View Full Version : DWIII - 3D - fadingray - Shieldbolter

02 February 2008, 10:24 AM
f i n i s h e d:

name: Ighramus the gladiator
race: pit mutant
class: warlord
element: darkness/void
artifact weapon: shieldbolter - large shield, which
outer surface is covered with void energy (kind of "keep
your limbs away" thing), and attached crossbow on the
inner side. Bolts are enhanced with dark energy in the
moment of fireing of a shot. Almost immediately after
reaching its target, the bolt makes it implode (whole
target or quite big chunk of it - depends on target's
size and mass) Reloading requires pulling a handle
either using hand or sticking bottom of blunt weapon
and using it as large levar (to be reconsidered).
other weapons: standard gladiator's toolset -
some blades, axes, hammers etc :)

03 March 2008, 03:56 PM
Is that a crossbow hidden under the shield?

Looks good so far.

03 March 2008, 03:18 PM
thx for reply Innactpro
Yepp its a crossbow , since shield is not a weapon i'v combined it with projectile launcher that will use some of the shields powers to enhance bolts. You got description above :)

And here is some further design of my char
I want him to be more in ancient greek/rome style (since hes a gladiator) and less orcish/barbarian. But ofc the influence has to be subtle.

a helmet

I am currently working on the helmet, want it to be opened for some renders in beauty shot (option with openable helmet will depend on polygon count). Current face is rather a placeholder.

a shieldbolter

well, first ideas bout shields surface

will post some initial zbrush work soon

03 March 2008, 03:38 PM
Sorry about that. I just looked at your art and failed to read your post.

I suppose that should be considered a compliment to your art.

Keep up the good work.

03 March 2008, 04:08 PM
No need to be sorry mate :)
Theres just to many entries to read every single one.
( i mostly read them only when visual concept got my attention )
Thanks again for comments.

03 March 2008, 09:43 AM
i know its kinda late
here's my 1 portion of modeling

just hope i'll finish it on time

03 March 2008, 08:20 AM
the bracer was made in 3dsmax

03 March 2008, 10:39 AM

03 March 2008, 12:04 PM
sword & sheath

04 April 2008, 04:26 PM
quick overpaint illustrating how it should look at final
current version
and openable helmet

04 April 2008, 07:58 AM
lowpoly and normals maps are almost finished
ill spend rest of polys in the neck area ( im thinking bout some hanging chainmail scraps )
and (optional) additional weapon on his back ( mace or hammer )
Im very low on time (doing DWIII 2d also ) so neither wire nor uv are perfect :/
And render with normalmaps ( excluding neck, belt, sword, bracers, shield parts atm )

04 April 2008, 09:08 PM
roughly rigged and coloured , rendered in 3dsmax scanline, 3 lights
maps: diffuse, opacity, specular, glossiness, normal and reflect
da hammer is not mapped yet

04 April 2008, 06:01 PM
final concept sheet & conctruction shot
Im tweaking the textures and will post the rest of finals tomorrow.

04 April 2008, 12:46 PM
rest of the finals :

04 April 2008, 02:27 PM
Nice finish. And good luck.

04 April 2008, 02:47 PM
Good Finish :D. I like your sketches by the way. Encorporating the crossbow into the shield is pretty nifty. Good Luck.

04 April 2008, 08:22 AM
hi mates
thanks for replies and good luck to you also
cheers :)

04 April 2008, 03:25 PM
Great work, man. I think this is one of the best. All the different features and details on the outfit are great. As a newbe I have 1 question. How did you make you normal maps? Do you split your mesh in parts (which ones and what about the seems) or do you sculpt the thing in 1 go (my pc crashes with a mesh over 1MM!)?


04 April 2008, 11:44 AM
Thanks Roelie

As for normal maps i would usually use zbrush, but i'v got some trouble with creating normal maps for merged subtools. So i tried baking normals in 3ds max and it works great.
Only thing you need to be aware of is polycount of imported .obj ( 1-3 million triangles works good, largest mesh part that ive imported was boot and it has about 8 million triangles ).
For every piece of mesh ive made normals map and light map (ambient occlusion) using light tracer render and skylight.
You have the similar method described here :

As for creating model - I began in zbrush making zspehres body adding clothes, belts, boots using subtools extract. Then exporting mid poly model of all that to max .
Inside max iv added basemeshes for rest of equip , put them in right places and export back to zbrush. When iv got everything sculpted inside ZB i began to export mid poly finished pieces of mesh and creating low poly in max. Then iv made unwrap and began to baking maps.

The model is made of several parts ( didnt count them but it will be about 30 )
Seems are mostly covered ( glove hidden into bracer, bracer into arm, arm into shirt, shirt into chestplate etc )

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