View Full Version : Dominance War II - nacire
02-16-2007, 03:56 PM
Hello everyone, I'm getting a bit of a late start for this one with RL being busy and all. My friend Peet Cooper at http://peetcooper.com/ will be providing the concept work for the entry.
I was poised to enter on the polycount team where I usually do most of my browsing or "rare" participation, but Peet and I felt this concept was best served in the ancients category.
***March 15th - With the competition being extended to the 26th, I am breathing a sigh of relief! :thumbsup: I've still have heaps to do and need the time to do them.
Here are some shots of my updated texture work to this point. I finally found the right shader for the skin and it's coming along nicely. I'm still having some normal map seam issues, but due to the nature of my UV's and there direction, Im not sure it can be rectified easily. :(
I dont really have a palette or color concept at the moment so the texture work has been very touch and go up to this point. Let me know what you guys think.
02-20-2007, 06:25 PM
Okay so here is the first piece of the concepts to trickle in. This is one fine sword and I hope to do it justice. I do have a rough of the character, but I'm waiting on another iteration to toss it up in the thread. You guys can thank Peet for that one! :P
Still no full concept images to post for the character, but here is a tease of the head and some shots of the current base mesh. More to come soon...
-ps- the spheres are just stand ins and I promise I won't waste polys like that in the final mesh! :thumbsup:
Base Mesh WIP
-moved to top for update-
02-20-2007, 08:54 PM
hey forrest! glad to see you're posting this here. can't wait to see how it turns out, and what peet's final concept looks like. i look forward to your normal maps! good luck!
02-20-2007, 11:43 PM
Okay, I've roughed out the base mesh of the sword and it's almost ready for sculpting/smoothing. :)
02-20-2007, 11:57 PM
Played around with scale on the sword. Any thoughts?
02-21-2007, 03:29 AM
That's frighteningly large, and therefore probably just right.
02-21-2007, 05:11 AM
Looking good Forrest. I almost had a heart attack when I saw the mesh for your sword… hehe… sorry to see all those spheres och… Oh well I am sure if anyone can pull off one of Peet’s crazy designs it’s you. My own person preference the sword is kind of on the small side but it’s fine where it is. Nose seems a bit larger than the concept could just be that angle. Eyes look a little big compared to the concept as well. Character mesh looks solid… aside from the feet claws - looking forward to seeing your sculpting madness.
02-21-2007, 06:52 PM
this is awesome the think is that the sword is huge, but because the center part it does not mather the size because it seams like it would fly by itself.
02-22-2007, 03:39 AM
This is pretty much 'totally' awesome... the sword looks huge and amazing... I would say u can reduce the size a bit like 15 - 25%... other than that looking forward to see wht cooking up in your modeling window...
02-22-2007, 05:22 AM
Thanks for the comments everyone! Here is some head comparisons. They dont match up perfect as in, you change something in one, it affects the other. I think I did find a nice balance between the two and it is looking close I'd say.
I've got the sword prepped for smoothing and I should start sculpting in the finer details soon, so expect an update on that in the near future.
Woo very nice model! Currently seems to be the only centauric Shadow in cgsociety! Very nice. May I suggest adding some fire wheelies thingy, like in Chinese myths where gods rides in wheel of fire. I think it would fit in nice.
Anyway, just a note on the sword. With the floating pieces at the edge, which is also irregular, the sword would function more as a club, or some kind of a hook. The floating fire sphere in the middle of the blade too, would make a clean cut through slightly hard, and it happens to lie right at the sword's strongest cutting edge. But I am just nit picking .
Keep up the good work!
02-25-2007, 06:35 AM
Haven't had a lot of time lately, but finally got going on a bit of the armor. Due to the amount of armor and it's detail, I figured I should go ahead and work on getting it done. Here is a shot of the front plate almost done. Just need to add a few more pieces to it.
02-25-2007, 09:27 AM
I agree, the sword looks great, but as a cutting weapon it would be poor, as a club it would be better... I like the overall look, but feel the "wheels" dont fit with the rest of it... very good concept and decent model...
02-25-2007, 08:28 PM
Thanks for the comments guys, I've scaled down the pieces of the sword on the latest iteration to help sell that slicing is it's business. I'll try and get some updates soon.
03-03-2007, 06:28 AM
DOH! I just realized that just updating the first post isn't bumping my thread! :buttrock:
Ill post this for the bump, but please check out the first post as it has some updates in it. Crits and comments always welcome!
03-15-2007, 06:29 AM
-Just backlogging my updates here to keep the first post from becoming War and Peace-
***Feb 27th - Adding some shots of the facial detailing done this morning.
***March 1st - Hands and feet, Yay!
***March 3rd - Posting some updated shots of the almost completely refined sculpt, gotta sleep. Still need to finish Abs, Crotch and rear part of body, sans from the knee down on the legs.
***March 7th - Alright, after a long and frustrating two days I've solved my woes by finally getting a nice normal map/ ambient occlusion map to render as well as getting them to play nice in Maya 7 realtime viewport.
These shots are very early of the texture work. I really just tossed in a few base maps that I've not really touched. I was mostly just wanting to get a feel for the normal map and the shader.
Time to push into overtime to get the armor and sword modeled and UV'd. Wish me luck!
03-16-2007, 12:17 PM
I love the strength you've imbued in the character (the grips on the spheres especially), and the stylisation works really well - great proportions.
My only crit mgiht be to wonder if there is anything you could do to soften the hard edges of the silhouette on the low poly version, for example on the shoulders, forearms and quads. A couple of polys in the right places could do a lot to minimise some of the harsh angles, which break the illusion of the normal maps. The armour may cover some of those areas, so it might not end up being an issue, but currently it detracts a little from the form, I feel.
Minor issue though, can't wait to see this guy in full battle dress :)
03-27-2007, 04:58 AM
Well Im sure I'll score crap for my presentation, which we all know is one of the most important aspects. :(
Anyhow I had a blast in the competition, I just wish I could have had a bit more time.
Here is my winning pose shot and my beauty shot. Good luck to all!
03-27-2007, 07:20 AM
He looks really good. Good luck.
03-27-2007, 05:25 PM
Solid work - I love the amount of detail you've created in the silhouette, and the whole thing hangs together nicely. The scale and proportions are very Blizzard-esque. Good luck!
03-27-2007, 05:49 PM
Thanks for the compliments guys. All I can see are the errors I didn't have time to fix! :scream:
Im planning on finishing him outright, and giving him a proper pimped presentation so stay tuned!
03-30-2007, 12:23 PM
So I just wanted to show my final images for the character Imako. Granted these weren't my final images I turned in and the model has been tweaked (mostly textures), but I felt this character deserved the extra polish and presentation.
*One more thing I would change if I had the energy, would be to spend those extra polys around the facial area. Cheers! :thumbsup:
Beauty Shot A
Beauty Shot B
03-30-2007, 12:23 PM
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