View Full Version : Dominance War II: BluPanda
02 February 2007, 02:11 AM
I realize this is my first post on these forums, im a long time lurker first time poster. I hope that the community will be willing to take my best effort in the name of CGTalk. Without further ado. some concept art.
I'm going for an archer/sniper character that is basically half tree half human with living wooden armor. It is still a design in flux so expect updates.
02 February 2007, 04:27 AM
Here is a couple more shots of my character also some bow ideas.
You'll notice in this first one i redid the abdomine and pelvis area. instead of showing the wood under the armor ive decided to put a black vest underneith, i feel that it offsets the brown of the armor so it will stand out more. The vest will be similar to a bulletproof vest of modern days, with thick inserts sticking out of the cloth. its sort of noticable in the abdomine area.
Now a side shot,
the thing on his back is an oxygen tank, it has a tube going to his mask but it goes across his left side as apose to the right side you'll see here.
now some subtle modifications to a standard compound bow design. Also playing with different scopes.
any thoughts on anything i've shown would be great! ^_^
02 February 2007, 01:28 PM
I like the dark vest better. More contrast. Add more leaves(camo) on him to help hide him. Expand on what his head looks like with the leaves. keep it up.
02 February 2007, 05:40 PM
02 February 2007, 05:06 AM
Another update, The arms and legs are UV'ed and the torso is well on its way. I very much like how the hair has come out so far. im at 5993 tri's at the moment, that is going to fluctuate a bit as i add and remove some to make room for alpha branches in the hair. Ill do that in the texturing stage tho.
02 February 2007, 05:50 PM
Looking great, i like the concept. Dont be discouraged with no one posting in your topic, it seems only the big shots are getting the attention in this competition. Keep up the good work, and cant wait to see how you texture this.
02 February 2007, 06:12 PM
it's a very interesting idea you've got here, i think you could do more to bring out the "treeness" in the model though, so far he really just comes across as a regular guy with a funny looking forearm... watch the Two Towers again and look closely at the joints and features of the Ents, maybe you can get some good ideas there? at the very least the armour around his legs could be more like a series of roots as opposed to the little round shells he seem to have. good work so far, just work on pushing the concept:thumbsup:
oh, and the big shots get all the attention everywhere, not just in this comp, just focus on making your model the best you can and the comunity will come around:thumbsup:
02 February 2007, 11:48 PM
haha, i wont be giving up anytime soon, i will most certainly be finishing this project. I am getting pretty stoked about it, and soon its time for the mudbox! fun times!
I have been considering Redoing the theighs to be more like wrapped up roots sort of like the forearms, with a few twigs sticking out of it. That unfortunatly may be religated to a "if-i-have-time" type of deal. After i start sculpting the head and whatnot ill get a better sense of just where i am on the timeline.
Thanks for the compliments tho, it bolsters my enthusiasm even more.
03 March 2007, 07:44 AM
Low polly arm=
The occlusion map is somewhat hacked together, as it was made on a different set of uv's then my low poly model, that will be fixed. Anyway the arm was sort of a test for workflow for the rest of the body. For some reason i cannot seem to get reasonable Normal maps out of Mudbox, well i couldnt for this arm anyway, it was actually made in 3d max. Hopefully the rest of the model will go smoother then this peice did. Mudbox kept crashing on me... over and over and over.. each time id have to re-export my model as an obj and work on it in a fresh document in order to make any progress... it was quite depressing and i hope just a fluke... we'll see tho. for now ZZZZZZZZZZZZZZzzzz
03 March 2007, 05:10 AM
First pass textures fron the dx viewport with normal maps on. The only major changes i have in mind right now are his mask will be metal instead of black cloth, I will be adding a small amount of moss to the wood texture throughout, and lastly of course alpha branches and leaves in the hair and elbows. That coupled with a good healthy dose of dodge/burn adjustments to better convay form. O and the spec hasnt been touched as you can probably tell. Anyway, it is what it is.
03 March 2007, 11:27 PM
added bump, spec, emmisive, branches in the hair.
and some work done on the color maps
03 March 2007, 02:44 AM
more branches at the end of the hair. Looking good.
03 March 2007, 05:28 AM
Got a week left now... :rolleyes: :shrug: Sooo i got time to polish stuff up. and work on the base and lighting for the beauty shot. Any suggestions on texture or whatnot would be nice.
Warning, image is pretty big.
03 March 2007, 01:52 PM
I like your concept of treeman; it seems pretty creative and interesting to me!
The modeling of the body came out great except the oxygen barrel(?) on the back, I wish that the oxygen barrel could be more organic, not too symmetrical or you can make it a little bit old and washed out.
well, one more thing is that I wanna see more variation for the branches(size, color, thickness) and leaves bushes at the end of the hair to look more tree. Since I like ur concept, I want u to focus on making more like treeman!!!
03 March 2007, 01:55 PM
03 March 2007, 02:00 PM
03 March 2007, 12:43 PM
Final image update,
03 March 2007, 01:01 PM
Very good. How many polys?:)
03 March 2007, 01:53 PM
5997 for the character and 997 for the bow.
03 March 2007, 01:53 PM
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