XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Dominance War II: AIRFLOW

02-08-2007, 08:12 PM
Wrath Of Uriel

Here is m first concept for this character.
She is a avenging angel sent by the high order sprits to destroy all other forms of dominion...


02-08-2007, 09:38 PM

02-08-2007, 09:53 PM
keep going Robert, nice concepts!

02-08-2007, 11:22 PM
thanx art2....

02-08-2007, 11:29 PM
I like the wraith gun idea and the right arm claw idea in the right of the second sketch. It'd be cool to make something like the wraith gun be under her hand and it shoots by her curling her hand up at the end of the barrel and channeling 'wraith energy' through her arm. I'd maybe try to build up the cannon part a little make it slightly thicker or something just for the 'big is cooler' look haha.

Look foward to more.

02-08-2007, 11:32 PM
nice concepts. the challenge will be to preserve the same impact when translating in 3d.

02-08-2007, 11:42 PM
Yeah, thanks. I think I will make the suit plasma from some transparent polys, and maybey go for the spike and waithgun, intergrating the sheilds into the spike. I am kinda torn between making her either faster andmore assassin like or able to take on huge grunts with more armour on her and bigger weapons.

02-09-2007, 07:17 AM
still working things out.....

02-09-2007, 07:22 AM
nice concepts, the last one balances the 'stealthy and nimble' with the 'rip your face off' grunt bashing although it does look a touch more masculine... intrigued to see how this pans out!


02-09-2007, 12:55 PM
I really dig the second concept on the second sketch you've posted.
There she looks a littlebit like an assassinating nun. :D

Love that design ... looking forward to see how you model her.

02-09-2007, 03:44 PM
I liked the "stretched-over" face of the original concept, but the mask of the later concepts definitely adds a more sinister air to the character. Hidden/no eyes is always a good device to use to up the "cold and calculating" aspect of a character. And love the color study. Sweet brushwork.

Keep up the good work! :thumbsup:

02-09-2007, 07:21 PM

nice concept so far. really shaping up well. be keeping an eye on this one. : )


02-09-2007, 11:56 PM
Should not really do it, but Im tempted to start modeling before the concepts are finalized.... Usually a mistake.

02-09-2007, 11:59 PM
DONT DO IT!! probably would be a mistake. im really itching to get modeling to, but im gonna make sure I finalise a concept first.:scream:


02-10-2007, 12:58 AM
take your time with the concept. some mistakes can't be guessed without a concept.

02-10-2007, 01:25 AM
Should not really do it, but Im tempted to start modeling before the concepts are finalized.... Usually a mistake.

Unless you're just modeling parts you are sure with.. I usually just start modeling when I have a direction, and keep sketching along the process to make sure I don't have to make fundemental changes after the fact.

I find that usually the head is the safest bet to start with. :)

Anyways, good concept. I can definately see it translating into a beautiful 3d model.

02-10-2007, 01:27 AM
Thanks for the advice, working on surface details, gotta do a details and weapon sheet once Im done with this concept.


02-10-2007, 04:32 AM
Love the sci-fi look!

02-10-2007, 04:39 AM
Nice! Remonds me of a bad ass twisted version of Tron. Looking forward to seein this come to life.

02-10-2007, 05:15 AM
well done resisting the urge : )

i never used to work from concepts at all but i'm starting to find that it pays off to a certain degree, even though i rarely stick 100% to them if i think of a better angle during modelling!

concept's coming along nicely, working in all those surface details really helps it shine :D

keep 'em coming!

02-10-2007, 06:59 AM
Thanks guys, It does look kinda tron like, though I never intened it... just evolved. Im thinking of extending the armour a bit, and as someone said, it looks less like a female, which is cool cos angels are neuter, but I kinda like it being a she.... :)

02-10-2007, 10:54 AM
o yea very nice flow of the shape :)
the hand weapon also is interesting add

02-10-2007, 11:09 AM
Double post.... so any quick crits befor I go off?...

02-10-2007, 12:23 PM
Only crit..... work faster.....

02-10-2007, 12:59 PM

02-10-2007, 02:10 PM
You have a great sketching style, you get a lot of "umph" into a few strokes.

02-10-2007, 04:43 PM
This is looking awesome! can't wait to see this piece in 3d.

02-10-2007, 06:55 PM
Thanks, It should not be too long now. To be honest I have started the eye but wont continue till the concept is finished.... Couple of days, tops....

02-10-2007, 06:56 PM
Very nice concepts Buddy:thumbsup: You got nice drawing skills. All the best for this challenge:thumbsup:

02-11-2007, 05:26 AM
Excellent! Can't wait to see it in 3D! Keep it up Airflow : )

02-11-2007, 09:36 PM
Thanks John.

02-13-2007, 08:36 PM
I think im going to start modeling tonight, I kinda know what details are going in there now... The model will end up a bit more exagerated than the concept....

02-13-2007, 09:42 PM
Cant wait to see your mesh, how you going about it, and what softwear you gonna use?....

02-13-2007, 10:30 PM
3dsmax9 mudbox or zbrush and bodypaint3

02-14-2007, 01:32 AM
Hi Robert. I really like how you approached your concept. The visuals do an excellent job of conveying the feeling of a "shadow". I do get a sense of a sci-fi power with a few 'ancient' influences. I'm looking forward to seeing the whole thing. Good luck! :)

02-14-2007, 01:36 AM
Thx, the detailing will become more apparent as I go along.
648 polys sofar.

02-14-2007, 03:07 AM
good progress buddy.waiting to see more.:thumbsup:

02-14-2007, 03:17 AM
nice concept and details. are there six fingers ? if so you could actually create a different bone structure such as a thumb on the other side instead of an extra pinky. she coud have a bigger weapon also.

02-14-2007, 03:55 AM
Nice suggestion, angels are supposed to have 5 fingers, but two thumbs sounds cooler.... thx.
Ill try the weapon at a bigger size to see how it looks...

02-14-2007, 04:02 AM

02-14-2007, 04:23 AM
Nice start on modeling. Are you gonna use Z-brush for detailing.

02-14-2007, 04:27 AM
Im gonna do a test with mudbox and bodypaint3, I just got my licence today :) if it goes well Ill stick with them, if not zbrush.

02-14-2007, 04:41 AM
Tell us how it goes. I'm ardently stuck on zbrush right now, wondering what mudbox or deeppaint has to offer.

02-14-2007, 05:06 AM
Well my main worrl is getting the disp and the diffuse to line up, zbrush is ok for this, but I wanna see the bodypaint render view disp first before I decide. Should have some tests by tomorrow.

02-14-2007, 08:26 AM
you're fast at modeling ... and she is turning out great.

I am curious on how two thumbs will look at one hand ;)

02-14-2007, 06:08 PM

02-14-2007, 08:02 PM
I love the kind of decorative script that is on the armor and the helm on the character is wearing. Keep it up.

02-14-2007, 08:18 PM
2564 tri's sofar.

02-15-2007, 03:39 PM
looking tight so far! keep up the pace and the great work ; )

02-15-2007, 05:40 PM
mudbox next....

02-15-2007, 06:29 PM
With that color scheme, you have a nice evil jester thing going on. Does he have five fingers plus one thumb on each hand, or four fingers plus two thumbs? Looks like the one thumb so far. Is he going to have anything under his heels?

02-15-2007, 06:38 PM
Shes got 5 fingers 1 thumb, I tried 2 thumbs, was more polys and never looked right... The heels will have bonelike holes in them, kinda like an exhaust, same as the back. Im taking the main mesh into mud, then trying to reduce the base so it about 4500 tri's, I need about 500 tri's for the back flames.

02-15-2007, 07:39 PM
Nice, and i miss it :(
more fingers biger weapon? :P the weapon size is good.
i will watch the progres :)

02-15-2007, 09:11 PM
Just a 10 min sketch

02-15-2007, 09:28 PM
I like to watch your progress.

Your hands and arms need some tweaking .. because now they are looking a
littlebit out of place compared to the beautiful face.

I just got a small advice (If it's ok):

You should model the arms and the hand in a more "relaxed" pose.
You will got serveral advantages from this ... it's much more easier/ better
to model and deformations.

Keep up your fine work! :thumbsup:

02-15-2007, 09:38 PM
Thx, yeah, I know about the arms, Im not gonna rig this for the comp, just pose it by verts. Will get round to fixing the fingers, havent been able to hold my self back from sculpting...

02-15-2007, 09:46 PM
Yeah i know this ;) ... it's not a failure to thinking and testing some steps ahead..
and then decide.

02-15-2007, 09:49 PM
Hmm...nice. So whats the plan of action regarding textures?:)

02-15-2007, 09:51 PM
Hmm, have not even thought of that.... I was originally thinking of some metalic/bone type armour, which gets white hot around the atcive holy symbols and near the wings/exhaust. You got any Ideas guys?.....

02-15-2007, 10:11 PM
Looks brill, I think a bright color like white would be cool, more angellic.... too bad you never had a feather pattern on your armour....

02-15-2007, 10:20 PM
Thx, I also thought of having the front more ordered, and hexagonal, with the back more kinda melted, the holy writing kinda is engraved deep in the armour, like LOTR, but you can see the fire inside her through the gaps. Maybey an animated texture map....

02-15-2007, 10:23 PM
Is it rigged yet?

02-16-2007, 01:38 AM
Nope, Ill probably just do a rough and ready rig later.

02-16-2007, 01:41 AM
Cant wait for your updates.

02-16-2007, 06:16 PM
Airflow, be sure to plan ahead...riggings important y'know!:D

02-17-2007, 08:50 PM
yeah, I think I should have just modeled a baseobject for sculpting only, then built a mesh around the high poly version...
Just getting started on the suit.

02-18-2007, 01:24 AM
Looking good. Love the mouth, the chest, the arms. So are you going to rebuild 6,000 poly version to apply the normal map? I am still around 4,000, though when I finalize the face I should be able to flesh (haha) out the rest.

02-18-2007, 01:51 AM
Ill see how the old mesh holds up, when I fit it to the highpoly to do a max normals bake, Ill take out alot of quads...(needed them to have a clean obj import into mud). Im just under 5000 tri's so Ill try to get it down to 4750, leaving me 1250 for the Flame wings..
Id rather not have to resurface over the high poly mud export, but think its the beast way of doing it...

02-18-2007, 12:33 PM
Just looking at the head tail-thingy...made me remember Azel from Panzer Dragoon Saga! I must fire up my Sega Saturn one last time!:D

02-18-2007, 05:01 PM
I think I decided to go in a different direction, she looks good in the concept art, but not leathal enough... Im currently working on some more concepts.

02-18-2007, 05:55 PM
Hey nice modeling dude, looks cool:thumbsup:. But are you trying completely a new concept or gonna refine the present one.

02-18-2007, 11:41 PM
Im gonna re-use the old mesh, but I think it needs to be stronger, more dense and better armoured...
working on this 'cept at the moment.
need some feedback.

02-19-2007, 10:09 AM
fantastic sketches! great work!

02-19-2007, 10:31 AM
Still searching for the right feel...

02-20-2007, 08:33 AM
Decided on doing another cept.... I kinda like this one a bit more, the armour isnt decided yet, trying to work somthing unique out for that. I think the SoulBlade is it its final stages, I need to redesign the WraithGun, or CircleFire Sheild as it is now incarnated. Its basically a particle accelerator, which can either push out a stream or Spin a particle strand at high velocity, making it either a gun or a sheild. Anything coming into contact with it, bullet, fist, teeth, sword, or even a pillar of heaven gets broken up into particle bands, and used to make more strands for the sheild to use, think of it as a high speed flail... anything it touches leaves what it was connected to and follows the flail round, strenghening the sheild.
Well thats what the told me at the electrical store I bought it from... Ill talk abit more about the Blade on the next post.

02-20-2007, 06:08 PM
I figure it will take me maybey 3 days to figure out a really good armour.... not happy with this one.... so kinda lost intrest.

02-21-2007, 05:26 AM
Lol, Im stuck in conceptual Ground Hog Day..... Ok this one is in progress, trying to tie the face mask in with the armour.

02-21-2007, 06:15 AM
Oh, just started the high poly head in max/mudbox....

02-21-2007, 06:37 AM
cool concepts. I was a bit confused with what was going on with so many but I'm glad to see the modeling is back underway : )

02-22-2007, 02:40 PM

02-25-2007, 05:37 AM
OK, this is it... See its got final in the name, no more versions, Ill start modeling the high Poly elements in max over the mid level head and neck exported from mudbox. The back will be a hybrid of the "spike" armour back and the new feather motif. The chest will be more "developed".

02-25-2007, 05:52 AM
Looking good. Alot of shapes you got there. Anyway, the neck area seems thin and the armpit area looks a little wierd. Otherwise the torso is looking very nice. Are you going to overlay the feather armor on top the current torso design?

02-25-2007, 06:07 AM
What your looking at is the neck and a cowl covering it, she will have a flexible cape going from the helmet to the sholders, Im not sure if Ill use the full feather chestplate from the concept with the mail skirt... I think Ill go with the newest concept, and add the engine back from the other one to it...

02-25-2007, 08:31 AM
Definately going into the right derection! Great looking head.
Keep it up.

02-26-2007, 01:57 AM
Lookin good man!

02-26-2007, 01:00 PM
Update on the head and neck.
Gpt some refining to do before I start the lettering on the helmet.

02-26-2007, 07:51 PM
Holy smoke Dr Jones! Thats some nice detail around the neck - looks very promising indeed.:thumbsup:

02-27-2007, 08:25 AM
Thanks. Atleast somone noticed :).
Had a power cut today, lost a days work. Ill just have to redo the detail mudbox stuff... Imto max now to continue on the building of the armour and cowl.

02-27-2007, 09:17 AM
Love the detail on the back of the neck, thumbs up :D

02-27-2007, 10:00 AM
Nice one man!

02-27-2007, 02:56 PM
Thx guys.....
Ok first head norm test, rendered out from mud cos max fpr some reason was playing silly beggars...
I gotta refine the low poly mes, which is currently at 826 tris.

02-27-2007, 09:26 PM
A quick turnround of the lowpoly with normal map. There are a couple of flaws, and I still got about 190 tris to use up in the head...
http://i99.photobucket.com/albums/l295/airflowzero/th_hturn.jpg (http://s99.photobucket.com/albums/l295/airflowzero/?action=view&current=hturn.flv)

02-27-2007, 10:09 PM
looking good airflow, but the texture does look really lowres, hopefully you can get a bit more texture space on your final one. keep it up dude.


02-27-2007, 10:39 PM
Do you mean the normals or the diff??

02-27-2007, 10:42 PM
the normal map mate, just looks really pixely.

how did you generate it dude. what software?


02-27-2007, 10:45 PM
Well its generated from mudbox, 2048 8bit tiff. Normal Bump in max, dunno, should it be clearer?... Ill render a closeup...

02-27-2007, 10:54 PM

02-27-2007, 11:03 PM
That bottom image looks really rough airflow. I don't know anything about sculpting in mudbox or zbrush to know what it should look like but when I did a normal map in maya and rendered with mental ray... thats what it looked like before I found out that the file type was not compatable as a normal map and mental ray. When changed to a correct file type it looked good after. It's probably not your problem but just thought I would mention it. Its wierd how mental ray and other renderers are ok to render say a tiff (or something) but it can't render a tiff that is used as a normal map. Normal maps have seperate compatability types with renders. (now I'm just blabbing away... I'm sure you know alot more about this then me...LOL. What the heck though...)

Could you also have not enough poly's on the low poly for all that detail? You do have all your faces (or edges) set to soft right?

It looks like a great start but something is just not working with the normal map...

Ps. I wish I knew what your normal map looked like...

02-27-2007, 11:08 PM
Ill do some testing tonight, and try to post somthing better.... Gotta start working the diffuse map in Bodypaint3.

02-27-2007, 11:41 PM
looks better with the close up. but really try and generate the normal map from maya or max or whatever software your using. There should be some tool in there that should let you generate a normal map from a hi res to a low res. you will get a much better result dude.

hope this helps:thumbsup:


02-27-2007, 11:46 PM
K, decided to use up the extra 198 tris on making the head smoother...

02-28-2007, 12:58 AM
soften all your normals on the low poly if not done already and try duplicating the normal map file and change the copy to a jpeg and try that. PSD and tiff's are NOT compatable with mental ray and normal maps. I realize your not using mental ray (that I'm aware of) but it could be a similar problem. The lips, artifacts on the forehead and lower neck stretching stuff is exactly the similar problem that was wrong with my model until I switched it to a compatable file type (jpeg).

Just for giggles try it airflow : )

Maya 7 has a decent normal map generator...

02-28-2007, 02:03 AM
I forgot to do a decent unwrap, lol, sorry guys. Tiding it up now, ps where would you put the extra polys?...

02-28-2007, 03:34 AM
"Tiding it up now, ps where would you put the extra polys?..."

hard to tell without seeing a wire ;)

02-28-2007, 03:50 AM
Pretty damn cool!

02-28-2007, 04:53 AM
Will post one up tomorrow eve, wanna try out a new mesh, and also try baking again in max.
Mud does a good job when the mesh lies exactly on the surface, max needs it to be under... I wanna try some things before brining it into xsi or maya... Its a bit frustrating having things not working, but I have sub d it 7 times in mud.

02-28-2007, 06:19 AM
Maya's envelope option works good : )

Looking forward to seeing the progress tomorrow

02-28-2007, 10:57 AM
New head mesh and wire...
Now if mudbox or max plays ball, I can move onto the spec-diff - bump - refl and illu maps in bodypaint...

02-28-2007, 11:44 AM
Close but definatly no cigar.... Rendered out of mud at 1024 its much crisper due to better uving, but the mesh seems not to like where its positioned, Ill try it again before firing up the Beast... my 4gig ram power hog. Ill try exporting the high poly mesh out to that and trying it in 3ds max first, then xsi then maya, then maybey russian roulette... lol.

02-28-2007, 12:54 PM
"Smokem if you got em!".... success... peltmap my backside, nothing beats the good old cylindrical map for heads...
now a bit of normal painting and Im good to go on the diffuse map...

03-01-2007, 08:19 AM
Well the texturing looks much better, any updates on the diffuse map..

03-03-2007, 12:30 PM
Here you go...
http://i99.photobucket.com/albums/l295/airflowzero/th_hturn2.jpg (http://s99.photobucket.com/albums/l295/airflowzero/?action=view&current=hturn2.flv)

03-03-2007, 07:08 PM
Looks sweet. Seems the normal map got fixed by the UV's then, cool.

Personally I like the screenshots too though. Its too hard to see detail in an 3 second video that isn't zoomed in to closely...

Is the next update ready yet : )

03-05-2007, 09:00 PM
Not for a couple of days, I got this rush feelance Ident job on...

03-05-2007, 09:14 PM
Nice turntable. Keep going, I'm keen to see the whole color scheme. Looking very creepy so far. :thumbsup:

03-06-2007, 08:35 AM
Really good texturing work, and I like the whole character!

03-06-2007, 02:53 PM
Thanks SeanB, Medunecer, John-S.
Did a quickcolor sketch over while waiting for a client approval...

03-06-2007, 04:39 PM
Started the body


03-08-2007, 07:12 PM
Looks like I might be out of the D-war if this "rush job" freelance work continues to grow... It pretty frustrating not being able to get back on track...

03-09-2007, 08:15 PM
No excuses. Get it finished! Who needs work? You could probably go for weeks without eating etc...LOL.

Seriously though, you've got to finish this thing. You've stirred to much interest to leave us hanging : (

03-13-2007, 07:10 AM
Seconded, continue working! Newbies like me need more work from you guys to help spur inspiration! Can't afford to lose to the rest.

03-13-2007, 03:14 PM
Ok, Ill be continuing with this as my freelance is at the render stage... :)

03-13-2007, 08:07 PM
Good man!:D

03-14-2007, 01:36 AM
Teensy Update..

03-14-2007, 03:05 AM
Hmm the whole model could use a bit of elongation. Perhaps make the legs a little longer? To match back the broad shoulder. Else it will begin to look like a dwarf. Nice work, and glad you are back on the competition.

03-15-2007, 02:52 PM
Ill tweak the overall props once I finish all the modeling, give her more of a thorax, lengthen arms a bit...

03-15-2007, 08:49 PM
Just gauging the sheild and sword length.

03-16-2007, 07:50 PM
Hmmm...yeah, about the right length for the shield. Can't wait for this one!

03-17-2007, 06:54 AM
Nothings getting through that shield.:) Good job.

03-18-2007, 11:47 PM
Your right.....

03-19-2007, 07:16 AM
I like the force field effect.

03-19-2007, 10:21 PM
interesting workflow...although i think you should finish the modeling process before you start texturing...

03-19-2007, 11:10 PM
the body looks rough... are you going to continue refining the modeling?

03-19-2007, 11:17 PM
The modeling is finished, its going into mudbox to be sculpted... then normals and textures, just leaves the weapon to be modeled...

03-19-2007, 11:29 PM
oh, I'm not use to the sculpting lingo... When I ask about the modeling being finished I was refering to the sculpting AND base modeling.

So this is still to be sculpted? Then normal mapped or displacement?

(Have patience with me I'm still learning...LOL)

03-19-2007, 11:34 PM
Ill render a turnaround of the body....

03-20-2007, 01:43 AM
dont go into mudbox just yet!:) your proportions are quite off, mainly where the neck meets the shoulders, the connection is awkward. suggest more of a clavical and bring the shoulders up. id probably widen the hips as well. also make her taller, she would be much better looking than the height shes at now, she comes off as a midget kinda, the balance isnt there yet. and finally i hope your going to adjust the spec on the head, it looks like an overall plastic wrap. keep it up

03-20-2007, 03:11 AM
Well, I mainly have worked from the concept, which kinda is more stout, if you compare it to the original angel of death, which is taller and thinner, I will stretch it out a but, but dont agree that it looks like a midget, you must remeber that she is wearing armour, even the head and especially the neck is encased in armour, (you can see the neck material has burned off at the back) though the mouth area is covered with a see through material similar to reactionary kevlar, only denser and flexible. The spec on the head is just to show the transition from the gold to the neck material, Ill try to tweak it to drop the amount.

03-20-2007, 10:02 PM
http://i99.photobucket.com/albums/l295/airflowzero/th_turn.jpg (http://s99.photobucket.com/albums/l295/airflowzero/?action=view&current=turn.flv)

Ok, Im gonna tweak the overall body a bit, The neck kinda throws out the proportions of alot of the armour. So Ill elongate the legs and arms to bring it a bit closer to the other concept...

03-20-2007, 11:53 PM
Paintover the mesh, any crits before I start uving it tomorrow?


03-21-2007, 07:29 AM
Leg spikes could use some gold treatment like those on the arms. But not crit, finish this work, and don't waste your effort. Good luck. :)

03-21-2007, 07:50 AM
Looking good. I'm a little worried about he heels though. It's a neat concept but in this situation it looks a little fragile compared to the chunkiness and stregth of the rest of the armour and it kind of looks like those loops could break easily:) In the paintover the angle actually makes her look like she's standing on tiptoes and has no heels at all.

Nice colours, makes a change from all the black metal styles. I wouldn't mind seeing some contrast in the colour scheme though, so it doesn't look quite as washed out. Some darker areas picking out the details or curves would be nice.

03-21-2007, 10:27 AM
I like the armor style. The breast plates are a bit chunky for the rest. I think the shape of them is fine, but I'd make them a little skinnier, maybe it's just the sketch. Those heels, they seem to be an issue. What about throwing some translucent platform heels in? Keep the loops or whatever tiny metal support, but make it solid up to the heel with a translucent glass heel? That way you can keep the gesture of the foot, without total emptiness beneath her heels.

03-21-2007, 12:08 PM
heh. I like the shoes.

03-21-2007, 01:55 PM
Well, the heels, years ago I decided to design these heels thad had a two horizontal struts instead of one vertical one, my Physics teacher said it would be better for the wearer, and my metalwork teacher said that if the connected end of the join was reinforced it would make a kind of spring base, better for running and jumping.... A couple of years later, I found out these things were alreads created by fashion designers.. Im gonna keep the hoop, Ill make it thicker and paint some reinforcement under the boot. The arm Spikes (feathers) should be white, was trying out it with metal, I just forgot to erase the paint over. Not sure what you mean ColdKodiak, by the chest palte, are the breastwings too thick?

03-22-2007, 10:02 PM
Small update. Still got about 3 hrs tweaking left on the uvs, the Wooohoo, its mudbox and pshop/bodypaint.... Im going to add the embers, scorch marks and heated metal along her spine, with some cracks in the gauntlets, showing the inner fire. And lastly the fire sword, I decided to take it right back to the original weapon idea, so the sword comes from her inner flame, out of an opening on the gauntlet.

03-23-2007, 02:22 PM
Good progress!

03-23-2007, 05:10 PM
Mmmmm...great to see the texture stage underway. This should be good...:)

03-24-2007, 07:29 AM
Uv's are done I hope, dont really have time to redo them... I really wish that Clients never waited till you partway through a project before phoning you.. What is it with these guys?
Must be sadists :).
So onto mud for the last time this project...

03-24-2007, 08:47 AM
Hey robert, I agree with you about sadism of clients! Anyway your UV check seem to be ok. I'm sure that your final piece will be great!

03-25-2007, 04:25 PM
Dunno if Im gonna finish on time, Ill be done with the sculpting in about 5 hrs time, then its getting the normal to work... Anyone got any Idea what time the closing date is in GMT=0

03-25-2007, 05:43 PM
Hmmm...nice detailing.

03-25-2007, 10:55 PM

clean up in pshop now....

03-26-2007, 10:28 AM
Its incredible what you can do with computers these days!:D Keep going mate.:thumbsup:

03-26-2007, 01:55 PM
Nah, thats it, I dont have the time to finish it to the level I need to, Id have to re uv it, then re sculpt it. Texture it and then make the weapon, in 8 hrs, thats impossible.. Plus I have to see an emergency dentist, which is really why Im pulling out... Fate is a funny thing. :)
Anyway, good luck to the rest of you, specialy Anole, Adam Lane, Nikudy, Tsubo and Daemon32 who I think have a real good chance of winning somthing. Thanks for all the crits and support...

03-26-2007, 04:31 PM
Oh yeah - "Got a dentist appointment" - we've all heard that chestnut many times before!:applause:

Nah, seriously, to have even got this far and to this very high standard, you have done very well indeed. Should be proud!:thumbsup:

03-26-2007, 07:04 PM
Sorry to hear that - both about pulling out of the contest and whatever the dentist is going to pull out of your mouth :D

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03-26-2007, 07:04 PM
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