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

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02-25-2009, 06:51 AM
Wow, there are some very nice entries. Keep up the good work guys.

Well this is my first time really using ZBrush so I am trying to get used to it. It is taking me a while to get things started but I think I am starting to get the hang of it. I am not too sure where I will be going with this yet.

I am using the third base model for this competition.

02-25-2009, 07:13 AM
Getting a last start but here it is thus far.

02-25-2009, 08:21 AM
This an attempt at making an alien Genghis Khan. Hopefully it comes close to all this other great work.

02-25-2009, 08:29 AM
Sorry for long absence. Some new updates. Hope i'll finish high poly today... Thanks for all encouraging words!:)

02-25-2009, 09:04 AM
Great stuff guys, here's an update. Almost at the 500tri limit, still need a few for medals... maybe not, we'll see :)

Keep it up everyone!

02-25-2009, 09:42 AM
Some really fantastic work here! Looking forward to seeing how these turn out!!

Some Normal Map tests and modeled the extra geo:

02-25-2009, 10:12 AM
small update

02-25-2009, 10:32 AM
quick update.. heres the second texture pass.. some more geo and texture updates tomorrow

02-25-2009, 11:08 AM
i finished all the concept now i will start to model the final one.

in this first wip there is all the tris that i modeled .

good luck everybody

02-25-2009, 11:39 AM
Hey everyone

quick update, Baked my normals after strugeling to keep within 500 tri (that I originaly though was 500 poly xD ) First mudbox, second normal map in Max viewport, third normal and Ao map still in view port.

02-25-2009, 12:02 PM
heres wip of my guy` it little bit slowly,and i`m in``

02-25-2009, 12:45 PM
Valesius, breath taking man!

Hey Mihail Kounelakis, nice to see you here man! :)

02-25-2009, 01:38 PM
Hi everyone ! There is some realy good stuffs here !
Here is my contribution to this mini challenge, i have started it yesterday :

02-25-2009, 02:45 PM
here's one update of the head ,its the last sceenshot for today,hope u suys like that .thx.


02-25-2009, 03:28 PM
some start of textures in zbrush (

02-25-2009, 03:44 PM
wow!! great modelling JohnnyXiao :applause:. I hope you'll be sharing some tips about how to apply the normal maps into the base mesh to get some nice results.

cheers mate! :buttrock:

02-25-2009, 04:04 PM
Whoa JohnyXiao, that looks evil..

Here's the latest wip of my upside down general.

02-25-2009, 04:12 PM
Nice idea @PaulZ. Two faces in one model :thumbsup:

Projected the nomal maps. I'm ready for texturing now.
Have to find a name for this guy :rolleyes:
Crits/Comments would be helpful.

02-25-2009, 04:38 PM
Started messing with my background, the lighting still isn't final and my normal map is turned off for this render. ( (

02-25-2009, 05:18 PM
too late.. but still wanted to participate and warm up for the main challenge..

02-25-2009, 05:25 PM
Wow! There's some really amazing work going on here! My contribution so far:

02-25-2009, 05:58 PM
started the texturing, probably more to come tomorrow.

02-25-2009, 06:40 PM
Im a bit late and I dont understand all of the rules but I hope that I allowed to do this challenge. sorry if i post it to a wrong place Im not sure how it works

02-25-2009, 08:27 PM
Long time since my last post but i haven't had much time to work on it. here's my accessories before texturing. 456 tris. I'm sure i didn't need that many for something this simple but might as well use them.

02-25-2009, 08:36 PM
Hi everybody! Here's a little update on General Su San In. Still very rough forms. (

02-25-2009, 09:46 PM
^^' and my second w.i.p

02-25-2009, 09:52 PM
please delete this..wrong thread :-)

02-25-2009, 09:55 PM
Another update, still working on the texture:

02-25-2009, 09:56 PM
Hey sorry for the late post but i got stareted late and havnt been able to upload it till now.
Its still pretty early on just been playing with some color ideas and some texture. The idea is a creature made from magma with a skin of hard loose rocks floating around on the surface. A lord of the Golems or some such :)
Its pretty much my first go at a Game model so im hopeing it will turn out all right any feedback or ideas are very welcome

02-25-2009, 10:17 PM
.... Okay so I didnt see this thread until today... so I know I'm late but what the hell.
Heres my first WIP, about an hour into it.. This is my second bust using Zbrush so hit me with the crits people..

02-25-2009, 10:21 PM
Almost finished! But still thinking I should've modeled the horns separetely. Anyway, kinda too late now. So I've already finished the textures. Now I'm working on the final image.
Good luck everyone!

02-25-2009, 10:34 PM
Hi all! Almost done.Please comment!

02-25-2009, 10:35 PM

The horror of normal maps :(
Any advice to suck more details out of the Zbrush model?

GJ all.

02-25-2009, 10:48 PM
Thosiris, try this:
In ZBrush/Zmapper in the options go to projection, you'll see a bar that's called raycasting max distance. Go higher with the value. but not too high. Try it several time and it should work.

02-25-2009, 10:59 PM
10x Hexahedron ,
I am kinda noobish at this part with normal maps etc i tried a few settings today in zbrush
got angry and made the normal map in Xnormal .
i made one now how you said it has much better results than the one that i had in Xnormal but the UV seams are more visible probably is just a problem of tweaking.

02-25-2009, 11:09 PM
Thosiris, if you are using 3Ds Max, you can always try baking the normal map from the high res model directly in 3ds Max. There's a good tutorial at this link:

Hope that can help you

Good luck!


02-25-2009, 11:14 PM
I'm using Maya. I can try that in Maya i have a tutorial somewhere,i was to lazy to try it that way but if it gets better results i will use this method tomorrow.
10x for all the help Hexahedron.

02-25-2009, 11:28 PM
wip 2 i finished sculpting the face and i tryed the normal map nut it is not working very well

i have some work to do on the maps and after i will star to texturing .

damn normal map i am not good at all .....hihihihihihh

good luck every body your works are awsome.

02-26-2009, 12:22 AM
Here's my idea. I don't really have a look I like for the top of the head or the body, but I just need to go forward to get some texturing practice in. I'm slow, we'll see how far i get heh.

02-26-2009, 12:36 AM
Quick question: When I paint my color in ZBrush (using colorize, then transfer to texture map), then load it into Maya - the color doesn't match up to the normal/cavity map. It's as if the UV's aren't matching up exactly. Any suggestions?

02-26-2009, 12:37 AM
some more progress

02-26-2009, 12:41 AM
LostPencil, did you inverse the texture before opening it in Maya? I don't know if that's the problem?

Hope that can help you,


02-26-2009, 12:50 AM
Hey Hexahedron, yep, I have the UV map inverted for Maya. The difference is really slight, but enough that it overlaps the normal map boundaries so that the color and the normal maps don't quite line up. Doesn't look good - it's like I can't paint within the lines!

02-26-2009, 12:58 AM
That's weird. I had a small problem as well, some details were slightly off when compared to the textured high-poly version.

Sorry if that didn't help


02-26-2009, 01:29 AM
started to sculpt in zbrush. this concept inspired by a general of a legion in Rome

02-26-2009, 02:05 AM
A quick doodle for the armor design with a bit of Photoshop.I want a "techno-Roman" look or something for the armor ornaments... (

velesius: your General Neron is amazing!!
great job everyone!!

02-26-2009, 02:25 AM
One more WIP.
I am still coloring the guy.

02-26-2009, 02:31 AM
Starting late. But here is the concept. Will need to model the headset.

02-26-2009, 03:03 AM
that's looking awesome Zeoyn, I wish I could get my normal map tests to come out nice lol.
Anyone know a good tutorial for rendering and lighting with normal maps?

My normal maps keep looking flat, but I just tried making a cavity map and using it for a spec map and it seemed to help some. So maybe it doesn't show too good of results until I get a basic spec and diffuse map going?

Off to bed, keep up the good work everyone!

02-26-2009, 03:32 AM
Probably nothing we could pronounce anyway... Too many clicks whistles and/or screams.

Working from the Bobo model (which I promptly turned upside down, then supplied a hat and torso...)

Attatched are images of my current base-mesh, paint over, ZB geo, and current textured geo.

Never participated in one of these before... I am hoping that I have time to finish.

02-26-2009, 03:34 AM
aaaaaand the current ver....

02-26-2009, 04:00 AM
the extra poly limit is set to 500 tri's. if i were to use quads, what would that be? or are you restricted to ONLY tri's? are they considered the same thing?


02-26-2009, 04:43 AM
Here is another render, and the textures so far.
Congratulations to everyone on their models, a lot very polished cool looking stuff all around.

02-26-2009, 05:24 AM
Well I guess I waited a little two long to post my WIP but oh well.

I decided to go a little bit away from the standard and more to a fantasy type idea. Don't really have a name of him(it?) yet but I'll think of one eventually.

Got a lot more work to do on the magma, the face area and some other places. Also need to find a way to work more of the team colors in.

A little back story so this is a little more clear.

When man first arrived on this fair earth, towering beasts roamed the flat plains and deep oceans. A faction of beasts from the sea and a faction from the land, forever locked in combat for control. Their battles took a toll on the first people, destroying what little land they had claimed for themselves, and so they took a step to rid the world of these terrible gods.

They attacked the beasts, and on their chests painted a symbol, a spell to bind them to the earth. One by one the beasts fell and their body's turned to stone forming the great mountains of the earth.

The greatest of the warriors became the volcanoes, and even now from time to time, you can see them trying to escape from their prisons of stone.


02-26-2009, 05:25 AM
Almost there, I just need to fix some smaller things now before my final render. ( (

02-26-2009, 05:30 AM
throwing some colors together :)

02-26-2009, 05:49 AM
Just sprayed some colors down, still deciding what colors I should do the helmet.

Texturing is my weak point so Im gonna have to work really hard. Any ideas on how I can make the fur better, right now its too, unfurry?... Lol.

02-26-2009, 06:07 AM
Bout 5 hours in, got a late start on this mini-challenge but it looked fun. I have a few more accessories to go before getting into texturing. This is the low poly with normals and a diffuse consisting solely of the AO burn. I'll put the concept up when I find a scanner. Who uses scanners?

02-26-2009, 06:11 AM
I hope to put some serious hours into this before the second. I am not 100% sure what I want to do for his uniform but I have some ideas.

02-26-2009, 06:47 AM
Update on my WIP
Starting to bake Normal maps and AO maps.
C&C are welcome

02-26-2009, 07:01 AM
Trying a second post with original sketch. Obviously more work to do!

02-26-2009, 07:05 AM
A wee bit of ZBrush for WIP002.

02-26-2009, 07:10 AM
I Had some time tonight for the challenge, haven't touched it since my last post. I still haven't decides what to do for the back, I still need to put more work on the front.

C&C are always welcome.

-Nice James, General ramses is coming along pretty nicely.

-Nice to see you ont the mini challenge Mihail.



02-26-2009, 09:39 AM
Well it was late and I was tired so here it is - one and only morbit female character :)
Idea is that in this female commander inhabits one worm like alien. Worm lives in the head so that rest of the body stays intact. Unfortunately since the worm is quite big womens face fractured in pieces.
I'm making additional topology, then work it in zb.

02-26-2009, 09:58 AM
This is the modle I have been carving into ZBrush .
Than i will draw texture for it. :rolleyes:

02-26-2009, 10:43 AM
Here WIP number four

02-26-2009, 11:02 AM

Hey guys, Here is my latest WIP. Most of it is just a diffuse map. I haven't yet touch the normal/bump/spec to deep just yet. Hopefully Ill get around that. School is getting pretty heavy. From my early concept, there was no type of gear representing that he is a General. So I added some basic shoulder pads and neck protective gear. Hopefully I'll be able to finish by Sunday.

I wish everyone good luck on their final texturing stages, this has been quite a learning processes.

02-26-2009, 11:55 AM
I tried to bake Ambient Occlusion from the hi-poly to the low-poly model following samarcbz ('s mini tutorial - [link] (

But when I bake it, everywhere where the low poly crosses the hi poly model I get black areas. I tried excuding low poly from light calculations - no effect. Maybe anyone knows a solution to this problem?

Here are some of my settings: (

EDIT: Disregard this post, I gave up on Mental Ray and baked AO with Light Tracer, it worked fine.

Her is my low poly model with normal map and AO baked in diffuse map.

02-26-2009, 11:56 AM
i made the first texture pass i finished the normal map now i will start to sculpt the dress and the helmet and after i will finished with the texture

good luck every body .

02-26-2009, 12:10 PM
Fixed the design.[/url] ([url=""]

02-26-2009, 01:04 PM
changed my design...
I think this is better than the previous..

hope you guys like it.. critique welcome!!

02-26-2009, 01:26 PM
Trying some stuff with this sculpt. I read last night that the Mayans might have had some Norse visitors in their history. Thought that was cool, so I think they sacrificed him to be used as a host to the aliens they worship.... presto, you've got a got an alien parasite-augmented viking for a general LOL

The cards will be feathers, they're just temporary fill in. Sculpt STILL needs a lot of work, hope I can finish this up by Monday. Crits or brainstorming welcome :)

It's late and I'm delirious. Plenty of fun though. Next post I'll go through and comment on some of the other entries. solid stuff people!

02-26-2009, 02:30 PM
changed my design...
I think this is better than the previous..

hope you guys like it.. critique welcome!!

Marciah, I really liked your design. And it reminded me someone from my childhood :) ..

It's just a suggestion. I only wish that ninja turtles from my childhood looked more like your design.

nice design!

02-26-2009, 03:09 PM
Well, I initiated my work yesterday, hope that has time to finish. I am seeing fantastic works in this challenge.
here my contribution ;)

02-26-2009, 03:41 PM
so here's the new wip guy,i saw u guys almost finished,some of them are pertty cool,and hope u guys win the game ,: )


02-26-2009, 03:52 PM
Still working...

02-26-2009, 04:01 PM
Johnny Xiao, really cool concept man!


02-26-2009, 04:45 PM
Going towards finishing my War General.
Please comment or criticize ! ( (

02-26-2009, 05:24 PM
Another update for today:

02-26-2009, 05:49 PM
Work in progress shot

02-26-2009, 05:57 PM
digi_est ( : that is theeeee most awesome paintover ever! :D
i love it.. but think im gonne have to save it up for another time...
maybe after DW ? :D

02-26-2009, 06:12 PM
wow, the amount of awesomeness just keep growin, really hope a cgsociety member will win this one :P

Anyway, my latest n prolly last WIP, dunno if I'll texture it since this was more a fun entry anyhow and I modded the base geometry too much already.

My Upside Down General.

n teh other side:

02-26-2009, 06:15 PM
Im Trying to make a Lizard Type monster

02-26-2009, 06:21 PM
i really like how you made 2 faces neat idea

wow, the amount of awesomeness just keep growin, really hope a cgsociety member will win this one :P

Anyway, my latest n prolly last WIP, dunno if I'll texture it since this was more a fun entry anyhow and I modded the base geometry too much already.

My Upside Down General.

n teh other side:

02-26-2009, 06:28 PM

02-26-2009, 07:24 PM
I'm getting a real late start on this but I'm gonna go for it anyway. Here's the start, mostly have been just sketching ideas and refining shapes. I have an idea where I'm going with this now. Expect some pretty big changes after today, hopefully I can execute them :P

02-26-2009, 07:26 PM
Here's my initial concept sketch. Animal form is based off of a Cardinal, with Napoleonic dress.

02-26-2009, 07:54 PM
PaulZ That is an awsome design man. great JOb

02-26-2009, 08:14 PM
small update, sculpt is pretty much done.

Nice sculpt JonnyXiao.


02-26-2009, 09:10 PM
so here's the new wip guy,i saw u guys almost finished,some of them are pertty cool,and hope u guys win the game ,: )

very cool sculpting. i saw some of your work in the new massive black book. congrats on that.
hope you finish this one, it should be a great entry.

02-26-2009, 09:47 PM
Thats a superb sculpt Johnny! cant wait to see it finished.

Update, going to give him some cloths / armour / something :) over the weekend.

02-26-2009, 09:55 PM
This is my final.Please tell me what you think!

02-26-2009, 10:57 PM
General Dog work in progress. :)

02-26-2009, 11:13 PM
General Tibbs, work in progress.

02-27-2009, 12:13 AM
I changed up my character a bit, and i came up with an idea of the way this war general commands and why he looks the way he does.

First off his name is Irsha'Tsu. Him and his race of nomad warriors need not eyes for they have enhance brainwave capabilities, thus Irsha's command can be directly applied through brainwaves emmitted from his mind. Collossal strength, with the power of the mind; the sole energy needed by this here blind. (thought I'd made make that last part rhyme haha)

02-27-2009, 01:10 AM
Hi, this is my idea for this competition. This is the first contest that I have entered. Good luck everyone.

02-27-2009, 01:16 AM
A work in progress.... Haven't decided whether or not to make a chest plate or cloth.

02-27-2009, 01:42 AM
Hi all.

This is a rough idea I am working with. Instead of going with a hulking warmonger, I thought I'd try a calm tactician. Working on large forms and garments currently.


02-27-2009, 01:44 AM
went back to concepts
kinda like 3rd view - german/chinese, red and black palette

02-27-2009, 02:12 AM
Almost finished... :hmm:

02-27-2009, 02:17 AM
heres a quick render for texture testing; just base color of what i thought might look cool. I might desaturate it to make it look like he has dead skin, and work my way to making the veins on his head pop more. Gonna work on my Armor next

02-27-2009, 02:21 AM
i put some colors now, comments are welcome

02-27-2009, 02:56 AM
Anyone know why my normal maps are messed up in Maya? The Viewport is good but the render is not. Heres the photo.

02-27-2009, 02:56 AM
Finally over! But still unhappy with the horns lol

Critics and comments are very welcome

02-27-2009, 03:01 AM

so here's the new wip guy,i saw u guys almost finished,some of them are pertty cool,and hope u guys win the game ,: )


02-27-2009, 03:16 AM
Hi guys! really nice works! congratulations everybody!

WTF!! 4:30am and i have to work tomorrow!
some rough volumes, trying to firured out the rest.
cheers! :buttrock:

02-27-2009, 04:42 AM
update on textures

02-27-2009, 04:52 AM
JosueMariscal ( try rendering in Maya Hardware instead of software. The software render messes with normals apparently.

ps. if you use hardware area lights won't work

02-27-2009, 05:19 AM
Hi everyone,

Some very strong work here. Here's my idea. I pictured the warring general with a very large head wear reminiscent of the soviet era types. Between freelance, and my day job I'm pushing it, but I think I can make it.

Any first impressions?

I hope turning him upside is ok. I didn't see too many of those here. I was thinking if giving him a collar/neck and maybe shoulders. Anyone know if that ok or is that changing the outline too much? Good luck everyone.

02-27-2009, 05:37 AM
Heres kinda a sketchy paintover of were im heading with my character. Leafy and natural armor, his helmet will be little green bundled leaf type things. And im gonna give him a bamboo katana on his back.

02-27-2009, 05:50 AM
Great work guys..

02-27-2009, 05:58 AM
threw in the teeth..and did some post process stuff to the render... just testing out the look of the final image.
Good work from everyone, should be cool to see all the finished pieces.. Congratulations.

02-27-2009, 06:28 AM
Oh silly me, I forgot I'll be painting my piece live on UStream, starting 2230 PST:

02-27-2009, 06:37 AM
I played around with the armor for a little bit. I'm still not sure where to take this.

02-27-2009, 06:37 AM
Wuzzup all.... lookin pretty good so far, very inspiring stuff, thought Id play a bit too... Heres a little rough start...

02-27-2009, 06:49 AM
Zeoyn your general is looking wicked! :buttrock:

Here is an update on my general.
Started on the diffuse map, Normals are done, also need specular map

C&C are always welcome

02-27-2009, 08:19 AM
found a little time to begin a sculpt, hopefully i can get a bit more time to flesh it out and try to finalize something.

02-27-2009, 08:35 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:

I'm like you. For quite some time I've wanted to post my work, but I'm actually going to submit my work this time. I agree everything amazing....

02-27-2009, 09:20 AM
wip. not much to say at this point. i'm going to do a marathon on saturday and sunday, because i'm going to mc hammer tomorrow night.

02-27-2009, 10:11 AM
I am not sure if i will have time to finish this mini by the deadline. I really want to finish it overall though. So i am throwing in my hat. I work fairly iteratively, so I rarely move onto a high subdivision until I feel i have done as much as I can on the current subdivision, so my work is not as far detailed at this stage as some peoples. Hopefully the next update will be a larger jump.

I am about to get some sleep so hopefully i can comment on some of the awesome work I have seen here so far. Great job everyone!!

02-27-2009, 10:31 AM
Huge amount of behind the scenes stuff accomplished for me today - UVs, normal map generation, occlusion map generation, and a little bit of diffuse painting.

But, this means it's smooth sailing from now on. I should be able to finish in time. I'd of preferred finishing early, but on time is not bad.

So far, this is the base mesh with the generated normal map, a bit of work on the diffuse. The armour has no normals yet, but I'm going to hand paint those instead of generating them. Easier when you're dealing with such low-poly-non-organic-stuff.

Basic 3-point lighting system with only the key casting shadow. Will probably make a little more elegant system for the final...

Great work out there right now - sorry to hear you have to drop joesolo.

02-27-2009, 10:40 AM
Model update.
Plus give it a cloak.
Hope you guys enjoy it :rolleyes:

02-27-2009, 12:08 PM
wow !! JohnnyXiao...... ^^

02-27-2009, 12:19 PM
Heiyu: Brutal sculpt dude! nice job.

02-27-2009, 12:35 PM
here is an update on mine. added some small effects..
critique welcome as usual :)

good job everybody, keep it up! :D

02-27-2009, 12:48 PM
Hi! Impressive works guys! I have finished high poly of my general, finally... Hope you'll like it.

02-27-2009, 12:54 PM
This is my final.Please tell me what you think!

looks pretty good but i'm missing the team logo and colors. maybe you could change the color of the lights from blue to red? and switch the logo on the helmet with the team logo.
just some advice ;)

02-27-2009, 03:23 PM
tried one background but i do not like too much i will try to make a better background and after i have finished .

i saw amazing work , good luck everybody .

02-27-2009, 03:24 PM
Hi! Impressive works guys! I have finished high poly of my general, finally... Hope you'll like it.

Wow this is looking FANTASTIC! I'm wondering how you plan to keep all those chains and things under the 500 poly limit though? Are you just going to bake the chains into the texture?

02-27-2009, 03:33 PM
looks pretty good but i'm missing the team logo and colors. maybe you could change the color of the lights from blue to red? and switch the logo on the helmet with the team logo.
just some advice ;)

This are from the final submision:
- 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.

I put the logo on the image,so they know from what team I am! Anyway I already submit the image so I can t change now.:sad:

Thanks for the words!

02-27-2009, 03:45 PM
Wow this is looking FANTASTIC! I'm wondering how you plan to keep all those chains and things under the 500 poly limit though? Are you just going to bake the chains into the texture?
Thanks! Yes, i'll bake chains on his spine into the normal map. Here quick test of normal map in xnormal's 3dviewer:

02-27-2009, 04:04 PM
velesius -> great test! fantastic details :buttrock:

update of texture body, shader without other maps (

02-27-2009, 04:15 PM
Velesius, it looks awesome man! I love the amount of details you added.


02-27-2009, 05:15 PM (

I am almost finished . hope you all like it. Any advice for some last minute changes?

GJ All

02-27-2009, 05:24 PM
Thosiris - I would turn down the glow on that chest piece. It's really distracting from the entire piece. Also, use the color palette described in the entry rules (red, gray, black) and make sure that you include the CGS logo somewhere in your entry as well. Could stamp it onto the breastplate or on the shoulders or even on his forehead. Just throw it in there somewhere or they won't consider it.

02-27-2009, 05:48 PM
10x m1k3st3r
Your are right , first there is a CSG logo on the shoulder pad , but because of the GLow there is no way it is clearly seen :D

Second i made him grey so i have something from the pallete of colors, do i have to put all the colors? I'll just make the armor red ...

02-27-2009, 06:13 PM
HI ! Here is an update of my Zbrush model , I hope to finish it before the dead line ...

02-27-2009, 06:30 PM
dargon - I am not out the game quite yet ;) I am gonna see what I can pull off by the deadline lol. I have a lot of work to do on it, the armor is still in its base form. But we will see. I am having fun. Ur model is looking great.

02-27-2009, 06:35 PM
http:// (
This is my WIP02.cheers~

02-27-2009, 07:45 PM
Thosiris- From my understanding of the competition, cgsociety is the team you're playing for so the team's colors should be used. I don't imagine it has to be entirely and strictly to their palette but should be clear in presentation which team you're designing for. The details on the chest and shoulders look great. I think once you drop the glow (might even consider removing the self illum altogether), it will really pop :D .

Anyway, here is my update after 2 days. I still need to use my 500 tris for some accessories and get the texture maps rollin. If there's time today, I'm going to try and clean up some of the detail work too. It was really late last night :shrug: .

02-27-2009, 08:06 PM
This is final with logo.But is to late to posted because I alredy post the one without team logo on the character.

02-27-2009, 10:09 PM
I added some more detail on my zbrush model. I made the wrinkles more pronounced. I am still working on the concept for him. I am going to try to finish up the sculpting by tomorrow so I will have at least two days to work on the textures.

I am going to redo the eye piece and gas mask, but here is roughly what I am working on. Also still working on the rest of the sculpture (regarding the clothing/armor etc..)

02-27-2009, 11:52 PM
This is my second Wip my first havnt actually been put on the forum yet because this is a new account and its still being validated (going on 48 hours now :/) hopefully this will be validated abit faster so i can actually upload my final image in time.

The Idea im going for is a warlord of the golems kinda thing :)

02-28-2009, 02:50 AM
General Xiu is known for wearing the heads of whatever his enemies most feared natural predator is as he invades new lands, rumor has it he hunts these creatures with his bare hands.

I can't decide what color to use for the background, the blue feels the most comfortable to look at in my opinion but the green livens it up while the black gives it a more intense feel, and black always looks nice with red. ( (

02-28-2009, 03:49 AM
One more WIP... almost there.... :)

02-28-2009, 04:43 AM
Here is a quick sketch! Still working on the clothes and eye goggles. Here you go Josh hope this clams you down a bit.

02-28-2009, 05:13 AM
Hey guys, things are looking really good here. martinprestegaard ( I'm really liking the whole lava monster look you got going there.

Finally got into mudbox today and started fooling around with some details. I'll hopefully finish the sculpting tomorrow and be able to get the texture done in time.

02-28-2009, 05:29 AM
Looking great Zeoyn!

02-28-2009, 05:44 AM
hipoly so far , next i will push on the texture step to catch up on , fight~!

02-28-2009, 08:45 AM

02-28-2009, 09:03 AM
Update: :)

02-28-2009, 09:44 AM
The old concept was a little weak so I decided to make a whole new concept.

02-28-2009, 10:16 AM
I have question: can i modified mesh like this:

or it should stay COMPLETLY intact

02-28-2009, 10:34 AM
Hi all,

this is my entry War General Eagle


Wip02 -

02-28-2009, 10:38 AM
Hi everybody! Heres one more step of the Mighty General Su San In WIP. (

02-28-2009, 11:52 AM
Heres wip number 5. I can't wait till Monday to see everyones finished Generals. I'm gonna try and wrap this up tomorrow night. C&C welcome. The one in the back is high poly the two in the front are low poly with normal and color maps.

02-28-2009, 12:29 PM
Hello All,

I decided to enter the mini challenge, late I know. I started lastnight and this is were I have getting.

02-28-2009, 01:01 PM


02-28-2009, 02:05 PM
This is my first time actually trying to apply normal maps to a 3D model. Baked it all into one image. Texture will be started when I return. Left is the low poly, right is the high poly, the depressing result is the middle image. Anybody got advice on how to tighten up these normals?

02-28-2009, 02:46 PM
Here's some progress just been working on the details. Having some trouble with zbrush at the moment.

02-28-2009, 04:07 PM
Late start but rolling now.

02-28-2009, 04:23 PM
color texture only

tomorrow i will painting specular and glow maps and final render)) (

02-28-2009, 05:57 PM
Awesome what everybody put together in such a short amount of time! Really inspring to browse through here. Just started on mine today and hopefully i can finish it in time... some more tweaking and then ill start working on the textures for genreal bunnie:)

Keep it up!

02-28-2009, 06:53 PM
Hey everyone

a lot of great work around, I feel a bit ashamed to put my small attempt on this...
I'm not even sure I'll be able to get it done in time since I got a pretty late start and it's almost the first time I'm using z brush. But I thought it would be a nice time to give it a try.

- Low poly add-ons -

- current z brush sculpt -

02-28-2009, 06:59 PM
Sheppy If you are using z mapper, make sure you have tangent space normals on when you make the normal map. If you are rendering in Maya 2008, use a tiff for the normal map and make sure you render in Mental ray. Using Maya software will not give the normals justice.

02-28-2009, 07:07 PM
Displacement Map in Maya. Only a few hours left to work on it. Probably no accessories. Rather have a solid character.

02-28-2009, 07:08 PM
Have the basic forms blocked out time to add details.

02-28-2009, 08:08 PM
Need to texture his extras tomorrow, hopefully ill be done in time. Cant wait to see all the entries finished!

02-28-2009, 08:37 PM
An update to the design. I think this will have to do as I'm out of time. This should be fun to sculpt.

02-28-2009, 08:38 PM
The necklace is asymmetric in placement. Can I shift it just slightly so that it is more symmetric? Not adding or changing geometry or moving it, just need to shift part of it so that it hangs symmetrically. Can I do this after sculpting and texturing? Thanks.

02-28-2009, 09:04 PM
Quick update, need to finish up the texture and add some armor.

02-28-2009, 09:15 PM
Spent another hour... I consider the sculpt done now. Moving on to texturing now.

02-28-2009, 10:20 PM
Not sure were to go with this right now... Hmmmm need a coffee.

02-28-2009, 10:26 PM
Displacement Map in Maya. Only a few hours left to work on it. Probably no accessories. Rather have a solid character.

didnt think Displacement Maps where allowed? since they change the amount of polys on the model?

02-28-2009, 11:55 PM
I like this were this is going now. Post some more stuff tomorrow.

03-01-2009, 12:49 AM
Can I complete it? Too late~

03-01-2009, 12:53 AM
Chuggin' along! Some WIP, and going to refine the sculpt and do a detail pass.

03-01-2009, 01:13 AM
didnt think Displacement Maps where allowed? since they change the amount of polys on the model?

Thanks, its all we use in our classes. If I use the normal, how do I remove the faceted look from the model? See attached. Can I use smoothing in Maya (which increases polys)? or is it something in the normal map?

Thanks again.

03-01-2009, 01:16 AM
more details added, will texture him tonight...

03-01-2009, 01:17 AM
How are you generating your normal maps? Are you using ZMapper or are you transferring normals using Maya's Transfer Maps tool?

03-01-2009, 01:24 AM
How are you generating your normal maps? Are you using ZMapper or are you transferring normals using Maya's Transfer Maps tool?

ZMapper with settings for Maya normal maps.

03-01-2009, 01:33 AM
I think you can get rid of the faceted look by just smoothing all your edges. Grab the model in object mode and smooth the whole sucker out. Then check it in Maya HQ rendering to see how it looks.

03-01-2009, 01:42 AM
Good Job guys, I enjoy watching all these fantastic ideas progress.

However, this week im very short on time and I also needa get back to working on the Enviroment Competition. But I still finished the mini, I didn't get to add as much and finish it up as much as I would like. But here it is

GL everyone!

03-01-2009, 02:11 AM
Hi all, It's my first time in any sculpting program. Think I'll give mine to.


03-01-2009, 04:49 AM
Testing a Baked normal map onto the lowest rez of the mesh in 3DS

03-01-2009, 05:30 AM
I think you can get rid of the faceted look by just smoothing all your edges. Grab the model in object mode and smooth the whole sucker out. Then check it in Maya HQ rendering to see how it looks.

Thanks for the help. Things are looking up. Found smoothing option under the >Normals menu. So here is latest. Normals only, no displacement. I lose a little of the detail, but it should come back in the color map.

03-01-2009, 06:00 AM
I've got the eyepiece to go, texturing this should be fun.

03-01-2009, 06:32 AM
So late~:buttrock:

03-01-2009, 07:35 AM
Hey guys, quick question.

Where can I get a hold of the CGS logo to slap on my model and or image? I've been looking around but I can't find it. Judging from some of the models around here I assume there's at least an alpha floating around out there.

Thanks :D

03-01-2009, 07:35 AM
Here is my low poly version so far with normal mapping

03-01-2009, 07:55 AM
NordicNinja: The logo is the same logo used for DWIII.
You can grab it from

03-01-2009, 08:48 AM
i have decided to change concept

03-01-2009, 09:30 AM
it's final shader of my general (

good luck everyone!

03-01-2009, 10:25 AM
NordicNinja: The logo is the same logo used for DWIII.
You can grab it from

Great. Thank you very much! :)

A lot of the stuff in this thread is turning out very strong. Great job everybody.

03-01-2009, 10:36 AM
Finally, rough forms are completed. (

03-01-2009, 11:15 AM
Got my black and white values painted. All that's left is colour, spec, and some touch-ups...

03-01-2009, 11:33 AM
2more wips done this morning.
Havent had that much time so i just rushed some normalmaps and textures so far.

03-01-2009, 12:07 PM

Hey everyone, just want to post my WIP3. I really enjoy this mini challenge and hopefully it will translate to the actual challenge. It has been very fun. Everyone's stuff are coming along great~!

03-01-2009, 12:44 PM
Hi all,

Good work dudes!
Dargon> Hehe, it's looking reaaaaaaally coooool :thumbsup:

Here is the breakdown for my general:

03-01-2009, 12:49 PM
Hello everyone,great entries,i'm gonna enter for CGtalk once again and hopefully have more support than last time,heres mine,still in wip with details,I hope will finish it till tommorow will see,hope you like it.

03-01-2009, 12:52 PM
It finished.
This is the Final!
Hope you guys enjoy it.:)

03-01-2009, 01:28 PM
Heres my last WIP Just wished it looked like that when u put it into maya :/ damn normal Maps and color map wont fit properly :/ The image is pure flat color from zbrush no shadeing

03-01-2009, 02:32 PM
this my final image
so much fun , hope u enjoyed too...
good luck for all :D

03-01-2009, 02:54 PM
Hi their !

My final Image is done and all, so good luck everyone :)

03-01-2009, 02:58 PM
final image
you have few time for finish, go go!:wip: ( (

03-01-2009, 03:09 PM
new update

03-01-2009, 03:09 PM
sanat49, kharn-ivor,zlux > Cool work people! Congratulations on your finishing! :applause: :applause: :applause:

03-01-2009, 03:41 PM
Zeoyn -> thanks dude :beer:

03-01-2009, 04:04 PM
normal map test:

03-01-2009, 04:21 PM
my work,you like.:blush:

03-01-2009, 04:46 PM
My like.part2:blush:

03-01-2009, 05:50 PM
Nice start nellement. Be careful not to lose the character quality in all that intricacy. I can't really find it's facial features. Maybe the textures will bring that out. Just something to consider. good luck :).

03-01-2009, 06:01 PM
This is my final image:

And maps:

03-01-2009, 07:06 PM

Here is my final image :

03-01-2009, 07:07 PM

AND this is a construction sheet of the character.

03-01-2009, 07:15 PM
I need to figure out how to render normal maps nicely in maya, Or switch to max otherwise...
I'll do it tomorrow probably

anyway for now, the colors for my general :

I'll pose him a bit more for the final image.
Close ups with a 1024 map are hurting a bit T_T

03-01-2009, 07:22 PM
FranciscoAlvarezDelgado> The specularity of your model is really nice. The metallic material turned out really well!

PLyczkowski> Good work! It's a pity that the normal map doesn't let the face look a little bit more volumetric, the hi-poly model looked so great.

03-01-2009, 08:43 PM
Zeoyn - Yeah, the face got a little bit too flat.

03-01-2009, 09:31 PM
Hey, This is final works.

03-01-2009, 09:32 PM
Zeoyn - Thanks a lot man, I like the way he turned out for how the amount of time and limits of the contest...
I like your General Zhu, you went pretty far with all the accesories and even hair cards for his beard, nice detailing and design , he looks pretty different from the original base mesh wich I think is a great thing.

03-01-2009, 09:56 PM
Hey everyone,

Mhh im confused i was under the impression that we couldnt retopo the base mesh and we were not suposed to add things like horns or teeth with the 500tri...or did i just make that up ? :p

because im seeing alot of stuff on the submission pages that are doing just that... then again maybe i just made it hard for myself... xD

nice work all round me thinks :)


PS. FranciscoAlvarezDelgado ( that model turned out really good mate

03-01-2009, 10:34 PM
hey everybody I think i'm done unless anyone has any serious crits. I wish I had more time to put into him but this has been a very busy week. Anyways, here's some shots

03-01-2009, 10:35 PM
Well guys, time for delivery!

I'd like to thank you all for such a great challenge and good luck to all!

Here is my final image:

03-01-2009, 10:41 PM
Thats a great presentation Zeoyn good luck

03-01-2009, 10:50 PM
hi all, here is a little update of my entry, i had baked the normal map using xnormal.

with normal map on:

with the AO map:

next will work on the colour , and have to work fast.

03-01-2009, 11:05 PM
Zeoyn: Fantastic Presentation!

KingstonZ: Thats a excellent normal map considering its from XNormal and not outputted from ZBrush. The depths look great!

03-01-2009, 11:26 PM
Here is my final image:

03-01-2009, 11:42 PM
Well heres my final...

03-01-2009, 11:45 PM
Zeoyn, amazing man!
I love the presentation and the model.
Two thumbs up man


03-02-2009, 01:33 AM
Hey just getting a second post up so that I'll be able to have my submission up in time tomorrow, but here is an early coloring example for my character, General Tibbs:

03-02-2009, 01:33 AM
Heres just first pass rendered in max,without any cavity adding or scratches or anything just plain color and normal,what you think about the colors?Will post update soon with all the tiny details added to the diffuse and normal map.

RaresH:Thanks a lot,for the facial features,there will be just mask no human parts on this one.
PLyczkowsk:Great job nice and clean
Zeoyn:Nice presentation.
kmanning:Nice idea

03-02-2009, 02:14 AM
I am still working out the color map. I didn't concept it well so I spent too much time trying to get it to work. I do not want the human skin color so that is going to change most likely. Need to fix some of the stretching and seams still. But it is a work in progress. I am want to call him General Fear because of the dumb expression on his face.

03-02-2009, 02:18 AM
Time is running out and Im not sure what to do with this guy. I will hopefully finish him up tomorrow before the deadline.

Just wanted to say good job to everyone!
Zeoyn, that presentation looks ace!!

03-02-2009, 02:34 AM
I'm way behind, but here's a WIP shot.

03-02-2009, 03:14 AM
Well It was definitely a learning experience, but here is my final image. First time using Z brush, love it. Hope to do more challenges! Great job everyone!

03-02-2009, 03:27 AM
I probably won't be able to finish it I'll try but I wouldnt bet on it :D
anyway here's my latest tool

03-02-2009, 04:28 AM
Chugging along; almost totally finished with the detail pass. After I finish that phase, it's time to transfer maps and get that diffuse going.

03-02-2009, 04:31 AM
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: (

03-02-2009, 05:55 AM
Another WIP shot.

I didn't know z-bush could HANDLE that many polys.

03-02-2009, 06:41 AM
Normal map test; transferred using Maya Transfer Maps tool.

03-02-2009, 06:47 AM
Here is an update.

I hope I can get this done on time, I still have a lot left to do. Still need the gas mask, body armor and imbeded eye goggles. Oh yeah, and texturing.

03-02-2009, 06:56 AM

Hey guys, this is my final piece for the competition. Everyone is doing great~ Cant wait for the big one! have a good night.

03-02-2009, 08:05 AM
Great work from everybody! And good luck to all of you!

Here's my final:



03-02-2009, 08:23 AM

hi all:
These are my final works~cheers!

03-02-2009, 09:26 AM
Here are the renders of my low-poly model, ill put together the actual sheet with everything else on it tomorrow.

03-02-2009, 09:29 AM
War General - Big Eagle (wip4)

Should be my last Wip for him, running out of time soon.
i have put in the colour base for him, next will start working on the details of the texture.

base texture and normal map.

this is so far how he looks like, may change change the colour totally.
will start texture for all the small all looks gery.

03-02-2009, 09:36 AM
My z-brush work is just about complete, all the while frantically working on textures...

03-02-2009, 10:34 AM
A lapel of feathers! Need more contrast in form though.

Time to sleep.

03-02-2009, 10:36 AM
Back with a quick WIP. Model is pretty much done, I'm going to try and get the textures and final presentation done tomorrow. We'll see how that goes! (fingers crossed)

03-02-2009, 11:57 AM
Preliminary zBrush color pass.