View Full Version : DWIII - 3D - Agostinuke - To Be

02 February 2008, 06:59 PM
Hi there:)


02 February 2008, 11:54 PM
Name: To Be
Last Name: Named
Race: Human changed to something else by a drunk sorcerer.
Profession: Warlord
Artifact weapon: One curved stick colored in red and white. Indestructible. Can shoot and manipulate large amount of really hot fire. Fireproof magic armor and suit. On the left arm a piece of the same magic armor, carved with a misterious drawing, it is shaped as a powerful blade which can cut through almost everything.

The story:

Mr. Named one evening was drinking quitely a whiskey at a bar near the docks when all of sudden he heard a "BAM" outside the front door, immediately followed by a "FLUFF". After a couple of seconds an old man came inside the bar. To Be looked at him and remembered that not much sooner the same old man, and we are talking about some very stuck up, half-witted, scruffy-looking, nerf-herder and strange old man here, was already inside the bar and he was talking about politics in Italy or something like that, than he looked at a guy who left the bar and followed him outside. Now he's back again inside. So To Be thought: "hey!", and called the old man: " hey mister!" "what happened outside?". The old man, really slowly, turned and pointed at our friend a couple of red, hot, chili-peppered eyes and..."FLUFF!" our poor friend To Be found his nice and almost drunk head transformed into a donkey head!
The old man, with a scary little smile asked: "who's scruffy-looking now?".

Hope you like it. C u later. :)

02 February 2008, 01:08 AM
Ok. Posting here the wips. I've spent all the day studying on Forums everything I could absorb about normal mapping and uvw unwrapping because I had only some little notions about them. I did a few experiments...still I have to look into them more later. There is so much to experiment with them. Anyway, this is the base polymesh, I'll go with this into mudbox and sculpt and back here and back there at low level until satisfied, then will raise up the levels and produce some normal maps when I will be ready and added the uvs. It seems simple but it's like a big mountain to me. We'll see...

02 February 2008, 08:11 PM
Ok some more wips.
I'm going to remake the hands right now. Then I want to try to unwrap some uvs. I have still about 1k tris left to make the golden magic shield/claw that he keeps on his left arm.

02 February 2008, 01:41 PM
More wips. Surgical operation; inplanted new hands. Still sculpting hires model.

02 February 2008, 02:22 PM
What an ass haha :)

I think he needs more of something, the armor/clothing designs leaves something to be desired. Perhaps a more ornate armor design and clothing design perhaps???

02 February 2008, 11:26 AM
On my way to that :D

02 February 2008, 02:09 AM
I reworked the low poly model since I've found some errors, I worked on uvs again and in general I did some experiments...I will publish a wip with the high poly modelling tomorrow...

Meanwhile, here:

02 February 2008, 05:33 PM
All Right some more wips...getting closer... :D

02 February 2008, 06:08 PM
Some more Wips with details

03 March 2008, 01:04 AM
Quick color test. Worked on the sculpture

03 March 2008, 08:16 PM
Ok. Today AT LAST I was able to lay out properly the uvs, and to get "normal" normal maps working on them. I don't tell you how much I was happy about this. uvs and normals really made me crazy.
There is an empty space still on the layout for the shield. I'm still thinking about it:

And the following are some rendering test of the 6k low poly with normal maps and some different quick test materials applied. Not posting all the hundreds tests I made...
I have to:
1) study how to render the back of the armor (the old man face) with a golden reflective material without loosing detail
2) model the shield
3) Maybe I have to model some props or decorations to enhance the appeal of this character because I see that even if he's an extra cool character and I would play a lot a videogame with him ( :D ), he's still too simple compared to the tons of extra extra cool and hyper detailed character that u people r modelling. but u see I'm a noob.
4) Rig and pose it. Doing this atm...
5) head and hairs textures.

Thx for your time.

03 March 2008, 08:45 PM
haha, very funny concept :applause:

but... don't you think this strong specular highligths can be dangerous? Mesh seems so clean, and unwrap too.

03 March 2008, 08:50 PM
yeah they are a test because still I don't know and I have to think how to keep the golden armor reflective without loosing detail.. thx for your advice!

03 March 2008, 10:41 PM
Some more wips... I posed it, sculpted the shield, tweaked it more, tried a few materials, tweaked uvs and normal maps, etc.
need to do:

1) the base where to put the ass man
2) effects. At the moment I have 8138 tris overall. I would like to use the rest modelling some magic flame or something like that...
3) TEXTURING. I've set up a diffuse map with general plain colors but I need to do the paint work.

Since this is a wip, I'm posting here some pics with high res model, final uvs and normal maps, and a few kwick renderings that I did to study the materials on the low poly mesh (6464 tris on the ass man)

I must finish this soon

03 March 2008, 10:46 PM
This ass man is going to kick our enemy's ass.

03 March 2008, 01:45 PM
Another wip. trying to setting up the final stage. 4 lights and all standard max materials (tweaked). Not finished at all but yes that is the pedestal I will use.. I like that suggest me some kind of psychedelic magic enviroment, and it was easy to do :P

I'm still texturing.

03 March 2008, 10:48 PM
Hi crowd. Don't push. And now...even more spam to my thread with some other wips. I worked on the textures, painted the head, blood splotches, bump splats, boot shits and specularity. Have to tweak the specularity on the head. I tried thousand different solutions with the armor material and still can't say if it's good but I think I will end this soon. And the red spandex maybe well I have to tweak its spandexity a little bit more with less specularity.

Some more test with materials and lights and then bye bye c u. CGSOCIETY FTW!!!





a little detail test with different armor mats

some more tweaking and texpainting and I call it a day with the following:

03 March 2008, 09:05 AM
forgot to show the wires.

03 March 2008, 06:28 AM
Ok I'm done. I studied a bunch of different solutions and I think the following final image is the one I like best. A snapshot with the poly count (without the pedestal) and the final winning pose that I'm submitting on DW site. Other final images will follow soon.


04 April 2008, 05:42 PM
I'm posting here the last "beauty" shots...set, poses, lights are exactly the same of the winning pose, only the camera has changed...

this is the final beauty I submitted:

bye bye thanks.

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