View Full Version : New Character- The Adversary

07 July 2005, 10:26 PM
Hi all, just finished this colour concept for a new character, wanted to get some feedback before i start modeling. it's another villian, called The Adversary
the basic idea is that he was once a Fairy but was twisted and corrupted by a dark power, the wings are a cross between raven feathers and sort-of bat wings

07 July 2005, 10:36 PM
Any connection to Willingham's Fables? Looks interesting though a bit confusing, the anatomy is very male but the head looks female, some more consistency in the gender presentation would really tighten this up i think.

07 July 2005, 10:41 PM
never heard of Willingham's Fables, do you have a link,?

his face is supposed to be kinda feminine(?) to show that he was once "Fair", i'm working a good head sketch that i'll post later, and yeah, the left arm/hand kinda got away from me...

07 July 2005, 10:55 PM
Fables on Amazon (

Definitely one of the best graphic novels out there right now, the main bad guy hasn't really been seen yet, but he is known only as The Adversary.

07 July 2005, 11:16 PM
well, that's just.... great....

if anyone has any new name suggestions i'm open.....

in the mean time here's a close-up of his head

it's a bit more masculine, some age lines and cracked skin, the "splotched" parts aren't finialzed but i'm going for a sorta, Snakeskin/Balrog pattern

07 July 2005, 11:18 PM
i was just looking at you're portfolio there, the guy in the misc. section is the guy from the movie Deep Rising right?

07 July 2005, 12:09 AM
Yeah :D it's a bad, bad movie I know but I still love it! Someday soon I will model him a sawed-off and rig him up...

ON TOPIC: I see what you are trying to do with the lips but I think they are too pursed and perky still, still looks more feminine than angelic/pure/pretty...maybe keep them dark but let them get a bit wider and thinner? I like the volume and bumpiness of the horns, too often horns are these smooth, polished unrealistic things, yours look real and physical.

07 July 2005, 08:05 PM
Concept looks awesome. I like it. And this is a deamon, right?? So its doesn't matter that he have male or female parts of body. Hell nation have their own laws. I will only add him/her some tail.

07 July 2005, 08:16 PM
he's not a demon, he's an evil Fairy, but glad you like it:)

actually he does have a tail, s'just for some reason i always forget to draw it:shrug:

07 July 2005, 09:47 PM
i think the head looks femanine because of the small nose and thick lips. If you make the nose a bit bigger and the lips skinnier and more toward the color fo the skin tone, then it will look more like a guy.

07 July 2005, 02:14 AM
just a small update here, haven't had a lot of time to work on him but here's what i've got so far

i havent' decided on a final polycount, he's sitting around 850 faces already so maybe i'll try for 6000ish? i've made a few changes from the concept, such as the larger nose and chin, i think it makes him a bit more masculine without losing any of the original concept, C&C anybody?

oh, and the seam down the middle is cause i haven't joined the two halves yet;)

07 July 2005, 06:13 AM
:scream: annnnnnnnnnnnnnnnd some horns!

hope ya like it

07 July 2005, 09:24 PM
Pretty big update today, i've nearly finished the modeling i think, just the hands eye's and teeth to go, plus some tweaking/optimization... and of course the clothing... k, scratch that part about being nearly finished then... bugger.

the wings are looking good i think, just using some planes for the leathery bits, oh! and there's a tail there too:thumbsup:

made a few adjustments to face, more pronounced cheekbones and facial structure

and then the good old body shots

hopefully this update will be a little more reply worthy than the last one

07 July 2005, 09:28 PM
oh, and i gave him some small ears as well, kinda torn pointy ones,

07 July 2005, 01:14 AM
I really like the concept sketch! The mesh looks fairly clean, but I'd optimize the pelvic area a little, too many polys there.

08 August 2005, 02:57 AM
finished modeling finally, whew! went a bit over my budget poly wise, he's sitting at 6447 right now, there's probably a fair bit i can clean up though now it's time for UV fun! so, any thoughts?

P.S. proudclod, yeah, i noticed that after i uploaded, it's fixed now but it's also hidden by the loincloth

08 August 2005, 03:39 AM
so, how do you do multiplr texture's on a single mesh in maya? in the past i've always done just a big one but i wanted to do a seperate tex for the had and the alpha stuff...

08 August 2005, 05:07 PM
seriously, somebody could say something

even if it sucks...

08 August 2005, 05:57 PM
You have to create some new lamberts for face, hair, body and so on.
Well, go to Rendering Editors > Multisister rightmouseclick Edit > Create.. and choose Lambert create two or more of them and rename it to your body stuff. Now, select all your face, body, hair, whatelse Faces and assign them to your favorite Lambert with rightmouseclick Edit > Assign, if you unselect it, you may select all your assign Faces with RMB Select > Select Assigned. And make sure that you have marked your fovorite Lambert before assign or select it. At last pull some textures in the Multisister Texture department ans pull them over to your respective Lambert/BodyStuff. Hmm, think itīs all.

08 August 2005, 06:08 PM
You have to create some new lamberts for face, hair, body and so on.
Well, go to Rendering Editors > Multisister rightmouseclick Edit > Create.. and choose Lambert create two or more of them and rename it to your body stuff. Now, select all your face, body, hair, whatelse Faces and assign them to your favorite Lambert with rightmouseclick Edit > Assign, if you unselect it, you may select all your assign Faces with RMB Select > Select Assigned. And make sure that you have marked your fovorite Lambert before assign or select it. At last pull some textures in the Multisister Texture department ans pull them over to your respective Lambert/BodyStuff. Hmm, think itīs all.

edit: sorry for double posting (first time)

08 August 2005, 06:13 PM
seperate the mesh, then combine the pieces that you want to be on the same texture sheet.
(such as the head and horns) then just apply a texture to that piece of geometry, and another to the other part (after layin out UVs, of course)
after doing this, you can combine the 2 pieces to make one mesh, but still update the textures in their respected attribute editor (open up the multilister/hypershader and double click the material, then find the shader tab... lambert1, lambert2 or whatever you have it labeled as, then click on the color button, then reload the texture after you edit and save it... is this confusing? Hope it helps...

oh and i love this model, and the concept is fookin awesome


08 August 2005, 06:19 PM
not confusing at all, thanks dpizzle that totally helps!:thumbsup:

alosha, already started dpizzle's method but i'll kepp your's in mind for next time, thanks

08 August 2005, 03:54 PM
awesome, i'm glad i could help...
don't forget to post updates!


08 August 2005, 11:14 PM
I am really digging this character, it has like a hercules (Spelling?) look kinda (like the animated movie) I say this because your model has "hard lines" like take the jaw for xample, very defined, and chizzeled kinda, a nice hard line, VERY cool.

I really like this dude, keep it up!

08 August 2005, 02:39 AM
some early texture work to share with ya, just working on the head at the moment,

i've been trying to make him a little more realistic than the concept, but not photo-real, i guess the term is Hyper-real, anyway....
i think i might remove some of the darkness from the eye are, and add a few more wrinkles, also and rather obviously, i chopped off part of one of his horns, but i haven't finished the texture at the top of it yet,
some different angles, i'm still working at getting rid of the seams around the top and back of the head, it'd be easier if you could change the way Photoshops Clone tool moves with the brush, but whatever... also, there's a some weird stretching going on around the base of the horns, i've tried moving the UV's around but it doesn't seem to help. does anyone have any thoughts on why this is happening? it's driving me nuts

oh, and the texture map,

08 August 2005, 04:09 AM
here's a quick render with bump and spec maps, i've never done a spec map before, so lemme know if it sucks

P.S. what does the little check mark thing next to the thread title mean? i get the stars, but whats the check?

08 August 2005, 04:58 AM
wow those wings are awesome. I'm working on a character with wings right now as well. any idea how you are going to rig them? i've been looking for tips on wing-rigging for wings similar to yours, though I am using 3DS Max and not Maya.

08 August 2005, 01:33 PM
thanks cman2k, i have a test skeleton i've been fiddling with and basically the wing joints come out of the shoulder joints with a new one at every point that might bend, rigging is something that always gets away from me, i think IK has it in for me, so i'm not too sure what the best way to do it would be.

08 August 2005, 03:12 PM
Regarding the streching, I'm sure it has to do with how you mapped that piece. Sometimes you have to go in and planar map each face then sew them together to get the best results with 0 stretching. That has the be the most tedious way to do it but sometimes the "ready to go tools" just wont cut it on strange area's of geometry.

I think you have a good start with your texture. Right now the bump is a little too high in places and the lips might be a little too saturated. What might help to bring it all together is to create another layer in photoshop and then choose a complementary colour for the scene, perhaps a nice fleshy colour. Then add some noise to that layer and drop it on top of all your layers "except eye's, teeth etc" as a "OverLay" option. Then fiddle with the opasity settings to find a nice happy medium. That should blend everything and create a more natural look if you can do it just right. ;)

Hope that helps and I look forward to more updates.


08 August 2005, 03:06 PM
thanks Twitchy, i remapped thoses poly's and it works much better now:thumbsup:

as far as the bump being to high in some places, which places did you mean? it looks alright to me, but i tend to not to nitice things until someone points them out.

i can't say i'm overly happy with the lips either

08 August 2005, 03:11 PM
No problem! Glad I could help with the mapping issues.

The bump:

I think its way too high on the horns and somewhat on the chin area. I think the forehead looks nice though where it is. At least from what I can see on the shots you have posted.


08 August 2005, 03:13 PM
cool, i'll see what i can do about that

08 August 2005, 05:07 AM
made some changes to the bump around the chin/mouth area, went a little too thick on the lips i think, also adjust the spec there a bit, but i added actual lights to the scene now, the previous render was self illuminated.

i think i may have lowered the bump on the horns too much, but after seeing this thread: , i may re-work the texture on them altogether.... damnnnn

08 August 2005, 05:49 PM
'nother update:

i re-did parts of the bump and p-retty much completly re-did the base-skin texture. still working on the horns and getting the look for the lips. still haven't found the right light set-up

any thoughts?

08 August 2005, 05:56 PM
I would work on the diffuse map more. You are relying too much on Spec and bump for the final effect. I think the effect is a bit over the top. I think the model is cool though.

08 August 2005, 06:02 PM
haven't actually done a diffuse map for him, i kinda forgot all about that, but i'll kepp it in mind,


08 August 2005, 06:30 PM
with diffuse:

not sure if it's too much or too little though

08 August 2005, 07:19 PM
another update:

working on the body texture but i'm kinda losing intrest/inspiration so i may have to move on to something else for a while

here's a screen cap

a render

and the texture map

08 August 2005, 12:02 AM
nother update, almost done textures:D just have to do the wings and the hair planes and i'll be done:thumbsup: , i decided to screw the poly count for the time being and make him a little more elaborate by throwing on a cloak i had made for another character. i like it and hope you guys do too....

screen caps:

and some renders:

the light is hitting the body differently then it his the head, i'm hoping this is because i haven't combined the two peices yet otherwise i dunno, i can only spend so much tweaking the maps on something i'm not getting paid for.....:shrug:

so, comments? suggestions? death-threats?

08 August 2005, 05:24 AM
so it's the best model you've ever seen? Great!:thumbsup:

08 August 2005, 01:35 PM
so I think i'm nearly finished:)

there's a few things with the texture's i still need to tweak, the hair on the chest and shoulders specifically since i've just completely changed my method of creating them, as well as how to cut open the back of the cloak, but i'm pretty happy with the way he's turning out

without the claok he's 7168 faces

with it he's 8068, so the cloak's kinda heavy, but it's got some good folds.

another close up of the head and shoulders

plus most of arm

a view of the wing, i wanted to save some texture spaCe so unfortunatly both wings are identical at the moment

and the point on his back where the wings come out, i've tried just deleting the faces that intersect, but it doesn't look right so amy thoughts on this would be greatly apreaciated

here's a wire as well

08 August 2005, 03:24 PM
I don't want to sound like I'm busting your balls but . . . The specular really isn't doing anything for this model. Also I think you need to put more time and attention into you texture. You should take every new project as an opportunity to push your skills. Focus on painting in defenition into the arms and body blending the hair in better and you could do something really nice with those hoof. Don't be happy till you blow yourself away (relative to what you thought you could do.

Your model is sweet make it jump!

08 August 2005, 01:57 AM
I don't want to sound like I'm busting your balls but...

not at all, i've never done a spec map before, always just fiddled with material setting so that's cool, is it the entire thing? or just the spec on the skin?

i'll see what i can do with the hoof.

the hair isn't finished yet; uhm, i think i mentioned that.

Your model is sweet make it jump!
uhm, was that a metaphor or do you actually want to see him jump? cause i can make him jump. i guess. that's an awfully personal request though,

08 August 2005, 04:47 AM
working on the spec again, getting rid of the maps i had seems to screw with the bump though

added some more defanition to the arms and such, doesn't see to show up so well outside of photoshop though

oh, and a shot of the wings you can actually see

no thoughts on the cloak/wing issue? anybody?

08 August 2005, 05:22 AM
more tweakin,

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