View Full Version : Dominance War II: Ximage

02 February 2007, 08:52 PM
hey guys and gals, just thought I'd get my spot!! :thumbsup:

This will be my first real try at some game art character work, so you might have to help out a little!

Anyways il be coming up with some concepts over the next couple of days, need to make the time to do it first tho. and im sure there will be alot of question being thrown into this thread (from me) haha. needing help with UV layout and what not.

some good stuff in here so far, can't wait to get stuck in. :D

let the killing begin guys!!




02 February 2007, 09:03 PM
best of luck to you! i'm in the same boat as you with the game-res noobery ; )

look forward to seeing your concepts!

02 February 2007, 09:06 PM
Good luck:)

game-res noobery ; )
6000 polygons is hardly gamerez noobery:p sometimes i wonder where to put them

02 February 2007, 10:36 PM
hey bonzepeet and hakanpersson cheers for dropping in.

bonzepeet - have to help each other out then by the looks of it. loving your concept by the way. nice feel to it.

hakanpersson - well then you can help me place my polys to then :D

some sort of concept coming soon. :)


02 February 2007, 08:31 PM
hey troops!!

ok here are two quick sketches. Just getting use to using my new wacom really (rocks by the way), need to get my technique down :thumbsup: . tell me what you guys think, il give you some back story that I had in my mind soon. Will do some more concepts to.

Suggestions welcome of course :scream:

concept 1

concept 2

02 February 2007, 08:34 PM
I prefer the first one, but would make it so it dont really need weapons because of how dangerous the organism already is.

02 February 2007, 08:44 PM
I'm liking concept 1, mostly because of its non-human (and therefore slightly more unique) approach. The sketch looks a little bit cartoony - possibly due to getting used to your Wacom (they do rock, don't they? ;)), but once it's in 3D, I can see it taking on a menacing air. Also, I agree with the sentiment that the creature seems menacing enough without a weapon.

Concept two isn't bad, just a little more conventional... and modeling the spectral entity as well as the conjurer may push your poly count a bit.

Good ideas so far... keep 'em coming, or nail one down and start focusing in on it. :thumbsup:

02 February 2007, 11:21 PM
Airflow - cheers dude. yeh concept 1 was the initial idea that popped into my head. the short back story is below. its says about the weapon in the text.

Imagus - thanks aswell dude. yeh all along I have thought that an ancient race would take on a non-human from. so im gonna be defo sticking to my guns and designing some acient creatures. yeh the sketches have took some kind of cartoony form, but like i said they were like 5 min jobs to rough out some ideas. more detailed stuff to come soon. hopefully!!!
some more info on the second concept will come soon :) .

Concept 1

World eaters

From the birth of the universe these creatures have lived in the depths of black holes, culling civilizations by merely surviving. They roam slowly consuming planets, suns, galaxies to feed there immense energy needs, but now they are threatened. With 11 planets burning and 1 destroyed this ancient race has to fight to stop this war!

About the weapon!!

Itís not really a weapon as more of a torch. Having so much energy running through there massive bodies they are able to channel it. Itís basically an energy staff that helps contain a sun, which helps them light there way through the black endlessness that is space.

02 February 2007, 12:16 AM
another quick design for concept 1.
Im trying to go for something that can swim through space, and as this creature is so big (bigger than planets), there is no way it will have armour of any sorts, maybe its skin can be the armour. any advice, comments would be very welcome : )

tell me what you guys think. :scream:

02 February 2007, 12:34 AM
hakanpersson - hehe, now i check back hardly any of my 100% organic hi-poly stuff goes over 6k for the base mesh! more fool me...

ximage - cheers! love your concept too, going to be interesting to see how you indicate the huge scale of the beast (maybe have to throw a planet or something as part of the 'removable accesories' tri count)

nice form to the last one, be good if it had a more 'disturbing' mouth. it's pretty sarlacc at the mo, but maybe something along the lines of the mouth on that tentacley thing in LOTR might be more dynamic?

keep up the good work though, looks promising!

02 February 2007, 09:03 PM
ok guys, i was pretty please with my first concept and second, but I seen all these cool designs in here of soldiers with cool armour and thought "man i gotta get some of that action!"
decided that concept one did not have enough soldier/shadow about him but it may still be on the cards.

bonzepeet - cheers matey glad you like it. il drop by your thread in a mo to check out how its going. thanks for the crit by the way. il look in to it. when I decide what concept to go with. hope you like the third concept?

Concept 3

- Comet Riders -

These guardians of the universe have drifted through space from the dawn of the first sun, a co-existing race between an ancient alien civilisation and a complex living mineral/rock compound. Using there immense physic abilities this ancient race manipulated and sculpted this exceptionally hard yet light weight living material into a form of armour. In return for helping protect their ancient race the compound is free to leech whatever energy it may need to survive.

One guardian has been known to take on entire armies with his crushing asteroid showers and unstoppable strengths in brute power and physic attacks. Here the line is drawn, THE WAR ENDS!

- Additional info -

There mean of travel are comets, they will their lump of rock to which ever destination they might choose with there physic abilities.

here are some very quick sketches, silhouette style!! :scream:


02 February 2007, 12:27 PM
another update on the third concept. Which do you guys prefer out of the concepts i have done. I am swaying to the comet riders to be honest as its more of a warrior!:thumbsup:

what you guys think?#


02 February 2007, 10:34 PM
That last concept looks fantastic! Though what's going on with his legs? Is he standing at full height?

02 February 2007, 10:23 AM
hey captainchet, yeh i think hes is standing full height, why does he look short? maybe it looks wierd because he has that block of rock armour on the bottom of his legs. il try and get another angle on the go for his legs, and see what it looks like. do you prefer the comet riders to the rest then, cheers for popping in by the way.

any more comments, need some feedback so I can start nailing one of these down! :thumbsup:

02 February 2007, 10:29 AM
Yea my favorite is the comet rider :)
yea i think it was the fact that the bottom of his feet are sort of rounded off because it's rock.
Cant wait to see what you come up with when you start modeling :thumbsup:

02 February 2007, 10:36 AM
yup, that's looking pretty cool to me! in some ways i think i might prefer him with more encompassing leg 'armour'... maybe it's the y-fronts look that's throwing me though :D j/k

look forward to more updates!

02 February 2007, 10:58 AM
right i think it looks like im going with the comet rider. i think he has an all round good feel to him. will still be working on the concept, need to work on what his face will look like beneath allthose physic flame thingies, and what his final weapon will be and the final look of his hands and armour. i have some ideas of changing some of the armour about, i will do some concepts tonight, and post em up.

captainchet - il do close up of the feet and hands soon to get there design down, hopefully should clear some things up.

bonzepeet - thanks for dropping by again dude, need to try and generate some more interest in this thread :bounce: .
(encompassing leg 'armour') so you mean all the way up his leg?? well i still have to play with the design a bit, the Y thing was just from the quick sketch, when i model it i want to try and get a more random feel to it, as it is rock after all. he he:scream:

little update

I decided as the armour is some sort of living rock that is leaching energy from the comet riders, then the energy would actually be flowing through it.

Tell me what you guys think!!


02 February 2007, 01:49 PM
:D ohh i also forgot to post my little test I did with some normal maps, generated out of mudbox. tell me what you guys thing. by the way this was a very quick test!!


1 - create the high res detailed model in mudbox.
2 - I then lowered the subD in mudbox, so it wasn't so dense but kept the general shape of bumps and so on. then imported it back in to xsi
3 - made a low res model trying to put triangle where they were needed.
4 - unwrapped low res
5 - imported low res into mudbox
6 - generated normals
7 - cleaned up in PS

tell me what you thing to this process, and if i should change it in anyways, as like i said i ahve not made any lowres game models before. :D

here you go

02 February 2007, 01:54 PM
I like the last concept, comet rider, looks real cool:thumbsup:

02 February 2007, 06:43 PM
the process is fine i think. only different thing i would probably do is not create the normal map in mudbox/zbrush. they usually are distorted too much. if you can bring in the high res mesh to xsi and bake the normal within xsi then it would give you better result i think.

ps. i dont use xsi so i am not sure if it does that baking. Max or Maya does a good baking job as far as i know.

btw, i like the last concept with the blue flames on his head.

02 February 2007, 07:41 PM
hey guys

madshooter - cheer matey, glad you like. defo sticking with this concept now.

mashru - i was gonna try that aswell to be honest, yeh XSI does have this function, and plus with the giga-polygon core it handles the meshes from zbrush/mudbox really well. il ahve a blast and post some screens to compare.
glad you like the concept dude.

updates soon!!

02 February 2007, 08:51 PM
ok im really chuffed with this now. mashru thanks a bunch for bringing it up. i think the normals looks a hell of alot better. tell me what you guys think?


02 February 2007, 11:43 PM
Looks much better in XSI, though it could just be the lighting? It sort of looks like the mudbox one is just plain too dark.
BTW is it difficult to normal map in xsi?

02 February 2007, 12:02 AM
na its not the lighting, its so much better from XSI, take a look at the pic you'll see which one is the cleaner one, hopefully. yeh its is easy to be honest, select the low poly model,make sure it has UV's, go to propety/ ultimapper, and you do it from there.

why? do you use XSI captainchet?


if you cant tell which one is the XSI one, its on the left :scream: he he


02 February 2007, 12:22 AM
Yea, i do use XSI but im pretty new to it. Sort of gotten the hang of the poly modeling tools though.

02 February 2007, 03:29 PM
It seems you have a couple similar ideas as

02 February 2007, 07:02 PM
captainchet - yay another XSI user. i love using XSI, the modeling tool set is ace, love everything about it.

BluPanda - cheers for dropping by. apart from the glowy bits not really much else matches. my glowy bits are his physic energy his is a spirit energy, plus its a machine. i need to take a look to be honest at the competition, see what they are all coming up with.

i might even start modeling tonight, blocking out some of the character. well i hope so anyways. :scream:


02 February 2007, 09:05 PM
that being said, glowy stuff and assymetric design are always A1 in my book =) keep up the good work, show us more of that bangin meteor rock armor, i like the texture that you've got. also lets see some more of that left arm of his.

If i were to crit something id say maybe experiment with something different on his back other then a cloak, or maybe different ways of incorperating the cloak into the design of the character. It seems a little tacked on in my eyes at the moment.

02 February 2007, 09:53 PM
Really likeing your thread at the mo I have been reading it, and there is alot of good stuf coming out, very impresive inital experimentation.

I like the char you have decided to go with defo the best!

cant wait to see your final design.

02 February 2007, 08:10 PM
BluPanda - cheers for the crit. yeh the cape does need to be held on in some way. im tyring to come up with some ideas. i was thinking some sort of attachedments in the rock, like a ring or summat, was gonna try and get some straps on the go too, dont know what they will look like though. You can see some developement in the next stage of the concept.done some things to his left arm too. woo

ped_o - cheers for the kind words dude. glad you like, keep checking back for updates.

sorry the post is so wide :D

small update!!


ok i started to model aswell. trying to get the look of the shape right, and his proportions. i ahd this idea of him having very stylise think wrists. il knock up some concepts tonight on that for front too along with the head design. as for the head thats on him at the moment, its just a place holder. its the XSI man head primitive. wont be used at all in the final mesh.

its un optimised as im trying to keep it quads as much as possible, and trying to get some mid range detail in to it too, as these meshes will be used for mudbox sculpts. I will then build the base mesh from these meshes around the high res. tell me what you think.


02 February 2007, 07:38 PM
no replys guys!! do you lot not like my modeling haha. only messin. would like some crits though, help me to improve on this puppy. what does everyone think to the proportions?

ok another little update. made a start on the torso armour in mudbox, pic below. not spent long on it so far.

also i started to do some concept heads for this guy, but instead of going for the old traditional technique of drawing i'v gone for the mudbox approach. these were 5 min doodles to get some shapes on the go. more to come tonight!!


Torso Armour

Head Concepts

02 February 2007, 08:45 PM
head 2 definatly......

02 February 2007, 10:25 PM
Looking good! Maybe make him a bit wider though? Just beef it up a tiny bit. Also i like head two as well. Are you still going to have fire coming out of his head?

02 February 2007, 01:24 AM
Hi Ximage,
I like where you are going with your model, the test armor looks like it is made of lava rock, I think that head 2 is the better of the 2, but as far as your design goes... I dont think that you need to have a cape on this character, seems impracticle for him to have one. Also the waist armor looks a bit like a diaper on your model, maybe it would be cool to see you bring the armor to mid thigh? keep it coming it is progressing well :O)

02 February 2007, 03:40 AM
hi there, nice work so far, great concept, abhout those heads, i really like the bottom shape of head 1 better, i think that if it had something interesting goin on at the top it would be far better than head two. for example your could somehow make those side protusions flow to the top of the head and maybe get some good result. Dunno, just off the top of nmy head.

02 February 2007, 02:07 PM
ok guys, was away in london til tuesday night, then iv had the worst week u can imagine, which im not going to go in to :sad:

when i finally get some more work done on this baby il will post some screens, still gonna be working on the head design. Not long left though, really need to get the high res finished, and begin on the lowres and the textures.

brokenpencil - yeh the crotch region doesnt look good at all, will work on that soon too. need summat on his legs for sure.

BeSStia - yeh that sounds like a cool idea i will play with that soon enough.

thanks for all your commments dudes. more to come soon. bye for now.

02 February 2007, 07:57 PM
ok guys a small update again, i'v been working on the body sculpt and some more on the torso armour and another head concept.

As for the head, im really liking where this one is going, was only a quick mudbox doodle and i like the shape and style of it. the idea behind it is that the race has evolved so much that they do not need eyes, they use there physic powers to see. Tell me what you guys and girls think?

The body is no where near finished, will work on it some more tonight and try and get the hand finished.




C and C's welcome as usual :scream:

02 February 2007, 11:13 PM
Looking pretty good but i have a few crits:
the fingers could be a bit longer, they just look rather stubby right now
triceps look really yucky. They look really square and dont seem to flow with the muscles
the forearms need more flow as well
Also, the elbows look sort of weird.
Oh and the ridges on the stomach look really sharp and unorganic

Looks pretty good though, keeping pushing on :thumbsup:

02 February 2007, 12:15 AM
hey chet

thanks for the crit, hopefully this clears some things up.

as for the fingers, I think they are the right length, i'l have a play, but I think its is the angle of the screenshot I took and the sheer thinkness of the wrist that I have gone for which makes them look shorter. il try and get another angle for ya.

about the tris ,yeh now you mention it they do look poo, after reading your crit I had a little play and they look better, i'l update soon enough.

the stomach is suppose to be like that, i'm trying to keep a sort of human shape/figure to the model but i dont want it to be completely human looking. and over all im trying to get a really defined look to him, as if he has no body fat on him at all, just all muscle .

:scream: ximage

03 March 2007, 07:22 PM
ok from the mudbox concept/doodle, iv started to make the base mesh for the head, im at 512 tris so far, but this does not matter as this is just the base mesh for sculpting and i will refine the base mesh for the final mesh.

hopefully should ahve it done in about an hour or so, as soon as i am i will post it b4 i start on the sculpt again. :scream:


P.S ignore the total ammount of tri's (919,000) its just all the high res meshes in the scene !! :thumbsup:

03 March 2007, 08:07 PM
as i promise when i finished the base mesh i would post, here it is. hope fully it should be good for sculpting. woo woo.
one side is the base mesh and the other is the clone of it.

tell us what you guys think.

03 March 2007, 12:14 PM
ok guys, a small update, sort of. done a little test with n'ormal mapping on the arms.tri count = 996 for one arm, still gotta be optimised completely, but at least i ahve unwrapped part of the mesh now. tell us what you think.
(sorry about the pink colour by the way, is just so the mesh look different to the hi res mesh.)

oh and i re did the triceps aswell captainchet!

03 March 2007, 01:19 PM
Another update, this time on the head sculpt. :thumbsup:

03 March 2007, 03:37 PM
w00 new triceps! Im liking the head sculpt but it needs more defined forms and less lumpiness.

03 March 2007, 09:20 PM
aye aye captain, tee hee. yeh trying to takE the blobbyness away, stepped it up a subD level, trying to get some more detail in to it. tested out some normal maps on the head too, and started on the base mesh for the torso armour, that update is for later though.

here is the update on the head sculpt.

03 March 2007, 10:20 PM
Looking better, i really like the scars. still a big blobby but i have a feeling that will go away soon :thumbsup:

03 March 2007, 08:45 PM
ok guys I got a bit over excited as this is my first full games res character I have made, and i decided i wanted to see how the layout of my texture was going to look like with the normal maps. not all of the character is modeled or unwrapped yet, I'l list below what I have left to do.

im pretty please with how some of the normal maps have turned out.

minor prolem
on some parts like the legs, arms and the leg armour, I have overlapping uv's so, the left and right leg share the same normal space. it was looking wierd on the side that I symatrised, so I inverted the polygons. is this correct thing to do?? if anyone could help i would appriciate. before I inverted the polys, it looked like the normal map was doing invert to what it should. (if that makes sense.)

ok list of thing to do.

1 - model extra pieces, scrolls, ancient tablets, veils hanging off the straps. and pouch.
2 - unwrapp everything that hasn't been, cod pieve, cloth ect.
3 - finish off high res models, basically everything!!
4 - bake all normal maps, and start other textures from there, diffuse and so on.
5 - conceptualise weapong, and make it.

my head is pretty scramble, so if anyone can think of anything i have left out, shout it up :thumbsup:


03 March 2007, 09:02 PM
minor prolem
on some parts like the legs, arms and the leg armour, I have overlapping uv's so, the left and right leg share the same normal space. it was looking wierd on the side that I symatrised, so I inverted the polygons. is this correct thing to do?? if anyone could help i would appriciate. before I inverted the polys, it looked like the normal map was doing invert to what it should. (if that makes sense.)

where is this screenshot from. as far as i know the latest game engines can recognize flipped normal and show them properly.
3dsmax 8 and up can show inverted normals properly i think. so can xnormal.

btw, what exactly do you mean when you say you inverted the polygons. if i understand correctly, then you made the vertex normals opposite which you shouldnt.

03 March 2007, 09:55 PM
hey mashru thanks for posting!

ok, the screen is just a render region in XSI, i ent got a clue how to do real time shaders or get it in to a real time engine, if you or anyone else has some tuts on how to do this, or some advice please shout that up too.

by inverting the polys, i selected them and then inverted then, so yes the normals would be inverted. but if i do not so this, then when i render it, things on the normal map that should be buldging out are indented.???

any advice.

ohh also and crits on the way it looks.


03 March 2007, 03:10 PM
Any updates?
Its a bit late, but I think the armour, though protective, looks heavy and cumbersome. Is there any way you can thin down the top plume of it.

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