View Full Version : DWIII-3D-Brad James-Warlord

02 February 2008, 02:41 PM
Hi Everyone,

I’ve decided to join the madness and try my hands at making my first game model. It will all be very new to me so as much help as possible would be great. This is the idea for my model.

His name is Lord Anteus and he once was a human until he came across a special glove. As he slipped on the glove he could feel a change coming over his body. The rock/iron glove started to form into his hand and he could feel a new sense of power. Over time the rest of his body changed form. His feet became rock, and a protective layer of rock grow from his back rising above his head. His shoulders also became covered in rock. His body/arms are now also covered with wards which link him to the earth and draws power from it. This is the only magic he has but it is only useful on himself for rejuvenating his body in battle. It also gives him the power and strength to move since his body has become so heavy from the iron/rock. The glove he carries has a sharp shaped stone at the end which he uses as a weapon. If the weapon or glove ever become damaged in battle or cut off it will grow back to its initial state.

I will post my progress on the basemesh very soon….

02 February 2008, 02:54 PM
Good luck! You should do find, I'm surprised you've never done a game model before.

02 February 2008, 04:56 PM
dmonk: Hey man...its true I've never pushed myself much past modeling so I thought what better way to get my butt in gear when DWIII.

ok so here is an early stage of the basemesh. Just trying to figure out what areas while grow out of him as armored rock. Anyways its a start. (

02 February 2008, 06:12 PM
Wow, quick progress... I got to jump on the ball. Keep it goin!

02 February 2008, 12:29 AM
Here is an update on Anteus...I think I should be ready for Sculpting soon. (

02 February 2008, 12:30 AM
No concept art?

02 February 2008, 02:35 AM
Xarxys: I really suck at drawing so I don't spend much time at it. Here is a sketch I did to get the main ideas down. Lots of issue in it but its just a sketch right (

02 February 2008, 04:28 PM
ok so've jumped right into the sculpting now and I'm just trying to lay out the forms. I know I don't do much sketching on paper but I find I use Mudbox as kind of a sketch book. I play with ideas in there and bring out the features in the character instead of on paper. Anyways here he is so far. Still loads of things to change and fix. (

02 February 2008, 05:19 PM
Good start on the sulpting. Is he wearing armor or is his body going to be incased in stone?

02 February 2008, 06:00 PM
dmonk: Thanks man. The armor has grown to his body so as best I can I will try to convey that.

02 February 2008, 06:29 PM
ok well I've changed the feet design direction a little. I've made them appear more as if they are growing up into his legs instead of a protective section over the knee. I also decided to pull out some rock/iron armor from his sides. I'll see how that turns out over time. (

02 February 2008, 01:01 AM
no comments?

02 February 2008, 01:16 AM
I think It's good execution, but I don't know if I'm feeling the artifact on his arm and I think for the armor to work it needs to have a little more of an organic feel like the rocks coming out of his back. I like the start of the armor by itself and the rock formations by itself, but something just isn't connecting for me.

Just my 2 cents, which is only worth about 2 cents.

02 February 2008, 02:15 AM
Hey there James. Nice model dude, can't wait to see where you'll go with the level of details:) Good luck with the contest, I'll keep an eye on your thred ;)

02 February 2008, 01:05 PM
dmonk: Thank you for the reply and trust me your comments are worth more then 2 cents. I agree with them and I will work on pushing the various rock/armor sections to flow/fit better with the model.

Avatarr: Thanks for the nice comment and I should have an update soon.

02 February 2008, 01:15 PM
Nice character and concept, the weapon is a bit stale to me though but that might be because it's not posed yet. Cheers

02 February 2008, 07:54 AM
yeah its commin along pretty cool brad.
keep going

02 February 2008, 05:13 PM
Loukor: Thanks for the reply and I agree the weapon needs work and really I haven't spent much time on it yet so I will make it work don't worry

samarcbz: Thanks and I'm happy you like it

Ok so here is a small update....tweaked out the left arm a little today to give him some muscle (

02 February 2008, 09:31 PM
another update. I kind of worked all over the model trying to fix up some areas. I hope to finish the sculpting this week and then work on the low res game model to get ready for transfering the normal map.

here he is (

02 February 2008, 12:12 AM
I think your sculpt is looking nice in some areas.:thumbsup:

I would proly make the stone growths a little less uniform around his feet area towards the top where they run into is leg. Maybe make certain areas of this stone growth go further up his leg or some like that. I think i would also bring some stone growths up by his head forward a bit pertruding from his armor aswell in spots. And the artifact i think needs to flow more organicly back into his upper arm.

good luck man

02 February 2008, 01:28 PM
AnOldFriend: Thank you so much for the crits. I agree with all of them and will work out those areas for sure. I was also thinking of change the artifact design to flow more up the arm like the rock on the feet. I will try it out and see what happens. Thanks again.

02 February 2008, 03:17 PM
Looks great Brad:) Maybe bring the stone growth of the armor behind his head, around the neck fading towards the clavicles. Also, maybe establish rigid places into the mesh and make those solid stone while the rest keep them flxible, stone and flesh mixed, bits of rocks and such. As for the weapon, maybe make the stone growth start as spikes from his knuckles, unite and becoming one romboidal piece of granith with sharp edges. Can't suggest anything as of yet for the transition between the glove and the arm 'tho. Keep it up, you're doing great.

02 February 2008, 01:37 PM
Hey Avatarr,

Thanks for the suggestions and I will certainly look into all of them I've worked on breaking up the armor which I think that was what you meant. If not please clarify what you meant by finding rigid places and what not.

Here is a render in zbrush for fun. I've also changed the artifact and the way it was joined to the arm. I think it looks better now (

02 February 2008, 02:21 PM
Coming along great but I you should break out of the symmetry you have going with the head/shoulders and on the legs. Maybe make the rock on the right leg go upto the hip or let one of the legs be more human then the other. You could do this contrary to the arms to give a balance to the whole.

02 February 2008, 02:34 PM
Well, infact when I said rigid places I was refering to the points that don't need to bend or to move too much. Like the chest area, upper tighs, shin and so forth. As this is a game model there is a need for functionality and you have to anticipate the movement of your character. You have to find the joints and to create sliding plates so the character can move freeling and the armorcan move with him keeping its rigidity, without stretching.
Here, I made a quick paintover exemplifying what I said just to give you an ideea of what I mean.

02 February 2008, 03:17 PM
ok now I see what you mean...hahah I think the brain is running a little slow today.

So something like this? (

03 March 2008, 05:34 PM
LOOKS GREAT, Getting be stronger. the head seems to be smaller in terms of the proportion, but it's just tiny jealous of you.

I can't wait to see the final.

DWIII Thread (

03 March 2008, 05:50 PM
its looking cool brad! i like the arms. nice work.
keep updating

03 March 2008, 06:02 PM
Much better!

03 March 2008, 06:03 PM
I agree, its improved.

03 March 2008, 06:13 PM
This guy has a great sense of power. Maybe define the shape from the hips to ankle more. Right now it is rather straigh up and down with a little flair on the bottom. I am also not really getting the armor on his knees. it looks like it only has one end to it to me.

03 March 2008, 06:06 AM
Dammn good sculpting reminds me about LOTR

03 March 2008, 02:20 AM
paratrooper: might be right about the head but I think I will leave it

samarcbz, dmonk, Airflow: Thanks

jbrophy: I see what you mean and I will work on his shape somemore. As for the armor well I want to have it look like its growing out of his upper leg. He would use it to hurt his enemies by slaming the pointed ended into their bodies

sagishow: Thanks vbmenu_register("postmenu_4992315", true);

ok so after a pain in the butt of time trying to figure out how to get the normal map to show up in maya, I did it. I know I know that should be easy but since this is my first game model and normal map process I had a hard time. Ok so this is more of a test. I need to go back and clean up the high poly and add somethings. Then clean up the basemesh because it has a lot of wasted polys. (mainly the hand). I will post another update soon (

03 March 2008, 11:44 AM
I just noticed on the last normalmapped version that its a bit difficult to see if the lower part of the torso is front och back. Might just be me? Anyway, I like the character, specially the neck/head part is very powerful.

Nice sculpting too, even thought I think you could make it better by working a bit smooth/flatten brush. The cracks for instance, would look better if they had their edges were shaper and more defined.
Are you going to texture this one in zbrush?

03 March 2008, 12:51 AM
hakanpersson: Thanks for the comments and I certainly looked at fixing them in the sculpting I did.

Here is some work on the texture end of things. Just the bottom half so far but I'm not sure if I like it yet. Still needs work. (

03 March 2008, 03:14 AM
Looks pretty nice and stony so far. Can't wait to see how you're gonna do further on.

03 March 2008, 06:45 PM
Thanks Avatarr for the reply.

I've changed up the rock and overall skin. I think I've got a decent start on the textures now. Some sections are just blocked in color. I need to go over the skin to had some color and tone to it. Anyways here is an update for those watching (

03 March 2008, 06:50 PM
yay, one of the first ones to be started texturing. Very smart workflow right there. Now you have time for the important stuff.

I have some crits about the texture but obviously you are just strting so I'll just stfu.

Great normal map btw :)

03 March 2008, 06:58 PM
I agree about the skin tone and overal look.. for me it seems too khaki/green
I think that some glowing or a bright texture would look great in-betweans of bark cracks:) just a suggestion

keep up the good work!

03 March 2008, 12:05 AM
DDS: Thanks for the nice comments and please bring on the crits for the textures before I go too far. I planned to move fast until I got to this stage because I've never fully texture a character so I need lots of time.

digi_est: Thanks for the suggestions and I will certain do those.

Ok so a few more adjustments all over and I adjusted my light which I think looks better. I hope you like (

03 March 2008, 03:13 AM
Nice work on the model, Brad. Your character seems to be a blend between creature and rock, right? It would definitely look awesome when the texture will be completed...And man, you got your work cut out for you in that sense (I find texturing to be really tough for some reason).

If I may suggest, right now, the texture on your armored parts seems to give them a more wooden feel than rock...Maybe try different textures and see which would fit better? I'd love to hear what you will do to overcome what I see as a personal challenge.

03 March 2008, 05:00 AM
Cool model man, one crit is that I would do something with the edge of the cloth add a border or something because right now it seems to blend into the character, just my two cents, keep it up man looks good so far

03 March 2008, 03:01 PM
RedFish: I see what you mean about the cloth and actually i think I might try and change the look of it anyways. Thanks

DMNY: Thanks for the comments and I agree my rock is not looking much like rock. I'm doing some searching for better textures and see what I can come up with. Its a challenge for me for sure but its fun.

ok here is a small update. I changed the skin color a little and built a simple rig which I need to fix the weighting on so I can make a better pose. (

03 March 2008, 03:30 PM
looks cool brad.. u can play a lil. bit with the colour variatons on this guy.. it might be cool.. just a suggestion..
keep up the good work

03 March 2008, 12:27 PM
samarcbz: Thanks for the reply and yes your right I need to add more colors for sure. I've actually changed the base color again which helps bring out the armor. I will post an update later today vbmenu_register("postmenu_5035396", true);

03 March 2008, 12:39 PM
Very nice. :thumbsup: And yes, some more variations in colors would be nice. You don't need much, just a bit :)

03 March 2008, 02:12 PM
Great work! Some more contrast diffuse texture-and model is finished. Looking forward for final render!

03 March 2008, 02:17 PM
Thank you for the replies and I do agree. Here are some changes to the overall color and some variations but it might need more..what do you guys think? (

03 March 2008, 02:45 PM
WOW!!! Much much better :thumbsup: That green color gives him some "Hulk". Good job. :)

03 March 2008, 02:58 PM
I agree! The coloring really makes a HUGE difference!

03 March 2008, 04:45 PM
thanks guys for the nice comments and I think I'm slowly getting there.

I do have a question for the maya users out there. I can't seem to find a way to use my normal map and a bump map in maya. It seems to be a big issue everywhere I read. I know there is a JS Normalmap shader that some people have gotten to work but it doesn't seem to work for me. I'm using maya 8.5 if anyone could help me that would be great.

03 March 2008, 05:05 PM
If you're really looking to make your bumps pop, you should work on a cavity map and mix that into color map since I don't think we're allowed a cavity map perse. The transfer maps function in the lighting/rendering menu works good for occlusion, but it is SLOW when you make anything larger than 1024. So make sure you have plenty of alcohol or video games to pass the time as they bake in. That JSNormal shader does work for 8.5 however. I'm using 2008, so I wouldn't be able to attest to its functionality. Are you using ZBrush or Modo? If you're using ZB, deffinetley toy around with the ZMapper settings to get some clean cavity definition. Then again, if you have a bumpmap in place, try using that instead of a cavity map. Don't forget to paint either. I think that is one thing that people commonly forget to do. Often people will rely too heavily on the software to do the work for you, but games used painting the color map to give the illusion of deffinition and form whereas there's too much emphasis on normal maps nowadays. Normal maps should only be that added glame to the model, not the basis for your model looking tight, they should just make it pop more.

03 March 2008, 05:15 PM
Another thing I sometimes use to just speed up some of the process is to get your normal map in photoshop and remove the red and green channels. You'll be left with a blue channel which is basically your darkest regions of your map. Use that to mix into another map. There's always a lot of info that can get over looked in maps you've already made that can easily be re-used for another purpose.

03 March 2008, 01:38 PM
Firerbert: Thanks for all the information but my issue is not in making a bump map or making it pop but to actually apply it in maya along with my normal map. Since the normal map and bump want to connect into the same place in the shader it won't work. I've tried some methods like the JS NOrmalmap shader but it didnt work and I don't even think we're allowed to use other shaders but the defaults in maya.

03 March 2008, 01:47 PM
Have you tried just using a layered texture? It's straight out of Maya. The problem is that when you connect the texture to the bump node, you have to tell it to act as bump, tangent, or normal. So I don't know if that is going to work. Worth a shot though if you haven't tried it. I know the mix8layer and mix20layer shaders are out of the question as they would not only pose the same issue but are also non maya shaders.

03 March 2008, 08:15 PM
here is another update for those watching. (

03 March 2008, 08:25 PM
i really have nothing bad to say :) it looks great so i only have left to say good luck :thumbsup:

03 March 2008, 08:28 PM
came alond pretty decent brad. i like the stone effect in the texture.
so its the final image? or u have plans to work more on it??

03 March 2008, 12:29 AM
Very nice result. One of the best I've seen in here :thumbsup: If you feel like it, maybe you could add some color variations on the chest part. Like the once you have on the feet.

04 April 2008, 02:06 PM
Very nice modeling, looks cool

04 April 2008, 08:50 PM
Octostatue: Thank you very much

samarcbz: I'm happy you like it. I'm not sure it will be the final image since I'm still playing around with things.

MartinNielsen: That means a lot that you think my model is that great. I would love to make it into the top 50 but not too sure about that. I will add somemore colours in the upper section has you mentioned.

andy6308AAA: Thank you

04 April 2008, 01:40 PM
Hey. Very nice character, the sculpt works great.

04 April 2008, 10:54 AM
nice work mate, looks really cool. i tried a plinth that looked exacly like yours but the mossy green distracted from my tree guy. i works really well with this guy tho. love the armour.

04 April 2008, 07:53 PM
Just wanted to post my final images here and say thanks for everyones help. Its been fun and a great learning experience. Good luck to everyone. Time for a beer..ahhah ( ( ( ( (

04 April 2008, 09:50 PM
Nice finish. :) And good luck.

04 April 2008, 02:16 PM
Cool, lookin like a game character!

07 July 2008, 10:34 AM
Looks really cool.

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