View Full Version : Alien Game Model

12-09-2005, 07:36 AM
Hello masters of game developing, im currently studying the normal mapping feature of Maya , also here is the character i made using normal maps and light maps..



12-09-2005, 07:41 AM
wow great work.

looks like you were inspired by giger the designer of the alien movies

12-09-2005, 08:33 AM
That's highly awesome man. Great job on the modeling. Is the concept yours or someone else's?

12-09-2005, 09:04 AM
the concept drawings were done by my officemate next to my sit :deal: , then i put in to 3D modelling , concepts down below..

12-09-2005, 09:45 AM
First of all great job man :thumbsup: , I was wondering did you use ZBrush and Maya or just Maya?

12-09-2005, 11:20 AM
First of all great job man :thumbsup: , I was wondering did you use ZBrush and Maya or just Maya?

i have heard of Zbrush but i have'nt used it yet, im using Maya to make the high res but it tooked me 3 weeks to make one,. :-(

12-09-2005, 11:49 AM
i managed to save some history of my work and how i make the high res model from low polygon.. :)

12-09-2005, 02:22 PM
Great job overall on the model, the final render look sweet. If you wanted to improve it a little i would perhaps put more form into the hands and feet and maybe make the feet larger to help support the enormous upper torso. Other than that nice work :thumbsup:

12-09-2005, 03:58 PM
Its a great nm model, the high-res mesh is kind of weird, seems to have a lot of "pinching" but the end result doesnt suffer from it ;).

EDIT: OK i read you didnt use Z-Brush, that explains it, way to go, adding those details manually must have kept u busy for a while.

12-09-2005, 05:42 PM
Personally its not detailed enough for my liking, the face is ok I guess but other areas still require work. I dont mean to be a jerk or anything but yeah...:shrug:

Hehe, man this m0del is amazing. :eek: I cant get over the fact that you didnt use zbrush..its so awsome. How long did it take to do the back?

12-09-2005, 06:04 PM
I like it, but the bright horns/blades coming out of his elbow, as well as his eyes, seem a little off compared to the rest of the character. I mean color-wise they stick out, they don't look like part of the same creature.

12-09-2005, 07:45 PM
It's a really great achievement from you. I like it a lot. As far as the details go, I think it's pushed enough in my opinion. Not every normal-mapped model has to be uber-detailed down to the "skin pore" level. Also, if you are running 32-bit Maya, there is only so far you can bring the poly count if you want to use the surface sampler in Maya.

I think it's incredibly detailed for a low-poly character, especially at only 4000 poly. Was wondering if you could post the lightmaps/color maps.


12-09-2005, 08:17 PM
Love the character, especially the result from concept to 3D. you did an amazing job with adding your own detail and branching from the line drawing.

In my opinion though, for all that detail you put into the high res frot he normal map, I have a little trouble making out a lot of the details. Hin being so greyish black jsut ruins all your work. Of course there are spots on him that are easily visible, but many are hidden. Throwing hints of brown and a lighter grey would definetly show off your detail much more. Guess Im thinking more along the lines of DOOM characters. Even in their pretty much pitch black environment their detail showed very well with dull lights.

With saying that. It thas that quality :):)

12-10-2005, 10:15 AM
Thanks guy's i will take notes of your suggestions and advice, i am still trying to learn more about the baking proceedure of Maya 7, but under the surface sampler i find 4 texture maps for baking maps, though i only used 3 maps which is Color diffuse map, Normal map and a light map. Another map is a dispacement map but i cant seem to make it work well as a displacement material on the shader.

12-10-2005, 12:06 PM
a job very well done. ur modeling is really sweet. and textures are awesome.keep it up man.:thumbsup:

my normal mapped demon

12-10-2005, 01:30 PM
NEOMAL MAP is very cool~!!!

12-10-2005, 04:21 PM
thanks guys, im just wondering since i havent tried using zbrush but i want to ask you guys if you use zbrush to make the highres, how long will it took to make one? what is the advantage?

12-10-2005, 05:21 PM
thanks guys, im just wondering since i havent tried using zbrush but i want to ask you guys if you use zbrush to make the highres, how long will it took to make one? what is the advantage?

Well, the advantages are many. I suppose the most obvious advantage is the fact that you can bring up the subdivision levels on the model to millions of poly without much slowdown. Zbrsush is all "software" based, so a crapload of RAM is where is will count, not your Graphics card. Then you go in a "Sculpt" similar to Maya artisan brush but more responsive. The typical workflow is to brush in broad sculpting strokes at the lower subdivision levels, then work your way to the super fine detail at the "million" poly level. Then, finally, projection master is used the detail on the "skin pore" level.

12-10-2005, 05:22 PM
Personally i use Z-Brush for surface details, alpha maps are so powerful. I'm still learning the software, just making random stuff and getting used to the tools...cuz it was a bit weird at first.

When making a high-res, i create a very basic mesh just blocking out the "gesture". You dont need edge loops but i like to add some, also area with more details need more polys in your blocking stage. Sculpting is pretty straight forward and lots of fun!.

I'd say the main advantage is that you can work with a very dense mesh (millions of polys), and sculpt it in real time, adding those details in most 3D package would be impossible. Imagine painting bump/disp maps on a model, only you are bumping the actual mesh in 3D.

Hope this helps.

12-11-2005, 05:41 AM
i see thanks for the information m8, here are my updates, the first image at page 1 was a mesh smooth presentation of the model, i made a rendered update on the Low Polygon in maya software: (
i manage to render a high res version of it but im trying to look for an option on how can i put a strong illuminated highlight lighted similar to this LINK ( (

12-11-2005, 05:52 AM
Wow, that hipoly looks sweet, nice render. Great work converting it to the lower res mesh, looks awesome.

12-11-2005, 06:31 AM
That looks nice. Makes me want to stop being lazy and make a normal mapped model to test my model viewer. Could just be me, but the hands and fingers look a bit boxy on both models (hi and low poly). The feet (near the toe area) look a bit pudgy on the low poly model too, but I might just be getting nitpicky:P . Hope to see more of your work around.

12-12-2005, 03:58 PM
thanks, here's a rendered update of the model, i have put sume bump maps and some lights to add the touch, i will try to rig both figures but i want to ask is there some way in Maya that when you rigged the low polygon version of the model, is it able transfer the rigging data also the paint weights to the high polygon model? thanks :) ( (

12-12-2005, 04:50 PM
Nice job, phoenix!!:thumbsup:

Love the detail, and the character is very interesting. I'm impressed with the renders you were able to get- how did you achieve such a clean normal map render with Maya software? I had problems when I tried rendering mine, and I tried several utility shaders with minimal luck. Eventually I just plugged the outcolor of the colormap into the normalcamera node.

if you dont mind my asking, how did you achieve this? Do you have a utility shader??

12-14-2005, 06:31 AM
i did'nt use any utility nodes on the render, i just added 3 lights, directional light as the main light souce (sunlight), a spotlight at the back for highlighting and ambient light in blue color, then go to the render settings and i select maya software as my render option and choose high quality render, that's all :thumbsup:

Thanks very much and Merry Christmas to us all :applause:

12-14-2005, 07:57 AM
This is topnotch stuff. The quality and style is like that of gears of war, but unlike gears of war, this creature also has artisticle grandness, it's not just impressive modelling or skinning, but also a design wich surpasses GOW with ease.

To sum it all up, I really like it.

12-14-2005, 10:20 AM
Really nice model, but you really need to ditch the hands, the just don't work with the rest of the character the way they look right now. :)

I would suggest posing them slightly, and adding some sort of scales like you have on the torso and neck (around the finger joints would look sweet), especially the inside of the hand is lacking to much detail and doesn't seem to follow the design of the rest of your alien.

12-14-2005, 10:43 AM
just like sysop said, ive also been thinking about those hands and that they kind of feel a bit out of place.

great work otherwise :D :D :D

12-14-2005, 11:40 AM
yup yup you notice it right, ,. i think i have added some scales and bumps in its fore side of the hand what you see is the palm side since i need to model the hands flatly so that i can put the skeletons more effecient that is why you will think its out of place or like standing in a floating position ehehe, and also it looks creepy with longer hands, thanks for your suggestion. putting the skeleton will also fix that, i have made initial skeletons already and will give a better pose soon, thanks for the comment :thumbsup:

here's the result of the character with skeleton, im a bit busy with another model but i will make another update of this alien soon :thumbsup:

12-14-2005, 12:52 PM
ill be holding this character for a while for though i am busy doing a humanoid character ( still i'll always be back for updates comments are welcome :thumbsup:

12-19-2005, 05:31 AM
update pose on the low resolution alien, rendered in maya software cheers :thumbsup:

12-19-2005, 02:33 PM
Freakin awsome Ace!

12-20-2005, 09:39 AM
Cool!...I dig the High resolution model....soooo much detail...I'm not really sold on the feet tho' they look too thin, I think it may have worked better if there was information to differentiate between the inside and outside of the feet, but as it is they are very similar which results in the silhouette looking very parrallel with no definition, also would've been cool to have seen the toes deform...but in general...a good job...:)

12-20-2005, 10:53 AM
I like, looks scary, especially when U put it into some dark scene, foggy corner of sewers or into a corridor with broken lamps. About feet I agree with johnwoo and one more thing are his eyes. There is to big contrast with rest of the body in my opinion.
Anyway great job.
Keep it up.

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