View Full Version : DWIII - 2D/3D - Nihilicon - Orphean

02 February 2008, 07:28 AM
And this would be my first DW comp . . . I have not much experience in 3D (never built a full figure) but hey I'll give it my all! Even if I just end up as cannon-fodder, it'll be a good learning experience.

Name: Orphean Agent
Race: Orphean
Class: Stalker
Artifact Weapon: Void Shears

Character Synopsis: ------------------------------------------------------

In a desperate attempt not to be left out of the unfolding power struggle the arch-invoker called together his most gifted acolytes to create an 'ultimate weapon' of his own.

Harnessing the power of the new arts to 'geneticise' a race of tall, dark skinned faerie folk they created the Orphean Agents - twelve super-warriors armed with 'void-shears'; unique cutting weapons that have blades that exist in multiple dimensional states. These blades can cut through any material by shifting dimensional emphasis.

The Orphean agents are grafted to living armour that is powered by a captive magical being encased in a tank on the back of thier exo-skeltal structure. 'Veins' run from this tank to feed the exo skeleton.

The Orpheans have proved harder to control than was anticipated and an unexpected side effect of this genetic-transformation is an innate campness and a preference for elaborate detail in their attire (high heels are a must).


Latest WIP duplicated on this first post: (

Base mesh underway . . .

02 February 2008, 08:48 PM
Quick sketches of initial idea is attached ~ a hooded undead "reverse" centaur with a gas mask/skeleton type head. This will be the mount (I think). The artefact will be weilded by the rider. I'd like to use armour with veins that are connected to a reservoir of (un)holy water on the back. The veins may cover both rider and mount not sure yet. More detailed sketches on the way. These are just quickies.

02 February 2008, 09:35 PM
Looks nice and different.

02 February 2008, 06:49 AM
Some developing thoughts . . . I still want to pull it round to undead somehow (so I'll probably still use the skull style helmet/mask/head) but I'm seeing it now as fast moving scout with a medieval style hand cannon. The equivalent of light lancers that are fast moving and able to outmanouver anything else on the battlefield.

Edit: I'm also thinking of equipping a sextant (or similar 'analogue' navigational device), maybe the rider will weild this.

02 February 2008, 06:54 AM
The severed head idea is awesome. It'll help the undead factor too I think. Makes me think Necromancer from diablo II, they had heads for thier shield slot haha.

And I could use the company on the cannon fodder line so keep up the work!

02 February 2008, 11:23 PM
Trying some more idea development:

I like the idea of a large patterened Elizabethan style dress billowing out behind her/it . . .

02 February 2008, 06:54 AM
New WIP: I need to look at more organic reference.

02 February 2008, 01:26 AM
More wip, trying to establish ortho views:

02 February 2008, 01:36 AM
This is very original. Looks like a spine coming out his face. I dont think you need more organic. I like the balance you have now. The bust looks nice. cant wait to see it with more detail.

02 February 2008, 06:52 AM
Update: Story updated above.

03 March 2008, 06:46 AM
WIP artwork update. Story removed :-)

03 March 2008, 06:35 AM
More wip. I like the idea of a lyre/harp as the artefact and and array of knives on the back of the dress. It's probably time to throw a base mesh together and see what I can carve out from that point.

03 March 2008, 05:27 PM
Some developing thoughts . . . I still want to pull it round to undead somehow (so I'll probably still use the skull style helmet/mask/head) but I'm seeing it now as fast moving scout with a medieval style hand cannon. The equivalent of light lancers that are fast moving and able to outmanouver anything else on the battlefield.

Edit: I'm also thinking of equipping a sextant (or similar 'analogue' navigational device), maybe the rider will weild this.

I love the head and the legs. cool silhouette! juts not so sure about the part in between....but I hope you can keep the bady proportion.

03 March 2008, 06:24 AM
More sketches - I'm still trying to get a decent overall shape - I think the previous version looked a little too generic humanoid.

I think I'm liking the first one here for overall shape wiht some elements of the middle one (the giant snips and mace tail) and maybe the feet from the third one. I'm also thinking external ribcage.

03 March 2008, 10:25 PM
Re-drawing (again). I'm now at the start of two weeks holidays, perfect timing for throwing myself into finishing this entry. Character description updated. Crits gratefully recieved.

03 March 2008, 06:21 PM
Sort of difficult to read exactly how your character is meant to look. But I really like your sketches so far, some really cool shapes and interesting choices of weapon. If you are going for the 3d version I suggest you get going:)

03 March 2008, 07:45 PM
Thank you hakanpersson. I know I need to get my arse in gear but I'm on this *almost* full time from now until the deadline with my first all-nighter coming in tonight :scream:. It's difficult to read because I'm still defining the form, gradually nailing down details one at a time . . . but I'm new to this process so it's a bit slower for me. My 3d experience is very limited so I know it's going to take a lot more time I suppose if I finish at all it'll be a bonus.

Latest wip:

03 March 2008, 01:11 PM
Working in some of the details now. I'll start my base mesh later as I think I have enough info for ortho graphics. Any advice will be gratefully received :)

Does anyione know if you can use the same concept for a 2d and a 3d entry?

03 March 2008, 12:09 AM
The base mesh is underway at last . . . I'd really appreciate any crits on the topology as my modelling experience is quite limited. Just under 1500 tris so far which seems a little steep to me considering how little of the completed figure I have.

03 March 2008, 06:39 AM
Base mesh progress. I'm taking care to build in sections before joining it together and doing UVs as I go along. Don't know if this is advisable but it seems to be working fine so far.

03 March 2008, 06:43 AM
Hey nihilcon, you've got some cool sketches here, I particularly dig the silohette. I did a quick paintover of your model, because you may want to change a few things with the topolgy, in order for things to run smoothly inside of zbrush. Keep it up, looking forward to updates :)

03 March 2008, 06:47 AM
Many thanks zberry. I really appreciate you taking time to do that. I'm never sure if I should use triangles or not so that's cleared that up and I'll go and sort that stuff now. I'm trying to get the base mesh finished today and then to move in ZBrush for a sculpt so we'll see how it all goes from there.

03 March 2008, 06:53 AM
I don't have any real experience bringing meshes into a game engine yet, but I think it's fine to use triangles, because everything will be triangulated anyway. I'm not sure of the implications of tri's for rigging, but since the contest only requires a still, you can get away with them, and save alot of poly-budget. But they will cause a mess in z-brush, so you may want to save a copy of your mesh as is, for use as the final low-rez, but then make another mesh that is all quads, as evenly spaced as possible, to import in zbrush. Zbrush will accept tri's, but you will run into artifacts and nastiness once you divide it up all the way.

04 April 2008, 08:32 AM
Base mesh has progressed a bit (but not fast enough).

I've been spending precious time experimenting with generating normal maps but had very little success no matter what settings I use. The maps seem to have either nothing on them or to have lots of lines from the low poly mesh, maybe someone can advise me on the best way to do this. I've read almost every tutorial on the subject now and my head is mince.

So far I've tried taking smaller sections of the model into ZBrush for sculpting e.g. the faceplate (see below), I thought this might work better than taking the entire mesh across especially at this experimental stage (does anyone think there is any merit in this method?).

I've been exporting a high-res mesh back to Maya from which I've tried to generate the normals but success eludes me at the moment. My enthusiasm is undented however and I'm banging on anyway in the hope that I'll work it out somehow.

04 April 2008, 09:02 AM
Still working on base mesh . . . hopefully start sculpting/texturing today. I know its not a winner but any crits would be appreciated as this is the first time I've built a full figure and I'm doing this to learn :)

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