View Full Version : Dominance War III...Xanthor The Invoker
02-17-2008, 06:06 AM
So it begins, Let there be WAR
To say the least, this is the sweetest competition ever!
here is a wip of the 3D model render.
Fixed the FX pretty good I think
02-18-2008, 03:17 AM
I will probubly revise this when I give my final presentation but here is what I have now as a character origination/discription
Xanthor the Invoker
Xanthor the legendary immortal warrior from the planet Omnicore of the CGsociety solar system has volunteered himself to the warlocks of a huge mysterious jungle planet known for its strength in the arising magical force of the universe. There he undertook a horrifyingly brutal transformation into the death dealing monstrosity that he is now.
Putting himself at the mercy of the feared warlocks to gain the powers needed for victory he had no idea what was in store. They ripped him apart, attaching a cluster of kraken tentacles to were his left arm was, stimulating his brain with untold magical powers causing it to rupture out from the top of his head and splicing the DNA of a poison ruthless thorn bush into his endocrine system causing venomous thorns to sprout out from all over his body, the transformation was horrifyingly brutal but by his immortal regenerative power he took on this new form becoming a monster unstoppable. The war locks were not finished there, they had to give him the magic to deal death and manipulate his surroundings at a much grander level, tearing open his chest they hard wired to his mind and body the crystal Arknon harnessing wind and lightning giving him limitless control over these devastatingly powerful elements. Now with the limitless reach and ripping strength of the kraken tentacles, a mind of infinite vision, poison tipped thorns and the crystal Arknonís magic over wind and lightning. Xanthor will conquer the other worlds bringing back the technology of the past to his people of the CGsociety solar system. Lastly they gave him the scepter of Gowad an ancient artifact able to channel the shear powers bestowed upon him so that he can now direct them with fierce precision and ruthless determinism.
02-18-2008, 04:25 AM
Wow this guy sounds totally tortured and brutal at the same time. Poor guy! Thorns, tentacles and busted brain =O
This should be fun to design! Goodluck :D
02-18-2008, 04:44 AM
Going to bring it into the studio tomorrow and use the scanner and a cintiq there to touch it up and get a final version done to post on the forum. Might need to ree-work a few things like the legs and the way the brain is open to the air but will see. Should have designs uploaded in the next couple of days.
02-18-2008, 05:20 PM
Spent some time on a nice 2D design page
Very awesome!!! I really dig the tenticle arms!! Im keeping an eye on this one:buttrock:
02-18-2008, 06:28 PM
fantastic description and nice wip :)
02-18-2008, 07:10 PM
I am a little torn at the moment on the design, kind of feels a bit to generic humanoid in the face. But as per the description I think it fits. Maybe I can fit in some kind of creature feel into his lower torso but again I am feeling the hammered armor leg guards.
02-19-2008, 06:37 AM
I just added a new WIP image in up above this post.
02-19-2008, 06:59 AM
looks promising, keep up the good work!
02-19-2008, 05:03 PM
Progress, couldnt resist poping off a OCC render. Meh. I am thinking I am going to change the head. hmmm maybe not. I guess its time for mudbox.
02-19-2008, 06:31 PM
Tenticles are always cool. Look foward to more!
02-19-2008, 06:42 PM
I think the Human face could be fixed with a normal map and a good scale texture. What do you guys think. I don't think you need to redo it.
02-19-2008, 09:13 PM
I will stick with what I have and take it to mud box tonight. I think I will alter one of the eyes a bit making one deep and dark with a small yellow eye and the other large and black with a big glossy spec.
I am a little worried about having enough tris for the tentacles currently my model is 8800 tris and I still need to put FX in. I guess when it comes back out of mud box I can reduce any were possible.
02-20-2008, 05:01 AM
cool stuff u got there.
best of luck
02-20-2008, 10:08 AM
spent a little time in mud box tonight. more tomorrow .
02-20-2008, 01:19 PM
Cant wait to see more from you man. Always envy those who caould use Zbrush or mudbox.. such cool softwares.. Keep em coming man!
My DW (http://forums.cgsociety.org/showthread.php?f=234&t=597980)
My Deviantart (http://numioh.deviantart.com/)
oh dude you are really fast!... keep it up!
02-20-2008, 05:11 PM
how should I handle the tenticles. I realized right after I posted that I would need to attach them all to the body .. so I guess I have to ree do all that work.. Unless some one knows how to transfer that work to the new mesh in mud box?
aww well second time will just be better I supose.
02-21-2008, 05:40 AM
status. Day 5 Mud box stage 1
02-21-2008, 06:53 PM
looks good, can't wait to see it normal mapped.
02-21-2008, 08:10 PM
took this one out. Old design and simply week.
02-22-2008, 05:26 PM
So I have been looking at those two human legs and feeling they are very generic so I went ahead and tried some thing different. what do you guys think? better ? still generic?
02-22-2008, 05:39 PM
Yeah, the leggs defonetly feel less generic now. Although, I feel like you will have to make a few more adaptations if you want to get those spider legs in. I also feel like the tentacles would get in the way of the legs and pergaps are a little out of place now? Myabe make them shorter, although I am not sure. In my opinion I feel as though all your pieces need a bit more connection between them.
Great and fast work overall tho! Will check back on this thread
02-22-2008, 07:22 PM
Definitely the makings of a really cool character here. I agree with Abstractcore that the body parts don't feel very unified right now. Maybe some elements (skin flaps, veins, armour) that are connected to multiple body parts would help tie them together.
Also, with the so many really big tentacles, I think that his center of gravity would be pulled off to that side right now. Maybe building up/ curving his torso to favour the tentacle side would help balance the weight and give a dynamic silhouette. You could run hog wild with the asymmetry and have some of the legs on the tentacle side beefier, or whatever.
Just my 2 cents, keep cracking on this guy, its going to be rad.
02-22-2008, 10:05 PM
I will see what I can do to unify it and make it more proportionally correct giving it more realistic weighting. thanks for the inputs. I am defiantly going to work in an armored scorpion look to the lower half, kraken tentacle SSS look and some human left overs to the upper half, I am planning on sculpting in skulls and ancient ruinous designs into the armor were I can. I am going to try and get a final 2D design to replace the other this weekend.
02-24-2008, 01:00 AM
I decided to spend a little time and flush out a color key and pose design . its on the front page of this thread.
02-24-2008, 02:08 AM
What you have here sir is one badass concept. VERY original. The tentacles/legs are the main attraction here. I agree with what others have said about unity. I feel however that the staff/trident should be longer. The legs are fine and if you need reference, there was a beast from Star Wars Episode 2 that had a creature similar to yours. If I can find it, I'll be sure to show it to you. I'm definitely keepin' my eye on this one:)
02-24-2008, 09:19 AM
Wanted to see if I could achieve some thing resembling the design I posted this afternoon. So, I rigged it up and went ahead and set some keys so I can still model at the origin and go ahead to the pose when I want to try that out. I may take the posed model into Mudbox and sculpt in the pose stage, what do people think?
how is it holding up is there to much nickeling? I have around 1000 poly to spare on this mesh, could probably smooth out some of the really obvious nickeling. I would like to add some more skulls and armor to so that will take up 500 poly or so. Critics welcome.
02-24-2008, 09:25 PM
It's lookin good so far! I really dig the design. Are you going to rig this beast?
02-25-2008, 08:00 AM
I am having so much fun with it.. I thought I would make it fully functional so I can play with it and give it a little life if I have time.
This weekend I spent most of my time on the 2D page, rigging it so I could pose it and some sculpting and modeling changes.
I will most likely update the design page again tomorrow night with the final version.
02-25-2008, 08:06 AM
Cool concept. Hope to see it in 3d.
02-25-2008, 04:19 PM
yep the 3d is well on its way. mostly sculpting now.
03-03-2008, 09:45 PM
UPDATES? Where are they?
03-04-2008, 08:02 AM
been working on the 2d page non stop flushing it out. almost done
03-04-2008, 09:55 AM
I just posted a new design page for this WIP on page one.
03-04-2008, 03:22 PM
Very nice!!! I think we both might be too ambitious with the number of limbs and tentacles we are going for. :) I'll be watching to see how you handle it.
03-04-2008, 06:48 PM
ha ha yea. all in were you use the GEO, 9000 tris is alot.
03-05-2008, 05:23 PM
getting close to finished with the upper body. the back tenticles you see with no detail will be using the normal maps of the front three I think .. will see about that I may go ahead and sculpt them, not sure yet. http://features-temp.cgsociety.org/gallerycrits/7908/7908_1204741208_large.jpg
03-06-2008, 12:00 AM
looks good, keep us updated
03-06-2008, 05:55 AM
hey man, cool looking details there, my comment is more on the fundimental design of your character, there are 3 distinct animals here, crustation type legs, human torso/head, and octopus tentacles....when i look at him, i ask myself, how did he get to grow these things from 3 different species, most people i think go with a blend of two themes on a monster/creature, mainly because its easier i think,
its a bit of a stretch for 3, so in this case the result may look a bit mashed together, i would explore replacing one of the 3 combinations with a detail from one of the others, for example a claw arm/s instead of octopus tentacles,
or thin lobster tentacles instead of bull horns...etc
i know youre well into your detailing, but something to think about,
03-06-2008, 05:11 PM
I really just want to be have a different feel to this then the norm, when the texturing and shading happens it will tie it in together better. I think I am going to have to stick with this design as my design deadline for myself in order to complete this project for the deadline has come and gone. Thanks for the critique.
03-08-2008, 01:03 AM
I like what you have going so far, replacing any of the "3" would not benefit your design imo. I think you should sculpt the back tentecales, just my 2 cents.
03-08-2008, 05:02 AM
sculpt the back tenticles hmmm.. yea I could but for UV space it might be best to just ree use the three veriations I have and paint the Seems out for the remaining 4 tenticles, this mother has 7 of those basterd things lol. I guess I will plug away on the rest of the charcater get it all together do the UVs and if it dosnt work I can easly alter the UVs a bit before I do final textures.
thanks for the crit.
03-08-2008, 07:05 AM
Great idea Matt! good luck on the contest
03-09-2008, 09:03 AM
Been sculpting up the bottom half of this character.. any crits?
03-09-2008, 09:19 AM
looks good . pretty intense.
03-18-2008, 07:21 AM
Some more sculpts, I am about finished with the sculpting and have began generating Normal maps and started painting Texture maps now.
03-18-2008, 03:29 PM
just see a little that canbe guess your guy must be a good one,
very cool ,
i am very like ,what a perfer design in your mind!
03-20-2008, 04:20 PM
looking dope man, keep it coming! Can't wait to see what this guy will look like all textured up, Xanthor is going to bring the pain.
03-22-2008, 04:35 AM
Here is a WIP if Textures and final render. so far Just a COL, TSP, GLW and NRML map. still have some work on the color map and I need to fix up that crystal in the chest. not sure what I am going to do to give it nice depth yet but I will figure some thing.
03-23-2008, 10:45 AM
More Texture Work .. I think it is getting close.. some body tell me how to get this thing to the next level.
I think its looking pretty good..
some one want to give me some stars or what I am feeling left out.
03-23-2008, 10:55 AM
the shinny one looks better kinda.. hmmm more work on the spec map I think.
03-23-2008, 11:16 AM
Great concept. I think a spec map will do a lot to bring it together on account of the variety om materials you've got going on.
03-23-2008, 11:26 AM
Jings, you're on to texturing already. I huvnae even started my base mesh . . . theres gonnae be a few late nights I think. Looking great btw.
03-24-2008, 12:00 AM
this is coming along nicely, keep up the good work
03-24-2008, 08:26 AM
Here is a WIP of some final presentation ideas.
03-24-2008, 09:10 PM
I love the model man! I would make the lightning look more like lightning. It looks like a gas or aura or flame.
03-24-2008, 09:27 PM
I agree. Wonder how.. Sharper, tighter? its tough cuse the UVs are so small. maybe I can overlap and re-use some UV space to get it to be sharper and more like the tesla electric fingers.
03-24-2008, 09:29 PM
How are you making the lightning? Is it just a texture plane or individual polys?
03-24-2008, 09:51 PM
Texture plane, Alpha, Color, Glow map on the master UV map. I could squeeze out some UV space by overlapping UVs
03-24-2008, 09:53 PM
that looks like a war winner, Ive seen other 3d threads with incredible high poly detail and 5 stars but in general overall they dont look too original this guy looks like past dominace winners style. great texture
03-25-2008, 07:28 AM
thanks a ton, thats a huge compliment ... I posted another update on the front page ,, changed up the lightning.. hmmm not sure its good yet I think I need to look at some more reference.
any body got any ideas? I am liking the back now alot more its got a nice ark. it could be nice to get that going on the back of the front one but I am not sure .. dont think I can get those faces into view.
meh ,, another WIP
03-25-2008, 07:16 PM
What's your poly count at now? I would either make the color/glow/alpha map of the lightning more rigid or construct it out of polys.
03-25-2008, 08:19 PM
This is looking good, there is alot to look at, I have to keep an active eye on the action.
03-26-2008, 09:44 PM
poly count is 8700 tri,
I plan on spending the last of the poly count on smoothing out any of the noticeable nickling
I fixed up the FX and updated the WIP on the first page if this thread.
03-27-2008, 02:28 PM
The lightning looks much better! Awesome man!
04-07-2008, 05:48 PM
Submited my finals last night.
here are 3 out of the 5 final images I submited...
04-07-2008, 07:59 PM
I like the base you build him onto in the color shot. The chains, skulls, etcetera, all look really nice. Before you submit your final Construction Sheet, you might want to check your spelling: You misspelled both "Dominance" and War."
04-07-2008, 08:50 PM
Wow such a retard... I will have to get that fixed.. I blame it on lack of sleep. damn.!
04-07-2008, 10:25 PM
Wow such a retard... I will have to get that fixed.. I blame it on lack of sleep. damn.!
Well, in that case we can be sure you have worked hard enough:thumbsup:
Like the final poses by the way, very powerful.
04-08-2008, 05:44 AM
Yea I worked kinda hard on this one. Being as it is my first real normal mapped character production I think I did pretty good.
Over and out.
04-15-2008, 06:30 AM
Wonder how I will do, its my first time.
04-15-2008, 07:15 PM
brilliant job, good luck!
04-15-2008, 07:56 PM
Thanks, I would really like to get into the game industry as a character or environment modeler. The hole point of this entry was to learn the pipeline and to get some exposure.
thanks yea I am pretty happy with it.
04-15-2008, 11:15 PM
Great work dude! Very cool character! iv enjoyed watching the progress on this and have shown all my 3d friends :-D
my only crit would be to tone down the textures a bit, seems like a lot of your hard work at modeling may have been camouflaged.
that aside it came out super dope and the energy efects you have look super nice!
04-16-2008, 12:10 AM
Flork, yea I totaly agree about the Textures washing out the modeling a bit and I didnt really get the glosy tips of the tenticles SSS that I wanted from the begining.
but over all I am pretty happy with it. On to the next one and sharpen up the skills for next year is all I can do now.
04-16-2008, 03:08 AM
So I take it you're not in the games industry then?? How did you learn all this stuff. Looks pretty darn good especially if you don't have much experience! It's true this war is a great way to learn and really hone your skills.
I think your model is great and your texturing looks good too. I think if you had better lighting it would make a big difference on your beauty shot. I do like your lightning though! Looks good. Good luck.
04-16-2008, 05:37 AM
Thanks Val, yea the lighting could have been a bit better I guess, how would you improve it? I have a key, fill, rim, bounce and FX lights in there now. What would you do to change it up and make it better?
How did I learn it? I have been a pipeline developer for TVshows for a few years, always developing the modeling and lighting pipeline on productions working close with scripters and riggers to make sure every department works to the same end and in my spare time I always work on personal projects simply because the content in TV isnít gratifying lol.
I want to work on cool fantasy adventure content with creatures and magic and let your imagination run wild!
05-07-2008, 05:45 PM
According to the current cut list, Im CUT not in the top 50. dang had hoped for more.. Its ok learnt alot and next year watch out.
05-07-2008, 05:45 PM
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