View Full Version : Game Art Comp 9: Wolf - Tribal warrior
08 August 2004, 09:06 PM
A member of the Pawnee tribe, with his mighty fangs and sharp teeth the wolfman striked fear into the hearts of his enermies. Fighting using both his natural weapons and a sharp spear, the wolfman was an unpleasant foe to face...
Wolf - Tribal warrior (latest update goes here)
The first rough concept is now finished, I might very well redesign parts of his outfit before I translate this into the final 3d-model. I will try to be as accurate as possible with all clothing details and accessories. Im aming at about 3300 polys for the character and 200 for his weapons and additional thingies. :)
I hope I can pull this through before the end of the deadline, I'm admittedly jumped into this contest a bit late since I originally wasn't planning on participating. But I couldn't help myself, the theme was too good this time. :D
08 August 2004, 11:10 AM
Ok, got some time over this morning to model this, about half an hour of work so far.
I hope you like his torso. :)
Wolf - Tribal Warrior (work in progress, update 01)
Oh, and it's somewhere around 300-400 polys so far.
08 August 2004, 11:45 AM
wow, that looks great so far :thumbsup:
08 August 2004, 03:33 PM
Looks like a really nice & clean base mesh. You have created a nice form and volume with very few polys. Great work so far, and great concept. Can't wait to see more.
08 August 2004, 07:10 PM
Ok, here's another small update, got most of the basemesh complete already.. have begun working on a head, but it's not worth showing yet.
Tribal Wolf Warrior (work in progress, update 02)
08 August 2004, 11:58 PM
very ql, this will be good model
one question, i'm working in 3dsmax, how can i render like this model (polys + wire visible)?
08 August 2004, 05:19 AM
Your mesh flow is near perfect. You shouldn't have any trouble with creating detail for the mesh. The other models on your site look equally well designed. You may have a strong entry with this. Keep it up. You could possibly add more tribal decoration that was common for Pawnee warriors such as red and black war paint, bone necklaces, etc.
08 August 2004, 10:13 AM
DigitalSkunkwrx, crimson13: Thanks, it's nice to hear that my work is appreciated. :love:
ArYeS: Sorry, as I'm a Maya user since many years, Im afraid I can't help you out. But the images I've shown so far arn't renders, just screencaps. :)
ElysiumGX: Thanks for your kind words, I like your suggestions about war paint and the necklace. I had already thought of these, I think they will fit the character perfectly. :D
Enough shitchat, here's the first update today.. hope to find some more time to work on it today.
(I've also created the basemesh for the legs, but want to work a bit more on them before showing them).
I'm currently on 1350 polys for the entire mesh so far, got some more to play with... :)
Tribal Wolf Warrior (work in progress, update 03)
08 August 2004, 11:09 AM
But the images I've shown so far arn't renders, just screencaps.
this tells everything, tnx for answer
MODEL: its just great, HEAD ROXZS
08 August 2004, 02:22 PM
ArYeS: Glad to be of any help. :)
Another small update, I hope that the proportions work so far.. might adjust this some more in a couple of hours. Also, there are some polys that I'll have to add on his legs before they are anywhere near final..
Tribal Wolf Warrior (work in progress, update 04)
08 August 2004, 08:22 PM
Ok, this is all I've got for today, atleast it's something. :)
Tribal Wolf Warrior (work in progress, update 05)
08 August 2004, 08:42 PM
I might sound a little over excited but this is beautiful, inspiring even. Great use of of polys and the meshflow is superb. You've used smoothing groups to add definition so well. Whats the polycount at the moment?
08 August 2004, 08:55 PM
mighty nice. It looks like you gave him two middle deltoid. i would bring the clavical to the bottom of the stern area down some, so you give his neck region a down ward slope instead of a hoizontal feel. the head need to be a bit bigger too. bring down the whole arme as well, but just a little. love
08 August 2004, 10:07 AM
Hehe, I hope I can keep up this pace.. since there are only a few weeks until I start attending Playground Squad (game development education in sweden), I hope to have this model finished by then. :thumbsup:
Oldbean: Wow, thanks! When I started working on it this morning, it was 1998 tris - now it's 2012 tris.:D
YerEvilTwin: I think I've corrected some of the areas you mentioned, I like it better this way. Feel free to comment on any other part of the design as well.. I know the mesh ain't near perfect yet, but Im working on that. :rolleyes:
Tribal Wolf Warrior (work in progress, update 06)
08 August 2004, 10:33 AM
Well done tribesman! :twisted: Its cool bro I am waiting for the progress and the details, (very nice idea putting rastas/dreadlocks) put some earings too.
Keep it up. :scream: aouuuuuuuuuuuuuuuuuuuu.....arghhhh
08 August 2004, 11:01 AM
make the forearm muscles span the elbow joint so you don't get that sausage look that your getting. and bring the whole arm closer to the torso a bit more. make the snout on the face wider on top, he has more of a fox than a wolf look. bicept should be smaller and tricept should be bigger. love
08 August 2004, 12:54 PM
YerEvilTwin: As always, good suggestions. I'm a bit ashamed I didn't notice how wierd the arm looked from this perspective, thanks for pointing it out for me. :)
It's still only 2026 tris, got loads of polys to work with..
Tribal Wolf Warrior (work in progress, update 06)
08 August 2004, 02:47 PM
very nice mesh flow, really like the concept to, keep it up, lookin great!
08 August 2004, 01:44 PM
Slythis: Thanks, will do! :)
There, finished the hands today (complete with claws), they landed at about 300 tris each, a bit much so I might optimize these later. Current tricount: 2642.
Tribal Wolf Warrior (work in progress, update 07)
08 August 2004, 02:18 PM
very nice so far, again, your mesh flow is beautiful, and i don't really see anything thats to neccisary to tweak much, your snout looks a little undersize in comparison to the rest of the head though, great work so far! can't wait to see this textured :thumbsup:
08 August 2004, 05:25 PM
I can't help but feel Im spamming this thread with images.. But, I'll have to live with that.
Just finished the feet, I think I've got the whole body quite done now, now it's time for the fun part - accessoires! And then UV-mapping, uugh..
Current Tricount: 2680
Tribal Wolf Warrior (work in progress, update 08)
08 August 2004, 07:35 PM
don't stop spamming with images...
they roxzs, when i see it i say just WOW
now, model weapon, cuz i want to see what weapon you choose
08 August 2004, 09:24 PM
its really awsome, really rocks.
i like the way you did the shape
keep it up :D
08 August 2004, 10:16 AM
Ok, here's a small update for you guys. :)
Added some simple clothing, a fur pelt (the thing hanging on his shoulder), some feathers to show his Indian heritage a bit more clearly. Also added a small huntingknife. I about 3000 tris right now, not that optimized yet.
Tribal Wolf Warrior (work in progress, update 09)
08 August 2004, 11:29 AM
keep it up
08 August 2004, 09:48 AM
Ok, here we go.. this should be the finished model. After some optimizing it stands at 2896 tris (3004 with all the alphamapped planes), the rest of the polys will probarbly go into adding extra detail where I see fit, and mostly be used for fur, cloth, feathers etc.. I will also give him a (hopefully) nasty looking spear.
Tribal Wolf Warrior (work in progress, update 10)
08 August 2004, 01:40 PM
I decided to try out some normal-mapping on this character, I think it might turn out rather good. :D
This mesh is about 200,000 polys, so I had some trouble with my machine handling all that detail, but now it's finished (well, unless you give me some nice input)..
Tribal Wolf Warrior (work in progress, update 11)
08 August 2004, 06:41 PM
That looks really cool. I haven't done much normal mapping but from what I've read I don't think that circle by his crotch will map very well. We'll see, but other than that it looks great, I thought more people would be using normal maps in this contest....
08 August 2004, 06:52 PM
jeah i like it !!
08 August 2004, 07:45 PM
you should, check the box marked "smoothing groups" in the mesh smooth box. Biceps are still to big. Claves have two muscles not one. love
08 August 2004, 09:17 PM
edit: double post, my bad.. :D
08 August 2004, 09:21 PM
YerEvilTwin: I'm not quite sure I follow you, do you mean I should have kept my "smoothing groups" when I did the highpoly version.. if so, why? I can see the obvious, that way I could've made sure my highrez didn't stray away too much from my lowpoly version, is that what you meant? :)
About the anatomy, I'm aware about the claves, I rushed the model after finishing the torso, resulting in both the "single clave muscle" and the giant biceps, these will be corrected shortly.. I will go back and work on it some more in a couple of days.
Since I'm not a max-user, I don't really know the difference between your "smoothing groups" and the way I control my "hard edges" in maya. :shrug:
Either way, I'm not planning to use any smoothing groups/hard edges at all, as soon as I've finished normalmapping and texturing I'll remove them.. I only use them because they give me good overview of the model. :D
(I will be gone for a couple of days, so don't expect any updates until saturday night/sunday. I do intend to finish this model before the end of the contest, so stay tuned for more.. I just wish there was a way that this model could UV-map itself while I was gone... )
08 August 2004, 03:31 AM
It's funny how Max users assume everyone uses Max. Happens to me all the time. The normal map source looks very nice. I'm glad some entries are choosing to use normal maps. He's one badass warrior. The feathers are a great addition.
08 August 2004, 02:01 PM
i can't wait to see this textured and finished :) i'm happy some people are using normal maps
08 August 2004, 05:35 PM
Just posting this to tell you that I've not given up, I will probarbly find some time during school this week to finish the unwrap. :)
Anyway, the model is done and the unwrap is getting there.. will probarbly begin texturing this before next weekend.
On a sidenote: Last week I began studying at a game development school in Falun, Sweden known as Playground Squad (http://www.playgroundsquad.com). So far it's been great and what's more, my teacher is Ivars (http://www.cgtalk.com/member.php?u=2261) from the forum. :D
08 August 2004, 06:15 PM
Great modeling - especially on the muscles! Very inspiring!
08 August 2004, 09:37 AM
I couldn't help myself, just doing UV's was too boring.. :D
I started working on the fur, I think it might turn out rather nice as soon as I've fixed some more shading..
I'm also going to try out Byrons Automatic UV-creation-thingy-majhong.. :buttrock:
08 August 2004, 05:48 PM
Great texturing, you need to fix those seams though :shrug:
08 August 2004, 04:46 PM
Texturing is coming along nicely, almost got it all mapped now. :D
I will soon get in there and remove those seams.. that's going to be fun.
I try to find some time here and there to work on this while in school, wouldn't want to miss the deadline. :)
Here it is, please give me some more crits!
08 August 2004, 08:20 PM
HEY I THiNK WE'RE GOING TO HAVE ANOTHER WINNER!
great topology, the model expresses a lot of character, and it looks to me that when your entry is done, it will be very very enteresting I can't wait to see it..
08 August 2004, 04:06 PM
This is one of the best fur textures I've seen. Fix the lighting in your previews to show it off more. Can't wait to see it submitted. :thumbsup: Excellent work all around.
08 August 2004, 04:16 PM
still wondering how do you guys make fur texture :banghead:
it's just :eek:
09 September 2004, 12:13 AM
acctually i'd like to reiterate the same question:
"still wondering how do you guys make fur texture http://cgtalk.com/images/smilies/banghead.gif
it's just http://cgtalk.com/images/smilies/eek.gif"
i'm doing 3 fur covered models and i don't really have a good idea of how to put it together properly so it doesn't look like a jiggsaw puzzle...i'm just kinda hiding seams with alpha...
09 September 2004, 12:13 PM
Ok, it's getting there... Im working hard now, trying to finish the textures in time for deadline.
Still got about 500 polys that should go into his secret weapon, I hope I'll finish it in time.
The fur is a mixture of painted work and photoref, many small patches of fur that I've scaled and rotated and blended into place..
The submissions thread will be great, good luck everyone! :D
while you wait, here's an ugly render:
09 September 2004, 03:41 PM
He's look quite creepy now. Amazing work with the fur texture. Do you plan on adding that feathered head band? About 12 hours left to submit. Good luck.
09 September 2004, 07:33 AM
Ok, this is the final render... thought I might post it here as well. :)
I will probarbly finish his weapon and post him in the gameart forum later.. I've also got the normalmap finished, but didn't have the time to do a render yesterday (in time for the deadline).
This contest was great, many good entries! ^_^
09 September 2004, 10:46 PM
hey men thats incredible, really cool, you are gonna win, probably. It has normal mapps right?
01 January 2006, 10:00 PM
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