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View Full Version : DWIV - 3D - Yin-Shiuan - The Darkness of Demon Lord


Yin-Shiuan
03-19-2009, 03:29 PM
Latest update(end):

Text image:
http://img355.imageshack.us/img355/3862/dwivtextimage.jpg
Beauty Shot:
http://img268.imageshack.us/img268/5197/dwivbeautyshot.jpg
Presentation Shot:
http://img268.imageshack.us/img268/4606/dwivpresentationshot.jpg
Construction Shot:
http://img268.imageshack.us/img268/2778/dwivconstructionshot.jpg
Texture Sheets:
http://img33.imageshack.us/img33/6532/dwivtexturesheets.jpg
Concept Image:
http://img33.imageshack.us/img33/2580/dwivconceptimage.jpg


Hi, Everyone!
I am new for DWIV Challenges, and I am very excited to entry it.
So, here is my firts concept. I want to represent the darkness of demon lord. More images are coming soon!
c&c welcom!^^
http://1.bp.blogspot.com/_pI9gZa16yxw/ScOwDMUngpI/AAAAAAAAAJg/9bDerDWRnmo/s1600-h/DWIV_concept.jpghttp://1.bp.blogspot.com/_pI9gZa16yxw/ScOwDMUngpI/AAAAAAAAAJg/9bDerDWRnmo/s1600-h/DWIV_concept.jpghttp://img19.imageshack.us/img19/7105/dwivconcept.jpg
http://1.bp.blogspot.com/_pI9gZa16yxw/ScOwDMUngpI/AAAAAAAAAJg/9bDerDWRnmo/s1600-h/DWIV_concept.jpg

Stutts
03-19-2009, 04:07 PM
Nice start can't wait to see more. Good luck!

Yin-Shiuan
03-20-2009, 02:38 PM
a little update.
http://img18.imageshack.us/img18/1502/dwivconcept02.jpg

Stutts
03-20-2009, 02:57 PM
I like it with 4 legs and I like it with two legs. But I think that you can get more dynamic poses out of the one with two legs though. But great concepts!

hhhjun
03-20-2009, 04:38 PM
Good~
真的很不哦!!

Yin-Shiuan
03-21-2009, 10:41 AM
Stutts:
Thank you!^^
More concept images are coming soon.
hhhjun:
Thank you!
感謝你特地來此留言!^^

Actually, I want to focus on the "lord" feeling.
The "lord", not is only possessed a scare seeming. It must be a god-likely. I want to represent this momentum.^^

Soggyclog
03-21-2009, 09:11 PM
These are really great! I like the one with the two "dog" heads.
Keep it up!

Hexahedron
03-22-2009, 12:37 AM
Personally I like the four legged one. Reminds me of a lion. And he got that royal and powerful look. Great sketches.
:)

Yin-Shiuan
03-23-2009, 04:40 AM
Soggyclog:
Thank you!^^
Hexahedron:
Thank you!
Someone propose me that the "four legs" look like a underling, not like the lord. I will try to draw more concept images later.
c&c welcom, please.^^

PeterBraeley
03-23-2009, 05:49 AM
wow these are looking bad ass, can't wait for more, loving the sitting pose but keep going, doing great!!

SergioSantos
03-23-2009, 09:00 AM
It's looking awesome!

I'm gonna follow this one
:D
:buttrock:

QuantumPixel
03-23-2009, 08:46 PM
Good designs, I like the profile one of the head with 3 eyes on each side it has a power to it a sence of nobility yet furosity I think it has winning characteristics. Very dark and very strong.

lower half is always a tricky choice.

good luck

Yin-Shiuan
03-24-2009, 01:33 AM
PeterBraeley:
Thank you!

SergioSantos:
Thank you!

QuantumPixel:
Thank you! I like it, too.^^
But I will change a little bit some shape about the head.
(Are you meaning my image size?)

This is new version. Two legs.
I want to capture some characteristics that about "Demon", "Lord", and "Dark".
I change the "dog-like head" located place, just like gushed from left shoulder-back of demon lord.
http://img21.imageshack.us/img21/3521/dwivconcept03.jpg

ShamesArt
03-24-2009, 03:19 AM
really great concept mate, I wish you a best luck

Yin-Shiuan
03-27-2009, 01:36 PM
ShamesArt:
Thank you!

Hi! Something delay my progress. ==|||
Here is a new upgrade.
The concept is closed complete, so, sculpting time is coming soon!^^
http://img128.imageshack.us/img128/6084/dwivconcept07.jpg
http://img515.imageshack.us/img515/5348/dwivfrontsideview.jpg
http://img515.imageshack.us/img515/6646/dwivconcept08.jpg

Stutts
03-27-2009, 01:37 PM
Awesome! Can't wait to see him in 3D! Great Job :thumbsup:

Yin-Shiuan
03-27-2009, 02:13 PM
I am new for DWIV contest. So, I have some question.

What is the modeling/texturing building progress?

My progress is building a base mesh(multi object) in Maya now. Then go to ZBrush to sculpt be a hi poly model(have some sub objects) → retopology each part of hi poly models → creat uv for each low poly models → import hi & low poly model(.obj) in Maya, then creat normal map.

Question:
Maya can't import too heavy obj file,(My computer is old type...) but in order to represent a good detail, hi poly is necessary.:sad:

I consider using mulity objects that can decrease poly count. But, it is meaning that I have mulity uvs. The final result request we use singular sheet texture. How can do that? Combine all objects??

What is your progress/method?:curious:

Please help me!:cry: Thank you!!

Kharn-ivor
03-27-2009, 02:24 PM
Hey mate nice concept :)

As for the high poly issu. well I normaly create a low poly around the highpoly in 3dsmax, but I do not import the higest level of suD, you dont need it to create the game rez model.
Then I Uv the low poly in max and export it, in zbrush I export the very highpoly at its highest suD and then use xNormal to generate the normals. :)

K

Stutts
03-27-2009, 04:01 PM
That's my process as well

aeonseraph
03-27-2009, 04:35 PM
Great start and very powerful fella U got here. Love the design. :thumbsup:
Need more of your works please!
And good luck! :beer:

Maxter
03-27-2009, 06:54 PM
Very strong concept, I really like this design:thumbsup:

Yin-Shiuan
03-28-2009, 04:11 PM
Stutts:
You are so fast!^^ Thank you!
Kharn-ivor:
Thank you for your help!
I will try to use xnormal later. Thanks again!:)
aeonseraph:
Thank you! Your concept design are so amazing, too!
Maxter:
Thank you! I like your "Chaos Master", too.

namnocilis
03-28-2009, 04:36 PM
some great sketches going on here.. love the last design! :buttrock:
about the multi-objects and single uvsheet.. at first i unwrap each object individually and then resize it and place the uv in such a way that when combined it should not overlap each other.. and then i get the normal maps from zbrush for each object and then combine it all together in photoshop, so we have it all in one sheet.. same way for other maps, finally i combine the mesh together and apply the maps to the combined mesh.. hope its clear

Yin-Shiuan
03-30-2009, 03:32 PM
namnocilis:
Thank you for your help!:)
About your example, did you retopology your model?
Because for my idea, I build a base mesh to ZBrush then sculpting the detail. When I get my structure, and then I retopology my model. A new low poly mesh is different from the original mesh. So, I can't use ZMapper to creat a normal map.(because here have two different models)
Today, I spent whole day to test xnormal and any ways....What the hell is going on?
The normal map is always can't to match the low poly model....
I don't want to waste my time in here....
I will try to keep going my progress in tomorrow.

Yin-Shiuan
04-01-2009, 01:19 PM
a little upgrade.
start to sculpt.

base mesh:
http://img26.imageshack.us/img26/3677/basemeshr.jpg

sculpt:
http://img26.imageshack.us/img26/6588/hipolymodel01.jpg

Stutts
04-01-2009, 01:39 PM
Great start on the modeling.:beer: Good clean base mesh this is going to be awesome!
Keep it up!

blake1999
04-01-2009, 01:47 PM
digging the face from your concept. I really like the multiple eyes he has going.

Yin-Shiuan
04-02-2009, 03:48 PM
Stutts:
Thank you!

blake1999:
Thank yor!

new upgrade:
http://img99.imageshack.us/img99/558/hipolymodel02.jpg
http://img99.imageshack.us/img99/9232/hipolymodel02withoutclo.jpg

Ataulfo
04-02-2009, 04:33 PM
Amazing sketches. And the 3D also looks great.:thumbsup: :thumbsup:
keep it up:beer:

Yin-Shiuan
04-05-2009, 02:43 PM
new upgrade.
I made his body a little bit stronger.
http://img520.imageshack.us/img520/9944/hipolymodel03head.jpg
http://img520.imageshack.us/img520/2982/hipolymodel03head2.jpg
http://img520.imageshack.us/img520/5703/hipolymodel03body.jpg
http://img19.imageshack.us/img19/2708/hipolymodel03full.jpg

questionmarks
04-05-2009, 05:29 PM
love the horn..^^
an opinion...would it be better if the nose is shorter???
tighten the space of the eye,nose and mouth....

namnocilis
04-05-2009, 06:08 PM
namnocilis:
Thank you for your help!:)
About your example, did you retopology your model?
Because for my idea, I build a base mesh to ZBrush then sculpting the detail. When I get my structure, and then I retopology my model. A new low poly mesh is different from the original mesh. So, I can't use ZMapper to creat a normal map.(because here have two different models)

in that case, you need to project the details from the high polymesh to the new low polymesh.. you can have entirely different topology and mesh for projecting the details, after projecting the details.. the new low polymesh will have subdivision levels with all the higher level details, so now you can generate the normal map from the new lowpoly mesh that was retopologised just like you would have done with the other mesh.

btw, nice sculpting of the head details.. Good going!

kitunen
04-06-2009, 04:43 AM
HI Yin-Shiuan

Your concepts amazed me! he very cool ! love the head!!
Great work ! i will keep my eyes here :bounce:

Yin-Shiuan
04-07-2009, 01:18 PM
questionmarks:
Thanks for your opinion!^^ In the future, I will upgrade my character's head.

namnocilis:
Thank you! You are a so nice man!:love:
Thanks for your help. In your method, if the size(or position) for the new low polymesh in ZBrush that is not matched the original hi polymesh. How did you solve this problem?(or how to avoid it?)

kitunen:
Thank you!
I will keep my eyes in your thread, too.

This is new upgrade:
http://img219.imageshack.us/img219/411/hipolymodel041.jpg
http://img13.imageshack.us/img13/781/hipolymodel042.jpg
http://img13.imageshack.us/img13/7553/hipolymodel043.jpg
http://img26.imageshack.us/img26/1985/hipolymodel044.jpg
http://img26.imageshack.us/img26/315/hipolymodel045.jpg
http://img26.imageshack.us/img26/3909/hipolymodel046.jpg

Stutts
04-07-2009, 01:43 PM
This is coming along really well! :thumbsup: (http://forums.cgsociety.org/misc.php?do=getsmilies&wysiwyg=1&forumid=0#) Keep it up dude! :beer:

Yin-Shiuan
04-08-2009, 06:23 AM
Stutts:
Thank you!^^

Yin-Shiuan
04-08-2009, 02:38 PM
New upgrade. Details are coming soon(may be.....)
http://img5.imageshack.us/img5/4295/hipolymodel051.jpg
http://img8.imageshack.us/img8/3938/hipolymodel052.jpg
http://img8.imageshack.us/img8/2194/hipolymodel053.jpg

Stutts
04-08-2009, 02:43 PM
love the sculpt of the head, especially the tendons in the neck! great work! :thumbsup:

aeonseraph
04-08-2009, 02:45 PM
Awesome design!!! :eek: Love the details, especially the design of the head. :thumbsup:
The texture on the bracelet reminds me of my own which i developed in 2007 it's also in this year's entry. :D Perhaps it mean's that your demon lord is an ally to mine :beer:

It would be great to see them both in one piece ;)

namnocilis
04-08-2009, 05:13 PM
namnocilis:
Thank you! You are a so nice man!:love:
Thanks for your help. In your method, if the size(or position) for the new low polymesh in ZBrush that is not matched the original hi polymesh. How did you solve this problem?(or how to avoid it?)



That's simple.. export both high poly and low poly mesh from zbrush and import both into maya and match the size.. after the size is matched export both the mesh from maya as obj's and then take the high poly and low poly mesh which you exported from maya to ZBRUSH.. this time it will be exact match, now project the details..
Great going with the sculpted details.. i am loving it :love:

MartinNielsen
04-10-2009, 11:17 AM
Great modeling work :beer: I really like those smooth curves in the patterns.

Yin-Shiuan
04-10-2009, 01:53 PM
Stutts:
Thanks! It spent my so many time. Ha ha.:beer:

aeonseraph:
Really! I find it!:eek: Ha ha! What a coincidence! We are an ally!:beer:

namnocilis:
So many thanks to you! You help me so much!:love:
I have a little test in today, and it looks like.....NO BIG PROBLEMS HAPPEN. Yes!:D
Thanks again, man!

MartinNielsen:
Thank you! I am glad you like my work.^^

Here is new upgrade:
http://img22.imageshack.us/img22/5046/hipolymodel061.jpg
http://img17.imageshack.us/img17/4012/hipolymodel062.jpg
http://img17.imageshack.us/img17/9865/hipolymodel063.jpg
http://img17.imageshack.us/img17/8427/hipolymodel064headfront.jpg
http://img24.imageshack.us/img24/6759/hipolymodel065headside.jpg

Stutts
04-10-2009, 01:57 PM
Great update!:thumbsup: keep going man!

DeadInTheAttic
04-10-2009, 03:32 PM
Though I think, something looks wrong.
For his head looks like that of a lurking creature and his body is standing straight. Does not fit properly. I think, you should push his head higher or make him walk and stand like a character like Star Wars General Grievous. Though I am not quite sure about that.
Cool displacement-mapping ;)

Yin-Shiuan
04-21-2009, 04:20 PM
Long time no update...

Because that I made a big decision to change my character design.

This is a heavy decision for me, because that I have no time...

However, many people give me a lot of comments, and I really agreed that.

I abandon the "two mouths" of my character, and I change his leg a lot.

The final pose may be will stand.

I really have no time... good luck for me...
http://img164.imageshack.us/img164/4678/hipolymodel081.jpg
http://img164.imageshack.us/img164/3722/hipolymodel082.jpghttp://img119.imageshack.us/img119/7224/hipolymodel083.jpg
http://img119.imageshack.us/img119/5272/hipolymodel084.jpghttp://img104.imageshack.us/img104/1641/hipolymodel085.jpg

Stutts
04-21-2009, 04:25 PM
It's a shame you changed the design it was really looking good. but I like the new version a lot as well! Keep it up! :beer:

primativ
04-21-2009, 05:20 PM
I like the overall design a lot, nice attention to detail!.

My only crit is that the legs seem too long. I am imagining this critter running around and looking a little too bouncy. I tweeked it a little here to what I think would work.

http://i16.photobucket.com/albums/b22/primativ/fixed.jpg

Yin-Shiuan
04-29-2009, 04:14 PM
Thanks all comments!:)

The hi poly stage is done. Next, bake & draw Textures.

Hi poly model pose test:
http://img220.imageshack.us/img220/6126/posetestall.jpg

Low poly counts:
http://img218.imageshack.us/img218/2156/wireframepolycount.jpg

Normal map test render:
http://img129.imageshack.us/img129/600/normaltestrender600x.jpg

I have some questions for my process.

For myself example:

ZBrush is crash when I export higest level obj file(over 1500000 poly counts).

xNormal is crash when I bake a normal map(4096*4096, antialising 4x)

xNormal is very very slow when I bake AO map.

I know my computer is old type(may be 3 or 4 years...), P4, 2G RAM, but, My problems is normal? or not?

I only use maya mental ray render, that's ok? what render engine and shade is your uses?
Thanks all folks!:beer:

hhhjun
04-29-2009, 05:34 PM
COOL MODEL
好久沒看你po圖了...終於有新進度做的不錯!!

Yin-Shiuan
04-30-2009, 03:07 AM
hhhjun:

Thanks.
最近忙著趕落後的進度啊~
謝謝。

tewicks
04-30-2009, 04:18 AM
Hey Yin-Shiuan, nice work!

For your question about xNormal, I believe the program become very slow when you want to use AA, especially on older machines. I ended up baking mine at 4k using only 1x sampling which looked fine, I would suggest you do the same.

I actually have a question for you too, this is my first time using normal maps, and I am having trouble rendering them using mental ray. What software are you using to render your low poly, and is there anything special you are doing to it?

Yin-Shiuan
04-30-2009, 01:41 PM
Untamed:
Thanks for your suggest!:)

About of your question:

I am Maya user. I use Maya8.5 to do DWIV job.

In Maya8.5(or higher version), you can directly render normal map from mental ray(if you are lower version, you must connect shade nodes or use some plugins)

Use normal map in Maya, connect normal map file to bump of your shade node. Just notice that your bump attribute must be changed to "Tangent Space Normals". And then, switch to mental ray engine, click render, done.

If you are a Max user, as well as connect normal map file to bump of your material shade, but in bump attribute you should be selected "norml bump".

I am not really understand other software settings, if you have any troubles, welcome discussing here, good luck.^^

Stutts
04-30-2009, 01:45 PM
L:ooking good man can't wait for the rest of the textures. the sculpt is really well done to! good job!

blake1999
05-02-2009, 07:46 PM
I havent had xnormal crash but have had it stop saying that my comp is out of mem. I'm just rendering at 2048 though. If the zbrush crash is happening every time then its probably your machine's limit. You could probably just split the mesh into 2 subtools and then export them out separately. Since you are using xnormal you can just load both pieces as the high res. I noticed that it did kinda make a seam when I did that but if you choose a good location it might not be noticeable.. or just clean the seam up in ps.

I think it was maya 2008/2009 that will let you render normals in mental ray. Otherwise I'd use the JSnormalmapper plugin or the headus one.

Yin-Shiuan
05-03-2009, 01:45 PM
Stutts:

Thank your! I must finish my texture hurry!^^||| Deadline is coming.


blake1999:

Thanks!
I do your way, too.^^
I use Maya8.5 that can let me render normal map in mantal ray. It is needless any plugins.:)

Yin-Shiuan
05-08-2009, 02:25 PM
Thanks God! Thanks DWIV organizer!

The deadline is extended!

This is my new update.

Friends, what lighting & rendering solutions are your choice?

Good luck everyone!^^

render test:
http://img22.imageshack.us/img22/3497/testposerender01.jpg
http://img220.imageshack.us/img220/8357/testposerender02.jpg
http://img220.imageshack.us/img220/6605/testposerender03.jpg

Stutts
05-08-2009, 02:32 PM
nice textures man! I like it a lot good job!:thumbsup:

StefanoDubay
05-08-2009, 06:26 PM
that's cool! the first almost finished one i see out here! are you planning to put tht glow also on those things on the hips? it would frame it nicely!

Yin-Shiuan
05-09-2009, 02:40 PM
Stutts:

Thank you!:D

StefanoDubay:

Yeah, I want to try out glow it(two mouth), but I'm still to find a better result because I don't want to blur my character focus.
So many hard~.

MartinNielsen
05-09-2009, 05:30 PM
Good stuff :) I think if you add a bit of blue back light, your render scene will look even better. Especially when you already have those red colors on the character.

Yin-Shiuan
05-12-2009, 03:06 PM
MartinNielsen:
Yeah! you are right!^^ Thank your!


Hi friends!
Can I use this lighting in presentation shot, or just can put in beauty shot?:hmm: Thank you.

Lighting test:
http://img216.imageshack.us/img216/6783/lighttest.jpg

Yin-Shiuan
05-18-2009, 02:52 PM
Hi everyone. I am very glad to entry DWIV competition. Now, this war is ended for me.

So many thanks everyone who is help me so much. I know I am still callow, but this time is very good experience for me.

Good luck for everyone, and see you next year.:D


These are my final images.

Text image:
http://img355.imageshack.us/img355/3862/dwivtextimage.jpg
Beauty Shot:
http://img268.imageshack.us/img268/5197/dwivbeautyshot.jpg
Presentation Shot:
http://img268.imageshack.us/img268/4606/dwivpresentationshot.jpg
Construction Shot:
http://img268.imageshack.us/img268/2778/dwivconstructionshot.jpg
Texture Sheets:
http://img33.imageshack.us/img33/6532/dwivtexturesheets.jpg
Concept Image:
http://img33.imageshack.us/img33/2580/dwivconceptimage.jpg

MartinNielsen
05-18-2009, 10:04 PM
You made it, congrats :) Nice work.

Yin-Shiuan
05-19-2009, 02:31 AM
MartinNielsen:
Thank you! Finally I really did it.:D

heatpaw
05-21-2009, 03:25 AM
Nice final you got~祝福你啦:thumbsup:

Yin-Shiuan
05-22-2009, 02:45 PM
heatpaw:

Thank you, man!:beer:

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