View Full Version : Dominance War II: nikudy
02 February 2007, 06:44 PM
just reserving my seat for now :). still got some exams.
made o rough concept for now but didn't had the time to scan it.
i am thinking of making a girl shadow. more like a woman than a girl actually . My main idea is that humans are the ancient ones. they entered a criogenic sleep for a "few" thounsand years. meantime, other race emerged , i.e. polycount and cgchat...
that's it for now ...
good luck to everyone.
02 February 2007, 06:52 PM
here is my first idea of a concept. stil have to think about the armor ornaments and other details...
hardly wait to finish exams so i can invest more time in this project.
02 February 2007, 11:49 PM
had some time to make a weapon concept. i'm thinking to go for a giger like look for the weapon and the armor details.
any comments/suggestions wellcomed ...
02 February 2007, 10:43 PM
... you refused to join me in this war .... I shall join the opposing forces and then .... then you will taste my wrath ... you .... betrayer ... you will DIE ...
PS:looking forward to see some good 3d stuff :bounce: :bounce: ... I know you can ...stop fooling around ... work more ...
02 February 2007, 11:11 PM
just "fooling around" with some stiles for the armor:
don't have a clear idea yet :(
02 February 2007, 11:53 PM
very cool concept nikudy! I really dig the blade/ice crystal staff! would your character carry it on their back? also I like the blade that comes from the palm area of the character. very cool concept.
keep up the good work, i look forward to seeing where this goes!
02 February 2007, 11:56 AM
nice concept mate her clothes are very cool designed :) and yes the blade is cool i can feel its power ;)
show us more
02 February 2007, 12:33 AM
initially i thought i wouldn't give her a wepon besides the blade/dagger emerging from her hand, but after experimenting with the above concept i decided it fits her. it goes along well with the light, stealth character i have in mind.
stil experimenting with the armor ornaments. i think i will go more along the style of the wepon. i'll post these days some new concepts.
after all the details are set i'll start modelling.
02 February 2007, 12:08 AM
still playing with the concept. i have some doubts about the head. here are some variations. some advice would be good.
i'll post the armor concept soon. after that i'll have no excuse not to start the modelling :).
02 February 2007, 12:39 AM
Head #3 is probably the hardest, and therefore the best showcase of your skills.
02 February 2007, 03:26 AM
some updates ...
i played with some ideas for the body armor. still not satisfied, but might not have more time to waste. i kind of like the last one from the firs image.
i hope to start modelling before the end of the week.
02 February 2007, 03:06 PM
Give her some sort of head gear, to protect her from snipers/head blows... maybey not a whole helmet, just some sort of spartan type thing thats open.
02 February 2007, 10:04 PM
i will go definitely for variant 3 for the head and also var 3 for torso ... you could also add some extra details on the arms , some straps or armor of some kind;they look too simple now considering the overall level of detail on the whole character...some cool tattoos will do as well imo.
... btw i love the nazi-style pants you've done there :)...
02 February 2007, 01:11 AM
started on the modelling. just blocked the volumes for the anatomy. not satisfied yet. i think about giving her bigger boobs :D. anyway, tomorrow i'll look with fresh eyes and decide what to do next.
don't mind the head, it's just some old geometry i put there to get an overall image. i'll get to the head modelling soon. i decided to go with head number 3.
some crits would be good too :), before moving on with the clothes and armor.
02 February 2007, 12:36 AM
after consulting some references i made some modifications on the anatomy, especially on the upper legs and pelvis.
i also started to block in the armor for the torso.
02 February 2007, 12:53 AM
nice and clean modeling :)
02 February 2007, 01:10 AM
looks cool dude :thumbsup:
02 February 2007, 07:14 PM
thanks guys. it's only now that the fun part begins.
i just realized i didn't said anything about my workflow for this character. for the anatomic parts, i.e. left arm, head and hair i'll use zbrush. for the cloths and armor i'll model the highres version in maya. i hope to be able to make the normal map and a occlusion map in maya. the problem is my pc is a little outdated, so let's hope ...
finally i'll make the color textures following the details from the normal map and the occlusion map.
anyway, there's still a long road ...
02 February 2007, 10:39 PM
small update. i started modelling the armor for the torso.
02 February 2007, 08:25 PM
slowly, but it's advancing.
i didn't work on a personal project for almost 2 years. at work we use a diferent workflow so this is something new to me.
02 February 2007, 10:41 PM
another update ...
sorry to flood you with so many small updates, but i don't have as much time as i would like to invest in this project, so i need to find out if something is wrong imediatly so i can correct it asap.
i'm starting to have problems with my old pc. at 2 subdivisions the model has over 1 mil polys .
03 March 2007, 06:44 PM
my internet connection was down for a couple of days... harsh times those days. can't survive without internet .
03 March 2007, 12:39 AM
here's a quick (not so quick, took me 2 hours...) normal map test:
03 March 2007, 01:25 PM
congratulations for your modeling skills. this character looks really good!
03 March 2007, 06:55 PM
thanks medunecer. i was begining to think this thread is invisible ... :D
as you can see i begun working on the head. soon i'll start the left arm.
03 March 2007, 08:31 AM
No my fiend, this tread is visible and very useful to me! You're doing a great job. I'll follow your updates to learn more! Again, congratulations!
03 March 2007, 09:57 PM
it's good to hear that medunecer.
i wish i had more time to share some of the things i know, but right now i'm not sure i'll finish this character in time. maybe after the competition is finished i'll make a quick tutorial or something. i like when people share their knowledge. after all that's why we are all here: to learn and to share ... :wise:
the hair is going slower than i expected. :sad:
03 March 2007, 04:50 PM
almost finished the highpoly modeling. i already started the head texture. after the head texture is finished, i'll finish the highres version of the head. Next, i'll model the lowpoly model in topogun. The normal map will be done in maya. I'll also make an occlusion texture in maya, which will be the starting point for the body texture.
Only one week to go...
Crit & comments are wellcomed...
03 March 2007, 01:29 AM
looks good. A little manly for a woman, but that's offset by it's realism.
Finish it up, let's see this thing done :)
03 March 2007, 07:25 AM
Again, let me say that this is a great character! This hi poly model looks really good!
03 March 2007, 07:28 AM
Love it. Love the realism and the not-girlish design philosophy. Keep it up.
I'm interested to see how you make her dangerous with weapons or powers. What is her strategy as an "Ancient" to overcome the other teams?
03 March 2007, 11:18 PM
ColdKodiak: thanks. about the manly thing, that was the idea from the begining. i wanted to make a army woman, not a bimbo, 90-60-90. the realism was one of the main aspects. i wanted it to be a learning experience for me too. i think it's harder to make a human than an extraterestrial or some monster. when you look at a human, everybody knows what to expect, and it is harder to fool the eye.
medunecer: thanks again man. comencing this post i'll start posting the lowres too.
mattcoombe: i'm glad i succeeded in bringing as much realism in this character. i make realistic characters at my job too, but there i must follow the style of the game, and can't make a character as real as i would like to. so this was my chance ...
about the strategy, humanity has perfected cryogeny. this technology allowed humans to "sleep" for 3000 years. all the technology is about manipulating temperature. SawBleak, my character, is a stealth operative. she can manipulate her body temperature,thus blending with the environment. she uses silent wepons like the dagger-like weapon from her right hand and a staff.
done the lowpoly head this evening. i plan on adding some alpha planes too, with more hair. the normal map is not final. i'lll add skin details ( pores ), and finer hair. the eyes are not done yet.
i was about to lose a couple of hours of work when maya corrupted a file. fortunately i have incremental save activated, so an advice to everybody: do as many copys as possible, backup your files as much as you can.
03 March 2007, 10:53 AM
i think it's harder to make a human than an extraterestrial or some monster. when you look at a human, everybody knows what to expect, and it is harder to fool the eye
...you're damn right about that ...
... anatomy is awsome on this char :) ... keep working ...one more week ...few hours for sleeping :D ...
03 March 2007, 08:09 AM
I really like how your model is turning out ... and it's wonderful to see the
normalmapped lowpoly one. Waiting for progress :)
03 March 2007, 02:37 AM
toscapaul : thanks! and thanks for thhe help with the screenshots :).
ChrRambow : i'm glad you like it. i'll post some progress tomorrow. right now it's 4:30 in the morning and i have to go to sleep.
i have finished the lowpoly model. it took me way longer than i anticipated. i used Topogun to lay out the topology. it's a great tool, it speeds up the process ten times.
now i am working on the normal map.
good luck everybody. the deadline is close...
03 March 2007, 05:21 AM
WOw that looks great. Wonderful job. Keep going!
03 March 2007, 06:59 AM
Great model. I really want to see this one textured.
03 March 2007, 06:06 PM
jbrophy : thanks! your entry is great too. you got some sick details there. hope you'll have enoug time to texture all that detail.
AndrewBina : thank you! i already started the textures, but nothing worth showing here. your centaur-like creature is coming along nicely. keep up, you must finish it in time...
as promised i post the lowpoly normal mapped version. took me some time because i had to tweak the highpoly version in order not to get artefacts on the normal map. now , that the uv are layed down i'll continue with the texturing. i am thinking about posting the .PSD files in here if someone is interested. who knows, some people might find them usefull...
03 March 2007, 05:10 PM
One Word.... Exellent.
03 March 2007, 01:39 AM
That's really great man. Will be looking forward to seeing this done.
03 March 2007, 03:10 AM
reminds me of ripley. fantastic character in that face. keep it coming man.
03 March 2007, 07:21 AM
She has really clean geometry and the normal map came out equally clean. I hope my character comes out that clean. Good job.
03 March 2007, 07:37 AM
Looking nice, normals are working really well. Her outfit design s really fantastic.like the way ya went about the hair aswell. no crits
03 March 2007, 01:50 PM
Airflow, ColdKodiak, AndrewBina, onelung: thanks guys !
obelisk: i used pictures of ripley as references.
at the moment my internet connection is down so i don't know how soon i'll be able to post some updates. i finished the lower body texture and started on the upper body. i have some problems with my monitor calibration. i hope to be able to post some updates soon so i can get your feedback regarding this problem.
03 March 2007, 02:13 PM
I was just about to say... "Guess no one else sussed its sigourney Weaver" ...
03 March 2007, 09:02 PM
so here it is:
on my home system, it looks very dark. at work it looks ok... :scream:
if you could tell me how it looks on your monitors, would help.
03 March 2007, 09:56 PM
your normal mapping looks good. are you using any mirrored UV at all? or is everything unique?
btw from my screen at work the colors look a tad bit dark. may be make the different parts contrast each other more.
03 March 2007, 02:55 AM
wow great design and modelling!
she looks alot like the lead in the alien movies... have you noticed?
might need some further more hints of 'ancient' as it's such a serious contender! :)
oh yeah: the corsettes colours are a tad bit bland imo. maybe remove that skin-hue and keep the brown, green palette but maybe a different brightness?
03 March 2007, 02:53 PM
it does look a little dark. We have the same problem it seems..
Best female model in the contest btw.. There are some nice pretty ones but yours has an edge.
I might take a look at a couple of verts down by the left wrist up to the elbow.. looks a little to planar. I'm talking real subtle adjustments though..
great work !!!
03 March 2007, 11:15 PM
mashru: thanks! the legs are mirored. the upperbody is all unique. i could have mirored some parts, but considering the texture size i decided not to.
erik_j, Anole: thank you guys! also thanks for the tips.
luckily the textures are well organized in layer sets and every change is made through adjustment layers, so it's easy for me to change them. i'll finish all the details and i'll play with the opacity and luminosity at the end. anyway, the textures for the character are allmost done. i still have to make the weapon and some kind of a stand. I'm afraid i won't have enough time to make something fancy :(. hope the stand won't matter that much .
i'll post some update tomorrow. i hope to finish the textures by then.
03 March 2007, 03:51 PM
very nice,she look goot
03 March 2007, 09:02 PM
marin3dbg: thanks !
i didn't finish the textures yet :sad:. here is what i have right now:
she starts to look more and more like ripley, although i didn't intend that. hope it won't be a problem. i tweaked the luminosity on some parts.
as always, crits and comments are wellcome.
03 March 2007, 09:25 PM
hey man, nice update.
i got a question. if you are using maya then how are you viewing the mirrored normal maps properly? more info would be nice. thanks. :)
ps. i understand the look you are going for but i think the arms and her jaw looks too masculine even for that type of a femal character. the cheek bone area could be tad wider.
03 March 2007, 09:51 PM
Beautiful piece, man. It does resemble Ripley, but I think it's hard to make a muscular female character not look like her.
Keep it up, looks awesome.
03 March 2007, 12:56 AM
this is looking great nikudy. really enjoying the subtlety of this entry. the soft shades and limited palette of the texturing (reminds me of MGS), the sleek lines of her fitted garment design and the determined, uncompromising expression...
...which is why, I suppose, I think the tattoo on the back of her hand is a bit much. i'd just stick with the decal on her back. but that's just me. this entry is really shaping up well.
keep it coming fella.
03 March 2007, 10:56 AM
mashru: i use maya 8 so there are no problems displaying mirrored geometry. you might be right about the arm. i'll try something else if i have enough time. right now i have to finish the textures and make the stand and the weapon. i'm happy with the face though. i think it's ok for her personality. it might look diferent when i'll make the specular map.
Gavin_G: thanks !
obelisk: thanks ! i'll try different versions with the tatoos. i also think i'll saturate the skin. my initial thought was that because of the 3000 years cryogenic "sleep" the skin lost its pigment. but it's not looking right.
03 March 2007, 11:22 AM
awesome modeling, texturing coming along, its going to be the most realistic in the whole comp so hurry up and finish her.
03 March 2007, 10:31 PM
i modeled the highpoly version of the weapon, but i'm not satisfied yet. it looks tip heavy. the lowpoly version and uvs are 75% done.
any sugestion is most wellcome
03 March 2007, 03:59 AM
How is the weapon is used? I'm look more toward the base or handle of the spear the tip which is should be getting more attention since it is the deadly end.
I think this is because there is a lot more detail at the base than the tip. I suggest putting "beefing up" and putting some more detail on the tip end.
03 March 2007, 06:59 AM
Nice character! Very nice! You managed to capture the atheletic build of a woman nicely (and beautiful woman's curves alone is hard).
Now the weapon however......might clash with your character. Perhaps a gun or crossbow would be more suitable (or make a spearbow!). The spear's shafts currently seems bend, which might made it look weak ( a bend shaft on a spear is quite bad). Maybe you could do a spear as it would, ala simplify, but put in futuristic design?
Great work, very inspiring. :thumbsup:
03 March 2007, 09:09 AM
the weapon is meant to be used both for close and long range combat. the sharp blades are for close combat, while the ice cristal is meant to be thrown as a projectile at the enemy. about the bending, at close combat it is used in a manner similar to the asian martial arts, not for thrusting.
i hope to have enough time to tweak it more ...
03 March 2007, 02:42 AM
i finished the modeling for the weapon and the normal map.
now it has some ballance.
03 March 2007, 09:00 AM
The weapon looks good, but I'm still admiring your work with hi-poly and low-poly blending. You use normal mapping in a great way. I hope you'll have time (at the end of this challenge) to share your technique.
03 March 2007, 12:14 PM
The Ripley resemblance doesn't bother me. She doesn't really look like Sigourney Weaver, it's just the combination of those clothes and the high forehead. More like a mercenary from Alien 4 (http://vatzhol.club.fr/img/alien068.jpg). The outfit is very well-designed, the colors, the combination of materials, really top-notch. I hate to say this, two days before the deadline, but I agree about the weapon. I think a battered high-tech firearm, perhaps with a bayonet or axe blade in the stock, would fit better with her style.
03 March 2007, 03:53 AM
it's too bad the weapon doesn't work with the rest of the design because it's too late to make another one :sad:. she was suposed to have an aditional dagger like weapon, but time ... if you look at the beginning of the thread you can see the concepts.
right now i am doing everithing i can to finish in time. i still have to make a base and pose the character.
here is the latest version of the textures. i've also added alpha planes to better integrate the hair. the character is exactly 6000 triangles :).
a screenshot without illumination:
03 March 2007, 07:33 PM
and love the way the hair turned out
only thing i donīt like is your in the wrong team ;)
keep going!! :)
03 March 2007, 03:16 AM
Love it, great job! She looks very believeable
03 March 2007, 06:11 AM
it's finally over. here are the final images submited:
best of luck to everyone and see you next year :).
03 March 2007, 07:04 AM
Dang man. That looks really good. I like your presentation a lot.
03 March 2007, 07:24 AM
She is looking great ... wonderful normalmapping progress
and great final pose and final presentation. Shes a killer :thumbsup:
03 March 2007, 01:17 PM
thanks guys ! hardly waiting the anouncement now :).
03 March 2007, 02:13 PM
03 March 2007, 02:41 PM
Great stuff man - love the realism. Her expression is fantastic. Nice, subtle work on the texturing too.
03 March 2007, 03:18 PM
looks great :) the fashion was really cool from the start and it looks really good finished!
only hope the stand doesn't steal all the subtle ancient-feel of the character as the stand itself doesn't feel so ancient :) but then.. the war isn't set in their ancient age anyway! :P
good luck in the war!
03 March 2007, 08:33 PM
dpizzle : thank you !
Crinity: i'm glad i succeeded in making her look realistic. that was my aim.
erik_j: when i made the stand i thought of integrating her in the current environment, not to suggest her nature. now that you pointed that out i hope it won't affect the character.
i hope to return to this character soon to polish her. there are many things i would like to do differently, but didn't had enough time for the competition. i'll also try to make some renders with better light setups.
03 March 2007, 10:02 PM
I love how this turned out. I think this is my favorite entry thus far, although so many of them have just blown me away. :buttrock:
Great work, and I look forward to seeing more work on this character (after you relax a bit!) ;)
03 March 2007, 01:25 AM
I really like your entry.
Good luck to you :scream:
03 March 2007, 01:31 PM
Really great job, the final is very natural and aggressive. I particularly like her hands and face.
Good work! (look for the email from me)
03 March 2007, 01:40 AM
Looks fantastic. Great job finishing the model. The realism is really impressive. Her face and expression top it all off.
Really nice entry!
03 March 2007, 06:51 AM
your final pieces are really impressive! poses are perfect and it's really hard to say that this is a low-poly model! Really amazing entry!
03 March 2007, 09:43 PM
blacker: thanks. i plan on working the last details i had in mind, but right now i'm a bit tired and on top of that i have some hardware problems with my pc :sad:. at least it didn't happen during the competition.
Poopinmymouth: thank you. the hands and face are my favorites too :). From the beginning i thought of expressing the danger through the atitude, not the weapons. I sent you a reply to that mail.
Kerepres, mattcoombe, medunecer : thanks.
04 April 2007, 01:11 PM
This is really cool stuff. Very clean and consistent texturing. Great job!
04 April 2007, 01:11 PM
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