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

View Full Version : DWIII - 3D - REKLAS - Princess Nevihta

02-17-2008, 09:09 AM
Official Final Submissions:

Winning Pose

Beauty Shot

Construction Shot

Texture Sheet

Concept Sheet

02-18-2008, 04:25 AM
Name: Princess Nevihta
Race: Human
Class: Invoker
Steed: TBA
Artifact Weapon: Air/Lightning

Here's what I've got so far, it's just the general direction I want to go with this.


No she won't be naked. She will have clothing/armor and so will her creature that she rides around on. I was just getting some basic shapes down. Her artifact will have the ability to produce bolts of lightning and shoot them at any foe that gets in her way, instantly vaporizing them. ...or something to that effect. She will also be able to command the weather and create lightning storms or tornadoes if she conjures up enough hatred at any given time.

more concepts to come.

02-18-2008, 05:23 AM
Very cool I really like the steed and the staff, great start!!!:thumbsup:

02-18-2008, 05:42 AM
Thanks! Yeah, the main character isn't much of anything in that concept other than for a size reference so I know she isn't all that epic. I should have some concepts of her up soon though.

02-18-2008, 10:03 AM
Name: Princess Nevihta. (nevihta means thunderstorm in Slovenian)

Nevihta was banned from her former reign as princess because of her decision to fight in the war and is now an exile. She now spends all of her time practicing magic and perfecting her already highly advanced craft of controlling weather, wind and lightning and harnessing their powerful energy. Her abilities have made her a renowned hero known for dominating all opposition on the battlefield. No longer an actual princess, she is still referred to as Princess Nevihta by her loyal followers because of their immense respect for her. Nevihta is willing to do anything and everything to put and end to this war once and for all and has the power, motivation and ability to do so. *this story is subject to change*

Silhouette of a potential outfit & Artifact design:

02-18-2008, 12:10 PM
I like Ur concept of Nevihta:thumbsup: Character looks good maybe U can add more details like not a heavy but light armour, bracelets ect... more and more details will make your character look more beautifull, since this is your initial stage, furthur you can give her more attitude with some expression make her look more bold and rough, just a suggestion:)

Nice job so far, All the best:thumbsup:

02-23-2008, 11:20 AM
Thanks madshooter. You're right about adding more details. I tend to simplify things.

After sketching out some ideas for a winged creature, I liked the look of this butterfly/dragon-esque one and wanted to color it. This creature doesn't look like it could take on any enemy out there, and it wouldn't hold up well in a thunderstorm because of how fragile it appears, so I probably won't use this concept for my final piece, but it was fun painting it. I figured I'd get in some practice before I start working on a character for the 2D category.


I'm relatively new to painting in Photoshop, so critiques are more than welcome if you've got some inside tips that I probably don't know about.

02-23-2008, 11:25 AM
I don't know... I would definately try to work around the concept, the creature seems very agile instead of fragile and also unique but I don't agree with the dragon-like head. Cheers

02-23-2008, 12:20 PM
I think this is shaping up nicely. I totally dig the creature, though I'd also go for a more insect-like head for it. The wings are GREAT though. Lovely design.

02-23-2008, 12:24 PM
Pretty cool concept, man. The overall shape and colors are great. I agree with Loukor, it's a worthy concept for modeling, I see a lot of potential on this pair. But I don't like very much the dragon head, maybe you could try to make the creature more insect based, I don't know. Anyway, I'll be following this, good luck, fellow.

02-23-2008, 01:32 PM
I agree with others, With those kind of wings, Insect kind of creature will look cool. Again if you are planning for dragon or some other huge creature, then maybe U should make it look bulkier, not sure but might look good.:)

02-23-2008, 02:39 PM
I thought the name sounded familiar. :)

I really like the mount you have there. I don't see an issue with the head, I think it makes the creature more interesting because it isn't just an oversized insect, but something unique. Besides, the body is already not insect-like, but more snake-like, so it's not like the head doesn't fit with any other part of the body.

I really like the concept so far, I'll be keeping an eye on this thread.

02-23-2008, 03:03 PM
Your concept is very original; I like the dragon-insectesque theme. But like others have said, he seems to be a bit fragile and it sort of looks like a snake with wings (please take no offense). Maybe you could bulk him up a bit but I can't wait to see it in 3D:thumbsup:

02-24-2008, 10:16 AM
Thanks for all the comments!

I see where you guys are coming from with making it's head more insect-like, but similar to what Anitarf said, It's not suppose to be a giant insect, and I'd rather stay away from that route. It's more of a giant animal/mythical creature that happens to have insect-like features. I will play around with different designs for the head though. I'll see how bulking up his legs look. If he's too bulky the wings would have to be bigger, and I'm already concerned about texture space for this.

No offense taken StacyOgie, and I agree with you it does look like a snake with wings. I appreciate the comments on it being unique. I don't want to make it generic and I'm trying to stay away from the usual DW stuff that everyone does.

I thought the name sounded familiar. :):) It was the best sounding option for storm/thunderstorm so I went with it. I think Nevihta makes for a cool name. I might make the creatures name Slovenian too to keep some continuity.

02-24-2008, 10:50 AM
That's a nice concept, and really original, the creature works well for me with that agile design, you should stick to it as far as I'm concerned. It has some kind a fantasy fairy tale mood, and that is unique.
I'm just wondering what size are those two supposed to be, it would work well as a fairy and her custom dragonfly mount.

02-24-2008, 06:48 PM
I thought about having her be a small fairy or something but she's going to be the size of an average human and the 'dragonfly' is just really large.

02-25-2008, 11:48 AM
The long body of the creature along with the name of the princess made me think of a cave creature endemic to my part of the world:


Just thought I'd share this with you in case you could use it as an inspiration when you'll be trying out new heads for the creature.

02-25-2008, 08:08 PM
Thanks for sharing. They even have red fins on the back of their head similar to my creature.

02-26-2008, 03:05 PM
Great concept you got here!

Actually I don't mind the fragile look of the creature, afterall I agree that it can look very maneuverable. It seems to me that it can continue on dodging enemy attack while the invoker prepare some powerful attacking magic. In any case I like the current head instead of an insect head.

Maybe the closest thing I know in nature are:

Twisting my imagination a bit - since it has a lot of wing of various size, maybe it can fly with high precision, making it a good sniping platform (unless storm comes by) :D

02-28-2008, 11:11 PM
Let me know which artifact design you guys like better.


I'm leaning towards 2, 4, or 5, or maybe a combination of elements among them.

02-28-2008, 11:17 PM
I'd say go for number 2. It has a lot of intricate details that make it really interesting! As far as the actual design of the character, I'd say stick with your original intention on the head design. It's a very unique style of character and I'd use that to your advantage for sure. Looking forward to more!

02-28-2008, 11:25 PM
I like number 1 as a wizard staff, and number 4 as a weapon.

02-28-2008, 11:27 PM
Number 1 and 2 are great. If I just have one vote, I go for 2.

02-28-2008, 11:36 PM
I like number 1 with the intricate bottom of number 2.

02-29-2008, 01:15 AM
Great designs and colors!

I'm drawn most to number 2. It's very fine and elegant.

03-03-2008, 06:44 AM
Thanks for the feedback guys!

Here's some outfit concepts. I think I'm gonna go with the last one.

03-03-2008, 11:28 AM
Cool updates!

Weapon: For main shape, I like 1 best, seems like it's going to look interesting in 3D. Though so that it won't lose to no.2, extra secondary details and glows may help. The bow-like top and bottom connector on no.2 seems like it's going to fit on 1 nicely too.

Outfit: Actually I like the feel of silhouette on post #5 best, I think it's because of the head piece + its tail(s) and the posture. If I were to take that headpiece and put it on the recent outfits, maybe no.3 fit it the best.

03-04-2008, 01:53 PM
3rd one looks cool:)

03-06-2008, 01:51 PM
Thanks guys. I combined some elements from both 3 & 4 and altered a few things here and there. I like how it turned out and I think I'm gonna stick with this design, so speak now or forever hold your peace if you think something should be changed.


Nevihta representin' for CGS. Lets win this thing!

03-06-2008, 02:57 PM
Perfect. I think you should finalise with this latest conc.:thumbsup:

03-10-2008, 08:05 AM
I made a few revisions to the previous outfit and colored it. Hope you like it.


I'm gonna start modeling now.

03-10-2008, 10:47 PM
Nice girl. Happy modelling :)

03-11-2008, 01:04 PM
I like it, she feels warm and fuzzy but ready for a fight! Looking foward to modeling.

For the weapon if you havn't decided yet, I agree with Stacy saying that you should use 1's upper half, but with 2's bottom half.

Good Luck

03-11-2008, 09:12 PM
lol, warm & fuzzy. Interesting. Hopefully I can achieve that warm & fuzzy look in 3D and successfully pull it off because I've never done fur before, let alone good convincing fur. Should make for an interesting challenge, or at least a good learning experience.

Anyone know of some good fur/hair tutorials?

03-12-2008, 06:27 PM
Wish I could help you out in the fur tutorial department. Hopefully somebody can point you in the right direction. The only thing I can really think of is maybe tons of scattered tris alphamapped with fur. Similiar to how leaves on trees can be done...but this could possibly take up a load of the polycount to really pull off a good look. And I'd probably bet that normal mapping can do it 10x better somehow(I have no real experience with normal maps ><).

03-13-2008, 07:01 AM
I think I'm going to try doing a combination of both, using a normal map for the majority of it and then using alpha mapped planes to give it some added furryness here and there. I should have my 3D progress up tomorrow.

03-13-2008, 07:32 AM
Finally tomorrow We will see some 3d:bounce::bounce:

03-13-2008, 10:44 PM
Here's the turn around of the base mesh for my main character.



I want to keep her fairly low/medium poly at around 3500-4000 tris. Keep in mind this is a work in progress but feel free to critique what I have so far so I can improve upon it. Proportions, Edge flow, Poly distribution, anything you can think of.

03-13-2008, 11:14 PM
I really like the asymmetrical way you've incorporated the team logo! (but what about making it red instead of purple?) Anyhow, nice work so far!

03-14-2008, 01:27 PM
One of the cool things about your concept was the flowing things off her body. Like her belt, the shoe laces, and the little straps around her legs. Are you gonna add a few polys here and there to have that 'blowing in the wind' effect still?

I'm not much for critique on 3d but some things I noticed maybe could change a little. on the sleeves of the jacket in the concept the straps kind of go diagonally creating sort of asymettrical buldges, but in your 3d the buldges are fairly strait foward. It also looks like her index fingers are longer than her others(I could be wrong I dunno). Nothing major because it looks pretty good to me...just thought I'd point out something haha.

It is probably a good idea to keep her around 4k, since you still have lots to do! I think i read that your limit is for everything, so the staff, the hair, if you do the little wavey things will all have to be added to that.

And BTW what happened to the mount? Did you just decide she didn't need one now? If you're going to have a mount definately need to watch the polys heh. If not you're making pretty good use of them so far as I can see.

03-24-2008, 07:08 AM
Yes, she's still going to have all the ribbons I just hadn't added the planes for them yet (or her hair and the fur). I'm not sure if I'm still doing the mount or not due to the time constraints. I finally don't have classes to worry about this upcoming week so I have time to work on it, but I don't know if I'll be able to do both her and a mount and an artifact since the deadline is rapidly approaching.

High Poly


03-25-2008, 08:35 AM
Very good. I think you nailed it pretty good, and you followed the concept :thumbsup:

03-26-2008, 12:55 PM
Beautifull:). Very nice modeling and sculpting.

04-07-2008, 12:14 AM
Long awaited update...

Had some issues with projecting the normals, and it was a bit tricky getting the hair to look right/decent, but I'm quite happy how it turned out. It was definitely a good learning experience doing things I've never done before. Also, the texture is all hand painted which was time consuming. Rewarding though, and again, a learning experience. Suggestions for adjustments/improvements welcome. On to the artifact... *scared to look at a calendar*



04-07-2008, 12:27 AM
Looks lovely. Can't wait to see the mount!

04-07-2008, 12:36 AM
...um, unless they extend the deadline another month or something, I don't think I'm going to make the mount. (school work doesn't allow for much free time) Yeah, she's only 3,198 Tris, because I had originally planned on having a mount too, but I don't feel like adding excess polies to her 'just because' I have extra since I'm not doing a mount.

04-07-2008, 11:48 AM
aw. You're too close to being finished to quit! I would probably just speed model the artifact and slap together some final pictures if I were you. IMO it still feels good to have finished and entered than to have quit and abandoned the work.

Of course I never really intend to win anyway so I usually just turn in my finals to have a feeling of completion.

It looks pretty good to me overall though. Definately worth finishing up!

...come on....cam on...you know you wanna...

04-08-2008, 05:44 AM
Sorry if I gave off the wrong impression, I do plan on finishing. I'm just not doing the 'dragonfly' mount that I had originally concepted to go with her.

I suppose I should mention I hand painted all the textures for her (other than the logo design), which I'm kind of proud about. Also, I suppose I should mention I've been using Photoshop, 3DS Max, and ZBrush.

I think I'm gonna make her hair have stronger highlights in it (more contrast), and I still have to add a spec map, and make the artifact, and effects, and beauty shots, and... ...

04-08-2008, 11:10 AM
ah yah. I must've misread it. I'm glad now haha.

The textures look really great. Very true to the concept I think. I think its cool to use lower polys if you can. It's not really a bad thing. I'm sure on one hand people might think you coulda squeezed more details somehow with all the extra polys, but at the same time others might think hey, you just saved us polys we can use elsewhere in the game!

I'm glad you're gonna finish! Good Luck.

04-08-2008, 09:33 PM
Since quite a few people liked the idea of a combination of elements between my artifact concepts, I combined them together quick and like the results and it's what I'm going with. I'll probably make the top a little less 'barbed wire-ish' though.


04-09-2008, 08:19 AM
The inner details are going to be opacity maps, and the smaller 'orbs' are just going to be textured since they wouldn't affect the silhouette at all. I'm still planning on adding 'lightning'/'static' effects and possibly a ribbon.

...Anyone want to inform me how to do glow maps effectively?


04-11-2008, 06:26 PM
I always wanted to learn how to do glow maps better too. The only thing I ever really did was use the self illumination thing heh. Hope somebody comments on it for you(bumping your thread! haha)

The staff looks good, I like how you've combined it.

04-11-2008, 06:50 PM
Yeah, I'm just doing Self Illuminated Opacity Maps for the glow/effects.

What are "the Standard, non node based shaders in Max/Maya" that the DWIII rules refer to?

...Is that anything that comes default in Max, or are some of the default lighting options node-based and not allowed? I don't want to use the wrong thing. (what's the best way to go about lighting a scene in Max with the lighting we can use? ...I'd be nice if someone could reply before Saturday morning)

04-13-2008, 05:15 AM
Yay! I finished Dominance War!!!


Let me know what you guys think.

04-13-2008, 07:49 AM
Nice work. Congrats and good luck :)

04-14-2008, 02:23 AM
Official Final Submissions:

Winning Pose

Beauty Shot

Construction Shot

Texture Sheet

Concept Sheet

04-14-2008, 02:29 AM
Well done mate. I especially like the weapon design. Good luck!

04-14-2008, 07:29 AM
Thanks! For never having done Opacity or Glow effects before I'm happy with how it turned out.

04-16-2008, 05:22 PM
Congrats on finishing! The glow really did turn out pretty nice. So did the flowy things hanging off her! I like it all actually. I could definately see her in a game.

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