View Full Version : Dominance War II: RedFish
02-12-2007, 05:05 AM
Hello everyone, I have decided to enter Dominance war II for cgsociety, don't know how well I will do working full time, but a concept artist who is a friend of mine was nice enough to concept out the character for me, so I will give it my best shot
Here is the concept
and here is what I have so far. I just was able to devote the weekend to it so far, but I will keep plugging away on the high res until its done, hopefully by next weekend.
Crits and comments are more then welcome, please let me know what you guys think.
02-12-2007, 05:07 AM
good luck !
02-12-2007, 05:12 AM
I'm gonna be following this one - great work so far!
02-12-2007, 03:39 PM
Good luck dude - nice work so far! I'm rootin for ya.
02-12-2007, 04:09 PM
Just amazing sketch and modeling!! Im anxiety for the highpoly one!!
02-12-2007, 06:18 PM
very impressive, can't wait to see more!
02-12-2007, 07:38 PM
hey redfish, i really like the concept you have there. and the model looks like its coming along quickly. it looks really good and i can't wait to see it finished. i'll be checking up on this one (like most others will too). keep up the good work.:)
02-13-2007, 01:15 AM
Amazing start, I'll be following this one closely :eek:
02-13-2007, 02:08 AM
Impressive :buttrock:! I like this character, you got what it takes to win the WAR :thumbsup::thumbsup::thumbsup:
02-13-2007, 03:10 AM
nice concept. 1 thing though, i think the rules mentioned we cant have tech fused into flesh, might wanna read the fineprint before you start modeling!
but again i really like it sorry to be a downer :D
02-13-2007, 03:49 AM
excellent work so far, one thing i can see though is that the legs you've modeled aren't the same as the ones in the concept, personally i think the concept ones are more interesting both visually and for the character than the human legs that you've modeled, is there a particular reason you changed them?
as for tech fused into flesh, a small amount is permitted, it's mention in one of the dominance war Q & A threads, something like, a hand is fine but not a whole arm, althhough i see an alien in armour holding a gun and not a cyborg alien, so maybe Gkain is seeing something i'm not.
good luck in the war:thumbsup:
02-13-2007, 09:41 AM
Hey nicely done, slick concept and really nice looking model. You work fast, Good Luck!
02-13-2007, 04:25 PM
waow really cool concept RedFish!
Looking forward to see your progress :bounce:
02-14-2007, 06:12 AM
Hey guys thanks for your replies and crits so far, I have started on the back and got enough to where I feel I can post, its still a wip, but crits are welcome
Gkaine, he is in a suit, the tech is not supposed to be fused into his flesh, there are holes in the suit for the arms to come out, I hope that this is more clear on the final model.
ScudzAlmighty, I tried to make the legs match the concept more, I hope this update is more what you were thinking,
Thanks everyone for your replies, keep them coming and good luck to everyone else who is entering.
02-14-2007, 03:19 PM
very nice execution of the model. both concept and 3d-wise.
i'm really liking the face and color-scheme.
02-14-2007, 06:21 PM
this is spot-on to your concept
02-14-2007, 10:34 PM
i guess it's more of what i was thinking, except of course that it's a back view and you can't see them:shrug:
sweet update though
02-15-2007, 07:06 AM
looking pretty sweet
02-15-2007, 06:03 PM
absolutely great concept and modeling Redfish!!! looking forward to see updates!
02-15-2007, 11:56 PM
Awesome man. my only suggestion is that you can optimize a lot of places and use those polies for somewhere else. For example, the ribbons can probably be cut down into one strip of polies instead of two.
02-18-2007, 02:18 AM
Hey everyone, thanks for your replies and suggestions, I think I am done box modeling the high resolution model, going to move onto the mudboxing stage before I start the game resolution version.
ScudzAlmighty, there is a front shot included this time
Cyborgguineapig, the game res will have to be much more optomised to be 6k, this model is just for the normal map.
Crits and comments are more then welcome
02-18-2007, 06:06 AM
wow, you´ve made a lot of progress in really few time :-o. Good luck :-)
02-19-2007, 04:53 AM
This thread seems to have been moved out of the game art forum, I don't know if anyone is even looking at this any longer, but i will keep updating it for contest purposes
02-19-2007, 05:08 AM
it was probably moved to keep all the entries in the same place,
nice progression on the armour
02-19-2007, 05:55 AM
concept reminds me of something from marathon/halo.
02-19-2007, 07:50 AM
nice update. i like the details so far.
btw. -the lowpoly looks good too, nice and clean.
02-19-2007, 01:31 PM
cool. really like where you took this. curious to see your 6k model. good luck!
02-19-2007, 09:14 PM
great work so far - i will definitely be seeing what you come up with.
02-20-2007, 05:25 AM
Been having some problems with mudbox crashing, this is all I managed to get done tonight after work, thanks for your comments everyone
02-21-2007, 02:13 AM
This is coming out very nicely, and it looks like your details should translate well on the normal map while retaining your character's silhouette.
Now you just need to finish up the hi-res and you'll be well on your way!
02-21-2007, 04:55 AM
Here is what I managed to do tonight, thanks for your reply foreverendering
02-21-2007, 10:46 AM
this is really off to an amazing start, your high res mesh is thoroughly clean and the mud box pass is really adding to the detail!
I'll be following this thread really closely, looking forward to seeing the geometry for the game res model. I'm doing a similar kind of character at the moment for an art test and it has some fairly odd and complex shapes in the high res too.
keep up your great work!
PS: Contacted Alex and we managed to get his shader working in all its beauty in my Maya viewport!
your model looks very good and so does the mudbox details and i envy your concept :sad:
ps. any concept slave willing to work for me ?;)
02-24-2007, 02:39 AM
Nice looking model and a good level of detail.
02-25-2007, 06:44 PM
Hey Guys thanks for your replies, I have done a little more, glad Hogan was able to help you out jhaydock, he let me know at work they you just needed to reinstall (I work with him) He is a pretty helpful guy.
Here is an update, crits are more then welcome as always
02-28-2007, 04:42 AM
mudboxing is almost done at this point
02-28-2007, 05:07 AM
Wow this is going gr8... great stuff so far mate.....
03-01-2007, 02:50 AM
This is going pretty well so far, my main critique is that a lot of your sculpting looks like surface details without much work done to the mid-res. It's making me think your gameres model might read exactly the same with a normal map or a bump map.
For example, the mudboxing on the hands looks pretty uninspired. There doesn't look like any sculpting has been done as far as knuckles or hand musculature... Just some kind of ribbing.
I think you could push the forms a little bit more so that the normal map makes more of a dramatic difference to your game res model.
Keep it up and I'm looking forward to see what you do with the face!
03-01-2007, 04:34 AM
Thanks for the feedback forever, i will see if I can add some detail to the hands, Head is done
03-01-2007, 06:14 AM
well here it is all together, high is mostly done I will probably tweak a few things but here it is all together
03-03-2007, 09:51 AM
03-04-2007, 08:50 AM
Ok I got a game res version at 6k, plus 1k for the gun, thanks for your reply Cyborgguineapig, encouragement is always helpful
03-11-2007, 01:17 AM
Here he is with the normal map on the game resolution model
03-11-2007, 01:57 AM
03-11-2007, 03:15 AM
Very awesome man, definitely a bad ass I wouldn't want to go against. Can't believe I haven't seen this thread yet, good work.
03-13-2007, 06:31 AM
Ok this just has a normal, color and glow mask on it right now. They are not Finished but I figured I would post an update before I go to sleep. Crits and comments are welcome as always
Thanks for your replies ColdKodiak and Gavin_G, I am glad you guys like it.
Great sculpt! The head is really nice! It seems the normal map lose some of the frequency of high poly. I would suggest changing the yellow color. Doesn't seems to match with the rest. Still a great job, keep it up!
03-13-2007, 11:23 AM
This is really turning out nice Andrew. The sculpt was beautiful with all the detail and has transfered to the low rez mesh rather well. Textures are comming along very nicely too. It is very true to the concept, are you working with just the one concept image or do you have front and side planes as well as a drawing of the back of the character? Well done and keep up your great work :)
03-13-2007, 01:58 PM
really nice work here. i enhjoyed watching you get to this point. i don't think the yellow's bad, actually - it contrasts the cooler colors pretty well.
03-13-2007, 04:54 PM
This is turning out really high quality
For the colors, I'm not a fan of the yellow either. Maybe if it was just yellow trim with the swirl designs yellow but the bg a different color, and you incorporated some yellow in a few other places to tie the character together.
Also you really want the viewers' eye to be drawn to his face, which right now the colors don't do that at all. His head just sort of blends into the background while the bright yellow part around his legs draws all the attention. I would definitely make the yellow area less dominant and force more attention toward the head. Well, that's my take anyway.
Overall I think this is looking really good - You have a great shot at reppin' CGTalk in the top ten!
03-14-2007, 01:23 AM
im really liking it so far, i think if you could made the yellow a lil more earthy it would be more believable. what program are you rendering with? i really enjoy the sharpness of it.
03-14-2007, 09:34 AM
Absolutely fantastic job!
The silhouette of the character reminds me of those ancient aliens in the Fifth Element.
03-15-2007, 06:05 AM
Hey everyone, thanks for your replies, I have put in a couple hours tonight after work brushing up the textures based on your sugggestions.
Comments so far have been very helpful, keep them coming!
Forever, I will be getting to the head soon.
veedubb, 3dsmax is the program I am using for this guy.
03-15-2007, 07:16 PM
For what it's worth, I've included my color suggestions in a paint-over
03-16-2007, 04:52 PM
Hey Redfish, I'm loving the character thus far, it is coming out really nice. My one suggestion is that I think your really going to have to use the specular channel to nail some of the feeling I get from the concept. Try some really bright, saturated and contrasting colors in some of the materials specularities. I think it could really give his pretty colors a punch! Cheers and good luck!
03-19-2007, 04:45 AM
He looks like he could fit right in with the Halo universe. Very cool character.
03-20-2007, 08:26 AM
Well I finished the gun, spent some time brushing up the textures, thanks for your replies, I tried to incorporate some of your paintover in the design foreverendering, and I also tried to tweak the lighting some nacire.
03-20-2007, 08:39 AM
Very cool dude, I agree that he could fit right into Halo. Very Nice Job.
03-21-2007, 04:16 PM
Latest shot looking even better - get this guy in a pose quick and win the war ! :)
I like the yellow lighting you have incorporated into your latest shot because now his yellow skirt feels more integrated ... good solution :)
03-21-2007, 06:44 PM
03-22-2007, 05:56 AM
Thanks for the encouragement guys, I got his platform built
What kind of pose do you think he should be in? I am going to start rigging soon, so I am looking for input.
03-23-2007, 05:26 AM
Alright some peolple at work didn't like the last platform, so i made this one, votes and suggestions are welcome.
And here is a quick wire overlay
03-23-2007, 05:40 AM
I think the character looks beautiful man, although I would say that I like the 1st base more :)
First base too. Are you going to pose him?
03-23-2007, 03:10 PM
I think both bases look good, you could go with either one and be fine.
It's all going to come down to pose and presentation for you, but the entry is looking great man!
Looking forward to the final submission :)
03-23-2007, 04:26 PM
I like the second base quite a bit. The crystals just feel right with the character. I love the way he's looking though, and would love to see your maps. Keep up the awesome work.
03-23-2007, 05:54 PM
I think it looks awsome man. Just needs a nice pose.
03-24-2007, 02:01 AM
i like the first base better, personally.
i feel that the colors work better with him.
i suggest you desaturate the colors a little. right now they look too raw. you could add some hue noise to make the colors more natural. one easy trick in photoshop is make a brush with color zitter, then pick any color, paint on a new layer and set the layer blend mode to color. i would also desaturate more around the edges.
03-24-2007, 10:29 PM
Well I put this guy in a pose, not to sure of it looking for feedback. Most of the people I showed liked the crystal platform, so I am going with that. I tried to desaturate the colors some mashru.
I will post a back shot, wire shot and textures sheets soon. Feedback is more then welcome as always.
03-25-2007, 04:53 AM
Nice jorb Andrew! He's looking pretty sweet - I like the pose. I hope it gets on the FP - it deserves it!
The only thing I see that I can really offer crit on is the highlight on the gun-arm - it's pretty smooth looking in the picture, and that makes it feel like the normal map isn't really coming in really well -- but it's a pretty minor thing.
03-26-2007, 03:33 AM
Looking good man! Best of luck
03-26-2007, 06:47 AM
Crits are welcome before I submit this stuff.
03-26-2007, 02:32 PM
Hi, this is a great model. Great work on the modelling and texturing. I ws wondering how did you achieve the glow effect. I can see that you used a glow mask but since I've never used one before would like to know how you load it. Is it an alpha channel in the specular map or is it an independant map? The glow looks great but I was wondering if it looks like that only in the render or it will scatter light in the game engine as well?
Thanks in advance!:)
03-26-2007, 02:36 PM
Hey man, final shots are looking great, my one suggestion is that for the smaller text you have, ie www.redfishimagery.com (http://www.redfishimagery.com), I would just use white text on the black background (or a bright red text on the black background) instead of black text with a red glow on the black ground. It's not very easy to read the way you have it right now. The text on the normal maps is easier, but for that I would just do a plain black text on the purple background.
And yes, I'm late for my trip. So with that the computer is getting unplugged! Peace and good luck man!
04-22-2007, 07:12 AM
I did a quick animation so I could cut this guy into my reel
04-22-2007, 09:57 PM
damn man, nice animation, it would be cool if he kept moving slightly throughout though, like a light idle animation.
04-22-2007, 10:47 PM
i think this came out great, but i agree with scudz, since you already have it animated, why not go through with his idle animation after he holds the gun up.
very nice job :thumbsup:
04-22-2007, 10:47 PM
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