View Full Version : Game Art Comp 5: Levitateme : Castlevania Medusa

01 January 2004, 06:40 AM
Castlevania is my favorite game of all time. My friend Grooveholmes talked me into doing this challenge. I will start modeling in the morning, ill post when i get major parts of her done.

Edit: I am going to be using MAYA
Byrons Poly Tools.
Zbrush to get sculpting!
ORB to get my normal map.
Photoshp textures/Zbrush

01 January 2004, 06:51 AM
Awesome. You are a bold man to be taking on a Low-Poly Medusa. I say it can't be done, but I have much faith that you'll pull it off if anyone can.

Now lets see dem concepts.


01 January 2004, 07:36 AM
cool idea :) the new Castlevania for PS2 features an uber-badass medusa - so it CAN be done, but that don't mean its easy :) i'm eager to see how this turns out!

01 January 2004, 03:37 AM
I just started working on the neck. as in..i just extruded, im going to start tweaking now. im going to build the arm next, and then attach it to her torso. so arm, then torso, btw the head will change a lot still, like i said just started on the neck.

01 January 2004, 03:58 AM
awesome work,waiting for the whole body.

01 January 2004, 08:00 AM
that's a pretty high poly low poly head... looking forward to seeing more. SOTN was one of my favorite games.

01 January 2004, 09:16 AM
Originally posted by DreiGrasheir
that's a pretty high poly low poly head... looking forward to seeing more. SOTN was one of my favorite games.

He's going to make a normal map, that's why it's highpoly.

Looking great sofar! This will be interesting! :)

01 January 2004, 05:35 AM
Here is the hand. if anyone manages to reply to this, could you tell me if you think the fingers are to long? i have been working on that hand just now, and i cant tell. if i came back to it in...hours, im sure i would see some difference. the arrow is pointing to soem edges that will get flowing into the arm. im buildign that right now. the fingers dont have tons of detail because im going to do that in zbrush.

01 January 2004, 08:57 AM
Looking good. The fingers are definitaly too long though. The thumb is okay

01 January 2004, 09:10 AM
Yah, i fixed em im going to post a full upperbody in the afternoon tomorrow. the arm turned out great, im really happy with it so far. im going to make her torso tomorrow, then ill post update.

01 January 2004, 08:05 AM
OK, here is in my opinion...a MAJOR update. I spent about 8 hrs today working on this. I am using this great script that toggles on proxy smooth in Maya, although...I found some bug in it. So were the one arrow is on her ribcage, I never got to fixing around that area. Looking at it right now makes me sick. I emailed the creator, anyway that is one obvious thing I see wrong, also the arm still needs lots of tweaking. I am going to lots more tweaking when I get out of school tomorrow. Then once i am satisfied with what I have, ill do her lower body that will be CAKE!

I can't wait to be there! Also my favorite 3d modeler Sasquatch on CGtalk emailed me some suggestions for her face. I did what he said “I believe" and then found more pics of the woman’s face I am modeling from, I got it much more accurate I can see a difference when looking at my original. Ok there is my update.

01 January 2004, 10:28 AM
Haha, you should make the bewbs look old and saggy, exaggerate it!

I like the way your flow is going through the ribcage and stomach.
What's your count looking like so far? What do you have budgeted for the snakes/hair?

01 January 2004, 07:27 PM
Hey Groove!

This is what it looks like with both sides selected, so half of what its at now is like...4000 polygons i belive. My limit is 4000 faces or triangles? i would try to find that info out, but i have to get ready for school. ill update again tonight.

01 January 2004, 08:09 PM
Levitateme, Im sure you have a ways to go on your model, but, as far as for now, the lower back loops should be manipulated like the image provided below. These images are from Warwick Mellow's great site btw, but, anyway, the flow should go more like this, i believe, but, like i said, you have not started the lower trunk of the body yet, so, i may be gettin ahead of myself.

lookin great though!


01 January 2004, 10:32 PM
I believe the limit is 4500 triangles bro.

01 January 2004, 10:41 PM
cool, I guess you will are one of the few ppl that have the time for a normal map :)

01 January 2004, 12:53 AM
ok, thanks groove. vic i saw your reference, thanks a lot. yah the back is not right yet, here is what my character is goign to look like eventually. just a concept sketch, maybe this will give people a idea of what mi goign to do.

01 January 2004, 11:59 AM
This is her body now, tomorrow im goin to model 1 snake, and then start applying it to her head. its going to get very messy then! i ant guessing like 8-12 snakes on her head. Forearm needs work, i just saw that.

01 January 2004, 10:49 AM
looks great....I'm hoping you can show us how exactly you do the normal is something I've been wanting to learn for a while.

as for the model so far so good.
only crit is with the head.
it still needs some tweaking...can't put my finger on it but I think it has to do with something in the lips (upper lip area). Also, her head looks to me in this shot a smidge too big for the shoulders etc. Might just be the angle of the shot though.

Everything else looks great...I bet you'll win...boobs are always a bonus, and naked boobs? ya well that's like 11+.

01 January 2004, 10:58 AM
Looking good sofar. you might wanna adjust the boobs. It looks like she's got implants right now. They shoudl hang more naturally.

01 January 2004, 02:45 AM
Here is the snake. not much detial. going to do that inzbrush. well im going to get the snakes UV's set and then start putting some snakes on her head. and then...i plan on just going over the model more. i want the tail to not be so GD boring. maybe build her some armor still. I would have updated sooner, but my friend and i are goign to be doing a speed model thing...and i finished up a speed model session on cgtalk now i can really work on this.

01 January 2004, 12:00 PM
I have decided i am done modeling in maya and wings3d now...i think ill send this model to some friends, see what they think i can always tweak later. i am going get the uvs done for hernow, the snakes are all done i did that yesterday. so lay out uvs and then ZBRUSH...1.55...well im sure i can at least do something neat in zbrush anyway.

22,358 faces
39,920 triangles

so the game model is going to get quite! the cut...

01 January 2004, 12:13 PM
hey bud could you please describe how exactly the UV's will transfer over from the high poly to the low poly model?
Do you just cut the model down in size? Then fix the UV?
Or make a whole new model and then set the UV's to match the higher poly?
just curious...also please please show screens of how you work in Zbrush!
This is gonna be rad

01 January 2004, 02:51 PM
castlevania is one of my favourite games too.
the model is looking pretty cool.
did you ever get round to writing that tut on normal maps?
or are you just gonna use something like orb?
please tell me there is another way other than orb coz i just can't get my keyboard to work with orb.

01 January 2004, 07:47 PM
"If Medusa was a punk rocker." hehe good stuff man. can't wait to see the end result. SOTN is in the top 5 of my fav games of all time.

01 January 2004, 11:02 PM
It looks good and all, but the best way to do a normalmap would be to first make the lowpoly model, and then afterwards the is going to be a pain, to optimize what you have atm....but looking mighty fine

oh and by the way(i might be wrong, since the method i use is for the game FarCry)
You said you wanted to Uv map the high poly far as i know, it should be the opposite, since the highpoly is only used for lightning and shadows....and not for texture...but try it out...i guess you've tried it before :)

01 January 2004, 12:39 PM
@ Nostradamus

I am not trying to start a argument, on who's technique is better. i appreciate your comment. I just built mine high to low because i read that is what ID is doing for doom 3 for example. for me it just made sense. either way makes sense i think, but i just prefer doing it this way. I just liked having the model done, and being able to edge loop delete. In fact its been so long since i have read anything technical on doom 3 maybe im wrong? ha, but i thought it made sense from my point of view.

@ modeling_man

In ORB, it takes your high res model and extracts the normal map from that "also displacement if you want". you have to have uvs on your model. i forget if you need uvs for the highres, it escapes me its 5 am...but you must have them for the low res, so it has something to transfer to. also overlapping uvs are a nono in normal mapping. does that make any sense?


What is wrong with your keyboard? it is not workign with orb? i think i read before that some one in germany could not get orb to work because he keyboard was weird? is that your problem. ORB is very easy and in my opinion the best normal mapper, i was goign to try that one Crytek i belive. there latest version is only for maya4.5 though. but i like orb my self. i like seeing my results in real time, im sure all of the normal map generators do that now days...

I was going to start zbrushing today, but i wanted to get the game model done, that was going to be the most work. so here it is. this is honestly how low i got it, its like 5 triangles from pushing the limit i think. but tomorrow i will post zbrush results. it is still zbrush 1.55b, so nothing insane no million polygons yet. once zbrush 2 comes out, i think there is going to be a overload of insane detailed models coming out...also i had to get rid of like...12 snakes? there was no way the budget for this could do all of them.

01 January 2004, 01:27 PM
i dunno why the keyboard won't work? it says in the read me that if you use xp you might need to change the region setting for the keyboard to U.S

i have looked everywhere for this setting but i just can't find it.

(sorry for moaning in your W.I.P thread)
i emailed some guy about it but he never got back to me.

good luck with the model. i have subscribed to the thread to keep track of it.


01 January 2004, 05:48 PM
Hey man, are you sure the stomach will deform properly the way it is set up now?
I think your snakes/hair could each use a couple more loops. Right now it looks like any deformation is going to be mighty rigid. Maybe you can knock down some detail in the snake heads and add to the bodies. That way you can rely on you normal map for detail and you can have nice fluid snakes.


01 January 2004, 06:11 PM
It seems to me that if you're using a normal map, you shouldn't need to use any polys for small details like the belly button and the finer features of her face, not even mentioning the nips...

When doing the low-res version, as I understand it, you're essentially just makeing the sihollette, because everything else will be picked up by the normal map. Anything that bumps inward, like nostrils and belly buttons, are just a waste of polys, and anything really small bumping out, will hardly be noticed if missing.

I also noticed it seems a lot plainer than the concept you posted as well. Are you planning on adding the armour and crown after the normal mapping process?

The proportions of your character seem vastly different than the concept as well, and if I may be so bold, I like them better in the drawing. It's got a stylish, animeish look, and the model seems more psudo-realistic...

Keep up the work, I think you've bitten off a big project with the normal mapping and all, so we're all looking forward to what you can make of it.

01 January 2004, 09:13 PM
@ grooveholmes

you are right about the waist, ill do that today thanks josh.

01 January 2004, 11:40 PM
hmm, i wonder how those snakes will look once normal mapped. Normal mapping is nice, but it's still not gonna hold all the detail.
And those are some pretty fine details.

01 January 2004, 12:24 AM
I'm not knocking your model, but I really like your original concept I think it would be super if you could model her more along that style.

The snake heads are cool and modeled nicely, but for a game model I know that they are way too high poly.

love YerEviltwin

02 February 2004, 10:44 AM
I started painting today, i was really sick this the days i said i would start painting i spent vomiting...F-U-N! well here is my start of the texture so far, i guess ill just update as i go and replace the file on my Ftp so if anyone is interested this image will change. im askign some of my favorite texture artists for advice as i go. just C&C really. i just started working on the top of the hand a little on the upperbody, and the rest of the real work is on that part of his tail. Tomorrow after school im going to take this into body paint3d and work on the torso to get that lookign right.c&c always welcome here folks! btw i got my normal map before i got sick but no pointin posting that.

02 February 2004, 12:31 PM
Ok here is a update i like were the texture is now. i have a bump map and a spec map, and normal map. i did hours and hours of looking how to render normal maps in maya. drone has a plugin or something but to switch from world to tangent space is only for maya 4.5 so tomorrow im going to find my xsi 3.5 disc and install that again and render out of xsi. that is fine by me i love xsi. ok here is some updates. i build the joints for her today before i am to get to bed, and about 1-2 hrs binding weights tomorrow. i did a lot of veins in her face i liked the idea of her face not being perfect. anyway i learned a lot from painting this texture, first one i have ever made. so next time i will have learned a lot.

02 February 2004, 11:35 AM
after hours and hours and hours of looking trying stuff out in maya. i installed xsi3.5 to render this out. i dont know xsi anymore, so finally! today i got ...some results...anyway tons of work to do still. here is the texture, with a normal map. i gave her teeth and bound joints to her today i i painted the teeth too. right now i am getting terrible results with the norma mapso i emailed olivier from and i hope he can get back to me soon, if not i emailed the creator of ORB a good friend of mine, and if he can get back to me, my problems will be solved. Medusa's back looks amazing btw same with her arms. i have no idea why its reflective looking and all that. i hope chris from orb can help me out.

Oh yah im thinking of making her a sheild, and sword just like the gif on the first page.

02 February 2004, 11:59 AM
the spacechange plugin is at highend3d site. do a search for spacechange in the maya > plugins section and it will show up.
oh and one quick question. how do you get rid of those nasty seams in your tangentspace normal map? they never seem to show up when the map is in worldspace.

02 February 2004, 01:03 AM
the tangent space plugin is only as high as maya 4.5 so i am waiting. about the tangent space normal map i emailed chris seger about that he was explaining something to me, and he said he will get back to me tomorrow on it.

02 February 2004, 03:19 AM
Well i am done i submitted my results:

I did 5 face blend shapes, eyes closing eyebrows up eyebrows mad, and a smile and a snarl. then i did about 20 blend shapes for her body. my friend found this plugin that dupicates from side to side. so i did 3 for the left arm and duplcated and i could use that for the right arm a increible incredible time saver. well i guess if i can somehoe keep track of this i will do next months challenge. its fun adding to a portfolio.

02 February 2004, 06:01 AM
that's amazing and creepy. it's a shame you didn't have the polys for more snakes...

02 February 2004, 06:26 AM
yah i heard that about 5 times today already haha.

02 February 2004, 06:59 AM work man.

02 February 2004, 10:45 PM
hey man - just saw the final product in the entries, amazing work, she looks great! I wanted to tell you that your texture tutorials have been a huge help for me as well - i keep a copy of that number-squares image handy at all times! Great job!

02 February 2004, 02:15 AM
Thank you very much for that adam really means a lot to me thanks.

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