View Full Version : DWIII - 3D - Loukor - Sevris

02 February 2008, 08:26 AM
[Update] - Another test on the color map, less details this time.

Character Name : Sevris
Race : Undead/Demon
Class : Clericon
Artifact Weapon : [Darkness/Void] Shield or Mace with a Orb infused to it.

02 February 2008, 08:35 AM
Hey sexy ;)

02 February 2008, 10:47 AM
Way to go, Loukor.
Not everyone takes the time to work on their stuff and still throw some excellent logos around for the team! :thumbsup:

Good luck!

02 February 2008, 05:10 PM
After my "own" battle between choosing either the Warlord class or the Clericon class, I have come to a final decision of choosing the Clericon class.
>>> description. STORY >>>

Voriun's are a corrupted Clericon race born from a artifact created by a group of powerful humanoid wizards and alchemists, which was used during epic wars long time ago. The artifact was told to have immense amount of energy and the ability to act as a wormhole, sucking the life out of anyone who either looked at it or wen't near it. The artifact has consumed many lives, both innocent and guilty...., putting them into a void space that constantly tortures their souls. After countless wars, most have perished but the artifact still remained in the mist of the battlefield. The first known Voriun to have come out of the artifact was once a half giant/half human and his name was "Sevris," he was heavily damaged, near undead, and chaotic. Sevris looked at the artifact and knew at once that it was his duty to help pull out more souls/Voriun's and also to "feed" it some....fresh souls. The artifact's main purpose was to put anyone into misery/void/unending dream, so it is unclear on why it decided to produce a race on it's own.

(More to come)

Still working on the story a bit more and also trying to figure out the names. Once I'm done with the story and names, I will start on the sketches.

02 February 2008, 10:19 PM
Just a quick sketch

02 February 2008, 11:16 PM
much better without the cape :)

so his left arm moved up and is now holding his own face? cool :D

02 February 2008, 12:23 AM
Thanks Labar, yea the cape got a bit distracting....

Here is a quick sketch of what I wan't the head to look like,

02 February 2008, 03:58 AM
Made him skinnier since I don't believe clericons are big in general, as for the balance... he will be using the large mace to counter-balance, like a old man. I am still thinking of what kinda outfit I should put on this undead clericon dude, any ideas? I would like to show alot of skin though, so I don't want to put alot of cloth/armor on him.

02 February 2008, 08:35 PM
Added the other arm since he was a bit unbalanced, I will start designing a artifact for him tonight.

02 February 2008, 10:41 PM
Hahaha... I like it. The third arm idea is really cool!

02 February 2008, 02:20 AM
Really looking forward to seeing your color concepts Louis, great idea so far! I like that you turned the shoulder spikes forward as well, gives him a more aggressive rather than ornamental look.

02 February 2008, 05:20 AM
Artifact for my Character,

Story - Sevris needed to find something that can hold the Orb/Wormhole and one day he fought a monster that he couldn't suck into the Orb. He fought the monster for days and finally killed it, cutting off it's head and using it to hold the orb.

02 February 2008, 05:47 AM
its coming along pretty nice dude.. i really dig the concept , and a nice artifact too!

02 February 2008, 07:42 AM
Thanks for the comments guys, here is a update on the head. I decided to go for a less menacing look, put some feeling into the head/face/eyes.

02 February 2008, 08:12 PM
I like the creature clasping orb weapon thingy. Looks awesome.

02 February 2008, 11:41 AM
Yup, i also dig what you've done with the arms and the one holding the head is frikken ACE !

Nice one!

Just an idea :
Maybe have the head completely detached and moved around by the hand ?
That would be pretty unique, i reckon! ;)

PS : Plus he could throw his head to hard to reach places to spy! Hehe.
Oh..but how would he get it back ?.... Aha! Add some teeny weeny legs to the bottom of the head! Hahahah! That would be groovy!

02 February 2008, 12:02 PM
Haha thanks Laven, I will try it out when I get the full base mesh. Here is start up on the head. Right now im not really worrying about the polycount until after I get the full base mesh sculpted in Zbrush.

02 February 2008, 12:27 PM
This guy looks like he's gonna crush anything that comes his way..very dominating feeling this guy has.. scary too :D Awesome!
My DW (
My Deviantart (

02 February 2008, 08:33 AM
Thanks Rezeroth, I worked down to the torso/arms and a little on the hands. I can't zbrush until I get my new workstation :sad: since my laptop is a pos. Currently tri count is - 2182.

Also I am considering having his jaw removed... what do you guys think?

02 February 2008, 07:12 AM
I like the proportions so far. It has a nice feel to it. But the shoulder area feels kind of weird. maybe bigger trap muscles too?

keep it up :D

- Kieran

02 February 2008, 10:08 AM
Also I am considering having his jaw removed... what do you guys think?

I see your char begin to be better and better:thumbsup:
Regarding jaw removed, looks like he saw some amazing concept here and his jaw has fallen down:applause:

02 February 2008, 01:37 PM
Nice and unique:). As far as jaw is concerned, the removed one looks good. But I would prefer him with jaws, will add more attitude to his personality,like jaw opened wide.
All the best Dude:thumbsup:

02 February 2008, 02:52 PM
I really like your concept so far and I agree with what Ktether said about the shoulders being a bit awkward. Can't wait to see what happen next :thumbsup:

02 February 2008, 04:06 PM
looks very impressive. I'll definitely keep an eye on youuu mwahahah

02 February 2008, 04:17 PM
Looking nice so far. Seems like it's going to be a good base for sculpting, so I'm pretty interested in what you come up with next.

02 February 2008, 04:12 PM
Tweaking and adding stuff on as I go, changed the design a bit to give off a better contrast,weight, and to make it more appealing. I will add further details tonight, like his cratered skin on his lower arm. Current tri count is 5500+, Comments and critiques are always welcome!

PS - The spiky looking thing coming out of his back will be something like a burnt up wing or just the remaining bones of a wing.

@kieran - Thanks buddy, and yea I noticed the shoulders looked messed up. Thanks for pointing that out.
@Alex Novo - Thanks :D
@Madshooter - thanks for the crit on the jaws, your are absolutely right about it.
@Hero - Thank ya!
@DDS - vice versa to you bud.
@Swizzle - You too, love your Pyre.

02 February 2008, 06:09 PM
Awsome start on the modeling I can't wait to see this character finished. I like the design.

02 February 2008, 06:44 PM
Your concept is alone is the reason I am following your thread (It's very original).. can't wait to see the further development of it. BTW good start on the modeling and lookng forward to seeing more.

02 February 2008, 09:27 PM
Hi there.
Ooh undeads. Love it.
He is very well preserved for an undead, but I guess you are going to sculpt the decay later on?
The third arm idea is something I haven't seen before. :thumbsup:
I could see this guy as some sort of gargoyle as well. :buttrock:

02 February 2008, 02:50 PM
An undead should be some what torn apart, like in the first sketch. I really like the idea and concept. Never seen one like this, for sure. :) Keep it up.

02 February 2008, 02:55 PM
Thank you guys, did more tweaking and adding but mainly tweaking :P. I removed the ears (thanks for that Izuael), it looked too much like a gargoyle. Currently im just adding lines where the major details are, small stuff such as, flesh wounds and scars will be Zbrushed later on to make him look more undead. Still a bit more tweaking and adding to go..., any critiques? Current tri count is 6058, hopefully I'll get to modeling the artifact for him soon. Cheers

- Thinking of putting a necklace on him with a "soul holding" gourd bottle attached to it... maybe, might be too much.

02 February 2008, 05:21 PM
Nice modelling, man!
The arms are very smooth.

Suggestions :
Neck decoration sounds good. If you add one, just don't make it too long, cos it'll lead the eye away from the face.

Keepin with the undead theme, maybe add a few tatters of cloth off his right shoulder ? Round the neck a bit ?

Itching to see the details! :thumbsup:

02 February 2008, 11:06 PM
I agree with lathen the tatters of cloth would make him seem more human and less animal I think the whole 3rd arm off the back is really unique.

02 February 2008, 09:08 PM
Thanks guys,

Did a quick blocking out of the artifact, a few tweaks on my character and ... yes I removed the top arm (it was very hard to do). Trying not to put too much stuff onto him since we only get to use *1 color map for everything, so I will add a little bit more before I start sculpting him and I will model in the major flesh wounds once I merge the two halves to break symmetry. Oh... and I will be adding a gourd bottle hanging from the back end of his weapon.

The story behind the rock shards on his back is a disease that he came upon while he was in the artifact, it has a rapid growth rate and it clings onto anything it can..., like his bones.

02 February 2008, 09:47 PM
hey me too,how did I pass by here man?Just great work!Very inspiring & original concept!
Maybe some reminders of the the material sticking out of his back somewhere(arms, legs)could be cool.Just suggestions ofcourse as this is kick ass already!Wanna see more!
CHeers Loukor, happy war!

02 February 2008, 03:31 PM
i like the long hands , and the shoulder piece is cool, gives him some nonsimytry which is good.

keep it up, the mace is sweet!

02 February 2008, 05:34 PM
I like the scale look on the back of its arms and legs. I agre that the character could use a little more. Maybe a forearm or neck piece. It hard to say though, because the concept isn't that detailed. Can't wait to see it come together. good luck

02 February 2008, 05:31 AM
i really liked that artifact, you really need to give minor details coz if you didnt then it will look toony which will not be good for your characters dominance health.:bounce:i would like to see it z-brushed.

i just feel that his head is too much far away from its original place and it is really giving the impact as if he is fatigued may its me but consider my point, kind regards. and show us the Zbrushed version soon.

02 February 2008, 06:11 AM
are you close to 9000 tri's? maybe you could take some edge loops out of the arms and put some higher LOD into the craggy stuff on his back. GREAT job so far!

02 February 2008, 08:27 AM
Hey Louis ! i like this character so far, good job ! But i think the artifact might be too big, maybe tweak the handle to be thicker? or make the orb there smaller. But overall it's really nice, looking forward to the finish one! :) Good luck!

02 February 2008, 11:54 PM
Hi Loukor,

top arm was cool idea but you have right- too much very different stuff will be a suicidal shot in this battle :).
I'm waiting for yours next step.

03 March 2008, 11:56 PM
Sorry for the lack of updates, been busy with life but I had some time to finalize the base mesh and here it is folks. I will show a bunch of zbrush stuff this week, thanks for the critiques and comments guys.

Oh and im sorry for the lack of details in the concept art, my drawing skills are not that great But I promise loads of details in my sculpts :D

03 March 2008, 12:21 AM
It's looking cool. I like the cloth that is hanging off the rock. I think the silouette view from behind needs to be stronger, it kind of has an awkward feel to it (to me). I think that the wrists are also too narrow. I also like the huge arms you had in the concept drawing. It could be cool to have larger arms in the model too.

Keep it up :buttrock:

03 March 2008, 12:35 AM
Thanks Louker. I really really like yours too! I'm guessing he's really big? Is he going to have lots of armor, or does he hide behind his artifact like a shield, or is his skin just really tough like my character's...

03 March 2008, 04:05 PM
nice start looking forward for more updates and thx for commnets on my work

03 March 2008, 04:41 PM
Nice nice :thumbsup: Nothing to comment right now.

03 March 2008, 10:19 AM
Hey Louis... lookin kool so far. Got some rel potential to be a fun sculpt! All the best!

I'm thinkin about starting up a model for the competition myself... just got done with term 6 and i'm itchin to start something new. I'll see if i can throw together some concept stuff and start a post....


03 March 2008, 10:49 PM
Hey thanks guys, sorry about the slow update but here is the initial start on the sculpting on the main body. I am trying to gear towards undead/demon and also trying to put in the old demon folk look.

Current - Sublevel 3 / 59k tris

Chindian - Yo dude, send me a private message with a link to your reel, can't wait to see it .

03 March 2008, 03:13 AM
Wow. That's awesome the power and girth of this guy really shows. One tiny crit though; since the rock sculpture is one his left shoulder, shouldn't he be leaning more towards that way instead of forward? Just keep 'em comingm, lol.

03 March 2008, 03:31 AM
sweet man i really like the feel of it already...cant wait to see how its gonna look

03 March 2008, 06:03 AM
Finally sculpting started, nice start Dude:)

03 March 2008, 07:02 AM
Wow in 3D its even better:) One moment, dont you think that with so massive weight on his left shoulder he should having small slope on the side where this weight is?

The Flork
03 March 2008, 09:13 AM
I like it alot better now that the arm is gone, he looks awesome. the the all black drawings reminded me of castles and i thought it would be really cool if you turned the big spikes into little castles and had little creatures living in them. just an idea :-D

03 March 2008, 11:19 PM
Thanks guys, here is a small update on my sculpt. The sculpt is very clean at the moment but soon I will add little details such as, veins, wounds, etc. cheers

03 March 2008, 11:33 PM
good progress man! keep it up!!:)

03 March 2008, 05:39 AM
You're achieving a really nice sense of scale. Even without anything to compare him to he looks HUGE!

Looking good! :thumbsup:

03 March 2008, 06:47 AM
Hey this is coming along well, keep it up, nice job so far

03 March 2008, 08:33 AM
Excellent, no crits this time - only the good kind :)

03 March 2008, 11:10 PM
Very strong silhouette, I like it. And I like too how you're translating your concept to 3d. Very good. Not much to add, just passing by to say you're doing a great job.

03 March 2008, 12:25 PM
i like your progress the shiletous is looking really nice and strong there arejust few areas that ares that could be stronger in my opinion
1 nouse because not looking good for this face
2 hand to mach delicate and wrist to thin
my 2 cents nice good luck i will came back later to see your progress

03 March 2008, 04:23 PM
Very cool!

03 March 2008, 08:34 PM
Hey Louis... nice update... lookin like it's coming along well.

I wanna see more forearm definition and some kinda definition of folds, etc... around those spike tumor-acne on his back... lol. jk. But yea - keep goin. Maybe think about beefin up the traps and lats also.

I'll PM you that link.... Still not satisfied... but u know how that goes! haha.


03 March 2008, 09:52 PM
Thanks for the encouragement guys. Sorry about the lack of updates again, had some work to do and got some more details in on my free time. Just a little more details around the body to balance stuff out and I will start on his clothings. Cheers!!

03 March 2008, 10:16 PM
Nice update - it's looking good! I love the details on the shoulders and back. Right now the hands, especially the palms, feel very just-plain-human, which seems a little out of place with how odd the rest of him is (and a good, monstrous way!) His elbows and teeth and back and even the shoulders have all these fongs and horns, and yet his fingernails are just plain fingernails! Any plans to take the hands any further?
Good luck!

03 March 2008, 06:51 PM
Hey man, I really like this work... very original and strong concept:thumbsup:

03 March 2008, 01:25 PM
nice strong silhouette! The top-heaviness and assymetry is great!
Keep working, man! :)
Seeing some crazy weird details on the loincloth would be sweet! I agree with walrus, this needs a little more daring shapes also! ;)

03 March 2008, 09:21 PM
Thanks for the comments/critiques guys, I added a few more details to him and tweaked some parts of his body. I will work a bit more on the cloth and get started on his artifact.

@Walrus - Thanks for the critique, I don't have any plans for his hands. I wanted him to have some human features... so I left him with a human hand and feet. It won't look "that" human though, once I get started on the texturing. Thanks

03 March 2008, 09:57 PM
Cool character, that rock formation on his shoulder is damn nice!

some crits,

His feets could be a little less flat, or at least just a bit more volume to it.
I was also thinking about the head, would it not look much better with more daring shapes? Perhaps a nasty looking jawline, bigger nose and the teeth pointing in random directions. And just maybe scale the entire head like +10%.

03 March 2008, 10:15 PM
Thanks for the advice Hakan, here is a small update. I increased the length of his arms and bit on his legs, I felt his arms weren't long enough. Started sculpting my characters artifact and I will have both character and artifact fully sculpted by the end of this week, then it's off to Normal mapping. Cheers.

P.S. - I feel that he definately needs a necklace, since im shooting for the asian folklore demon style.. I was thinking maybe putting a Buddha necklace (sorry forgot the name) or a noose. Anyone have any ideas?

03 March 2008, 10:35 PM
Nice work, really diggin' his posture. Gotz a couple of crits for ya though :D The biceps over all shape seems a little off, mainly that 3quarter view...feels really inflated. Also the way he's slouched over (is slouch a word?!?) it seems that his belly would have more folds then a defined 6 pack. Keep it up though, this is turning out to be great.

03 March 2008, 09:39 PM
Thanks Nyne, I tweaked it a bit... maybe it feels inflated because of the scale on his triceps? Character and artifact is almost done in terms of sculpting, will move onto making the lowpoly this weekend. Cheers

03 March 2008, 12:39 AM
I'm really liking this. Amazing. I can't wait to see him in his finality though it'l be sad because I really enjoyed the creation process.

03 March 2008, 04:06 PM
Thank you for your encouragement Stacy.

03 March 2008, 04:34 PM
I liked his weapon design! :thumbsup:

03 March 2008, 04:46 PM
Quite an odd design but that's why I think it's cool. It is coming along really well, Especially like your artefact

03 March 2008, 09:07 PM
Thanks guys! I started tweaking the mesh and I got it down to 8900 tris (w/ artifact). I also did a quick test on the artifact's head, normal mapped it in Xnormal and it looks pretty decent but I will tweak the settings a bit further for optimal results. Cheers

03 March 2008, 11:43 PM
great progress so far looks great keep up the good work!
DW3 page (

03 March 2008, 08:20 AM
Great stuff :thumbsup: Nice smooth flow in the mesh. :thumbsup:

03 March 2008, 12:19 AM
Hey thanks guys, I hope I can finish this on-time... been busy with other work. I normal mapped the character today and just a bit more tweaks to it is needed. Cheers

03 March 2008, 10:49 AM
Lookin' great, dude.

Suggestion : Maybe just tweak the ridges on his calf-muscles to look a bit more... organic ?
Just wondering : If they're bone ridges, then they'd be a bit more...."bold" ?
And if they're thick skin, then a bit more "flowing", less stiff ?

Thats just a misc thought, tho.
Your model's looking real nice. :thumbsup:

03 March 2008, 04:58 PM
Bake and topology look good, sweet character keep it up!

03 March 2008, 06:09 PM
very cool! is he going to have cool tattoo's or something? does he have anymore armor?
we both have to HURRY eh?

way to go us!

03 March 2008, 10:39 PM
I would be afraid of him. As much as I was afraid of Nemesis...a cool design.


03 March 2008, 08:43 PM
Thanks guys, here is another update on my character. I put a AO map into the color input and tweaked the normal map a bit. Their are still some minor problems with the nm on the cloth as you can see... but I will fix it with a transparency map. Cheers

Btw im using the default light in maya for now, I will do my own lighting setup later on.

03 March 2008, 02:32 AM
yo...the AO looks good, start put some colors! lol. :)

03 March 2008, 06:21 AM
Very nice normal map. It's almost there :thumbsup:

04 April 2008, 01:13 PM
Hey Lulu, this is looking pretty sweet man... but one thing... I think he's got a disease, he's got a giant rock sticking out of his shoulder :P

I can't wait to see him lit and finished :)

04 April 2008, 11:22 PM
Thanks guys, great to hear from you Helgi. Here is an update of my character, I added raw textures on him to see if they fit and this is what I came up with. After I get a match, I will start color correcting and adding more details. I don't really agree with the skin atm because it's a bit too detailed, what do you guys think?


- I didn't add flesh textures to his legs and hands yet, also I have been having some trouble with the transparency map... so the cloth still looks funky. Anyone else having problems with the transparency map in Maya 2008? When I add a black/white transparency map... the model goes half transparent, wierd eh?

04 April 2008, 02:37 PM
That looks crazy good

04 April 2008, 11:03 PM
Here is another update on the color map for my character, I toned down the contrast a bit since there was too much detail on the skin. Still a alot more work needed on the color map, cheers.

04 April 2008, 07:43 PM
Great progress man!... that is looking really nice, good work:thumbsup: (

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