View Full Version : Dominance War II: Scudz Almighty
02 February 2007, 03:25 AM
02 February 2007, 03:55 AM
did this at work today while i was supposed to be saelling books, original sketch is 4x6 with a plain (and runny) black pen
02 February 2007, 05:16 AM
i love this
the long neck adds a ton of character, i would go with that design.
the arm aparatus is a nice touch as well
keep it up, it's looking to be good
02 February 2007, 01:55 AM
thanks man, this is definatley the direction i'm leaning in, although many more iterations of the outfit, with the design i'm favoring at the moment i may not be able to keep the "Arm-ature" but we'll see,
btw, i may just have to name him sciz-udz!
02 February 2007, 10:28 AM
six pages back already, crap
so here's where i'm at right now, the body's basically designed, but i need some help choosing a head,
at the moment i'm leaning more towards the second, but that might only be cause i just came up with it.
could use some help deciding, thanks
02 February 2007, 10:43 AM
these are some nice concepts that you ahve start with, the equipment that they have on them is very ancient style i like your style mate :) good progress i'm more for choice 1 its more evilo looking, but on the other hand the choice 2 has some strong character in the head pose and emotion :) so i think it won't be wrong whatever you think you like more to evolve :)
02 February 2007, 11:44 PM
finalized the concept!
Kiedis - the Guardian
decided on the less evil, more heroic design, i've kept the basic shapes and the glove /gauntlet (obviously), but decided to go less with the typical almond-headed alien and something i hope comes across as more of an ancient being
what i'm thinking so far for the weapons is that the sword and gun are really more for show/dealing with the typical grunts and such, but the guantlet generates miniature black holes to really kick the sh*t out of anything that gets in his way.
hope you like it
time to start modeling
02 February 2007, 12:22 AM
Really nice progression, man, beautiful concept. Can't wait to see the modeling phase :)
02 February 2007, 05:21 PM
very nice! looks great dude, can't wait to see how it turns out
02 February 2007, 03:27 AM
A.W.E.S.O.M.E Concept man... this concept really feels like it has nailed the theme of ours...
best of luck for the war... I am already keeping my fingers crossed for this one...
02 February 2007, 06:07 AM
cool concept, will watch this one
02 February 2007, 07:23 AM
just working out the base mesh
still a lot to do but i think it's taking shape pretty well, any thoughts?
02 February 2007, 03:02 AM
still plugging away...
4500 polys so far,
note- the hair is a place holder until i can figure out a better way to do it.
02 February 2007, 06:12 AM
OMG! its mudbox mania!
mostly just messing around but i like the driection it's headed, though i clearly need to re-work the mouth, ugh
02 February 2007, 07:09 PM
i like the look of the low poly you have done in max - i think you loose some of the quality when you take it into mudbox - it's looking a little too smooth and bumpy now...
02 February 2007, 04:34 AM
hey man.. the low poly so far looks good as for the head I was actually expecting a full head and lots of image planes around to make up for the hair for the guy... as for the looks of ur concept I think that will do better justice... jus can hav a nicely modeled head where u can hav all the forms as u need without being restricted to pulling out block from parts... u can scuplt it in mudbox in a much better way tooo.. and hav those image planes doing a good job to cover up a hair...
02 February 2007, 04:48 AM
thanks jesuisankit, yeah you're probably right about that, good thing it's an easy fix!
Quickel: i was really just trying it out in that post but you're right, it does loose some of the from, i'll see what i can do. thanks :thumbsup:
here's a small update so far, still working on the armour/clothing and laying things out,
sooooo much still to do...
02 February 2007, 04:49 AM
crap. just realized the outer skirt was supposed to be longer than the under skirt...
02 February 2007, 08:37 AM
very nice concept, the translation in 3D is looking good aswell, as u say, u have lot of work detailing :)
03 March 2007, 01:51 AM
An Update worth showing!
nearly done the mid-res version, just have to add boots, hair and guns, yea!
i've also moved a few verts around on the face to try to get a better expression
... and i guess at this point i should mention that i'll be dropping the giant glove, i like the idea, but i don't think it really fits with "gaurdian" concept of the character, the gun and sword alone are kind of pushing it there, in fact, i may go with the sheild alone, sort of a Captain America type of thing, sans boomarang.
if you've got any thoughts C&C would be great:thumbsup:
03 March 2007, 01:55 AM
here's the high-res shield by itself, a bit more detail still to come...
03 March 2007, 02:19 AM
looking good man, i am really digging his armor and cape - very nice, clean modeling -
but i think you could work out the edge loops a little more in his face, it would def. help out when you sculpt in mudbox. Love the design, he just needs a little more love :)
CLICK ME (http://126.96.36.199/team/Tutorials/edge_loops/Images/002.jpg)
CLICK ME (http://www.bunk.cistron.nl/plaatjes/poly_regions.jpg)
keep it up dude, and good luck.
03 March 2007, 05:34 PM
Cool! I like the rework of the concept. The painting looks great.
One thing I would point out is that he has a feminine waist and hip. I am not sure if that was intentional. I would bulk up the waist to make the character more imposing.
03 March 2007, 09:58 PM
nearly done the high res, just some cloth and facial details to go! yea!
... and that damned hair...
dpizzle- thanks for the comment and the links, i know the facial loops are a bit messy, but i think considering how long it's taken me to get this far i'll probably leave em as is, unless they give me problems in the normal map
leadheaded- glad you like it, the narrow waist is partly a result of the skirt being modeled to far away from the body as well as just the way i desing characters, a little top-heavy cartoonish flow i guess. i've tried to beef it up a little, hope it works better now.
one of these days i'm going to have break down and do some female characters so i can find the right blend between the two in this area
03 March 2007, 01:54 AM
new high res head,
still gotta work on the lips a bit more, but definatley getting there
03 March 2007, 02:41 AM
looks like you're getting the hang of it, scudz.
as easy as mudbox is, it's still a pain in the ass.
& i agree, his lips need more shape, and i think that a really hard jaw line and nose bridge would add a ton of character to him. Don't be afraid to exaggerate his details.
03 March 2007, 12:27 AM
first pass on the body, sans... well everything really, it's just the body
1, mabey 1 and a half hours in Mudbox
i've buffed him up quite a bitin the chest and shoulders while trying to keep the definition loose, since he's wearing clothes, any thoughts?
03 March 2007, 01:27 PM
I really LOVE the body but I really don't like the head and I think it brings the model down. But that's just my humble opinion.
03 March 2007, 09:37 PM
hey man, your opinion matters. i've done a bit to it since that post, but what would you suggest i change? aside from the whole head, i'll be cutting it pretty close as it is getting everything done in time.
03 March 2007, 11:29 PM
scudz. I like your concept, it really suits the ancient theme.
About the progress on your character, all his gear covers the unusual and cool shape of the torso. He looks very straight, and it kinda makes him a bit dull. My personal oppinion is that he would look better without the "kilt"-like feature around his waits. And that the shoulderpad/breastplate could be resculpted a bit to aid his silhouette .
Archimonde alike perhaps?
Not saying he should have huge shoulderpads:) Actually i wanted the version of him from the cinematic, but i couldnt find any images.
and also, i really hope you gonna keep the hair and beard, because it rocks, thats what im missing from the mudbox grab.
03 March 2007, 06:10 AM
interesting comparison, i've never seen this guy before, but i can kinda see a few similarities, and i've thought about redoing the breastplate/shoulder pad, so maybe i'll spend some time with that. as for the hair, do you mean the concept hair, or the early modeling head blocks?
03 March 2007, 09:30 AM
i like the hair on this one of your w.i.ps http://i20.photobucket.com/albums/b236/mrsunfish/Test_Render_03.jpg
03 March 2007, 04:07 PM
ah, head blocks version 1, well i definatly wasn't going to leave him bald, although i have gotten mixed reviews on that version, i'll see if i can't find a good blend between that hair and the more standard Alpha-planes.
03 March 2007, 12:54 AM
testing the normals, trying to get a feel for the process so it's pretty rough, thanks to Gavin_G and ColdKodiak for their help getting me started.
the low poly (on the left) just has a quick auto-map to get me started, so it's a little rough around the eye's and lips, and i seem to loose most of the fine detail, is this a tangent space thing? it's set at 10 right now cuz at 0 nothing happened, even though the Maya help tutorial says it should work on default settings...
03 March 2007, 12:59 AM
trying to finish up/solidify the high-poly model
here's a couple different levels of armour, i hope i don't but i may have to lose some in order to finish on time
i hope it's obvious, but the hair here is just a template while i try to get it just right.
also, a couple of questions:
1. while it's not readily apperant in these screen grabs, some of the normals on the belts/strap are reversed, maybe half a dozen on each one, is there a really quick way (in maya) to get all the normals facing the same direction? or do i have to go in and manualy change em one by one?
2. for you normal mapping experts out there, when i create the map for the boy does the high-res have to be one solid piece of geometry? as in the belts have to be attatched to the body, or is it ok for them to just be overlapping?
thanks for viewing
hope to hear some feedback
03 March 2007, 01:55 AM
generally this looks good but some subtle things bring it down. such as the lips and the eyes. the feet also dont seem very stable enough. i would suggest a full lip and a little close eye lids. also i think a smaller head would actually make him look bigger.
03 March 2007, 03:54 AM
Ok hope you don't mind but I did a paintover, (sorry only got MSPaint in my company.) to IMO could further enhance the characteristic of your character's face. I agree with mashru on the lips, that it's not really nice looking. Closing them with a semi tight seal could point out that he is determined, while a slightly open, almost drooling mouth ain't that heroic. But this is all just my opinion of course. Keep up the good work.
03 March 2007, 03:03 PM
scudz, i'll make this quick because i'm at work...
to get your normals facing the same way -
under polygons menu > Normals > conform
and then reverse (if conform makes them all face inward)
hope this helps!
his muscles are looking great, btw
03 March 2007, 01:30 AM
awesome! thanks dpizzle:thumbsup:
Yung and Mashru:i'll see what i can do about your suggestions, thanks for posting:)
03 March 2007, 07:17 AM
I hope you get this guy finished in time. I want to see him all textured out.
03 March 2007, 01:00 AM
thanks for the reply:)
i hope i get him finished in time too:thumbsup:
though i'll still finish him if i don't...
03 March 2007, 01:00 AM
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