View Full Version : Dominance War II: ColdKodiak

02 February 2007, 08:39 AM
Final WORK:

Turn Around -
Winning Pose: (

02 February 2007, 11:47 PM
Just Showing I am working on something.

Still getting the concept down.

02 February 2007, 12:19 AM
looks cool!

02 February 2007, 12:21 AM
ditto, tasty bit of sketchery ; )

keep up the good work!

02 February 2007, 06:00 AM
Great sketches, the floppy dog ears are a lot of fun.

02 February 2007, 10:58 AM

This design reminds me of micky mousehats ( I'll have to call 'black wraith' my mouseketeer, the violent alternative.

I'm happy someone noted the dogs ears of this, I think they solidify this design, in a fun way.
I've also tried to think of this in triangles. I'm a proponent of simplifiction, and unifying elements of visual design by being simple.
I find people try to over-detail their designs, especially since Z-brush became available. How many zbrush models of some sort of ogre that is excessively detailed have I seen at school? Too many to count.

Also check the attachment for the face plate version of this picture. *(at the bottom of page)
I'm going to be normal mapping this character, and I want to maintain a face, so she'll either be carrying around the faceplate or, have it mechanically attached to that harness around her head. Figure it out later.

Some people are writing stories for their characters, so I'll brief mine., skip if you don't care.

Name: Erin Itou (or the black wraith)

Background: A reality hopping woman facinated with interfering in people's lives, so as to make an act out of life. Erin has been hopping between the Televerse, the liminal, multi dimensional world that encompases just about all forms creation.
She has for some time had the ability to enter any world as long as it has a portal from another.
Her first exodus was as a child, when she found that the T.V. screen was not a wall for her, but a gateway where she could play with her favorite muppet creatures in the imaginary worlds they come from.
She narrowly escaped being trapped forever on seseme street, when her parents changed the channel, voiding her portal back to home reality. She got back when her younger sister turned on seseme street some days later.

As a teenager, clinically depressed by her parent's conflicts she entered the televerse and never really returned home. She has transversed about every telereality and come back to home reality only rarely.
She stole her suit from a sci fi show in another sci fi show's universe, and has spent excessive hours training in martial combat skills, so as not to be left in a compromising position in any televerse.
Aware that people from other realities might be watching her, she tends towards the dramatic, and usually intereferes with the lives of 'main characters'.
Her alias is something that she has accepted as her identity. Finding 'Erin Itou' inaccurate for her lifestyle, she came to 'Black Wraith' from people remarking that she tends to disappear all the time, "like a wraith". She considers herseld the "Black Wraith", whenever she wears her black suit, otherwise she's just, "a wraith".
Her latest obsession has been portals generated from the internet for their interconnectedness and access to all sorts of worlds.
Her latest stop will be Domination War 2.

I'll try not to piss her off.
She'd be considered a hand to hand combat specialist.

The next step will be z brush and maya modeling. I have a lot of school work to do, which includes a somewhat complicated level for doom 3, so my updated will probably be slower than others, but I still hope to please.

02 February 2007, 11:35 AM
God dang! Wish I could draw like you, shame on me. But anyway, great expression you have there, the most striking of the whole art piece. I wouldn't recommend covering it though realistically she should. But anyway, I am keeping my eyes on your entry. Gogo!

02 February 2007, 09:50 PM
Stunning concept sketch quality. I bet she knows the pazerkunst, hihi :)

02 February 2007, 11:36 PM
Looks very stealthy. Cool backstory too.

02 February 2007, 11:47 PM
I love the sketch and the level of stealth... I think it needs some ancientness now.... very strong entry.... great work.

02 February 2007, 06:11 PM
Really beutiful concept painting! :deal: I can't wait to see how does it look in 3d :thumbsup:

02 February 2007, 06:31 PM
Beautiful and very dynamic concept .. i can feel her assassin speed while looking
on you concept. :thumbsup:

02 February 2007, 04:30 AM
Very cool concept, well painted!

However, nothing about her seems ancient. She looks like she belongs on the CGchat team rather than CGsociety.

02 February 2007, 10:11 AM
First chance to crawl back to this after a very busy school week.

Very cool concept, well painted!

However, nothing about her seems ancient. She looks like she belongs on the CGchat team rather than CGsociety.

Yeah, I should have looked at the specs more carefully before proceeding. I'll have to rewrite her backstory a little- but I've decided to revise the design a bit, adding like a lot of the concepts here, engravings to the armor, and some design elements like making the armor less sleek, more hard edged, and instead of being all black, add some red and browns for wear and tear.

Last I'll make sure the weapons have a history to them, and of course there's always making the eye glow red or something.

just starting the head for now in Maya. Zbrush after this.
The black head dress is not going to be used any further, just to see how it looks blocked out.
Decided to expand the head's width after this.

02 February 2007, 12:51 PM
I really dig this very sinister. I was reading the bio and she kind of reminds me of a twisted Locke type of character. Looking forward to seeing this progress.

02 February 2007, 01:21 PM
I think she's fantastic. good luck with the competition!

02 February 2007, 02:55 PM
Small update.

I wanted to achieve some likeness in the smoothing version of the lowpoly head before I entered zbrush, so I proxied it in maya and went at it.
This is probably common practice, but I think it is usefull when you're not sure if your lowpoly head actually looks like your concept. It's good to enter photoshop with a screen cap and paint your head like you would if you were texturing*. Looking for things you could make better, or overall if simply your head looks like your character.
In this case I was worried the head might read as being too manly, but it doesn't seem to be too much a problem if I smooth out some areas...

Always useful photoshop is!

*(however dodge and burn are the primary tools you should work with here- anything that modifies the existing pixels, rather than replaces. You don't want to change what surface detail is there, in the vain hope to believe your model is really shaped like something it isn't. Dodge and burn don't replace pixels, thus can be trusted to treat the surface in the picture as you would if you textured it).

02 February 2007, 05:01 PM
good work at good pace too.keep it up. would be following ur thread .:thumbsup:

02 February 2007, 05:18 PM
Really good concept, and loved the progress. Congrats

02 February 2007, 05:19 PM
Inspirational painting!
very cool stuff

02 February 2007, 07:19 PM
I like watching your progress.

The concept work is wonderful!

I want more MOOOOORE! :scream:

02 February 2007, 02:14 AM
Pretty cool, good pshop tips too....

02 February 2007, 03:44 AM
Not done with the head, still got to get into the pores and what not, but I threw in an old mouth I created for another hp model with a more updated head.
That mouth actually includes the tounge built in, and I have the low poly cage pre uv mapped and ready to just be integrated.

Good to have modular assets :)


head details close up

02 February 2007, 02:59 AM

checking if I like the body shapes. Figuring out how it needs to be assembled by breaking big shapes into smaller ones.
also can make quick additions if I feel the need to, and see how they look with the overall shape. From here I can make final pieces with some clarity into the sizes they have to be and how they fit into an overal shape.

Think I'm going to have to draw out how I want the visor to unfold and attach to the head.
also looking at how to make this more anciety, to some degree. Starting to look samurai-ish instead. Think I'll have to do something with her face at the end of the day. Also probably change the visor design :

02 February 2007, 11:00 AM

changing the design to suit the theme more. Going with a more native american (sort of) design.

Working on the head right now. Going to try different masks. Thinking about showing more skin here and there on the body. And putting guyver like sword arms things on.
Might not keep the ear/horn things, though right now I kind of like them.

I'll post better pics once I have more stuff done.

02 February 2007, 11:20 AM
Keep ear horns, Im not sure about the native american look, the model looks pretty tasty as is.

02 February 2007, 12:03 PM
Keep ear horns, Im not sure about the native american look, the model looks pretty tasty as is.


can't realy find a good angle in one shot to show what has been wokred on. Whatever, nothing amazing enough for beauty shots.

also took a screen of the head and check out how it would work painted. Thinking about some tribalish designs on the face. Little early to be getting in depth with that though, but good to see where it could go.

02 February 2007, 10:12 PM
skeeellzzz :thumbsup:


02 February 2007, 06:09 PM
As for the body armor I feel it is a little 2 balanced and symetrical. Your probably working on this as I type, but anyway maybe you can sketch out some quick B&W thumbs to find some armor variety. For example maybe some dents and scratches on the left calf and right shoulder.
Also the head and head gear are looking hot!

02 February 2007, 12:30 PM

no, she will not be be without pants.

Mostly got lower body stuff to do. and some stuff on the back. probably 80% done with the modeling at this point.
Will do high frequency details in zbrush after I bake things.. Shouldn't be much longer. With only 2+1/2 weeks to go :P

02 February 2007, 01:00 PM
Its coming together mate, nice one.

02 February 2007, 06:37 PM
The tribalish look gave the character a great feel, especially the red part under her eyes. Great work looking forward to see the finish texture work.

03 March 2007, 02:32 PM
second Kajfa (btw: hallċ :-D) but I think the techsmechs is becoming a bit too much and most of it doesn't add to the coolness.. I liked the concept alot more.. the concept is awesome anyway!

03 March 2007, 04:28 PM
oh man.. :scream: It looks so cyberpunk and i love it.. :thumbsup: great work, man.. :buttrock:

face is amazing but her lips looks like amidala's from star wars:ep1..

I think that asociation is too strong.. :sad:

03 March 2007, 05:19 AM
Airflow> coo.

Kajfa> Yeah, I'm hoping to get to textures by next week.

erik_j> I feel it is getting bulky too. I've been refitting her and tweaking some things, but overall I think I'm not going to be able to nail my original concept, mainly because I've been overly concerned with this whole 'ancient' thing while modeling. Next update will hopefully be better.
More femininity...

Paul-M> cyberpunk forever >D

Yeah the lip thing might be over the top. When I get to texturing I'll probably find something better anyways :P

03 March 2007, 07:19 PM
I really love your concept, lets see that Knife in 3d

03 March 2007, 11:40 AM
normal map baked.
5915 for the body.

Gonna add more detail to it now, then start painting the texture.

Couldn't bake occulsion though, not enough memory.
too bad we couldn't use bigger textures for this contest.
note the floating mouth
butt crack action.

one more shot before I get some sleep.
Starting texture. Really wishing we have more texture space to work with :(
Think I'll make a higher res version later for portfolio purposes.

03 March 2007, 07:39 PM
Looking great though her legs look quite odd from the back.

Im a bit of a newb with maya so could you explain how you display your normal maps in-viewport? Thanks :)

03 March 2007, 01:16 AM
Looking great though her legs look quite odd from the back.

Im a bit of a newb with maya so could you explain how you display your normal maps in-viewport? Thanks :)

yeah, The texture should make the legs make more sense.

You can display normal maps in the view port in maya by turning on high quality rendering.

Add the normal map to your material's bump node, and set it to tangent space normal. When you turn on high quality rendering it should display when you turn on textures.

03 March 2007, 06:14 AM
probably won't post another update till I have a lot more done.
red and black motif. Looks cool imo. The whole thing is sorta looking StarSiege:Tribes-ish now. /me shrugs.

03 March 2007, 01:49 PM
the black wraith is now red christmas decoration wraith. Gonna tone it down, yeah. But, about 79% finished with texturing. Then I'll have to make a fairly substancial rig... yey for 1 week left. :*|

03 March 2007, 03:40 AM
so... black or red? I harkoned back to the original concept for the hell of it, simply because I felt a little odd turning in something called the black wraith that would be mostly red...
Personally I'm feeling black comes together a little stronger, while red is a bit more visually eye catching. There doesn't appear to be a happy medium either... it's black, or its red. :|

03 March 2007, 07:25 AM
I vote for black, even though you might want to add a bit more colourisation to something as it looks very desaturated with the skin tone and all.
btw, what's with the thumb? is it supposed to be that short? can't see well with the armour but the fingers look a bit short and stout too.

03 March 2007, 07:29 AM
I too vote for black and i agree that it needs more color. Just adding small red parts would really spice things up.
While i love the upper-half of the character, the bottom half leaves a lot to be desired. Detail and form are noticiably absent to me.

03 March 2007, 08:33 AM
those textures are awesome, i love the ass coming out of the pants, sexy stuff.

03 March 2007, 07:53 PM
yes I was going to say that too, the lower body looks a bit too much like lego in their choice of shape in my eyes to really look supercool warwinning übersoldier sort of..

03 March 2007, 08:39 PM
Trying to address the feet. Just changing the shape of some verts, and adding decals (little normal additions, paint, more particular shinyness). Not perfect yet, but I do try make changes as suggested :)

03 March 2007, 08:57 PM
Your gonna need to shave some polys somwhere to add to the legs, they are waaay under defined... Great work overall...

03 March 2007, 11:18 PM
Your gonna need to shave some polys somwhere to add to the legs, they are waaay under defined... Great work overall...
roger that. Will do. I have some saved up geometry to work with, and that's where I'll spend it ;)

03 March 2007, 03:50 AM
i was kind of lurking, watching yours a lot in the beginning because i really liked the concept art. the cyberpunk style is definitely a huge draw too! lol
i gotta tell you though, this is the first of the model i've since i saw you posting the first shots of the head. i was kind of expecting something a little more lithe & stealthier. the limbs on the model are seeming pretty big & clunky, while the concept seemed very quick & agile. the arms are pretty ok but the legs seem overly clunky & a bit too ill-defined. that & they seem kind of ski boot-like, unable to bend with her movements, which might also hinder her a bit.
then again too, it might be the angles. any way we can get like a straight-on look? keep on working though. i do like her a lot! i dig the shoulder gear & the face a lot!
and thanks a lot for your help too!


03 March 2007, 01:54 AM
girly pose with magic fingers action... and the floating mask, in highquality and perspective.

half way with the rig. Rigging was really kicking my ass yesterday, I kept screwing up and breaking the damn thing without saving iterations. I give up, get up today, and go at it, and I'm just totally more capable than I was yesterday. Sleep and rest will do you wonders. Still have the face and hands to do for the most part. I've really tweaked out the legs hopefully they look at least alright now. At the end of the day, I probably should have just done more modeling there in the highpoly. The sword and base are really the last parts of the model I have to get done after this. After that it's all just tweaking like a crack head and getting a couple nice renders untill the end.

ill_logic> ... yeah, she imo is a little bulky, and did get away from my initial concept. I totally agree, and I blame myself for being too thickheaded to draw up some more concepts from there on. I guess I just got into the process a little quickly. Truth was I had an idea in my head what this characters was about, then got drawn into another idea when I started modeling, that I sort of lost my direction. I still feel that the essence of the character is here, just not the spirit.

03 March 2007, 11:59 AM
Gotta thin her down, you cant be an assasin with that bulk, she needs to be sleek. Right now she looks more like a frontline trench brawler, or heavy arms unit...

03 March 2007, 12:08 PM
I must vote for more slimness too I think :>
anyway those cylindric things on her shoulders, do the "earflaps" not collide with if she turns her head? and the flaps out the back of her head aswell?
This critique may sound like sabbotage given the completeness of the model but it really does look odd <:) and in any case those cylindric things might not fit in so well imho. they look a bit out of place estheticly aswell. maybe have them stick out from the back of the shoulders?

03 March 2007, 12:45 PM
Air: yeah, I ditched the assassin thing awhile ago. Her weapon is more of a giant two handed thing (wip)

Her pose will have a lot to do with how she throws that thing around.

erik>"I must vote for more slimness too I think :>"

Since you two think so, I'll oblige. She does have that sort of over the top UnrealTournament bigness right now.
Also her head rotation maxes out at about 22*, which then on she would have to move her head up or down at an angle to get any extra turn.. maybe her maximum field of vision being about 120*, where a normal person gets 200* or so.
Not great, but I'm personally going for asthetic here. I mean, people don't cry about the StarCraft marine uniforms, and you couldn't possibly get a real person in those suits anyways, let alone look beyond the sides of those silly side visors.

Tube things are asthetic too. Not just writing off your comment here, I get what you're saying, but at this point, even if I wanted to move them, they won't really fit anywhere else without some major changes to the normal maps. I'd also be worried that I'd break the rig by moving them. Maya is a fickle beast.

Finally, I've been doing test for finding a suitable rendering method. I wasn't aware that Maya 8.5 had a working mentalray that will render normal map correctly (bout time).
This is a tiny render, but I like where the results are going.
Settings : Production Mental Ray
3x3 scanline sampleing
Raytracing (for shadows, although I just painted these, since I don't have a base to cast shadows on yet)
final gather 400 accuracy
-For anyone else who wants to go this way for a rendering method.

03 March 2007, 01:01 PM
ah well then that makes sense :)
one thing that caught my eye. nitpicky thing though..
about the reds on the armour, is that blood?
I think it looks maybe too shiny.. like a varnish.. maybe it'd look better if it didn't have the shininess that the darks have. and it feels like the shiny reds clash a bit with the red lights. maybe the worn bare metal should be more desaturated like metal as blood wouldn't stick on it anyway? metallic and emissive light in the same color usually clash a bit :/

03 March 2007, 01:08 PM
actually the specular is simply painted red in some areas. A byproduct of the original red armor stuff. I kept it, 'cause it looks kind of neato in some areas. I'll have to render out a movie turnaround so you guys can see it in action. Kind of a luminescent brass effect. I kept it mainly because it breaks up the monotony of the black.

03 March 2007, 02:21 PM
yeah, I get ya, any chance of getting a render from lower down, so se see he from a standard level...

03 March 2007, 04:45 PM
yeah, I get ya, any chance of getting a render from lower down, so se see he from a standard level...

Just turn everything in at once.

Kind of had to rush, because finals were demanding :P Why I haven't really been able to keep up updates. Also internet sort of kicked out at my apartment yesterday. Have to turn in everything at a school computer.
made a turn around movie though -
winning pose: (

That's it, I'm out, on break, and kicking it back. Good luck to all in contest. May cgsociety not be pummeled by polycount completely as everyone says it will :| .
and thanks for the help everyone, been a learning experiance for me, and the input really was usefull.

03 March 2007, 04:51 PM
a much satisfactory result :) good luck!

03 March 2007, 10:38 AM
I love your work.. :thumbsup:

Only one minus.. :scream:
the background is too dark and that makes some details hard to see.. :shrug:

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