now egyptian seems to suit my fancy.
02-09-2007, 02:12 AM
nice silouhettes...can't wait to see where you take things...
02-09-2007, 02:16 AM
nice concepts! i must get into this silhouette technique...
i love that thing around his neck! maybe your design should revolve around it
02-09-2007, 02:32 AM
wow. love the shoulder/head gear More Sketches! you got skills man
02-09-2007, 02:54 AM
very nice. although early in concept and with the right texture, it screams Ancient.
can't wait to see him in 3D.
02-09-2007, 04:40 AM
Cant wait to see how this develops...
02-09-2007, 05:41 AM
Looks like you are off to a solid start. As far as I know, you can only use the additional 1,000 polys if it is spent on some sort of weapon or accessories.
02-20-2007, 10:53 PM
thank you every1 for the comments:) after about a gazillion concepts i'm still undecided w/ most of the character. i started modeling the head though because it's the only thing i know im keeping. RAGE!
02-20-2007, 11:01 PM
Nice design! I hope to see it in 3D soon! :)
02-22-2007, 03:10 AM
started on the model, ill probably change the shape of the shoulder thingys later, just wanted to establish them. rage on
i actually like the second guy from left in your first image on top. the one which has its hands raised. the model you posted looks great too but its design looks too similar to the ori from stargate.
02-23-2007, 06:50 PM
thanks man. thats kind of upsetting because ive never even seen stargate. i tried to locate an image of this ori character but i couldnt find anything, just wanted to see for myself but if you could post it in my thread or sumthing id really appreciate it.
02-26-2007, 10:38 PM
alrighty then, modeling going pretty good, gonna try to finish the base mesh tonight, ill update again. ill probably be able to optimize quite a bit in the end. go cgsociety!
02-27-2007, 03:33 AM
a lil update w/ some shin guards
i too had trouble finding good images of the ori, but here are couple i found in yahoo image search with "ori stargate"
btw, good modeling. i dont think you need to change a lot because with textures this could look lot different.
02-27-2007, 10:42 AM
yea i just checked this ori guy out and hes bascially just a dude w/ a robe on w/ sum metal thing around his neck that resmbles the shape of mine, for a minute there i was slighty worried! whew:) but good call again, ill change it up a bit.
03-01-2007, 03:25 AM
im finally done w/ my base mesh. i blocked in his weapon and shield to show what his overall look will uhm...look like:)
03-01-2007, 07:25 AM
glad you finally figured out your problem with the symmetry...i think the shield helps balance things out...good luck w/ zbrushin it up...
03-05-2007, 02:22 AM
did some zbrushin, its goin alright. its extremely difficult to work with hard edges though. nearing comlpetion w/ the head and still quite a bit aleft on the torso. does any1 have suggestions on hard edges besides smt and the layer brush? comments always aprreciated:)
03-05-2007, 08:28 AM
Wow, looking fantastic. No clue how you can do anything with hard edges in Z. Keep it rocking.
03-05-2007, 05:10 PM
looks great, especially the zbrushed hard edges as mentioned.
anyway, shouldn't the armour be removable? I can't see anywhere it can be opened and removed... are you going to zbrush that in? tough life if he lays off fighting and changes his diet :-P minor detail from a cosmetical pov. though :-)
Good work you got there! Regarding the hard edge in Zbrush. I have seen it done on a test head sculpt. All I can remember was using the pinch brush, and alot of poly to spare to the the crisp sharp edges. Hope this helps.
03-05-2007, 10:04 PM
about hard edge: you can use the pinch brush as mentioned earlier to sharpen one edge, projection master( which gives sharper details) or you can "crease" poligons at level one, but this one should be done when starting the tool.
03-06-2007, 01:15 AM
thanks every1 for the comments. finishing up one of the arms, gonna try to finish the other tonight. my normal maps are not working up to par yet but this was my first pass. it's gonna be next to impossible to texture in time but ill give it my all.
erik:no the armour is not removable, i dont feel there is a reason for him to ever take it off imo.
yung and nikudy: both of your suggestions helped me quite a bit thanks!
03-06-2007, 05:17 AM
Im liking the design on his mask. I would suggest that you dont make the armor too ornate or it will take attention away from his face or just anything else you might want people to notice if not the ornate nature of his armor. In which case, carry on...
03-08-2007, 01:17 AM
The model is very impressive and the patterning definitly adds to the feel of the character. How do you import a low poly model into zbrush and keep it from smoothing out once you increase the levels of sub division?
Keep it up, and thanks in advance for your help
03-08-2007, 05:11 AM
lookin nice there...thanks for the advice...i definitly added those extra toes...maybe you should checkout some egyptian hieroglypics or maybe an alphabet w/ wierd characters...can't wait to see it finished...keep it up d.Smithy
03-08-2007, 05:22 AM
Really awesome modeling details man....keep it up!cya
03-09-2007, 02:22 AM
thanks every1, trying to finish things up on the normal map...goona start texturing tonight hopefully.
titan: i use the smt option in zbrush to keep my hard edges, it subdivides it but doesnt smooth it.
03-09-2007, 08:23 PM
tryin out some color schemes...i think im gonna go with a milky purple color for skin and a gunmetal-like charcoal for the armour. im not sure about the color of the etching though, maybe white?
03-10-2007, 07:32 AM
Looking really good! Texturing going well? I still haven't started modeling, which I know is rediculous. I know I won't finish but it's fun to try.
03-10-2007, 07:35 AM
Looks fantastic - he looks old and wise. His expression is classic! I love the cracked stone effect :) I'm guessing you will work in some good contrast into the color scheme, perhaps with the detailing as you mentioned. Maybe a complimentary color like yellow or orange to contrast with the purple skin?
03-12-2007, 10:28 PM
thanks for the comments guys, trying to get some contrast going. still not sure about the color scheme though, i think i might make the the skin tone a milky yellowish color now but ill update with that soon.
03-13-2007, 02:38 AM
alright, i threw a spec in there and worked on the arm a bit. please disreguard the skin color and texture.
03-13-2007, 05:54 PM
it's all really nicely done but I can't shake the impression of his face looking sort of feminine due to... I think how the wrinkles look.. how the eyelids look and how the mouth looks.. (hope not no one would've seen it unless I said it ;¨>)
good work so far but i have some crits
it looks a bit flat. do you have a proper AO map baked? because right now its hard to figure out the different shapes. its all getting lost. also the normals or the smoothing seems to be wrong in certain areas.
for the contrast in the color map i suggest you put some basic color variations and make some elements darker and some brighter.
finaly, i think the major problem is that you are using your normal map as you color map guide. the normal map seems to be distorted in many areas. i think you could have done better if you did the smaller details in photoshop with vector shapes rather than zbrush/mudbox.
that way you can have crisp non-distorted textures and also sharp normal from that using the nvidia plugin.
03-13-2007, 09:19 PM
thanks for the crits guys, extremly helpful although i probably wont have time to perfect it:( mashru: i agree with everything you said. i just learned how to use the the nvidia filter a couple days ago which sucks cuz now i know i coulda did all that detail very easliy in photoshop. but im about to put some hours in right now and ill try to fix that stuff. thanks for the good crit though. ill post later, oh yeah whats an ao map?
i dont think he looks feminine at all?
AO stands for ambient occlusion
basically its like a dirt map that separates different parts. google for more info i guess.
i also dont think it looks feminine but it could be the lack of prominent eye brows. put some dark eye borws i guess.
03-14-2007, 02:59 AM
yeah im gonna look into the ao, im familiar with it just dont know it yet...but good call man, thanks for keeping up with me. i did some more texture work, nothing special yet...
i looked online but couldnt find anything for an emissive map(for maya). im pretty sure you load it through glow intensity as an alpha? does it read it by color or black and white?
03-14-2007, 08:40 PM
Looking good. I really like the normals detail, though I think you should push more of those golds.
03-15-2007, 03:52 AM
thanks man, i will consider pushing that secondary color more as i go along. im almost done with my first pass of texturing. still gotta do the cape and skin though. the glow on his armour will help things quite a bit once i figure out the emissive.
excuse the layout:)
03-15-2007, 11:21 AM
hey i like your character! some crits from me if you're interested:
i don't think that your char needs a cape that starts that high, i think it'll have more visual impact if it started from the hip area, you know just around the waist. i can't really say i like the blueish skin color tone and the armour could use some color accents, like gold or saturated blue, whatever color scheme you chose, armour needs something that makes it come allive and doesn't look dull, like this guy (http://www.wga.hu/art/t/tintoret/5portrai/m_armour.jpg).
03-15-2007, 10:15 PM
I really like your work!!! ... especially the head armor and the texture on the leg armor. :thumbsup:
The only thing i have to crit, is that the thextures on the feet and upper body armor is
looking a littlebit unsharp and washed out.
03-15-2007, 10:15 PM
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