View Full Version : DWIII - 3D - hyperSasquatch- Emosai
02-25-2008, 02:37 AM
Ok im finnaly gonna commit to it this time!
rest of the shots are all at the end!
02-25-2008, 04:40 AM
ok i painted up his helmet for the thumbnail on the dominance page.. he is going to be an undead warlord
02-26-2008, 04:38 AM
Here is the first sketch i did of him.
I would like to give him a sheild and axe but im not sure if that is allowed. Anyone think it would be ok ?? Or should i stick with the one axe, or possibly two.. which is what i had originally drawin into this picture.
Ok here is an update on Emosai, I would like to know our official colors.. but this is what i came up with for now.. Also the cgsociety logo isnt the final one yet, but its whats getting the most votes .hahaha
02-27-2008, 04:24 AM
ok i did some work with the proportions of my character
Im dyin for some critiques here.. someone plz lay a comment on me !
02-27-2008, 04:26 AM
as long as only one is the artifact, than having a shield and sword should be fine. there's not really alot to critique at the mo,
second to last on the bottom is my favourite, but i'm a sucker for big hands.
the team colours are Black, White and Red.
and those concepts are freaking sweet:thumbsup:
02-27-2008, 05:32 AM
02-27-2008, 11:14 AM
WOW ! awesome man! very nice sketch!:thumbsup: for me, 2 AXES POWAAAA !! ahah! a great huge warlord with two big axes! The helmet sketch look very nice man, nothing too add about it.
Will you add some head details beyond this helmet, or just dark mysteria ?
keep going on man , very nice start...I'll come back to see the evolution.:)
02-27-2008, 02:06 PM
Im not sure yet what I want to add for the face, the current helmet design actually is planned to have open pockets on the sides where his ears are.
I suppose I should draw it to figure out exactly what i am thinking.
I really like the thumbnail sketch with the halberd, its such an unused heroe item and so I might start to lean in that direction. It would work well as a special artifact to.
thanks for the info on the colors ScudzAlmighty.. go figure, cgsociety is all about the red black and white...
now if we could get that logo nailed down then i could do some banner sketches !!
does anyone know when the poll ends ?
02-27-2008, 02:09 PM
Wow beautiful sketches man, think this is really awesome so far. Cheers
02-27-2008, 06:10 PM
ok i tweeked one of the thumbnails, would like to explore this further yet because i only had about 20 min to color it.. its not even in the team colors..
But this is more the direction i am envisioning, what do yah think ?
03-01-2008, 08:36 AM
really like the concepts. Expecially the first 2
I think you can use any color (and you should, seeing that nice green orange concept) as long u have the logo somewhere. It's logo and/or colors...
03-05-2008, 05:35 AM
Koool and rocking
03-05-2008, 08:56 AM
latest one is very nice... interesting proportions that make for a nice silhouette! :thumbsup: keep on trucking!
03-06-2008, 04:13 AM
Ok I am done concepting.. Im really happy with this one,
I painted over the previous pic, tweeked out the armour and gave him the right colors.,.
though I added yellowish gold, but thats to have the fire/lava theme in there.
also notice Ive added the 3 serpents coming out of the axe (our logo serpents!). they are supposed to be able to flow around him but live in the ring of his Weapon.
please leave crits!, I would love to hear your thoughts, thanks !
03-06-2008, 04:36 AM
that's a freaking damn cool concept my friend! cant wait to see that in 3d!
03-06-2008, 04:43 AM
That is awesome, he can surely crush those other maggots over at the other forums.
Btw why aren't you in the 2D section hmm? :P
03-06-2008, 04:43 AM
Very cool concept..............seems like going to come out extraordinary.....
03-06-2008, 03:57 PM
Loukor I am still planning on doing this character in 3d. Did you think I was just working on the 2d concept contest ?
I am falling a bit behind on the whole thing, I just bought a house and am trying to do renovations at the same time as all this.. Plus the job and freelance.. to many things to worry about : (
But I know everyone is in the same boat. haha
At any rate I am in the 3D competition and am going to put this caracter through the 3d Pipeline as best I can.
Anyone have suggestions for how to do the smokey cloth ? I was thinking just using sprite sheets, Kind of like the gears of war hair.
03-06-2008, 05:05 PM
You last concept is my desktop wallpaper now, that should say enough ;)
03-06-2008, 10:32 PM
There are many, many entries in this "war", and few get thousands of views and one hundred plus posts. Of all the concepts I've seen, this is the first to make me say, wow. Your skill thus far is great, and your style I like. If you don't place in the top fifty of this contest, there is no justice in this world.
03-06-2008, 10:40 PM
Loukor I am still planning on doing this character in 3d. Did you think I was just working on the 2d concept contest ?
Oh no thats not what I meant, I know your in the 3D section but I was asking why you didn't go into the 2D section as a joke :D. btw I forgot to add this in the last post but you have a really excellent knowledge of how to use colors, great talent. Cheers
03-07-2008, 04:43 AM
I thought you were joking loukor, but couldnt tell for sure,
and thx for the comments guys, I really appreciate it !
I got a chance tonight to work on the head piece.. Its still very rough, but I am needing some help with zbrush workflow as i am new to zbrush.
this is the only thing i have ever done in zbrush before and so Its a bit shady getting the hang of things still.
that said, take a look at the helmet model and tell me what I should do about the red area, I want it to be hollow in the end but should I have it closed off for zbrush painting so that its a closed mesh ? or can you work with hollow meshes in zbrush ?
03-07-2008, 05:11 AM
Its cool man waiting for next part.
see my Manjulika..
03-12-2008, 06:14 AM
kool man kool !!! thats a gr8 job want to see more.
03-13-2008, 03:39 AM
FINNALY I have gotten something closer to the word cool .... I swear I have been struggling with this head for a week now trying to learn zbrush..
Curse you zbrush and your crazy interface.. I built this with subtools for the sections.. Is that a good idea ?? does anyone even work like that, or would you just put seams in with the brush ??
Also how the heck do you get sharp flat surfaces. Its so hard to make this thing not look like a puddy ball.
Feed back is welcome and I would love to hear some PPLs opinions on how they work.
03-18-2008, 02:22 PM
ok I got my mesh proportions down now, anyone have any suggestions? keep in mind that it was a quick bind to bones and so objects are deforming improperly,
but I did this to mostly get a quick idea of where I am going with the character.
if you look close, you can see his breastplate is almost finnished
03-18-2008, 02:34 PM
So long as you keep the pieces clean and sharp like the concept, you could easily have a very strong entry. I love how you incorporated the logo on the shoulder pieces.
03-19-2008, 03:12 AM
Thanks for the comments guys,
today I figured out how to combine two tools, hahaha body meet head !
this is an older head that hasnt been tweeked based on the maya low poly proportions test. so its lookin a bit skinny,
I would like to go back and redo the head but we will see what time allows.
what do you all think of the head piece so far ?? im not sold on the ear flaps .. but I was thinking of smoke coming out of them which might make them cooler, i dono.
03-19-2008, 03:29 AM
Hey have you used the pinch tool in zbrush much? That will help you get sharp edges. I think the model is coming along nicely and your concept is great by the way. The model will definatly look alot better once you get some hard edges in there. I will keep a eye on this one!
03-19-2008, 07:49 PM
The pinch tool is good on occasion for certain types of modeling, however, with your need to retain those crisp solids from your initial pieces, you need to use crease.
Sit down and analyze your pieces. Section off pieces into polygroups. Once you've done that, go through each polygroup and crease the edges. The crease tool is in the Tool.>Geometry pallette. It will make a world of difference and is one of the very key tools to doing hard surface in ZBrush.
Say you have a cube. Go to an ortho side view an hide the bottom right half of the model (4 pieces) with the red hide box. move back to a view where you can see the now exposed two faces. Go to Tool>Geometry>Crease. Hit CTRL+F. You will see dotted Lines around the edges of the model. Now hide one of the two exposed faces and crease again. Unhide everything. Subdivide your box and you'll see those edges crease and become nice and crisp.
If you were to use the pinch tool, you would either have to make sure you did a straight drag across the edge or SLOWLY drag by hand. It would be nowhere near as clean and distort your geometry making it look more organic than hardsurface.
03-19-2008, 08:25 PM
i really like your concept and i was excited to see that you posted some updates, but i share concerns with firebert that you might not be getting crisp edges with your current tecnique. another thing you can do besides crease, is to export out your zbrush mesh and just use is as a 3d concept to build your hirez geometry around. i have seen some pretty good hard edge stuff in zbrush, but for armor pieces i still don't think you can beat max or maya modeling.
03-22-2008, 01:34 AM
thanks for the comments guys,
Firebat I tried out the crease tool and it is a big life saver, its like smoothing in maya with continuity set to 0 very cool,
I started this challenge with one goal in mind, to learn zbrush.. and dangit thats what im gonna do ! I designed a hard edge character thinking it would be easier to do in zbrush, I dont know what i was thinking because the best models that come out of zbrush are indeed soft edged. and im longing to do a monster now hahahaha
all things said I think my technique is holding up "ok" all a good learning process and im starting to think that I agree with you RedRepublik. Although zbrush is so sweet for shaping in form
ok enough talking, heres an update..http://www.monsterpot.ca/Dwar3/hyperSasquatch_Emosai_10.jpg
loong way to go still : (
gonna have to bust ass the next two weeks..
coments and crits welcome as always!
03-22-2008, 05:29 PM
ok i finnished his med rez legs and put him in the pose, they worked out pretty good, im happy with it
03-22-2008, 06:08 PM
It looks awesome. I love it. I can't wait to see it textured.
03-26-2008, 01:22 AM
ok quick update,
the high rez mesh for his armour is done, he still needs cloth and his artifact though..
check it out !
04-01-2008, 03:53 AM
dude i really like this character, the armor design is wicked! for suggestion i'd make the lower leg a bit thinner to be closer to the concept, cause right now he looks a little bit fat because of that. just my opinion though. kick ass character keep up the amazing work!
04-01-2008, 01:03 PM
yah my friend was suggesting that also, I overlooked how much larger they got then in the concept.
The only problem is im not sure how to do that because my zbrush model is broken up into sup Poly's .I would normaly tackle this in maya by latticing all the objects and modding them all at once,
is there a way to affect multipule poly groups in zbrush ?
Also because I couldnt figure that out, I have already done the low poly mesh, and so I was thinking I would normal map him then latice the the low poly legs in maya.
04-04-2008, 08:22 PM
i like you concept art, really nice. have you tried using the flatten brush with the pinch brush in zbrush for the hard edges? it might work and get rid some of that blobiness. i agree bout the scale of your lower legs with everyone here, they could be smaller. im prety sure you can just scale it down in zbrush or possibly combine the tools if its seperate subtools and then scale it down.
04-06-2008, 02:38 PM
That looks crazy good
04-09-2008, 01:59 PM
Ok I am going to have to completely redo my zbush model.. the normal maps are not turning out so hot..
but its kinda ok because I have done my low rez character to a T now and so there is almost no zbrushing work needed.. just smoothing out the armor plates and adding some scratchs and stuff
I am having a problem baking out NM's from an obj that has multipul UV coordinates, you will notice some of this pic has scrambled normal info's.. and I cant seem to get the uv groups working in zbrush to break up the model like it suggests, I click the button and it just does nothing.
anyone have an idea of how to do it ?or what im doing wrong? or a good workflow for multipule UVsets
also here is an update of the low mesh, though its kinda buggy right now because some of the normal maps are still screwy..
04-09-2008, 03:05 PM
UV mapping ZB just ain't there yet. They made a huge leap with the retopo tools, but mapping is still pretty weak. Even with the new tools they introduced for basic mapping (planar, cylindrical, etc.) it just isn't up to par. You're obviously using an external app for rendering and modeling. What is it? I suggest mapping everything in there.
04-09-2008, 03:11 PM
Oh no, the Uv mapping was all done in maya,
my workflow is bringing in the low rez mesh, fully UV mapped, then im going to apply my zbrush tweeks, then bake a NM to the low rez UV set with zmapper.
but one of my pieces has multipule UV sections on it and the zmapper was telling me to use polygroups to break up the model before entering zmapper, but the poly groups doesnt seem to recognize that I have a UV set or something, because its not breaking it up.. then somehow i just got into zmapper, but it just spat out broken NM's
04-09-2008, 11:42 PM
i think you need to break it up into a few differnt peices and apply the normals within Maya itself.
04-11-2008, 02:53 AM
Omg the past 3 days have been long and sleepless....
Thanks for all your comments and support !
I am so happy with where I am at now...
I had to redo the zbrush model based of the UV'd low rez mesh.. my basic tactic was unchecking the smooth button so that it basically subdevided in place.. then after doing that twice i applied the smooth button again, then subdivided after that. Then took the smooth brush and just smoothed er out a bit in places.. but it retained the hard corners that i was having trouble getting with my previous attempt..
Now its just going to be the coloring job that makes him come to life..
I have a few pressing questions though about the rules
1) this render was done in maya using the mental ray tab and a few lights with a raytrace shadow applied. .. no FG GI or amb OCC.. (I wish ).. IS that allowed ??
2) My ground Disk, does it look like it will be ok if there are a few small rocks for him to prop his leg up a bit on ?, currently the rocks are high poly and I concidered them part of the base.. But I dont know how sticky the rules are? a few ppls oppinion on that would help ease my mind..
also I would Love crits of any kind.!
04-11-2008, 02:56 AM
dblposterror.... i dont know how to delete, so i will just edit it hahaha
04-11-2008, 03:47 AM
Oh, I like that. Almost there.
04-12-2008, 03:37 AM
Oh you think your tough huh?? I bet I can get more women than you! :P
04-12-2008, 10:15 AM
ok I finnished em!!
gonna submit them in the morning.. oh wait it is.. well when I wake up then..
hope you like !
05-10-2008, 06:50 AM
Sorry I missed your last post until now.
I like. If this doesn't make it into the top 50, there is no justice in this world. I think this is my favorite.
I just checked, there is no justice in this world.
05-10-2008, 06:50 AM
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