View Full Version : Dominance War II: Swizzle

02 February 2007, 12:02 AM
I'm going to be editing this first post with the latest stuff I come up with as well as doing normal posts, so stay tuned.

Coming soon to a theater of war near you: Knives and texturing!

02 February 2007, 01:32 AM
You've got some nice sketching and posing there, swizzle, but I'm not sure how it translates into being "ancient". Then agian, the night is young. Looking forward to seeing what you come up with! and Good Luck! :)

02 February 2007, 01:45 AM
Good start, really nice sketches :thumbsup:

I look forward to seeing more, good luck in the competition.

02 February 2007, 03:36 AM
You've got some nice sketching and posing there, swizzle, but I'm not sure how it translates into being "ancient".Which is exactly why I immediately started getting away from "young-looking" designs. I don't want to do an alien because, let's face it, I suck at creature design, so I think I want to do an extremely old-looking guy. Since a simple old dude won't fit the theme really well, I want to do an old guy who used to be a soldier or assassin type.

Here's sort of what I'm getting at, though I want to give him some hand-shaped smears of camo paint all over his body along with some Matrix-esque plugs:

I really like the idea of a frail-looking old guy creeping through the shadows and dispatching people with a knife and some martial arts moves. We'll see how well this goes, or if I'll come up with some other design I like better.

02 February 2007, 06:09 AM
i don't know. i think a simple old guy could do the trick if you put the right amount of effort & detail on him. he could have been a special ops recon guy (which is why he's riddled with the plugs) but retired, learned martial arts & is now reapplying (or recalled) for duty. he doesn't use a weapon... cuz he doesn't need a weapon. :twisted:
or he could have some sort of levitating platform or holograms for extraneous details, maybe some little probes that he's neurolinked too, that do the snooping/recon for him while he's off somewhere to the side meditating (that's how he links up to them).
just some suggestions, take them or leave them. i think it's a neater take than the kill machines others are doing.

good luck!


02 February 2007, 09:52 PM
ill_logic, I was actually planning to do most of those things even before you mentioned them. Great minds, eh?

In other news, I have no news. Next post should have more pictures.

02 February 2007, 01:51 AM
Okey, here's an update of sorts. I've started working on a high-poly head, though I'm not quite sure if this is going to be the actual model I use for the normal map. This is mostly just to keep me distracted while I work on what sort of accessories he's going to have.

I'll post something either later tonight or tomorrow showing what I intend him to basically look like once he's finshed.

02 February 2007, 07:47 AM

02 February 2007, 08:30 AM
wow! I love this update on the idea, keep it coming!

02 February 2007, 08:39 PM
I realize I've been a bit stingy about telling much about this guy regarding backstory and such, but this doesn't mean that I didn't have an idea in mind when I started designing him.

In the brief it states that CGS's race has been asleep for 3000 years. This character is the result of not entering hibernation with the rest of his people; he's been out of hibernation for 3000 years training, meditating, learning, studying.

Before his race went into hibernation, he was a space marine with the backing of an army, with powered battle armor, giant guns, and fleets of starships. (This is the reason his body is riddled with plugs, as ill_logic guessed.) Now he's separated from his people and culture by three millennia but he also has more up-to-date information about all the goings-on of the various factions throughout the galaxy than any other person in his race.

02 February 2007, 12:18 AM
In the few days I've had it, I've found that Mudbox is a great alternative to simply pulling verts around on the low-poly mesh because it's actually a little more like working with clay. I'm going to be resculpting this in Mudbox a bit once I've gotten the hands and feet done, so the he should look a little better and have nicer definition in most areas once I'm done. Then I'll do the high-detail version and apply the normal map.

02 February 2007, 02:53 AM
The low-poly head in Modo, after some resculpting in Mudbox:

The Mudbox sculpt so far:

The crater where one of his plugs is going to be:

02 February 2007, 04:57 AM
Yeah, so, things like "This is the most wretched idea I've seen yet" or "Hey, that's pretty neat. Maybe you could do [x, y, or z] to make it better" always help.

Yes, I'm fishing for comments. Even if they're scathing critiques. :D

02 February 2007, 05:55 AM
That looks very well done Swizzle. I really like the detailing you've done on the Hi-Res Head model.

02 February 2007, 08:25 PM
good ummm.. mudboxing ;P

02 February 2007, 09:47 PM
XeroWolf and MrEric: Thanks! I'm just learning Mudbox, but so far it seems pretty easy to use and very fast. We'll see how well this turns out.

And speaking of Mudbox... I wasn't very satisfied with how the low-poly body was working out so far, so I threw it into Mudbox and started playing wround. I think this is the first time I've ever been glad to see several old men completely naked in figure drawing class. I think it's probably going to be the last time, too.

Anyways, this was just an experiment to see if I could get the Mudbox sculpt looking right. The most difficult part is going to be giving him muscle definition while keeping him old and kinda saggy.

PS: Don't pay attention to the legs.

02 February 2007, 11:44 PM
I've been ungodly busy with school, real life, and other sundry things of late, so I haven't given this as much attention is I should've.

Anyways, here's the basically complete low-poly version. I still need to add a couple of sheaths to the belts for his knives, I need to put all the little plugs in his body and I really need to make the arms look like actual arms instead of lame cylinders, but this is basically done. I'll take this into Mudbox either tomorrow or the next day and start the high-poly version, and then next week I'll start texturing him.

I'm sort of debating whether or not I want to give him an aritficial knee, so we'll see how that works out.

Also: I've decided that Mudbox is the most totally freaking awesome software ever. I can load models with basically crappy topology or a lot of trianlges and it doesn't subdivide them all ugly-like.

03 March 2007, 05:31 AM

03 March 2007, 09:15 PM
This is a preliminary normal map test for the head. I'm probably going to do a 1024x512 for the final version, but this one's a 1024x1024.

03 March 2007, 06:27 AM
Main Mudbox turn on!

03 March 2007, 07:10 PM
I could've sworn I posted this stuff last night. Anyways, this is just a test to see if I can get the camo paint looking right. As you can see from the pixelation on the face paint, I did a bad job of unwrapping his head. That will soon be rememdied, but not today. Today I have to finish up the body.

03 March 2007, 07:31 PM
nice work:) add some moustache and sideburns and you got king diamond :D

03 March 2007, 06:47 AM
I swear this file is going to eat the computer alive. It's already up to 114 MB, and I've only put in about half as much detail as I'm going to need. I think I'm going to have to break it into separate chunks (arms, legs, torso, hands, feet, the head you've seen is already separate) and work on them individually.

The funny bumps are where the plugs are going to be.

03 March 2007, 05:29 PM
So, is this one of those things that people think isn't all that good but at the same time isn't bad enough to say "That sucks. Hard.", or is it one of those things were it's good, but nothing spectacular and so people don't comment because they can't quite see something that could necessarily be better even though it's nothing particularly amazing? I'm sort of leaning towards the latter, opinion-wise, because I know it isn't completely awful and it has over a thousand views, but the fact that only seven people besides myself have replied is making me think the former.

I'll make sure to do a chick with unrealistically huge breasts, a metal thong and a sword that's fifteen feet long next time around. Or maybe a slimy monster with fifteen eyes and a mouth that leaves no room for internal organs. Maybe even a guy with a buzz cut, pecs that could lift a small car, cyber armor and a gun with glowy things on it. Because, y'know, nobody's done those things before.

03 March 2007, 05:47 PM
Swizzle / I think the overall concept seems good, he fits to the theme of an awakened ancient but;

- I think the leg (lower part in particular) looks off.

- his feet look weird.

- are you thinking of some kind of armor?

- the fae is pretty good but the ear starts too low. I know he's an old guy and the ears are therefore big but, the starting point of the ear is around the starting point of the lower jaw. generally it is right between the eyebrows and the tip of the nose.

overall I like where you are going with this guy.

good luck.

btw: also you can try a big boobed guy with glowing weapons and nipples and a buzzcut. that one's never been done before I'm sure :D

03 March 2007, 09:08 PM
See? That's the sort of thing I'm looking for.

I hadn't really noticed that his legs looked weird, but I can see it more and more now.

I did know his feet look odd, but that's just because they aren't quite finished yet—right now they just look kind of like they're slabs of floppy meat. That will soon be remedied, along with fixing the toes.

I'm not actually planning any sort of armor, though I do want to put some wrappings (kind of like sports tape) on his upper leg/crotch area and maybe a shoulder. We'll see.

Hadn't noticed the ears, either. I'll fix that up.

03 March 2007, 11:58 PM
looks pretty cool,
i understand where you're going with this concept but you might want to consider just because hes old he doesnt need to be so frail. his arms look like they could use some bulk, not saying make him a body builder but just a little love.
his elbow also seems a bit low on the arm making the proportions look off.
his shoulders could be pulled back, and his knees could be slightly bent to give you a more realistic relaxed posed.
the sculpt is good and it will end up being good for sure no matter how you choose to finish it, just remember, Does your character look like he/she/it can easily destroy any form of opposition?

03 March 2007, 12:12 AM

03 March 2007, 02:52 AM
i thought my crit was ok, but incredible? you're to nice! thanks :)

03 March 2007, 11:04 PM

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