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StefanoDubay
03-22-2009, 11:40 PM
Current sculpt update

Final entry:

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_Beauty.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_008_lores.jpg

and now i have the weapon too!

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Meatclever_0002.jpg



Gamemesh WIP:

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/BerithColors.01._0000_fr.jpg



http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_Color.jpg


Some DetailShots and Turntable AT END OF THE THREAD (http://forums.cgsociety.org/showthread.php?f=282&t=744871&page=5&pp=15)





___________________________________________________________________________

Hello, warm up is over... after a bunch of crap I got some references and I'm sculpting this thing properly..
http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_001_StefanoDubay.jpg

BaronImpossible
03-22-2009, 11:46 PM
Disturbingly grotesque, I like it. Couple of things, though - IMO needs longer arms and longer toes (either that or a long skeletal tail for balancing)

StefanoDubay
03-22-2009, 11:55 PM
I'm planning to make an ecorche first and then skin and fat it up it's just started :) thanks for the comment your thread is awesome!
cheers
S

StefanoDubay
03-23-2009, 04:34 AM
Update, working on anatomy tomorrow or the day after freesculpt sketches for the head
thanks

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_002_StefanoDubay.jpg

xerious3d
03-23-2009, 10:29 PM
I am interested to know where you are taking this, any concepts? or reference images of what your going for?

StefanoDubay
03-24-2009, 12:12 AM
Human anatomy at first, then i have my refs on books, i can scan them and post them, then PS overpaint for the distortion in the body anatomy, animal components integration etc.
is very important for me to establish a correct anatomy before distorting the model, the muscles can easily be elongated or squashed as well as the bones but if i start from a completely made up anatomy i find it hard to process it right to have it fit and be somewhat graceful..
next step after finishing the muscles on arms and calf is all PS for a bit, the whole bone structure I'm using is human also for the legs i elongated the tarsus but is not goat, I'll fuse toes and fingers together like in pincher handed deformed humans.
we'll see :)
cheers
S

greenpizza
03-24-2009, 03:05 AM
Hey, Nice modeling here, I really like how you are working the anatomy on it, is very clear, waiting to see more of your work, :surprised

Ghostesper
03-24-2009, 03:55 AM
really awesome how your layering it. Can't wait to see how it turns out. any idea what the end product is gonna be?

xerious3d
03-24-2009, 04:12 PM
Great man - well i shall await and update then

StefanoDubay
03-24-2009, 06:31 PM
pretty vague for now about the end result... all i know is that i want a powerful yet elegant character, remembering that he still is a daemon of bloodshed and blasphemy (I'll probably have him have some sort of overgrown mouth an teeth and stuff and I'll have a pet: i child in long sanitarium clothes with a bandage over his/her eyes and black gore flowing out of it and dirt, maybe claws of some sort dunno yet..
I maybe go with some cenobyte contraits on the main demon sawings and stuff.. gathering infos and refs then I'll throw him in photoshop aiming for the most part on an interesting pushed silhouette and asyms, but I think i really need to extabilish the anatomicals there and then push them to get to the realistic result... the problem is working 10hrs a day + constest + witing a book... damn :) well we'll be young only once better take advantage of it :D

xerious3d
03-24-2009, 07:55 PM
Hehe vague is ok, I'm just such a visual person always want to see pretty pictures and concepts. If anything its my favorite part, clear and clean pre-pro, designing and coming up with solid ideas = ) I hear ya on the 10hrs of work + side projects and so forth I'm on the same boat except the book part =P But we are definitely young, so push on forward man!

StefanoDubay
03-24-2009, 08:09 PM
heh you right and I do agree with u on solid fundations for design... I am tackling this in the quckest pipeline i can think of so i'll have it done
these are gonna be the steps i am planning:

anatomy structure(no skin)
design tweak and attachments and composition in post (Photoshop)
head freesculpts with free interpretation of silhouette from concept ( i'm pretty good at portrating so there i wont need underlaying anat)
bodyshape adjustaments in ZB
attachments lo polys cages
fatty tissue over muscles, visible skin fold and wrinkles
attacment detailing
Flesh Hard surface integration
Gamecage

I'm not much cutting edge on technology for the latest game maps, what would you use over normal,color and spec maps? I heard of parallax displacement maps (have no idea on earth how to generate tht) thickness maps, and luminosity maps? how we generate those? i gotta think ahead I have so little time..
end of first month i gotta have the maquette done then is all texturing posing and finalizinin, I wanna have time for the last parts of the process since so much comes from it I dont want to spoil it by bad planning like i did on y general...
soon I hope to post some paintovers then we can pick the best silhouettes as most the rest of the people is doing... I know it sounds i'm working backwards but this should facilitate my work later i hope :) heh
ciao
S

xerious3d
03-24-2009, 09:38 PM
The process sounds find to me. In terms of generating maps, there isn't much to it if you have done high res models before. You create your full character in high res, details, bumps, bevel edges, what have you. Then you create a very cost efficient tri/poly model cage around it and generate your maps out of it. Occlusion maps, normals, lightmaps. spec maps. Then have fun in Photoshop, go crazy with w/e alphas you do if any, and your diffuse, glow maps etc...Question, by maquette do you mean the model its self? 3d? or an actual plastilina maquette?

By the way i have also entered in the competition, but via Gameartisans team.

StefanoDubay
03-24-2009, 10:30 PM
3D extremely simple topology thingy. then i differentiate my production model as the model it self, somebody calls it design sculpt since it is more about design than correct structure. then resurface it.
how you generate glow maps and how you plug those in?

xerious3d
03-24-2009, 10:52 PM
Ahh! ok, yeah sounds like a usual reworking model workflow. Glow maps are colored maps that create a glow effects on certain colored textures. Like lava or luminence glows on powers and mystical designs with alphas and such. You create those in Photoshop out of textures and color with a glow / blurred or smudged / feathered effect. If you are using maya as your 3d package you just plug those in as its own map like a spec map would under an SSS shader, but on a simple shader like Lambert, a Glow map would go into Incandescence.

Example 1: http://xna-uk.net/blogs/randomchaos/WindowsLiveWriter/BasicHLSLLightingTechniquesEpisode4Envir_135D8/Speeder_diffGlow_2.jpg

Example 2: http://www.parkparkin.com/personal_art/imrod_lp_01.jpg

nawal
03-24-2009, 11:36 PM
very nice!

Xillion
03-25-2009, 04:59 PM
Hey man ;) Glad to see you here too. The modeling is coming along fine, I can't wait to see Berith's next evolution! Happy modeling.

Ataulfo
03-25-2009, 05:44 PM
It looks great:thumbsup:

keep it up:beer:

StefanoDubay
03-26-2009, 12:15 AM
this is my first sketch, i had 1 hr free at work and i started messing around

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/DMSketch_001.jpg

nawal
03-26-2009, 01:10 AM
really nice!
gogogo ste

StefanoDubay
03-26-2009, 03:47 AM
UPDATE :D, I got lucky today ehehe
The concept isnt super clear so I explain:
he has wiring coming from inside of his mouth which wrap aroud the antlers and tie to the blade in his flesh..
I need armor now!

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/DMSketch_002.jpg

xerious3d
03-26-2009, 04:53 AM
Nice dude i like it!

StefanoDubay
03-26-2009, 04:59 AM
thanks Xerious, not much time for finessing I was interrupted every 2 secs
:D

now i need some cool armor! i'll learn from the past winner his thing is definitely awesome

Ferx
03-26-2009, 09:36 AM
Hey Stefano,

Really cool work, the model looks totally awesome :D Like a lot your concept! Good luck and looking forward for more updates! Cheers! :beer:

StefanoDubay
03-29-2009, 11:37 PM
prop tweaks, fist sketch for the head
GOTTA HURRY UPPP :D

HORNS!!!

I'm starting to worry 'bout polycount already :)
http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_004_StefanoDubay.jpghttp://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_003_StefanoDubay.jpg

Stutts
03-31-2009, 09:25 PM
NICE! I can't believe I missed this one great concept and awesome work so far can't wait to see more.

GrogMcGee
03-31-2009, 10:06 PM
That's cool! The muscles look really cool - any tips on the sculpting of them, as I'm going have to do the something similar.

The feet are really neat, very unique.
Maybe his teeth could be a bit more menacing, like your concepts.

StefanoDubay
03-31-2009, 10:15 PM
heh the teeth need transposing all i had were refs of dentist casts so i don't have them right yet!
now i really want to define attachments concept before attacking the skin on it...
still thinking if keeping or not those hooks in the chest :)
he will remember a twisted butcher in the attachments... any link to cool related to this is more than welcome!!!

GrogMcGee: if you go backwards you see how I'm working it from inside out, i know, it may sound like overworking but no way i could be able to bust something like this out in 3 days of work (heh fulltime work sucks....) whithout doing so
thanks! is all about layering and layering and layering.... i'll threat the skin and veins in the same way, veins first skin last

S

StefanoDubay
03-31-2009, 10:21 PM
uh and the feet are gonna covered in armor almost sure as in concept so i didnt really messed too much with them maybe i'll work out something like visible invisible tricky to get without making it silly....

xerious3d
03-31-2009, 10:21 PM
Hey man, this is turning out rather well. Can't wait to see more of it developed! Keeping an eye out on your entry! Keep up the good work.

StefanoDubay
03-31-2009, 10:38 PM
thanks xerious say hello to julian from me :)
PS i forgot something! please note the fingers welded together ahahah satanik star trek vulcanian salut
ahaha

Ferx
04-01-2009, 12:24 AM
Hey Stefano,

Really cool updates! That model looks simply awesome, really great!! :D The horns on a branch style is a great touch on the design. Maybe some screws and bolts on the metallic structure, only a wish :) Again, great work and waiting for more updates!! Cheers!! :beer:

tonytrout
04-01-2009, 05:41 AM
Hey Stefano, its looking pretty cool, nice sculpting and your workflow is interesting. Looking for ward to further updates. I agree its early days but detail on the iron bits would look good too.

StefanoDubay
04-01-2009, 07:51 AM
update:
Some detailing and integration with my fancy hooks

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_005_StefanoDubay.jpg

And here a closeup

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_005_002_StefanoDubay.jpg

StefanoDubay
04-01-2009, 09:53 PM
oh yeah!!! I absolutely WILL cover the attachments with detail!!! I just want to have the armor/attachments down before doing so
thanks!

xerious3d
04-02-2009, 12:08 AM
Ow that looks painful, looking good, hoping to see some Concepts of the armor, doing them in photoshop or zbrush first and then doing paint overs? And do you mean Miguel Santiago? In which case i will, but I'm Not sure who julian is hehe...but! I can try and find him and still say whats up! lol

StefanoDubay
04-02-2009, 01:26 AM
tht's wht i meant :D xderious :) I'm not super sure of those hooks tho... they feel like they interfer with the design a bit!

StefanoDubay
04-06-2009, 05:08 AM
update
superficial details

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_StefanoDubay.jpg

StefanoDubay
04-07-2009, 04:38 AM
Some Closeups

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_Detail_0001.jpghttp://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_Detail_0002.jpghttp://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_Detail_0003.jpghttp://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_Detail_0004.jpghttp://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_Detail_0005.jpg

Stutts
04-07-2009, 04:48 AM
D@#$!!! This guy is looking wicked man!!! Awesome Job!

StefanoDubay
04-07-2009, 05:05 AM
Thanks Stutt, now making some fitting detailed armor :D

vikramvr
04-07-2009, 06:09 AM
nice work so far.Looks cool, although there are some visible claytube strokes that can be softened out.

StefanoDubay
04-07-2009, 06:47 AM
yeah when i'm satisfied i'll polish it up... i dont know yet where and how I'll end up with this guy, for the meantime i'll let it grow like a mushroom :D
And claytubes add texture tht will; look cool when AOed out :)
chees! and thanks

some armor plating

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_006_Detail_0006.jpg

syrez-one
04-07-2009, 12:10 PM
crazy details dude! cool growing mushrom, hehe .. eh... :)

i started some zbrush sculpting last week too, to get my head off from drawing .. wonder how good it works to retopologize a high detailed one to a given max. face count.. cause i have to go through that sometime soon too ;)

keep it up! all the best

StefanoDubay
04-07-2009, 06:28 PM
Thanks Syrez!

well... the resurface is not meant for production so all you really need is an acceptable mesh that would keep the silhouette nicely (no huge flat planes and so) and fitting enough to offer a good projection. i usually heavily decimate my mesh, and then use Digital Raster NEX to resurface the whole envelope mesh then i want to use XNormal (gotta learn more 'bout it tho)
that's the plan, for now i want to finish the armor, work out the meat clever and from there is all photoshop.

FMMirel
04-07-2009, 07:06 PM
very very nice work. Great sculpting skills and the character is really starting to shape up into quite a wicked design. Keep up the good work, very impressive entry indeed

Stutts
04-07-2009, 07:06 PM
:buttrock::bounce::drool: (http://forums.cgsociety.org/misc.php?do=getsmilies&wysiwyg=1&forumid=0#):bounce::buttrock:
loving it man keep it up

Ghostesper
04-07-2009, 07:57 PM
he looks freaking sweet!!! nice buildup. haha the retopologizing of this model seens like it's going to be some work.

StefanoDubay
04-07-2009, 11:02 PM
naah it's easier than wht it sounds like, if u ever did movie class meshes no problem with those, otherwise it takes some knowhow
cheers
S

StefanoDubay
04-08-2009, 06:23 PM
a little turntable of my up to date work:

Click to see the turntable (http://4thvanishingpoint.com/ZBrush%20Movie2.mov)

aeonseraph
04-08-2009, 09:37 PM
Awesome design mate! Very detailed and very well made concept. I also like the anatomy of your character, very well balanced too. I'm looking forward for more updates.
Good luck :beer:

GregStrangis
04-08-2009, 09:37 PM
Sweet turntable and sweet model man! This guy is looking great keep it up

StefanoDubay
04-08-2009, 11:35 PM
@aeonseraph. thanks man.. I have been urged to transpose it in this new pose and I am happy tht my dear friend and sculptor Dan Katcher almost forced me to do tht :)

DanielCortes
04-09-2009, 12:08 AM
You asked for more feed back on the spy thread, and I felt guilty so here I am.
Looking good, very well balanced and at the same time it has an interesting design. I would give the feet a little more life they seem to stiff even for being wood like.
I also don’t think it would hurt to emphasize the head, just try to make it more imposing, maybe bigger, if it doesn’t look good you don’t lose anything. I just think your guy needs something that sticks out from everything ells without losing the harmony you want. Well just an idea.
If you ever feel like dropping by my place it would be great. Have a good one bro!

StefanoDubay
04-09-2009, 12:55 AM
thanks for your answer m8, no need to feel guilty is just that communication is needed to keep the hype going and to encourage each other, otherwise there isn't difference with doing this at home as a personal project, its a learning experience for me.. it isi think a constructive critique!
about the comments originally the head was much bigger i made it smaller to get him more imposing... but i do agree tht extra graphic weight is needed there probably tons of details and gear and i still have to detail the tongue out of the back goat face (which isnt very well readable on the stills too) i dont love the feets as well.. i never gave them lots of care because i will put attachments on them
thanks again
S

StefanoDubay
04-09-2009, 08:08 AM
highres turntable here: click (http://4thvanishingpoint.com/BerithTTable001.mov)

DanielCortes
04-09-2009, 11:54 PM
Stefano: thanks, yeah I feel bad because I really believe in the philosophy of putting equal time into others work as with your own, it’s great, but I just don’t get round to it as much as Id like, but we must!
I also forget to mention. the tec guy was just a warm up, this will be my third completed cg piece, so I need all the practice I can get. Thanks for taking a peek, see you around and keep it up, and don’t let it keep you up :D … not to long anyhow, big hug!
ps: where can I see some of your other work?

MartinNielsen
04-10-2009, 12:32 AM
The details look so great on your model :beer: Only little thing that bothers me is the feet. I feel it will be hard for the character to keep balance.

StefanoDubay
04-10-2009, 01:59 AM
the feet are definitely an issue... I'll see to fix them, originally i was going to cover them in gear and maybe still will, I'll give it a shot tonight!

@live2contage: please go on my website www.4thvanishingpoint.com (http://www.4thvanishingpoint.com)

DanielCortes
04-11-2009, 12:38 AM
wow! but Ive got to say I was expecting something good :arteest:
I know what your talking about I have a feet issue as well and its not just the bad smell... they just look wrong. Keep working, its the only answer, Chau amigo :beer:

StefanoDubay
04-12-2009, 06:25 AM
Update:

turntable here ---------> http://4thvanishingpoint.com/BerithTTable003.mov

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_007.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_007_Detail001.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_007_Detail002.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_007_Detail003.jpg

DanielCortes
04-14-2009, 12:38 AM
excellent work man, just incredible. I know I sound stupid, I don’t know anything about 3d, but how do you get such incredible anatomy work. I’ve seen some incredible work in this comp, compared to the entries last year it would seem far superior. Is there new software for this (zbrush?), do you draw it all individually or do you embed it some way? The textures as well just great stuff! :beer:
Ps: the feet are look a lot better, but from the side view I think they could use some tweaking. :D

StefanoDubay
04-14-2009, 01:31 AM
thanks! for the feet i'm going a bit more ostrich or emu adding some rear padding, if you notice something please write down what's awkward so i know what you are working about... anatomuy is like in sculpture, one by one from inside out... check the beginning of the thread! cheers
S

Darkra
04-14-2009, 02:01 AM
wow, ur workflow of building the model up from the ver bare bones is turely amazing!

And it definaty looks like it all paid off because ur model has such excelent form. Well done keep it up! :thumbsup:

tonytrout
04-15-2009, 08:30 AM
This is really going ahead, looking great. I think the detail and structure is amazing. On the overall weight of the character I feel the lower leg is a little weak for holding up the heavy torso. Maybe some bigger achilles or calf to leverage those big ostritch add ons. Not convinced about those quite so make me a believer :)

NH
04-15-2009, 01:34 PM
Terrific !
Thanks for the turn table ... what a slap on the face ! :cry:
Waiting to see how you will enhance the feet

keep it up

JRBarton
04-15-2009, 01:52 PM
WOW! This is looking really good.

Stutts
04-15-2009, 02:35 PM
The foot armor is Awesome! Keep it up!:beer:

Ataulfo
04-16-2009, 01:34 PM
Great progress. Your character have become awesome.:thumbsup: :thumbsup: :thumbsup:

keep it upo , dude:beer:

Soulcialism
04-16-2009, 01:49 PM
love the anatomy and the facial expression... very reminiscient of hr giger. i take it the seam where the neck meets the body will be stitched up? is that just a normal map seam or a geo seam?

inmaya
04-16-2009, 02:03 PM
woahhh! I love this guy or creature or zombie or ... Well just really cool! Keep the good work !

StefanoDubay
04-16-2009, 07:46 PM
thanks all for the comments

@ Soulcialism tht's a geo seam... i'm planning to fix it with a polygon strip project all cleanup and i'll use the generated geo as a healing patch for the section on the normalmap in PS
crossing fingers!
now i',m working on some cloth on his crotch, and some remaining bodydetails and armor.... then the meatclever (i'll probably strart that today evening if i can manage)
I WANT to be done with the sculpt this WE, i need time to fit work and this thing to catch the deadline and get a not rushed presentation, also if i keep fiddling with this i can keep going forever with minimal improvements...
let's say i'm 90 % done on the sculpt and sunday i'll put the chisels back in the box and pickup the brushes :)
cheers

StefanoDubay
04-17-2009, 07:31 AM
update, general cleanup on the body, some armor pieces, cloth and details on the rear horn... I undid that facial expression, it looked silly and is impossible to make, maybe I'll get back o the original stitching on the concept.
that armpiece is gonna end with two wicked blades and MEATCLEVER on the other side (that's gonna be lots of fun) :)
I hope I'll make it to finish the sculpt this WE so i have enough time for the rest...
cheers
S
http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_008.jpg

DanielCortes
04-17-2009, 10:26 PM
looking really good. what I mentioned about the feet was i think they would look funny when animated, like clop clop, to stiff. But maybe thats just me. Anyhow great going bro, I try not to visit your thread before hitting the sack :scream: ha!

StefanoDubay
04-19-2009, 03:32 AM
almost doneeee
images to come...
cheers
:)

StefanoDubay
04-19-2009, 04:58 AM
closing to final !

fullres--------> here (link) (http://4thvanishingpoint.com/Berith_008_fullres.jpg)

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_008_lores.jpg

NavigatorJones
04-19-2009, 02:23 PM
Beautiful work man, the modelling job you've done is outstanding! *jealous* XD~ Can't wait to see how this looks at the end!

StefanoDubay
04-20-2009, 09:20 PM
thanks navigator! I am too
cheers
S

dankatcher
04-21-2009, 02:04 AM
Hey Stefano, Great work man. This is a huge leap for you. Keep going! that's a creepy looking thing you got there, Looks like Satan from another planet. Mazeltov!

StefanoDubay
04-22-2009, 09:35 PM
Thanks Danny, Yesterday I Started The Gamemesh (happyness, Satisfaction, Joy)

Stutts
04-22-2009, 09:40 PM
Sweet man! I can't wait to see the textures on this beast, it's going to :buttrock:ROCK!:buttrock:

DanielCortes
04-22-2009, 10:05 PM
mother of all madness, how do you do that? do you do all those little bumps manually? :bowdown: I was never very interested in 3d, but this is sure getting me curious, I'll have to pick it up some time. your ass must be one big cube right now, ha! anyhow no words, just respect and admiration, really no bull, excellent work, and I happy for you :bounce: , for whatever the gamemesh is (no idea :cry: ) . Keep it up man, right on :beer:

StefanoDubay
04-23-2009, 08:37 PM
yeah, all manual on this, no stenciling nor alpha stamping, the stuff is too random I'll reserve those techniques for a last final wash of detail to noise it up, a game mesh is the model you see in game, with all normal maps applied it should work just as well as the hires if planned right

ShamesArt
04-24-2009, 01:12 AM
really nice modeling and even your concept looks cool, great job :thumbsup:

NavigatorJones
04-25-2009, 01:46 PM
I'm actually curious to know, are you going to leave it as is, or add textures/colour to it? I'm interested to see what colours you use, if you use them, because to me at the moment it looks almost natural to the character to be in spepia tones (though I know lack of colour is considered 'risky')

yakonusuke
04-25-2009, 02:00 PM
Hey this is really wicked, great work! Keep it up!

StefanoDubay
04-27-2009, 01:49 AM
thanks yako... I'm trying.... is killing me.. anyway thanks for stopping by all respect to your concept, is quite amazing

StefanoDubay
05-01-2009, 02:52 AM
http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Meatclever_0002.jpg


this is the meatclever, gamemesh is in progress...

Stutts
05-01-2009, 05:04 AM
nice cleaver!

StefanoDubay
05-01-2009, 05:56 AM
thanks m8 need to sharpen it abit moreee

StefanoDubay
05-01-2009, 07:22 PM
BTW, anybody knows how to create double faced polygons for straps and similar things?
please help me out with tht!

Stutts
05-01-2009, 07:24 PM
What I usually do is select the poly's that I want to be double sided duplicate them then flip the normals. I hope that helps

GregStrangis
05-01-2009, 07:42 PM
simple way to do it is in zbrush. Use the masking tool and mask out where you want your straps and stuff. Then extract it at a thickness that is suitable for you. After that just quickly rebuild the topo and before you make it a adaptive skin play around with the thickness again and well thats it lol. Hope that helps. bad ass weapon btw!

Hexahedron
05-01-2009, 08:41 PM
Great weapon, and your sculpting its sweet! I specially like the details in the leg. But the whole model its great.

StefanoDubay
05-01-2009, 09:28 PM
thanks all for the kind answers!
what i previously meant is:
is it possible to have a single polygon with normals facing out on each side? i would throw a normal map on it and see an exact replica on the other side?

tht would save me polys alot throughout the model!

I got started on the gamemesh... 3510 tris so far
here's the image:

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/GamemeshWIP_002.jpghttp://4thvanishingpoint.com/static/gallery/Dominance_War_IV/GamemeshWIP_001.jpg

DanielCortes
05-01-2009, 10:22 PM
I love the fish head, do you also have a fish tank? thats where I got some ideas for my invoker ha! the weapon is also looking really good. Here goes another stupid question. Why dose the last sheet you posted look all shiny, I really liked the rustic look, are you gona be able to capture that in the final render? I love the warm feel you got with your molds, I hardly see it in other work, you'll have to teach me some time. big hug maquina!

Silkcats
05-01-2009, 10:42 PM
Hi Stefano! This is the first time I see your entry and I'm really impressed by the design of the character and your sculpting skills is definitely one of my favourite projects!

Keep Up!

StefanoDubay
05-01-2009, 11:25 PM
hey contage, tht's not a fish head
is a double hed corpse on front goat/horse on the back, i think i'll add ears too th's gonna make it more obvious!
about the material this is what's called gamemesh, super lowpoly cage with details transfered from the highres via Normalmapping, do some research online and on wikipedia is a fascinating topic :)
the brown one is the highres cap from zbrush while this last is from maya...
he's gonna have textures BUT i'll keep your suggestion into consideartion giving him a sepia base tone overall.

thanks all of you for stoppin' by :)

DanielCortes
05-05-2009, 01:21 AM
hey thanks for the explanation. I'm hooked, as soon as this comp is over I DL mud box or z brush (which do you recommend for beginners?). What got me confused about the horse head was the nostrils, I thought it was the eye so it gave it some what of a fish feel, ha! Take care bro, and lets wrap this s... stuff up, god it almost d day.

MartinNielsen
05-05-2009, 11:39 AM
Great normal baking :) It captures a lot of the details to the lowpoly model.

StefanoDubay
05-08-2009, 06:58 AM
the body gamemesh if finally done... oh jeah!
I just lernt too about the extra week... doube YEAH!!!

hope u like it now final fixes and Kolor

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/GamemeshWIP_003.jpg

Stutts
05-08-2009, 03:35 PM
nice man the normals transfered really well! Good Job! Can't what to see the colors

DanielCortes
05-12-2009, 06:10 PM
hey friend, your stuff is coming along nicely. I feel bad I don't have any useful advice or ideas, since I really don't know anything about this stuff. Anyhow just wanted to drop by and give my support. My only advice would be to push extra hard these following days to give people enough time to comment before you final entry. hope it works out, take care nos vemos viejo! :D
(do you understand some Spanish?)

rattlesnake
05-13-2009, 01:23 AM
man cant wait to see this one with colors!!, the normal looks great, and must say your hp modeling was truly well done. im waiting the final one man , it will rock fo sure:arteest:

StefanoDubay
05-14-2009, 06:47 PM
starting the coloring... tomorrow i hope to finalyze it...
not to be polemic but the cgsociety given palette sucks... is pretty mucgh monochrome and oversaturated red, i'll use it here and there but I won't base the whole thing on it, is quite impossible...
this is the skintone quality down... I started the metals, of course i have to refine alot but i'll do my best... i was planning to use some bodypaint / battlepaint on him later.. thanks
S

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/BerithColors.01._0000_fr.jpg


http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/BerithColors.01._0001_3_4.jpg


http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_Color.jpg

Silkcats
05-14-2009, 07:40 PM
Hey Stefano! The creature is looking great!!
I agree with you, the color palette is quite limited but the rule says: "Your character MUST possess your team's colors and/or your team's insignia/logo." so you can just use the insignia as I did and it should be ok.

Cheers!
:beer:

StefanoDubay
05-14-2009, 08:13 PM
oh well... I'll throw the tones given by the palette and the insignia in and it should be fine...
hope to be able to knock it out!!!
heh
:argh::wip:

Stutts
05-14-2009, 09:11 PM
looking awesome so far man! the only thing I would do to him is add some more reds to his skin in the crevices, but that's just a minor thing and more of a personal preference, he still looks pretty wicked in my opinion. keep it up man:thumbsup:

StefanoDubay
05-15-2009, 05:46 AM
Update... any comment and critique is super welcome!



http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/BerithColors.02.jpg

StefanoDubay
05-15-2009, 09:49 PM
c'mopn guys! I need feedback for this!
please!
:D
S

IrvinDosReis
05-15-2009, 10:59 PM
Looks great for what I think.

Abrvpt
05-15-2009, 11:34 PM
Hey dude ! Nice texture job, i really like the face, creepy as hell ! ^^ But i'm not really comfortable with the yellow lines... For the armor parts, maybe you could try a warm grey, a bit like bones.

Good luck ! ;)

HitmonDavis
05-16-2009, 12:19 AM
I'm not sure what you can manage with the pixel budget, but it needs more detail in the texture imo. I don't think I like the yellow lines either. I like the contrast you've added with the red, but I think it still needs more contrast. And the skin in general seems very monotone. If you could add some subtle noise in the texture I think it could help. I was thinking like a frog. Search for some high rez pix of a frog or other creature and maybe go off their skin. I really love your wip. I just don't think the texture is doing the model justice right now. Good luck.

StefanoDubay
05-16-2009, 12:59 AM
thanks Hitmon for the hard crithique tht's exactly what I need here! I toned down the red on the arm a bit and killed the yellow completely.. about the skin i am looking into cool skin patterns toad and fishes expecially!
I am gonna use wht i have here as base and grow it from there.. retty much ctrl+E on the texture and start layering again
Abrvpt good point on the armor... i am gonna test coloring with a warm tone indeed and adding maybe some sort of cold veining in it and tht whole arm is gonna have blood splatters... BTW I got the idea for the base... be ready for a blood bath :)

cheers
S
PS. crossing fingers
S

Stutts
05-16-2009, 02:41 AM
the only crit I have is the yellow, but you already said that the yellow is gone. I think the reptile like skin colors will look really good on him. Good luck on getting this dude finished!

DanielCortes
05-18-2009, 12:23 AM
hey there bro! I've been wanting to comment since your last update, but things are just crazy around here, my little girl got sick, and just a lot of work. Anyhow I think all the comments already say what I was thinking. I don't know anything about the whole poly thing, or the pixel budget, but I imagine it has something to do with the fact that you've lost a lot of the detail and texture of you model. Thats what really got me hooked to your work, it didn't look 3d, there was a lot of warmth (not such a plastic, shiny feel) and wonderful texture. If you could still capture that some how it would be great. I also think the dark
brown doesn't let you appreciate all the little bumps and ruff skin (incredible work BTW). Maybe that would work itself out with a good lighting job.
If you have to stay up all night do it your dude is worth it, you've done a commendable job so far, push, push and dont forget, good is the worst enemy of the best :beer:

StefanoDubay
05-19-2009, 02:29 AM
done... god...n f.....g done!!!
and now
..
(drum roll)
here we go:
.....
FINALS!

PS: I'm noticing I left out the final polycount...
anyway

Lores model total polys: 9820 tris
Highres: 20 Mils

I apologize but it had been crazy :)
but I'm happy..
:D

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_Beauty.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_presentation.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_construction.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_texture.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_concept.jpg

http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/a_text.jpg

Stutts
05-19-2009, 02:34 AM
NIIIIIIIIIIIIIICEEEEE!!!

Rock on dude he kicks ASS!:beer: Congrats on the Finish. Best of luck!

StefanoDubay
05-19-2009, 03:12 AM
Do anybody thinks is gonna be a problem if i forgot the tricount on the construction sheet??
i cant edit the submission anymore...

hope tht won't disqualify me...
eeek

Yin-Shiuan
05-19-2009, 03:14 AM
Hey, you done!
Nice jooooob!:thumbsup:
Your blood on pedestal looks like so good! How did you get that?
Congratulations!:beer:

StefanoDubay
05-19-2009, 03:44 AM
thanks!

well the blood was simple
1. sea foam texture
2. color correct to red
3. desat and invert the foam for the spec and a lighter version for the alpha
4. crazy bump for the normals

hit render :)

is good to use nature when we can...
then i inflated a bit the center to get the blood bubbling up from the depths

Budello
05-19-2009, 03:47 AM
Awesome! :d

heatpaw
05-19-2009, 03:52 AM
Very nice detail~I love it:cool:

StefanoDubay
05-19-2009, 04:06 AM
thanks HeatPaw:D

StefanoDubay
05-19-2009, 06:59 AM
hello, I posted a highres version on my website, you can see it here:
http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/berith_fullres.jpg

HitmonDavis
05-19-2009, 10:38 AM
Looks awesome! You really improved the texture.

Edit: What was the alpha used for?

nawal
05-19-2009, 12:04 PM
Great Work! 5 stars :D

DDS
05-19-2009, 01:13 PM
I really dig the presentation shot with the blood and stuff. Looks very good man!

Congratulations it's an amazing character :)

Abrvpt
05-19-2009, 06:28 PM
Excellent job man, good luck with the judging. ;)

StefanoDubay
05-19-2009, 06:42 PM
Thanks all
@Hitmon: the alpha is used for the teeth and the blood drops only... I wanted to use it on the spine of the ribcage on the weapon too but it didnt made it

yakonusuke
05-19-2009, 06:53 PM
Great job, Stefano! I was afraid the details get lost in the presentationshot, but you did very well!
Wish you all the best!

StefanoDubay
05-19-2009, 09:07 PM
thanks Yako! lots of pain there but textures now do what they should: give fake extra detail, not ruining the detail work I think.

Ferx
05-19-2009, 09:47 PM
Hey Stefano,

Great work and concept, like a lot the great details on it. He looks really badass :D Congrats on your finish and good luck! Cheers!! :beer:

Hexahedron
05-19-2009, 10:53 PM
Nice job man! I loved the idea of the pool of blood lol. And that weapon it's great. Good luck Stefano, hope to see you again next year.

Cheers,

James

FranciscoAlvarezDelgado
05-20-2009, 02:54 PM
congratulations on finishing Stefano, very wicked model. Your sculpt was really detailed its cool to see that it transfered well to the low !..good luck

MartinNielsen
05-20-2009, 06:28 PM
Great results here :) Definitely high quality all the way :thumbsup:

ROBOTTANK
05-20-2009, 06:37 PM
nice work, lots of unique features. I love the design of the weapon, and the pedestal is badass too!

farazmobin
05-20-2009, 09:00 PM
can i have a glass of that blood punch, it looks fantastic. good luck buddy

StefanoDubay
05-21-2009, 12:36 AM
thanks all I'm crossing fingers! do anybody knows about the judging times?
Faraz.

Have u noticed my last name... kinda funny to think u live in a city with my same last name eheh

DanielCortes
05-21-2009, 06:42 PM
Just incredible, I feel you really worked, you can see a lot of sweat and tears in the final result, and I dig that. Anyhow your molding work is some of the best I’ve ever seen (what program did you use? I want to start learning the basics, what do you recommend, is mudbox any good?) aright then, see you soon man and you should upload some of your work on to your portfolio. Chau Viejo, un fuerte abrazo!

StefanoDubay
05-23-2009, 08:31 PM
Hei thanks all :)
I dont really use mudbox since i find it very hard to freesculpt in it... all organics are zbrush based.. looking at the best entries here on this contest this time, i really feel i gotta go back to some hard surface modeling now :)

StefanoDubay
06-13-2009, 09:55 AM
heh....
It didnt made it
:sad:
:cry:

well let's see for the next year!

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