View Full Version : Blizzard contest entry - The Secret Cow Knight

09 September 2006, 09:18 AM
Just realised I posted it in the wrong sub forum. It is kind of misleading to have 3D stills and 3d wip separated from game art...


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This is my entry for the Blizzard art contest. I submitted it in the Diablo 2d concept category and the model itself as Diablo 3D realtime character.

I never really played Diablo but I have been told about the Cow level rumor form Diablo1 and the actual Secret Cow Level hidden in Diablo2. Hence I used that as a base to concept a character that is just out of it, wearing the Cow King Armor he just won. I have no idea about the look of the actual Diablo cow king armor itself hehe

Had to rush it like mad... I had no time to rebake the armour UVs into something more efficient, I still want to pack them into a 512. I couldnt get the cow milk stains on time on the armor also.

I also need to make a better beauty render, with better dramatic lights...
But I call it quits for now!

Note - I have now rebaked the UVs into a proper layout, with correct texture resolutions. Updated textures below :


Critiques and comments appreciated!

09 September 2006, 09:35 AM

Awesome work man.. I love the textures..
Wirts Woorden leg and a full tome of portals was it? ;)

09 September 2006, 01:29 PM
Really stellar stuff and hard to think it is low poly. Never made it to the secret cow level.

09 September 2006, 03:02 PM
looking great, especially the 2d part - I really like the rendering of the armor and his expression.

09 September 2006, 03:35 PM
Really nice! Some of the nicest textues i've seen, has a nice conan feel to them.

Un fortunately i think your pose hides most of the cool parts... like in the drawing, that arm gauntlet is F**KING BADASS! but you have it hidden, and it slightly looks like he's holding the skull thats really on his shoulder. Also feels weird having the head and knees pointing one way, but the chest feels like its twisting (the opposite direction), might try and keep that posing to have a constant twist.. if you stick with that pose. And it feels like i'm focusing in on the metal fingers.. which isn't nearly as cool as the rest of the dude.

The Photoshop background is kinda takin away from it... you're missing the shadow onto the ground and onto the skull on the ground, so it doesn't feel very planted

Since your legs are the same, and the rest of it feels un-mirrored, maybe having him go down on one knee... maybe to be messing with the skull head... (doing the chuck noris tasting dirt to see when the plane crashed :P) that way you incorporate that beautiful skull but don't have to do the "i'm posing" pose.

Anyway, the textures and mdoel are damn nice, and i'm a big fan, looked at your stuff enough to have you bookmarked. So thanks for the inspirations, hope some of this helps.


09 September 2006, 10:52 PM
The cow stuff in diablo2 was basically a normal area sealed off from the rest of the storyline with lots and lots of cows standing on 4 legs that said: moohmooohmomomooohmooh all the time, or something like that. and they were incredibly strong. Never made it to the king, but this character ROCKS! he's so much better than the other diablo characters, much less generic and still looks classic. If you wanted to make him fit more with the cow story, you could have the cow king's skull made into a helemet for him. cause if he where a playable character he would not be placing his foot on that skull all the time i think.
But the character and the current pose are good!

09 September 2006, 12:48 AM
Hey Schu, you hit the point perfectly!

I think it shows that the pose and beauty render are a last minute job. I had that akward feeling you have when you lock someting at a given time, no turning back, but still knowyou could do it better... Bah I have no excuse anyway, I should have included a longer render and pose tweaking time in my planning :O

I will definately try to make the asymetric bits more obvious on the next render I still want to work on. When I did that one I though that the actual pose was more important than the model bits I showed but now that I think of it I feel like a simpler pose - and a simpler camera angle - would do the character better justice. I will look into that, and I will also include some baked lightmaps on the character to help detach armor bits from each other. At the moment it is pretty hard to read especially on the legs.

Ironically enough my favorite render so far is the one showing the Knight from the back, hehe go figure :D

Freaky, you are right also, the situation the character is involved in should be more obvious. My plan was to make him hold the slaughtered Cow King head in his hand like on the concept, while wearing the Cow King Armor he just gained out of the Cow Level. Then again, rush time, I decided to go for a kind of battlefield leftover and went for a bone cow skull as a prop...

I will try to get back to you guys with a better beauty render and with some bigger and more explainatory description screenshots like Tpose views and closeups.

Glad you like it! Finger crossed!

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09 September 2006, 12:48 AM
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