View Full Version : Dominance War II: ChrRambow

02 February 2007, 05:27 PM
Latest update:


Just want to join the challenge.

i just got very light lowpolygon experience.
So for real ... don't hesitate to shout at me if i make a mistake. ;)

the background:

It's a very old ancient race ... seen as creators or gods of many
planets. Very few details exist about this race ... but one well known
fact is, that they got a great attidude and aiming for right and justice.
A strong codex is the reason why this race could exist for thousands of
years in the background. They are everywhere and nowhere.

A very old media ... also called "book" from an old race that once lived on
a planet nemed earth also called humans... described a similar group.
They called him "Templars" ... no one knew who they really are and what
they was aiming for.

A lot of experienced historians are claiming that they are the successors
of those "templars". But no one knows if this theory is right...

Let the battle against evil powers begin!

Here are the concepts:

02 February 2007, 12:09 AM
Just got a hour to prepare reference images for the backdrop and starting modeling.

238 Tris so far ... i can save about 15 to 20 when i cleanup the space between the upper
and lower lip.

ah dont worry about the phong shading breaks ... i set the angles so they break up at
49 degrees.

02 February 2007, 10:56 AM
Got a littlebit time again.

So the next step:

Just fixed some proportions in the face and blocked out the chainmail.
I also mapped a quick and dirty modified version of my reference image
to see what to add and become a better view on how the whole thing
is turning out.

I am not shure about normal mapping ...i just did some normalmaps with crazybump before.
But normal mapping for games seems to be another pair of shoes.

Maybe any experienced Lowpoly modeler can point me to the right direction ... what software i need to map a high-res mesh to the low-res one. Do i need to uv unwrap first and then model the high one? ... but will the uv map not be destroyed?

Lot's of questions i know :)

02 February 2007, 12:00 PM
Step 03 .... working on the armor and detailing our the concepts for it.

02 February 2007, 02:45 PM
detailing the concept.

Sentences on the shoulderplates and breast are just placeholders ... later they will be
hebrew psalms or quotes. My lovely girlfriend is working on some translations for
the name and sentences.

02 February 2007, 05:02 PM
a hand :rolleyes:... okay again whooo a hand! ...
Let's call him "Handy Andy" the brutal hand of Justice! :D

02 February 2007, 05:30 PM
all other armies will fall before the might of armored jesus!!

looks good man! and it looks like you're moving along pretty quickly. nicely done! shame you're not getting more feedback on it. my only opinion is it might be a little too low tech, but then again you're just getting started, so keep at it!


02 February 2007, 06:20 PM
Thanks a lot for the reply. :)

I am working on both together... one thing was the rought concept
to point me into the direction i want to go ... now i am working
out the details while modeling.

I agree with you on the lowtech side ... but i got some hightec stuff
in the backhand for the weapons... "Technical Magic" describes it best.

My goal is to mix traditional and future armor so they blend well together.
Some sort of modern knight...

Don't know why noone is responsing ... i think everybody got a diffrent taste when it comes to interprete the "Ancient" Theme .... some love rising monsters and
some snipers ...

or my concept sucks and my model is terrible ... only god knows that. :D

02 February 2007, 06:22 PM
Hands up! Baby Hands up! ... :scream:

02 February 2007, 12:05 AM
Definately got the armored jesus impression too haha. Looks good so far, what kinda weapons does Jesus use?

Jeff Dux
02 February 2007, 01:27 AM
or my concept sucks and my model is terrible ... only god knows that. :D

man i wouldnīt worry too much about the replies....this is definitely one of the better concepts iīve seen around here imo.
I really dig this medieval style. The chainmail hood looks cool and his face already has a very good expression. (though the jesus comparisson isnīt so far-fetched)
Keep up the good work! and good luck....iīd really like to see this one finished.

02 February 2007, 01:36 AM
dat face looks familiar..

yay we got Jesus on our side :)


02 February 2007, 09:20 AM
I don't know if I'm getting the modern knight feel... I can't even think of what a modern knight would look like... What would he do?

I think you have some cool stuff going on... it's just hard to critique the model with the concept you are going for...

02 February 2007, 10:32 AM
Man this is first time to see a workflow like yours, I like it I think its something interesting to do it simultaniusly cheer. :) The knight is looking nice you are right every1 has different understanding of whats "ancient" but that should not stop you to pursuit your idea. I was thinking are you oin to give him a big hevy mace, or sword shield gear ?
btw thinking of what Squibbit said about the face, when i look at it yea its somehow reminds me of jesus ;)

02 February 2007, 06:44 PM
No real update because my workstation got crashed after 10 minutes without
warning this morning :(

But now it seems that the failure was a hot nvidia card ... i can start and use it now
since 1 hour without crash and also without nvidia drivers.

... thats why the pc was shutting down without a message.... so my quick fix is for now, to lower the volt and gpu speed.... hope this will be the reason ...everything is better than to install a new mainboard.

... ok i am no Hardware geek ...


I never thought about "armored Jesus" ;)

@Jeff my comment about replies was meant to be sarcastic ... it's ok when someone comments and it'S also ok if noone comments.

About my Workflow ... i love it and need to see how something is turning out ...
to keep me interested. Just block out a rought concept and think about developing
the details later, while i am modeling.

OK now i will reboot and see if the machine is running with ogl support.

02 February 2007, 07:44 PM
just did a small model of the first weapon.

02 February 2007, 11:41 PM
Some progress ... from today.
I am at 3652 Tris for now.
I apprechiate any advice (for saving polygons or if i should model the whole
armor as part of the body), critique or comment.

PC is running now ... but if i insert a DVD or CD he is crashing
without a warning ... like someone pulled the plug ... Strange problem.

02 February 2007, 10:38 PM
Looks like great progress. I don't understand how so many people are so far along.

02 February 2007, 10:52 PM
Some of us spent lots of time with concepts, like you and me, others just did a rough and plowed straight into the modeling...

02 February 2007, 11:17 PM
Cool man. I think he could go with more polys under his breast plate where the blue is, and on the top of his head. His buttocks look to be a bit too low.

02 February 2007, 12:49 AM
Nice design, especially the head, the cowl, the finger-gloves. Looks like you could use more polys on the butt, shoulder blades, and shoulders. Nice work.

02 February 2007, 08:21 AM
@jbrophy: I just jumped into cold water because i like to finetune the concept while modeling. Now i am at the point ... that i should have worked the concept out a littlebit
more in the beginning, because i started to think about some areas and remodel them.

Thanks for the hint with the Polys ... i will add some extra polygons if i finished the lower
leg and foot. I don't like to model shoes and feet.

02 February 2007, 10:27 AM
The progress from yesterday night.

I was cleanup the hand so i could save serveral hundred polygons for later use
on other parts.

Then i modeled the boots and stitched together the armor with the body so its
seamless and all one part.. I do not know if i should do that? Any hint on it?

EDIT: polycount: 3762 tris

Next steps:

- workout and model the armor for the arm and hands.
- modeling some more details (Face, Armor)

02 February 2007, 09:20 PM
Some progress ... just modeled the Armor for the forearm and Hand.
Just the head and the Upper Shoulder Armor are seperate, all other
is stitched together as one piece. I hope that was no failure.
But it let me save a lot of tris that i can spend later for details on face
and armor.

3790 tris now :)

Textures are just procedual ones mappes on polyselctions ... just to see
how it comes out.

Thinking about on how to make him a littlebit more futuristic and less traditional.
Maybe the details in the texture will do it later.
I wish i had a tool like mudbox here ... :shrug: so the details has to be modeled as
SDS mesh ... i hope this will work. For now i have no idea about Normalmapping
is working. :D

Hope you like the progress so far.... even if i just make small steps everyday...

Ok enough ...blabla ... here are some pictures:

02 February 2007, 09:44 PM
Mebbey he should have a holy tablet strapped to his back, like the ten commandments,

02 February 2007, 10:09 PM

02 February 2007, 10:30 PM
Thanks a lot for this link! I did not knew there is a fill functional 15 Day trial out
i will wait with the install to 15 days before deadline... then test and learn it.

Thank you again :)

02 February 2007, 01:40 PM
Added some details and worked on the leg/boot armor over lunchbreak.

02 February 2007, 08:03 PM
Need to think about the concept to make him looking a littlebit more
aggressive and futuristic. :(

Weapon concept.

02 February 2007, 05:45 PM
Great job man! You're almost done :eek::thumbsup:

He somewhat reminds me of Asassin's Creed.
Perhaps you might want to take a look for some inspiration?

02 February 2007, 06:01 PM
Amazing speed Man, looks great:thumbsup: What is the polycount rigthnow.

02 February 2007, 11:10 AM
Thanks a lot for the kind words.

I do not got the time to work on it the last few days...
payed architecture work got the priorities.

But i was not lazy and unwrapped the UVWs right now and began working on the textures.

@Kerepres: There is still a lot to do ... Texture painting (uuuh i hate texturing),
to figure out how normalmaps will work and if i will use normalmaps ...
because sometimes they do not enhance the model like they should ...
and make it looking somehow ...uhm how to say that ... "ugly?" :D

Ah and thanks for the hint about Assassins Creed ... i've watched the Trailer
and indeed there are some beautiful ideas ... and the game seems to be
wonderful ... so i also put it onto my to buy list ;)

@madshooter: The Polycount is about 4466 tris now.
So i can spend some later to finetune and enhance the model.

03 March 2007, 03:15 PM
I did go a step back and working on some small changes on the model if time allows ...

Just a littlebit more detailed concept about the weapon.
I will call it "Chainsword" :twisted:

03 March 2007, 10:42 AM
Had some time :)

Progress from this morning.

I reworked the wrist/hand armor and finally decided to model a helmet.
One thing i am not shure about ... are the hoses for the air.

Also the model of the chainsword is finished ... texture is just a preliminary one
from the sketch.

Tris weapon: 465
Tris Char: 5262

03 March 2007, 03:59 PM
Fantastic work! I like your style!

03 March 2007, 10:25 PM
Thanks a lot :)

Spend the last time with my family, when i was not working on paid projects ... so the progress is a littlebit slow... but hopefully i can finish it. :eek:

Now he is fully rigged and i am working on the textures at the moment.
I decided to leave normalmaps now because the lack of time and experience.

03 March 2007, 03:22 AM
Woo careful there. It seems a fully armored guy is edging the rules, by Fred's definition. I went for a similar full armor guy, but quickly added in a face for this. Keep up the good work and polish the textures!

Kerepres ( Offline vbmenu_register("postmenu_368", true);
Junior Member
Join Date: Feb 2007
Posts: 4

Hello, I wanted to ask, if the human is heavily armored showing no flesh at all not even the face but has a human/alien figure, is this okay?

- FredH - ( Offline vbmenu_register("postmenu_372", true);
Community: (
Join Date: Nov 2006
Location: Montreal, Canada
Occupation: Game Artist
Posts: 125

Kerepres --> I am not sure why you would want to make a near rule breaking model? No, I don't think this would be a good idea. I would suggest for you to come up with a new concept that shows there is actually something living inside. There are unlimited possibilities...

03 March 2007, 08:02 AM
Thanks for the hint.:thumbsup:

I will show him without the helmet in the Winning pose ... one hand the sword and the other
the helmet.

The initial concept is the one without helmet ... i just thought i should add one to complete
the armor and show some action shots with helmet and without in diffrent poses.

I am glad we have a new deadline, because i am a littlebit slow when it comes to texturing. :)

03 March 2007, 12:13 PM
Good updates! (I think I'll give up normal mapping too...)

03 March 2007, 12:44 PM
Thanks ... Armor textures need a lot of details that will be time consuming... maybe i will use some normals made out of the texture with crazybump to enhance the details a littlebit.

Just some progress from the lunchbreak.

03 March 2007, 12:37 PM
An again this lunchbreak update ... i've realigned the whole UVWs again ... because i did not thought about asymmetrical details.

I've also worked on the facial texture ... i merged and overpaint serveral photos
(forehead area) and painted the beard to archive my desired result.
I am not 100% happy with the face and the area around the neck needs some work.

03 March 2007, 03:51 PM
Well, let me say that the face is fantastic! This push me to improve the face of my model!

03 March 2007, 07:24 PM
Thank you :) ... Yes faces are important to catch personality.
Most texturing time has gone into the face area for now.

Two shots from the actual progress.

03 March 2007, 08:03 PM
once again: fantastic texturing work!

03 March 2007, 08:19 PM
Hey, no fair, you not allowed to texture that good....
Brilliant work mate. Looks top notch even without a normal map..
Whats crazybump?

03 March 2007, 08:49 PM
Thank you guys ... the actual state just got a color texture channel and the
same texture in the luminance channel to avoid too dark parts and faking
GI and translucency.

I try to paint the secondary lighting (bright point speculars / ambient occlusion and translucency directly into the textures)

I got attention to crazybump in this thread:

It's like this nvidia normalmap generator plugin for photoshop ... just better imho :)
You can import your bumpmaps or textures and analyze it for 3d shapes and fine
details to convert it into a normalmap.

03 March 2007, 09:08 PM
Crazy bump is a normal map generator that takes in image data. Apparently really good especially when converting from photos, and much better than the nvidia normal plugin for ps.

Most of the information about it can be found on polycount:

03 March 2007, 06:55 AM
Wow love your rendered pieces (its rendered right?)! It's looking really good now. One thing is rather odd though, the tubes that connects from chest plate to neck, it seems to come out of nowhere and connec at no where. Maybe you can throw a a chainmail covering that piece, like its leading somewhere into the character's head for example.

03 March 2007, 07:15 AM
hey Christian,

Please, Could you tell me how many texture maps (and what kind) you are going to use?

03 March 2007, 07:43 AM
@Yung: Tank you ... yes it's rendered because Cinema4D do not got the ability to show
realtime shaders.

I agree with the Tubes and they should connect them with the helmet,
so they disappear when the helmet is off. I will paint the tube connection
on the armor.

@Marco: I've used just one 2048 x 2048 piece of Texture in the color channel and a slightly modified one in the luminance channel. Later i will use one Color, one colored diffuse,
one specular, bumpmap, and one environment/reflection map.

Hope it helps you a littlebit.

03 March 2007, 07:46 AM
Thanks Christian! Useful info!

03 March 2007, 06:13 AM
I'm liking the textures. Very nice. I agree with the tube thing though.

03 March 2007, 09:44 PM
Working on the armor Texture and set him in pose for the winning shot.

Now i need to finish him in a few hours during next days after work,
because next weekend i do not got the time to work on him. :(

Any critique is welcome.

Good luck to you all.

I am really enjoy working on this topic ... i've learned a lot about texturing
and got a new model for the demoreel ;)

03 March 2007, 10:45 PM
Just another update before i go to sleep ... ZzZzzz...

Good night guys and girls... ;)

03 March 2007, 07:13 AM
He looks really clean and very easy to read. He's a solid character.

03 March 2007, 09:47 AM
great pose! Could you please post the images of all the UV map used?


03 March 2007, 11:20 AM
The shot just uses the color channel and the same color texture in the diffuse channel ... and a blurred environment map.

I will do the Refmap, bump and Luminance / translucent map after i've finished the color texture.

03 March 2007, 11:51 PM
Just want to show the progress from tonight ... and now i really need some sleep. :eek:

And for Marco some shots of the used texture sheets so far :) ... just the bumpmap needs to be done... and maybe some details on the serveral maps.

Good night! *zzzZZ*

03 March 2007, 07:25 AM
Hmm now that you seems to be finished, I noticed that the chain-sword seems to be lacking in details, texture wise. Try to bring it to the level of the character itself, but otherwise good work! No more further crit!

03 March 2007, 07:50 AM
I am finished all texturing work yesterday evening... made some small changes on the foot-armor (a little bit darker) and the reflection map. The chainsword got a more detailed
texture now.

In this last shot it was just "blocked" out parts.

I will post my final work on friday or tomorrow.

A rought scene for the "beautyshot". do not worry about render quality
it's just to show some progress.

Any ideas on the beautyshot and any critique is highly apprechiated.

03 March 2007, 07:55 AM
Alright now I take back what I said. Awesome work on the texture. :thumbsup:

03 March 2007, 10:30 AM
Very tight. I love the "Dead End" sign, that plus the asphalt tells a whole story. Is the weapon texture completed? It looks a little unfinished. If you want to keep the color simple, perhaps a little wear on the corners and some grime?

03 March 2007, 07:23 AM
Hi guys,

i've already submitted the finals on friday before i've gone into weekend.

Thank you all for the suggestions and helpful and wonderful topics.
I've really enjoyed watching the progress of your characters.

Good luck! and Let's hope that cgsociety will win! :)

My final submissions:

03 March 2007, 09:51 AM
Great end result! Good luck!

03 March 2007, 10:21 PM
Thanks Marco!

I am really satisfied with the result ... and the best i've learned a lot during this challenge.

Good luck to you too! :thumbsup:

03 March 2007, 10:51 PM
ChrRambow -

Excellent work, and great result, especially without normal mapping. I wish you the best of luck in the contest. :thumbsup:

03 March 2007, 03:11 AM
Best of luck, he turned out great!. :thumbsup: :thumbsup:

03 March 2007, 07:18 AM
Nice one! Your texture rocks.

03 March 2007, 08:09 AM
Absolutely stunning work! One of the best texturing so far in the whole comp! It's rather amazing. You really did not use any normal map for this?

03 March 2007, 10:09 AM
Thank you very much :)

I would like to use normalmaps ... but i could not get beyond this miracle.
When tried to map them it was looking a littlebit weird ... with black artifacts,
unwanted seams and so on .... so i've decided to let it go. :(

Instead i've tried to get the depth for the model within the maps.
The diffuse map i did the most work on it. And it was sometimes frustrating.
But gladly i've worked in C4d + Bodypaint so i could see the result without swiching
an application.

A closeup of the diffuse and colormap. There you can see most of it is directly in
the map.

03 March 2007, 02:05 PM
so simple, yet so awesome

03 March 2007, 07:45 AM
Thank you very much ... i like simple ways to archive something.

Just paint scratches in a neutral grey ... combine it with multiply and duplicate the layer
and combine it with screen and slightly move it a littlebit downwards to archive more depth.

CGTalk Moderation
03 March 2007, 07:45 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.