View Full Version : DWIV - Mini Challenge #1 - War General Portraits 3D

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02 February 2009, 06:27 AM

3D Challenge
It's time to gather up your creativity, pull together your talents, and get ready for a new kind of warm up competition in the Dominance War series - Mini Challenges! Although the theme is separate from the main epic event, world champion standings are assured for the best mini comp entries!

To commemorate a new class of competition, we will be using a modified theme from Dominance War I. So this year's first ever 3D mini topic is:

War General Portraits – SDK! The rules are simple - artists are to take one of the 3 pre-made unwrapped models and finalize it with details, colors, background and/or an expression. Your war general portrait can be from any time period and any race. As long as he/she/it looks like a war general, has the appropriate team war logo somewhere on the body/clothes, and has the appropriate team colors [found here] (, everything is good!

Backgrounds are optional. Presentation is optional. Posing is optional. Basically... everything is optional. This challenge is here for those desiring to practice their art before the main event. So keep it easy, keep it quick, and keep it real.

You have 9 days (2 weekends plus 5 days) to finish with the following specs:
- Use only "1" of the base unwrapped meshes supplied to get you started. Altering its form before texturing is NOT ALLOWED. Once you are finished with colors and details, you can then pose the head and alter its expression for your final presentation.
- 1024x1024 of ANY and ALL texture sheet types. Example, one Normal sheet, one Spec sheet, one Gloss sheet, one Glow sheet, etc.
- You are allowed to alter the uvs of the base mesh.
- Zbrushers/Mudboxers: you can push verts but the overall silhouette must stay intact and no extra geo should be added to the base mesh.
- Optional 500 tris for extra gear like a hat, hair, helmet, etc.
- All lighting solutions from any software package is permitted.
- All shaders are permitted.

Additional Notes:
- Artists can only join 1 team for any event during dominance war IV. If you start with polycount, you cannot enter another mini challenge or the main event with gameartisans or cgsociety.
- You are not required to enter all challenges. Pick the ones you like, and join.
- Posting your work in progress in this single thread is ABSOLUTLY MANDATORY.
- You can only submit one "up to" 1000x1000 350k max final image. 200w x 1000h is fine. 999w x 500h is fine. This image must include your team logo, your War General's name, and your personal name and/or contact details.
- Only 1 entry per person. Do not create or try to create multiple entries with different user names.
- Final submissions are final. If you upload your final image 4 days before the deadline, do not ask us to change it. Make sure you are happy with your image before you submit it into the system.
- Public voting starts Thursday March 5th to March 8th to find each team's best 5. Each team’s best 5 entries then gather together into a single pool and a grand mini champion chosen and announced with all other Dominance War IV event champions in June.

March 2nd Monday Night 11:59 Eastern time. Voting Starts March 5th.

Final Submission link for CGSociety team Members:

Final View Entries page for CGSociety:

2D Challenge found here...

Good Luck to all those who enter!

*amended/new/change log
2008/02/21 - modify UVW & sculpting in ZBrush/Mudbox

02 February 2009, 06:28 AM
here are the base models that must be used... ( ( ( on them to download the mesh.

02 February 2009, 06:30 AM
DO use this thread to post you work in progress and final submission.

DO NOT make a new thread with you work in it.

good luck.

02 February 2009, 08:31 AM
Are there 3 more models? And I was also wondering about how we're required to use the colors, for example could the character be whatever colors we want, but the atmosphere of the final image be that palette or is it more strict than that?

02 February 2009, 10:08 AM
ok, i get the rules clear , let's start~

02 February 2009, 11:19 AM
i am a bit curious about that myself. it says that these meshes are to get us started... but then goes on to say that you can not alter them. so my question is: our final product is supposed to just be the finished bust? or are we supposed to complete the body for posing our final shot??


02 February 2009, 11:46 AM
Stupid question incoming but we were not allowed to alter it, but we can take the basemesh into a sculpting software to do detailing right? (for the normal map)

02 February 2009, 12:29 PM
As far as I see it, its very similar to other mini challenges over on gameartisans. Example kindly posted by styx in there Dominance War thread.

The base mesh has to remain the same, no changes. However you may take it into Zbrush or similar to generate a normal map. Whatever maps you create, diffuse, normal, spec, must adhere to the pre layed out uv's.

You may add extra objects into the scene, with your 500 poly budget, but you can not add geometry to the existing mesh.

02 February 2009, 12:48 PM
I am new to game modeling and so so please forgive me if this few questions are misplaced.
Do we have to make game model with limited polygon budget?
Could you explain that rule about lighting solution and shaders ?

02 February 2009, 12:58 PM
As far as I see it, its very similar to other mini challenges over on gameartisans. Example kindly posted by styx in there Dominance War thread.

The base mesh has to remain the same, no changes. However you may take it into Zbrush or similar to generate a normal map. Whatever maps you create, diffuse, normal, spec, must adhere to the pre layed out uv's.

You may add extra objects into the scene, with your 500 poly budget, but you can not add geometry to the existing mesh.

Great! Thanks alot.

02 February 2009, 01:36 PM
A thought though, if we arnt allowed to alter the uv layout, incorporating our extra 500 polys within the texture sheet might be very difficult.

Whether we are allowed to change the uv's would be a helpful question to have answered.

02 February 2009, 03:03 PM
Quick question, has the main Dominance War started? Meaning, the non-mini challenge one? I was under the impression that the mini challenges and the DWIV would be going on at the same time. If I'm wrong does that mean we can enter both the mini challenges and the main war?

02 February 2009, 04:45 PM
As far as I see it, its very similar to other mini challenges over on gameartisans. Example kindly posted by styx in there Dominance War thread.

The base mesh has to remain the same, no changes. However you may take it into Zbrush or similar to generate a normal map. Whatever maps you create, diffuse, normal, spec, must adhere to the pre layed out uv's.

You may add extra objects into the scene, with your 500 poly budget, but you can not add geometry to the existing mesh.

everyone, please read Seven's post again and check the link out.

and no, the main challenge hasn't started yet. the mini challenges are a way to warm you up for the main challenge. you don't have to enter all the challenges. you can enter all the minis, or just the main, or all of them... whatever you feel like doing.

correction - switched 6 models to 3. sorry everyone, we have 3 models to use.

02 February 2009, 05:34 PM
Dont know where its heading yet, some sort of start :)

02 February 2009, 05:35 PM
Ok great, now I follow. Thanks. :thumbsup:

02 February 2009, 06:29 PM
Another question. If we aren't allowed to change the form at all, how can we create a human general with a different face/head type than the one provided? Plus the mouth is open, must it remain open? I'm sorry if these are simple questions, but if it's like the SDK challenge provided in the link by Seven then it means that we can't change the form at all only the textures.


02 February 2009, 07:05 PM
I have the same sort of questions. Is this just a texturing challenge then? Or can we sculpt our own details?


02 February 2009, 08:22 PM
Xtitan, I think we were allowed to pose it. Maybe you can rig and control the mouth as well? And then close it. :)
But I'm not sure

Here's my wip, I hope to finish but I got lots to do in school so we'll have to see. He's supposed to be some primitive race with an exoskeleton. No idea how to make him look like a war general at the moment. :arteest:

02 February 2009, 08:25 PM
- Use only "1" of the base unwrapped meshes supplied to get you started. Altering its form before texturing is NOT ALLOWED. Once you are finished with colors and details, you can then pose the head and alter its expression for your final presentation.

To confirm, it says, when you are done painting the texture/details, your then allowed to pose the head and alter its expression.

So pretty much after we finish all the texture work FIRST, its ok if we move the eye verticies a tiny bit up or down and rotate its head in a different direction? As long as we don't drastically change the model?

Or are we NOT allowed changing anything to the geometry (even after texturing), if so, that sentance in the rules is very misleading.


02 February 2009, 09:01 PM
Here's my first WIP post for this guy, I've never used Zbrush or displacement maps so this will be my learning experience for the actual Dominance War. I wanted to see how far the maps can actually push the simple geometry so I won't be surprised if this doesn't work out.

02 February 2009, 09:02 PM
Some questions:

the extra poly that we can use for the hat or hair...
do we have to put the textures on the same one than the bust
its two separates uv's or only one?

And can we use procedural materials?



02 February 2009, 09:06 PM
Well here's my progress. Not sure if I'm following the rules correctly, but thought I'd post where I was going to see if it's alright.

02 February 2009, 10:21 PM
Here's a current wip. I hope to actually finish it. However, this being my first time using zbrush we'll see how this goes. I already worked on the tankbobo(?), the wide shouldered fellah and lost the data because I wasn't sure how to save it out at the time :P

I'm not entierly sure where I'm going with this. At first I was going with an aquatic look, but that nose rings of bat to me. But I'm having fun attempting to learn zbrush so hurray! :D

02 February 2009, 12:06 AM
I worked on it a little more and thought I'd post my progress.

More tomorrow.

02 February 2009, 12:26 AM
Seven - I really like you're start, spacesuit is something that never even occurred to me

Started off playing around with the face, I'm thinking that I want larger, more identifiable features. Planning on doing several more sketches before I decide what to do for sure.

02 February 2009, 01:58 AM
This is my first image of my wip. Just random ideas thrown in. By the way, cool concept KevinCCAD.

02 February 2009, 02:03 AM
Hello all, This is my fist 45mins sketch for this minicontest, The idea is to blend a portrait of stalin with a rhino :) we'll see

02 February 2009, 02:32 AM
Look forward to the challenge. I will post something soon. Good luck to everyone

02 February 2009, 03:17 AM
First time posting here:wavey:, this competition motivated me to come out of my shell.

It seems like sculpting is necessary for this mini-comp. I guess I better learn ZBrush. Never really used it before, well I have, but had no idea what I was doing lol. least this competition is pushing me to learn it.

Good Luck on the competition.:thumbsup:

02 February 2009, 03:42 AM
good idea ))
more detail please ))
more Stalin ))

02 February 2009, 04:41 AM
techbot route

02 February 2009, 04:52 AM
Wip... still trying to find ideas. But I wanted to give a nature feeling, like rock and roots.

02 February 2009, 08:29 AM
@ Stefano Dubay - Good work! add more from Stalin!
Keep going!

02 February 2009, 08:43 AM
Getting a start in:

02 February 2009, 08:59 AM
I have a full time job at a studio so that means playing games are out for the next 2 months (maybe) and so is my family... out the door they go!

So it begins...

One of the more appealing things about the fat heavy shouldered fellow is that there are very few seams on the uv's.

I like the silhouette on the alien with the chains. Except i don't like the chains. I would rather see some better design besides a simple torus shape. But... it can't be changed. Maybe it could have beads with war trophy feathers on it.

The skinny alien with the open mouth has ears that bug and... he has an open mouth, but you could put some freaky teeth or something in there.

So that is my first impression.

If you were to do a high poly bake from the fat alien, you would definitely need to add some polygon density in the face region on a copy of the model to give the face some more detail, and perhaps some other parts of his costume/body.

The uv layout is kind of loose, but the unused space could be used for the added bits.

One of the other challenges is the edge of the bodies at the bottom. There needs to be some sort of indication of a pedestal underneath the bust. And the whole idea of making a bust "sculpture" contradicts making a "painterly beautiful stylized reality" alien that looks alive and believable and endearing. So the tricky part is what to do with the edge at the bottom. Do you just cut it? Round it off? Cap it? Torn flesh... lol? That's the trick. I'll let you decide.

First things first... I'd like to do some simple paint overs in photoshop to play around with what details i'd like to see.

02 February 2009, 12:11 PM
I think I can already tell which of the 3 base meshes is going to be chosen most of the time. ;)

02 February 2009, 01:17 PM
Here's my WIP I spent about a hour and half just playing around in Zbrush.

02 February 2009, 01:19 PM
Hi All,
Here is my progress , baking normal right now,will update again tomorrow.
I got a question so far: Do we allowed to use a separated texture for the extra polys? There is not much space left in the original one.

02 February 2009, 01:20 PM
So just to double check.

500 tri`s or 500 Polys? The original post said Tri, and someone else said Polys?

and those extra polys go onto the UV making 1 model?


02 February 2009, 01:46 PM
hi this is my first time here and i think that's the way i am going for so any suggestions pleas

02 February 2009, 01:50 PM
Here's my first wip image:

02 February 2009, 02:08 PM
Dargon I like the shape of your character nice bold silouhettes. Looking good

VonMarsch I also like the details in your sculpt, he is getting a nice organic feel but with some sharp edges to the design wich is cool contrast.

I also have a question, I am pretty sure we are allowed but I want to confirm that we CAN CHANGE the UVW layout of the low poly meshes.

02 February 2009, 02:28 PM
Hi everybody!
There are already posted a bunch of nice images, I like most of them. Well I decided to start
some fast sculpting and color test on the first model, as everybody seems to be working
mainly on the second one. Not too sure about what to do with his laces around the neck...
I'll see later how to tweak them. Eyes also need to be worked as for now they only have a
plain black texture. I'll try to spend more time on it tomorrow because during the week it'll be
hard to find some time. (

02 February 2009, 03:36 PM
Hi and good luck everyone! Here's my current wip.

02 February 2009, 03:50 PM
Normalmap result with a simple colour map.
I used JIStyles_skinsoftlight_R1 shader in Max, Thanx the shader creator.
Hopefully can find some time to finish the colourmap tomorrow, I'm going to add 2 horns on his back too...

02 February 2009, 04:02 PM
good luck everyone!
speed paint concept for sculpt (

02 February 2009, 04:10 PM
Hi there!
The Tunk-Bobo mesh really seems too have plenty of potential, however the UV layout obliges you to make your map symmetrical. That doesn't happen with the other 2 meshes.

Can the UVs be changed in this case?


02 February 2009, 04:23 PM
Good work everyone! Another doodle before I head out for the evening. Fun this :)

02 February 2009, 05:37 PM
amended the rules to help clear some of the issues up...

- You are allowed to alter the uvs of the base mesh.
- Zbrushers: you can push verts but the overall silhouette must stay intact and no extra geo should be added to the base mesh.

i've changed the frontpage post to reflect this.

02 February 2009, 05:44 PM
Definatly needs a mostashe and cigar : ) Rough test of the normal map aswell, going to add a load more detail and tidy him up but a test is always sensible.

Evening out now, good luck everyone!

02 February 2009, 05:48 PM
Still getting used to zbrush so I started my sculpt over

02 February 2009, 05:58 PM
Lets kick some ass :)

02 February 2009, 06:02 PM
I love that idea of a Stalin Rino. I hope you develop it to completion.

02 February 2009, 06:09 PM
Hi all! This is my first time posting on a 3d forum:) Just getting started...modeled an addition to the base mesh

02 February 2009, 07:07 PM
heavyness> The UV coordinates of the props should be included in the same map of the base mesh? Or can we create independent maps for the props?

02 February 2009, 07:15 PM
- Zbrushers: you can push verts but the overall silhouette must stay intact and no extra geo should be added to the base mesh.

so I assume this means no displacement map? I was wondering about this ...

02 February 2009, 07:52 PM
Nice work everybody :beer:

Here's some more :wip:

02 February 2009, 08:08 PM
Hi all this is just for fun after 30 minutes but i restart a new version from scratch now

02 February 2009, 08:57 PM
Nice work guys!
Here goes my WIP!
I am trying to create a few props within the triangle budget :)
Let me know what you think.

02 February 2009, 09:16 PM
Great work guys :) I got started too, now that I understand the rules a little better.

If you can't tell, I've flipped the tunk-bobo model upside down and I like the shapes it created so I went with it. I'm actually surprised that no one else has tried this yet.

Good luck everyone!

On the right is a screen grab directly from ZMapper. So far maybe 2ish hours of work.

P.S. His name is General Zav... for now.

02 February 2009, 09:25 PM
Hah, great idea XTitan! and its looking really nice :)

I love your model Gojira, looks awesome

Zeoyn, your model got a ninja feeling, like sub-zero, looks really cool


02 February 2009, 10:30 PM
Hey guys, great work everybody! Here is a very early Wip. (

Comments are welcome!

02 February 2009, 11:58 PM
Some more work done. It's a race with similarities to a clam. The older and the more stuff growing on you, the high their rank is. This one is particularly old and has earned the rank war general.
His face is the fleshy part in the 'clamhead', I'm not sure yet where to put his eyes. He's going to have lots of smaller clams on him. No idea where to put the logo either.
I'm open for suggestions. :arteest:

02 February 2009, 12:21 AM
heavyness> The UV coordinates of the props should be included in the same map of the base mesh? Or can we create independent maps for the props?

the UV coordinated of the extra props should be included in with your 1024x1024 textures sheet. "1024x1024 of ANY and ALL texture sheet types"

so I assume this means no displacement map? I was wondering about this ...

i asked the DWIV guys about this one. will post when i get an answer.

02 February 2009, 12:38 AM
This is what a I have so far. Some quick concept sketches that I did before starting the real thing. Also some polypainting to start designing the color scheme and planning out the look of the guy. I still want to push the sculpt a bit more without making it too busy. If I have time to work tomorrow I will post some more stuff. Great work everyone. Cheers

02 February 2009, 12:41 AM
Another wip. This time I worked the face details a little better. I felt like the previous was too "roundish". Also started working the details of the armor.


02 February 2009, 12:59 AM
update. couldn't figure out what to do with the top horn thingy, so I borrowed from the pats logo :)

02 February 2009, 01:31 AM
I'm actually surprised that no one else has tried this yet.

We have...

Boink! (

..... there are a few people on other forums doing similar ideas now.

I think the silhoutte is so obviously a hat when upside down that everyone went for a similar take on it.

Oh well, so much for standing out. Back to the drawing board. :argh:

02 February 2009, 02:00 AM
Not too many using this mesh so i thought I'd give it a try. not sure if I'll stick with it tho.

02 February 2009, 02:02 AM
First update, I'm seriously afraid of the basemesh tho... the one i choose doesn't have loops for eyes or mouth affecting the overall silhouette quality vs the other base models.... there should be a bit of tweakablity for this particular one... we'll see...
As far as you know are the UVs editable? some asymmetry would be nice


PS: For the Stalin Fans, I havent edited the face yet.... Mustaches are definitely needed as well as a Red Army Supreme Commander Hat! :D

02 February 2009, 02:54 AM
Wow, you guys have some awsome tallent in ZBrush. Im liking what im seeing!

Anyways, mine is simple, but its a idea I wanna stick with. Heres a semi-finished sculpt of my
Monkey Warmonger. He specializes in "Gorilla Warfare" *chuckles.

For the 500 poly prop, im probably gonna add in a bamboo cigarette and spear or something. Maybe some armor.

02 February 2009, 03:19 AM
This is a concept of my entry. She is called General Ordarr 66.
After stopping a small army of troops who's primary directive was to... execute Ordarr 66, then planning the destruction of the Empire, she led the 12 Billion Army to victory on the third moon of Siss.
She is seen here in full Quaaatrov armor. :D

Ill start sculpting her tomorrow.

02 February 2009, 03:20 AM
Might as well have a quick go...

02 February 2009, 03:26 AM
Posting some more WIP.
Keeping everything in one UV was a real pain in the #$*!
I'm off to bed. You guys keep rocking!:buttrock:

02 February 2009, 03:47 AM
I accidentally registered at Game Artisans, because I was a bit confused, and thought you had to post there and say where you were from, thank goodness I cam and looked here :D any way, will be getting started soon; look forward to seeing your guys' work and hope you all have a dandy time doing it. :D Take it easy.

02 February 2009, 03:55 AM
Just did a quick doodle in photoshop to get the main ideas down for this guy, and pick out pieces that I'll have to add to him with our allowed 500 polygons. I'm assuming that's tri's too, and not quads, but if I'm wrong someone let me know.

This model wasn't my first choice, I was originally going to use the big squat one, but then I saw that a lot of people were using it, so I decided to be different :P

Anywho, this is my first dominance war, so I'm looking forward to it. critiques are always welcome!

02 February 2009, 04:00 AM
Hahahah these are all awesome! The Stalin Rhino one rules. :) I hope everybody doesn't just do the fat guy though hehehe

02 February 2009, 04:00 AM
Thanks m8! :)
BTW, DO I have to register anywhere?

02 February 2009, 04:08 AM
WIP: quick sketch of mesh #03

02 February 2009, 04:27 AM
Great work everyone! This is my first here it goes. Here is my progress so far. ( (

02 February 2009, 04:29 AM
sculpt go go!! (

02 February 2009, 04:47 AM
though it looks like rhinostalin is going to be the one to beat, here is my wip so far after a few hours. i really am having a hard time with zbrush, so hopefully i will be able to pick up the pace here shortly.

comments and zbrush tips are encouraged. :-),

02 February 2009, 05:08 AM
run flatten brush on the sides of all those edges to crisp them up and maybe take a pig or a boar as reference for the nose of your guy and you'll be fine :) just dig a bit deeper in those shapes and sculpt the crap out of it :D

02 February 2009, 05:24 AM
Thanks m8! :)
BTW, DO I have to register anywhere?

no, you don't have to register anywhere. when you submit your work, you will be uploading an image to the DWIV site. nothing else has to be done right now.

02 February 2009, 05:56 AM
thanks your heavyness! :)

02 February 2009, 06:40 AM
Hey guys,

Here is a concept art I been working on for the mini challenge. Ill start sculpting after this post.


02 February 2009, 07:17 AM
Some more update. Thinking about his name...:hmm:

02 February 2009, 07:18 AM
some another idea for my general (

02 February 2009, 07:20 AM
So now that we can redo the uv's we could probably add a jacket with the lapel laid over the top of the other half. but even though a traditional duster style jacket with lapels sells war general, it's not alien. it has to be a bit more alien and intricate. i'm not quite sure what to do with the back part yet. but i don't want to put too much armor on the general, because he's not a soldier. he's a general. he probably never see's combat. he would only have ceremonial armor. i'm thinking of adding a sash. btw, any extra floating parts i add in my high res model will be baked into a separate piece.

02 February 2009, 07:36 AM
Nice job so far man, looks like it's really coming along and helps me brainstorm as well :) Keep it up man! :D

02 February 2009, 07:42 AM
Some cool stuff everyone is making so far! and here is my WIP for this mini comp :);init:.jpg

02 February 2009, 09:42 AM
guys, the very limited polycount on the thick guy is gonna be a serious pain in the ass for the final result we can push out with it.... we should maybe get some tweakability on it's face only just to get the silhouette of eyes and brows at least, which are there in the other two models...

02 February 2009, 10:49 AM
It's so clear. I don't know why i didn't see it before...
The fat alien looks like he's wearing a tricorn hat... but an alien tricorn? hmmm...
but more clear indeed...

02 February 2009, 10:49 AM several test sketch , i choose to do this one :hmm:

02 February 2009, 11:24 AM
I decided to start over with new basemesh

02 February 2009, 12:01 PM
Nice job so far man, looks like it's really coming along and helps me brainstorm as well :) Keep it up man! :D
Thanks, man! I'll try finish all sculpting work today because I have full time job, so on weekdays i can touch my comp only at night.:sad:
Therewith texturing isn't my strong point... Anyway, good luck everyone!:thumbsup:

02 February 2009, 12:16 PM
Here's my tweaked uv

02 February 2009, 12:33 PM
Keep going brothers! nice work...:applause:

02 February 2009, 01:11 PM
Hi everyone! This is my firs atempt to Dominance War.I want to make only with the mesh I got without extra poly.So here it is my first WIP.Please comment!

02 February 2009, 02:02 PM
Wow its amazing how much gets posted whilst your asleep :) Superb work everyone!

More detail to my sculpt, I need to get this finished today so I can start texturing next week.

02 February 2009, 02:46 PM
Added some teeth to the design. They will be the extra 500 tri prop for the character. I have to figure out the space for them in the UVs, it is pretty hard to find any room right now so I will have to shift some stuff around. I am also trying some more stuff with the body, still not final sculpt for the burn.
Good work everyone. Looking forward to see more characters posted.

02 February 2009, 03:19 PM
Hey all!

Another WIP.
All crits are welcome :)

02 February 2009, 04:18 PM
here is my atempt in the one of the models... just making some shape, and played more on the face :P

02 February 2009, 04:40 PM
Awesome work so far, this is my first and its great to see all the different interpretations of the shapes.

Working out something daemonic. Sure hope that's included in "any race".
Not sure what i want to put on him as far as the 500 polys. Maybe some bionic things that make his obvious amount of dead less preposterous in a sci-fi sense.

02 February 2009, 04:47 PM
Hi all!
This is my first attempt at Dominance War. I hope I will have time to participate in the actual war in Marsh. The base mesh i chose was the one called alien priest. So far I´ve only added a few details in max. Might add more later since I have polygons to spare. I was looking at photos of old civil war generals and some of them had a monocle so I thought I´d go with that to give my character that aristocrat look :)
I also added a collar to make him look more strict and rank patches on the shoulders. Will probably bring him into Zbrush later tonight for some detail sculpting. Keep up the good work guys!

02 February 2009, 05:07 PM
hey there, started to work on it today :) i'll try to go for a kind of turtle look.

i really like the other works posted here :) especially the stalin and the one with the sharkhelmet :> reminds me of some manga i read.

anyway, here's my wip, crits are very welcome

02 February 2009, 05:16 PM
Second WIP of my General.Hope you liked!

02 February 2009, 05:31 PM
i finished the uv's now i'll star some mudbox .

g luck to everybody and have fun

02 February 2009, 05:46 PM
Its knowing when to call it final thats the hard part :) Im not sure how the detail will come out in the normal map, we shall see.

02 February 2009, 06:39 PM
decided to enter this morning....started not to long ago, got my main idea, I still dont know what to do for the back



02 February 2009, 06:59 PM
My try. But I don't know if I will be able to achieve this look with normal maps on the low poly mesh. I will try though.

02 February 2009, 07:01 PM
Hey Chris, nice to see you around man. Nice concept :)


02 February 2009, 07:39 PM
i did another version of the clothing/armor thing... i dont know, just wondering without concept... :shrug:

02 February 2009, 08:14 PM
ii s my first concept but i don't like too muche i think i will make him more mean

02 February 2009, 08:17 PM
cool start betanOne:D

02 February 2009, 08:19 PM
Starting to mess around with my composition and lighting, the displacement map still needs work. I'm thinking of hand painting a background to look similar to Chinese watercolor paintings. The shark hat idea isn't really showing that clear so I might model the shark. The spears in the background don't have tips yet + I'm going to use a transparency map to shred the flags.

Sitting at 190 tris worth of extras right now including background.

02 February 2009, 08:39 PM
Well, here is the face. Iam done for tonight. Tomorow i will fine detail the face,, do some fixing of the bugs that inflat brush in Zbrush did to the face and then work on the torso more.


02 February 2009, 08:43 PM
Here is my WIP,til now Hope you liked!

02 February 2009, 08:53 PM
Baked it and placed it in the unreal engine. But I'm starting to dislike him :/ His chest area just feels silly. What do you think? ( (

02 February 2009, 09:13 PM
Another update. I add some detals, and still thinking about his name :)

02 February 2009, 09:38 PM
Izuael -- I wouldn't say silly, it just feels those white parts are out of place. If they weren't jutting out as much or maybe dirtied up a bit it might go along with the overall aesthetic a little more. Still I think it looks pretty good so far.

02 February 2009, 10:04 PM
Textured hi-res...trying to keep this simple as.

02 February 2009, 10:28 PM
making stuff up as i go, taking a bit of a transformer look now.. :wip:

02 February 2009, 10:34 PM
Hi everyone your works looking awsome guys! Hoping that we'll win this year!
my first sketch -

Trying to shape a woman in to this alien shape :)

02 February 2009, 10:53 PM
So That is for today!Tel me what you think.

02 February 2009, 11:08 PM
so I assume this means no displacement map? I was wondering about this ...

since the rules don't say, displacement maps are ok.

02 February 2009, 11:22 PM
Hi, I posted my WIP last night but for some reason it's still not showing up...Do first post have to be approved?

02 February 2009, 11:27 PM
Oops nevermind, I found it.

02 February 2009, 11:39 PM
valesius, Tht thing is seriously getting somewhere :)
the displacement map news is quite great... :beer:

02 February 2009, 11:44 PM
low poly....mmmm I am sure displacement maps are not in the spirit of things...but if my laptop can handle it i better give it a go...

02 February 2009, 11:53 PM
Another WIP post.

Velesius> Man, it's looking really cool! :applause:

02 February 2009, 11:54 PM

Still working around on the sculpt. Getting close though.

02 February 2009, 12:31 AM
Just experimenting with color scheme/design while at home. No zbrush here so the model is still the same from friday :( But at least I can give an idea of what I'm going for with photoshop, kinda. :P As it is in the original model, the way I left his mouth was kind of gaping like a bafoon so I put in a single tooth like beak on top and bottom of mouth. I'd like to give him an octopus type set of eyes. Maybe change the medals from stars to something more sea nautilus shells.

So yeah, as it is, how do you all feel about the color scheme/design? Does the lack of sleeves take away from the sense of being a General? Light colors of the skin clash too much with the dark colors of the uniform?

Anyways, great work so far everyone. Especially StefanoDubay and velesius. The RhinoStallin oppresses me into loving it :P and good luck with a name for your amazing General velesius. I need to figure out one for my own as well! :X

02 February 2009, 12:34 AM

02 February 2009, 12:59 AM

02 February 2009, 01:04 AM
O my god do i start to see double

If you can't tell, I've flipped the tunk-bobo model upside down and I like the shapes it created so I went with it. I'm actually surprised that no one else has tried this yet.
P.S. His name is General Zav... for now.

picture over at Polycount

with original link

someone gets ripped off

02 February 2009, 01:22 AM
Amazing work Valesius!

Zeoyn, I love the head, looking pretty neat so far

Another wip. Critics and comments are more than welcome.


02 February 2009, 01:32 AM
a little further in progress now, still dont like the "hat" part

did a quick testrender with a normalmap in max to see how it comes together

cits and comments are very welcome :)

02 February 2009, 01:33 AM
since the rules don't say, displacement maps are ok.

Well this certainly changes things! :D Thanks for the info!

02 February 2009, 02:23 AM
Here's my attempt. Low-poly still looks a little rough...
Normal mapped Lowpoly:

02 February 2009, 04:28 AM
since the rules don't say, displacement maps are ok.

I'm not sure about this one. In the thread over at they have clarified that you can not use maps for displacement. I'd check this. It wouldn't be good to see a lot of entries be rendered invalid.

They seem to want there to be no change to the original mesh besides the addition of gear.

Can we use height map ?

For true displacement, no. For using it with a normal map to create a parallax shader, then YES. Goodluck with that, parallax can look odd on organic objects.

02 February 2009, 04:46 AM
Ok,here it is progress of General Raptor.

02 February 2009, 05:01 AM
Hey BertMac, looks like Malus posted before me. I was under the impression that I came up with something original :(. Either way, the designs are different and there are several right side up models that are similar but still different. We're limited enough by the rules as it is, there's bound to be some similarities between the entries.

BertMac - "someone gets ripped off"

I disagree :) - I bet if you look really closely you can see that we're using the same base mesh!!!

Anywho, here's an update. I spent most of my time reworking the UV's and coming up with various medals.

02 February 2009, 05:43 AM
first WIP...^^

02 February 2009, 06:33 AM
I'm not sure about this one. In the thread over at they have clarified that you can not use maps for displacement. I'd check this. It wouldn't be good to see a lot of entries be rendered invalid.

They seem to want there to be no change to the original mesh besides the addition of gear.

can you send me a link to that? i'm asking for them to clarify this.

02 February 2009, 06:37 AM
Here is what I've been messing around with.

I haven't done anything traditional in awhile and I think I'm gonna try to theme this guy along those lines. I started by printing out the UV's and sketching out a few ideas. I scanned that back in as a base texture:

Then I sketched over it a bit in PS:

I'm not sure this goes with the theme, but glowing bits are just cool:

I'm going to try and keep the final texture as loose and traditional as possible. We'll see how it goes. I haven't done much proper art in awhile.

02 February 2009, 07:27 AM
hi i decided to create 4 eyes hope its works not only for me and i want to create an helmet for him pleas tell me what you all think and good luck to all.

02 February 2009, 07:43 AM
Hi All,
Well done,guys. I saw alot great idea came up there,I begin to regret that I didn't think hard enough for a better Idea.I think I just got too rush.
I alomost done the textures, but still left some polys to use, So I'm considering to add more stuff to him. ...

02 February 2009, 07:43 AM
some people in here are kicking ass!

i modeled in some basic details before i take it into mudbox. i'm still going to add a bunch more stuff. i don't know if i'm going to finish... but i'll try ignoring my family and my pets and my dishes a little bit more.

02 February 2009, 07:47 AM
Now we're cooking with gas!

Just straight sculpting at this point, next up will be some accessories, mostly in the form of some armour...

02 February 2009, 07:47 AM
O my god do i start to see double
someone gets ripped off

lol, Ummm... check out the date I posted.... almost a whole day earlier than his. :rolleyes:

02-21-2009, 09:37 AM (
02-21-2009, 01:21 PM (

Nice try though BertMac, might be worth looking at the post dates before you go on a rant next time. :lightbulb

02 February 2009, 09:05 AM
Hey everyone. Looks like some good stuff is coming out of here for the amount of time we have. Here's my first pass.

02 February 2009, 09:50 AM
Could someone explain to me what this means?

Zbrushers: you can push verts but the overall silhouette must stay intact

Aren't we supposed to use zbrush only to create normal maps for the base, intact mesh?

02 February 2009, 09:55 AM

In the final image submission do you know if the image can include several points of view of the model or are we limited to a single view?


02 February 2009, 10:50 AM
Very nice progress ! I really like your works :thumbsup:
I got started today, finally. Just worked on detailing the head.
I want him to look a bit like an egyptian/african god. i hope, the projection will work fine

02 February 2009, 01:14 PM
Here's an updated WIP.

02 February 2009, 02:03 PM
Hi everybody! Your works are looking very inspiring :thumbsup:. I'd like to introduce General Su San In. Very rough first sketch. Good luck everyone! (

02 February 2009, 02:12 PM
hi, many interesting in your works, more fantasy for all!

some update (

02 February 2009, 02:43 PM
worked on the torso and I also did some details and adjustments to the head.
tested projection, works pretty fine :cool:
need to add some egypt elements. guess i will do some research.

Keep up the good work :thumbsup:

02 February 2009, 02:46 PM

Please i would like some feed back,Thank you.

02 February 2009, 03:08 PM
Angelwolf: Try to work on the detail more, not just puting theare some alfas.
Work on the anatomy of the head, details like the ear, mojth, eyes etc.

What is the polycount of the model on this subdiv level ?

02 February 2009, 03:29 PM
test 1

i finished my first concept but i don't like so much so i will start over from the begenninng and see if i can make something better

good work everybody

02 February 2009, 03:32 PM
Here goes WIP number5.
I have worked on the face, beard and face mask.

02 February 2009, 04:17 PM

sorry about the confusion, but displacement maps are not allowed.

02 February 2009, 05:52 PM
So we need to do all from the texture,right?

02 February 2009, 06:24 PM
So we need to do all from the texture,right?

correct. this goes back to the...

Altering its form before texturing is NOT ALLOWED. Once you are finished with colors and details, you can then pose the head and alter its expression for your final presentation.

and since displacement maps would mess with the base model, they are not allowed. i do wish the rules were spelled out better from day 1 (i am making note to the DWIV guys about this for future rules).

02 February 2009, 06:56 PM
Hi everyone!!
ok, this my first post,
some sculpt on Zbrush, I try to obtain a Royal look.... (

02 February 2009, 07:48 PM (

First try at an armor .
i gotta hurry to catch up with the rest. Also tweaked the UV's

02 February 2009, 08:00 PM
WEell, i did play a little with some alfas and this was the result, before Zbrush crash and realizing that i havent saved my tool :scream:

02 February 2009, 08:32 PM
Hey guys!
Does the Gears Uv have to be part of the same map as the base model ? Im guessing so beacuse were only given 1 of each map.
And the team colors have to be applied all over or as dominant colors ?

Also what does this mean :
- Posting your work in progress in this single thread is ABSOLUTLY MANDATORY.

1-that i HAVE to post Wip
2-That wip HAS to be posted in this thread as opposed to in other threads.

(yeah i tired)

Good work all round lads :) :thumbsup:

02 February 2009, 09:35 PM

Q.Does the Gears Uv have to be part of the same map as the base model ?
A: Yes

Q.Posting your work in progress in this single thread is ABSOLUTLY MANDATORY.
A: You have to keep posting some WIP in this thread, if you choose CGSociety as your team.

Q.And the team colors have to be applied all over or as dominant colors ?
A: I guess the equipment of your character should use mainly the team colors.

I hope this helps.


02 February 2009, 10:34 PM
This is where I am after a first pass through Zbrush and some quick texture tests.
However I am not even remotely satisfied with the result so far so I think I might start over tomorrow.

02 February 2009, 11:06 PM
Hey guys,

I'm a bit of a late starter unfortunately, just started today actually. I'm hoping to have something more or less complete to submit but I'm not sure I'll have the time. is my first WIP. Any comments are appreciated. Thanks :)

02 February 2009, 11:06 PM
hi i want to add a helmet and pleas any replys will be great thanks

02 February 2009, 11:41 PM
almost done with textures now, here's a small section (

02 February 2009, 11:58 PM
Zbrush sketch 1

02 February 2009, 12:01 AM
Another W.I.P. Not happy with the armor the way it was before I changed it. Now I feel a little bit more comfortable with the result. Also I fear the horns might give me troubles with the normal map.
Comments and critics are very welcome :)

02 February 2009, 12:02 AM
Still need to paint a real sky and fix lighting / bake shadows and make my specular map but here's a temporary quick render with some tweaks in Photoshop. (

02 February 2009, 12:06 AM
PACOq2> hehe, jawdropping dude!

02 February 2009, 12:11 AM
Quick update, the WE ended up BUSY... damn it i gotta catch upp!! anyway, now he has a broken forehead horn and a dead eye, the idea was to have it look like an old big injury altogether.. I have to think how to use my 300 polygons, i gotta stop sculpting soon time is short :D

02 February 2009, 12:16 AM
here is General Smorgi still just messing around in zbrush at this point. Zmapper keeps crashing for some reason which is annoying.

02 February 2009, 12:41 AM
I cant wait to start texturing my guy indeed!:D and yeah Paco yours rock

02 February 2009, 12:42 AM
General Delicious! :D Nah, not really. I just look at my general and want to eat him. I attempted to throw some texture on him along with a color scheme, kind of like a speckled octopus/cuttlefish. It came out alright, but then I switched the material to jelly bean and.......Delicious! thoughts?

02 February 2009, 12:42 AM
Good god you guys rule!! And Paco that is freakin amazing. How did you get that oil painting look? Can't wait to see some more of these textured and lit.

02 February 2009, 01:09 AM
just letting you guys know, you're all kicking major ass!

go CGSociety!

02 February 2009, 01:35 AM
well, here is my latest wip. it may not look too different, and that is because i just spent the last day trying to figure out how to get my normal map from zbrush to maya. the zmapper just wasn't doing a good job.

@ Stefano Dubay, thanks for the tip, however i could not get a good result from the flatten edge tool. i will try to play with it some more after i get all the plates on.

also, i am not at all happy with the face (around the eyes, especially), and will have to fix that too. i am just glad that i finally figured out how to do the maps, now that displacement is OUT. i was worried i would have to start over :-).


02 February 2009, 02:19 AM
This is an amazing mini challenge. Good work everyone! I just found out about the challenge today... here is my wip. His name is General Mephistopheles:

02 February 2009, 03:05 AM
Here goes WIP number6.
Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz.... Cya tomorrow!

02 February 2009, 03:40 AM
nice sculpting everyone..... its awesome to see what you guys are doing with that basemesh. StefanoDubay, wicked awesome detail in that face man.

02 February 2009, 04:03 AM
Did some zbrushing to the body. He should be ready for burning and texturing pretty soon. I will try and update when I have something more to show.
Great looking stuff from everyone so far.

02 February 2009, 04:23 AM
I'm not sure if i'm going to actually enter this mini-challenge, but I thought I would try Z Brush out for the first time. I think I may have strayed from the rules anyway. Either way have a look see. Any tips tricks fro Z brush Please let me know...I'm a Z brush Newbie.

02 February 2009, 04:40 AM
Wow there are a lot of really talented people here. I've got a lot on my plate right now so I hope I will get this done. Again, critiques are welcome. Hopefully I can find them in this ever growing thread.

Here is the new base mesh with my added accessories, and my new uv map. I will start the sculpting soon.

02 February 2009, 05:33 AM
:buttrock: Awesome work everyone!! :buttrock:

here is my WIP. I think need to add some more accessories I still have some poly's to use.

Good luck Every one!!

02 February 2009, 05:40 AM
8 hours work, many thing have to improve. Just go on for that.

02 February 2009, 07:09 AM
Hello all... Time is short so I think I'm pretty much done with the sculpt... Now I have to see what I can do with colors with that pitiful base mesh that I have available... we'll see

02 February 2009, 07:43 AM
Lookin' good guys, keep it up.

here's an update

02 February 2009, 07:46 AM
Some good stuff forming in here guys! Make sure you finish - we want to have a strong showing!

Blocking in some colour, looks a bit cartoony right now because of it...

02 February 2009, 08:18 AM
yeah you're right finishing things is always a pain in the ass.... even more if the deadline is so short... in a way tht's good tho keep the desire up!
I cant wait to see the sad end of all our pretty details with these 1K map sets we have to use :)... well we can always resurface it for later use ;)

02 February 2009, 09:02 AM all,
Some great stuff in this mini challenge. Here is my first hours work. More to come.

02 February 2009, 09:11 AM
Everyone is kicking hardcore butt! yeah, seriously. I've been trying to get some ideas, and seeing as some of the cooler one's people have claimed, I'm a big fan of originality so I'll do my best to keep mine from looking like your guys, if it does end similar, my bad. Any way, here's my WIP1 so far, I was a little curious for those of you that are adding armor like me, how you're planning on reducing the assets afterwords to meet the necessary limit requirements? I ask not to preach, but because I wanted to add some more stuff too, like a necklace, and some thing else to go around his shoulder; as well as a shoulder pad on the other side, but then I realized that I was already a little over limit, and I was wondering if anyone had suggestions on how I, or how any of you have found you can bring it down a notch and really work with the normals? Thanks in advance, look forward to hearing a response; great work everyone keep it up!

02 February 2009, 09:22 AM
I found the thread I was supposed to post my question in, it's a shame I can't delete my post. I feel silly.

02 February 2009, 10:06 AM
hey guys I just started this guy tonight, hopefully ill get some texturing done tomorrow.

02 February 2009, 10:50 AM
KSteineman> I think it is better that you make your polygon reduction to the assets now, not in the end. THis way you can create the normal maps for the assets together with the base mesh.
Also, you can reduce your assets' polygons quite easily now. Don't forget to delete the faces that will never be seen (like the tops of the cylinders inside the basemesh) and reduce the number of steps on the horns and arrows. Sometimes you can go as low as 4 or 3 sided polygons with smoothing groups, but that depends on the size and relevance of the asset.

StefanoDubay> Looking good, man. I am also quite afraid of what is going to happen to all the detail in th e1K textures :P

02 February 2009, 10:56 AM
here is my WIP. tried to not change the mesh to much.. Ive been working a lot on the face, not to much on the chest piece yet.
need to come up with an idea to use 500 polys. was thinking of adding a huge gun on his shoulder or something. tell me what you think ? =)

02 February 2009, 12:03 PM

sorry about the confusion, but displacement maps are not allowed.

Hey Guys! Remember that displacement are NOT ALLOWED!You need to do all from the texture!
Otherways you l not see any final result.

Best to you all!

02 February 2009, 12:58 PM
I just heard about Dominance War this year, and was gearing up my confidence to give it a try. Seeing all the amazing talent out there is quite humbling! I was going to skip the first mini challenge, but I couldn't resist opening up one of the meshes after being inspired by all of your works.

I gotta give thanks to CG Society, I've been a member for awhile and use the resources, I just never post :)

I stared at the first mesh for awhile until something popped out at me. The inspiration is a combination of thinking of the brain slugs from Futurama (brilliant show!) and Master Blaster from "Beyond Thunderdome". The poor sap underneath is going to be a strong looking tribal humanoid. (hey JT!, liked the word tribal :)

Still needs a lot of work, I jumped in late! Got a few ideas in my head for the extra polys.

Anyway, please offer any critiques of this WIP effort, I'd appreciate good or bad!

02 February 2009, 01:00 PM
Hey Guys! Remember that displacement are NOT ALLOWED!You need to do all from the texture!
Otherways you l not see any final result.

Best to you all!
Normal maps, specular, opacity, glow and all the other maps are still allowed though. It is only displacement maps that are not allowed which means Zbrushing and such is totally ok.

02 February 2009, 01:39 PM

When first having heard about this contest, I decided to develop my 3d-character. But for being better in Photoshop than in Cinema, I switched to the 2d part. But perhaps I will be able to develop this character further. I think, for having already used about 400 tris and some hours of designing, I should give him a chance and place Aka Tosh in here (for he lies on my harddisk for three days :D ).
Aka means General, his skin will get some venes and a pergament structure, I guess. His teeth will resemble those of a shark, but I am a bit clueless about his eyes. Perhaps like the eyes of a cat, only more like a cross.

02 February 2009, 02:25 PM
This is how far I've gotten with the normalmaps,
Im not intierly satisfyed with the clothing folds so I'll probably fix that later.

02 February 2009, 02:32 PM
Hi~all there is my wip , hope you like:)
New update~:buttrock:

02 February 2009, 03:30 PM
I decided to start over with my sculpt in order to simplify some of what I had going on with the face. You guys are really moving along, I feel like I should be painting textures already. I need to pick up my pace! Great JOB everyone!

02 February 2009, 04:14 PM
hi everyone, we go to the finish with every post :arteest:
good luck!

some update of lowpoly geometry with normal maps (

02 February 2009, 04:26 PM
My conversion to normal maps. It's a sad process...

02 February 2009, 05:23 PM
Your Normals didn't turn out too bad. Mine turned out horrible at first with my Monkey Warrior because his helmet had so much curves and stuff that had no geometry to support them, but I smoothed it out and now its not too bad. Only trouble im having is what colors to paint the helmet.

Oh and I have 1 question, were allowed to move some verts to get a expression/pose right? I was wondering, in the middle of the head at the face, theres two verticies that are near the nose area. Am I able to move them a tiny bit down to give my character a grin, it also makes the helmet a little more curved which is nice...

Is such a adjustment allowed?

02 February 2009, 05:31 PM
hi~it's my wip!

02 February 2009, 06:19 PM
Those meshes where too tempting not to play with.

The level of entries here is so high Im a bit shy to post my stuff but I thought what the heck, it's just for fun anyhow :)

I know we're not supposed to alter the form but I couldn't resist, this isn't a very serious WIP in that respect, just having some fun with the basemesh. My idea is partly taken from the fat alien turned upside down wich was done earlier in this thread. Im trying to make a shapechanging flying general head that can turn upside down and still work :P

Here's what I got so far, the two heads are exactly the same mesh, about 30mins in Zbrush.

02 February 2009, 06:48 PM
http:// (http://[url=][/url)

This is my first WIP.Thx!

02 February 2009, 06:48 PM
Hey guys, I'm new to posting in the forums. Anyone know why my image doesn't show up in my post, but shows fine in the preview? Also, if you click the linked # at the upper right it works fine, but won't show otherwise? Am I committing some error in posting???

BTW, awesome stuff everyone

02 February 2009, 06:59 PM
I'm not sure if i'm going to actually enter this mini-challenge, but I thought I would try Z Brush out for the first time. I think I may have strayed from the rules anyway. Either way have a look see. Any tips tricks fro Z brush Please let me know...I'm a Z brush Newbie.

Hey, Great job Everyone. You are all Very skilled. Either way I will no longer be using the user name Junglelove. Made that account in 2003 when I was in High school. This is my new User name. Figured I'm about to graduate College, maybe I should use the big boy voice.

02 February 2009, 07:00 PM
Hey everyone! God the lvl is getting higher for this mini challenge

Zeoyn ( : Thx for the swift response! Ican start the lowpoly with that in mind now :)

But for now heres my first wip, Im wondering if he looks enought like a general so any C&C is welcome guys :p Thx


02 February 2009, 07:42 PM (

WIP 2 Not finished yet

02 February 2009, 07:54 PM
Like I said in one of my last posts, I don't think I'm following the rules but here's what i've been messing around with. This is my first Z brush sculpt so any comments are welcome. Thanks and great job everyone.

02 February 2009, 08:19 PM
:] my first w.i.p (

02 February 2009, 08:38 PM
Here's my first wip. got a bit carried away when i was just playing around with it in zbrush.
Dont think it will translate that well with the normalmaps though, and ill probably have to change it a bit.
anyway q&q welcome.

02 February 2009, 09:41 PM
Really like your sculpt StefanoDubay, same for yours Plyczkowski. Your right it is a sad process : ) Dargon I look forward to seeing the normal mapped version!

Started to texture my generals skin, early times yet but im enjoying it.

Was going to photoshop some more but had enough for one night. Ive got lots of ideas which ill experiment with tomorrow.

02 February 2009, 09:42 PM
it is my first challenge, or mini challenge, i hope i get some free time to finish this model, and if i figure out how to create normal maps i will post my final model :) only if i am happy with the result

02 February 2009, 09:49 PM
Hey there, thought I'd might give this a go aswell. This is what I came up with :)

Pretty stuck on what to do with that biga** horn of his.. any ideas?

02 February 2009, 10:07 PM
follow up on mine.. please give critique and suggestions..

02 February 2009, 10:37 PM
Awesome stuff guys! lets see some more sculpts as normal maps!
I'm going to post something soon, I haven't had much internet access much lately :sad:

Quick question, it says we can pose and change the expression so I can close the mouth of that more human looking model but not until after sculpting and all maps?

There's some awesome sculpts here, nice lighting zaph!

02 February 2009, 10:44 PM
Here´s and update. I have worked on the face and add a helmet. (

A quick armor sketch (

02 February 2009, 10:47 PM if any one have any suggestion for how to go on pleas help thanks

02 February 2009, 11:10 PM
Finally turned my sculpting into normal maps.... :cry: :cry: :cry:
Oh well... Here is how it looks:

02 February 2009, 11:26 PM
That's awesome man! I'm going to have to get to sculpting when I get home tonight :] Looking forward to seeing the texture :)

02 February 2009, 11:31 PM
So I needed to see how this fella would look using a normal map. He obviously loses some details, but I think he's holding together fairly well.

The top image is Zbrush at just over 6 million polys.

The bottom image is rendered in Maya 7.0 using the base mesh (402 polys + 340 triangles for the horns). I'm using finalRender as my renderer. This image also includes an ambient occlusion pass and a cavity map pass (both of which are piped into the ambient shader slot). Now to add some color.

02 February 2009, 12:04 AM
Omg, so much awesome stuff..Zeoyn, you totally rock, can't wait to see that model finished.

Anyway, I started over after finding out the uvw's of this model are mirrored..So made a new uvw layout and started from scratch, not like I was that far in anyhow..

Yes, I like the layer brush :P

02 February 2009, 12:05 AM
spent some more time on my textures, I wanted to get the feel that the red is reflecting off his skin and the shark hat. ( (

02 February 2009, 12:23 AM
KevinCCAD: mate! you just did practicly the same concept i had! :argh:.

Anyhow, i did the concept without seeing the model so my concept didn't match.
I'm staying with the sea animals as reference.
I'll be working the character and his natural armor made of shells.

some reference images and a quick sketch to find anatomy and diferents surfaces.

cheers everyone!! good luck! :buttrock:

02 February 2009, 12:38 AM
i finished my second concept and i like this geometry to work with .

so i will start my final work with the alien priest following the guideline of this concept .

god luck everybody

and sorry if my english suck.

02 February 2009, 02:06 AM
now that you guys did so many great job , i have to catch up on. Since so many scaring general appears , i decide to do something different. Rough sketch in ZB last night , still thinking about the back form , :hmm:

02 February 2009, 03:51 AM
Hi everyone, another W.I.P. Now I've started to texture. I'm not really happy with the normal map. I've realized too late that I should've modeled the horns apart.
Critics and comments are very welcome! :)

02 February 2009, 03:59 AM
The work being done by you guys is amazing. Every time I come back to catch up there's tons of great stuff. What do you know this is kinda fun!

Here's my second WIP. Just hammering out some more of the details in the model. I've already learned a ton so it's pretty exciting.

02 February 2009, 04:04 AM
It's time I throw down and considering some of the other stuff shown, maybe you guys can actually help me... the first image is the concept sketch. The second image is what I've done so far. I'm having a real hard time achieving the stretched flesh and the sharp edges. Tips?

02 February 2009, 04:34 AM
I burned the normals for the low poly mesh. They turned out not too bad considering it is a 1024. It would be nice to have the 2048 but that is the challenge, to make him look cool with what we have. I am still figuring out the color scheme so texturing will start soon. Anyways here is a screenshot of the low poly with normals and a quick and dirty maya mental ray render.

02 February 2009, 05:21 AM
Hi! My name is Mihail Kounelakis, and im a 3D graduate from NAD centre in montreal, and I just had to participate in this event. You guys have some really nice ideas coming along, and I hope to be able to compare :)

I'm not quite sure by the way if i was supposed to apply somewhere other than a direct post here, and I'm also unsure if its too late to enter, so hopefully someone can redirect me if I'm wrong! thanks!

Now back to topic, here is my quick wip of the war general. Not much done yet, just wanted to show the feel im aiming for, before i start adding armor and stuff.
Comments appreciated thanks!

02 February 2009, 05:30 AM
I didnt like the topology on the eyes so i made my own.

02 February 2009, 05:41 AM
Small update. added the cg talk logo to the medallion, also added the scar to try to break up the symmetry and played with some poly painting to test try and find a good skin tone. Keep up the good work everyone! :bounce:

02 February 2009, 05:52 AM
I got a late start to this, so I'll be working pretty hard just to catch up. Here are shots of my sculpt. From here, I'm going to launch into the first detail pass.

Like I said, I got a bit of a late start, and I'm actually not even sure if I'm "registered". The main site is a bit confusing, and I'm under the assumption that all I need to do is declare myself as entered under CGSociety by posting here. If I'm wrong: help!!!

Thanks in advance; c&q all welcome.

02 February 2009, 05:54 AM
I am close to my final.Please comment.

02 February 2009, 06:01 AM
Lookin good everyone, I dunno about everyone else but I have learned quite a bit with this mini-challenge.

Well, I smoothed the helmet a bit, and got most of the normal map done. Theres a couple of things I needa fix/tweak but otherwise I think its doin alright.

The top image is Normal Map + A Outlined Color Map, and the bottom image is just the normal map and a screengrab from the viewport.

Texturing is gonna be the tough part for me, aside from that I think with the extra poly budget Ill add some fluffy fur with alpha maps on polygons, then maybe a bamboo spear or katana sword or something and possibly some armor for his back and shoulders.

Crits + Comments Welcome.

02 February 2009, 06:38 AM

with normal map...