View Full Version : DWIV - 3D - QuantumPixel - Dakroth DemonPrince

03 March 2009, 06:57 PM
Oooooo boy o boy o boy. I have been anticipating this challenge for the last 4 months anxiously awaiting the coolest and most inspiring content creation project of my year.

Last year I had allot of fun and learned allot. My design last year was over the top and over complicated stretching the budget to the limits and loosing quality due to that fact. This year my plan is to keep it more simple and focus on producing the best quality highest resolution product possible.

Demon Prince:
Name Dakroth
Elemental: Fire/lava

03 March 2009, 03:40 AM
Here I is the Design I am going for. I would like to make his face and chest attractive in some Latin, Mayan Egyptian type style with dragon bone cartilage and tusks growing out from his skin with the outer extremities getting dragon lizard like scaly properties and heaver dragon characteristics to the ends of his extremities. I figure being a Demon there must be a level of brutal power with both a magical Power and the strength to rip physically from limb to limb a norm if desired. I have not yet decided on weather to give him a tail and may do another posed drawing to feel it out.

Dakroths Elemental power comes from his Sward Artifact one that poses es a connection to fire and lava. His skin is impenetrable by any man or machine made weapon and he is a ferocious cruel and evil air to the Demon kingdom one who relishes in suffering and death.

03 March 2009, 03:53 AM
Looks cool for a start, I would try to break up the silhouette a little bit to make him more diverse, otherwise great start

03 March 2009, 04:57 PM
hi mathew, the detail definition has a good start

however, the body posture and face seems generic male.
you might want to try to play around with overal proportion.

esp the shoulder size, is look like doesn't allow him to carry his own huge arm

keep designing :p mine is still random thumbnails

03 March 2009, 12:18 AM
Hey Matt,

Cool design and great start. What stage are you at and when are you going post some 3d Images?


03 March 2009, 07:06 AM
Thanks for the Crits they are helpful. Here is the base blocking mesh. I added a cloak and a gold spider clasp on the right breast and a tail. Looks like I will be spending the next few days doing UVs and getting the meshes ready for mudbox. I am sure it will evolve in the sculpting stage just as it did from inishial design through blocking.

03 March 2009, 05:58 AM
good stuff man, looks promising, keep up the good work!

03 March 2009, 04:16 PM
thanks. It will probably be a few days until the next update as I am going to be doing some UVs and prepping the mesh for mudbox.

03 March 2009, 07:23 AM
Base mesh hand.

03 March 2009, 05:08 PM
Got the UVs done last night for the arms. I hope to be sculpting by the end of the week. My philosofy on this project is to get it to a pretty good point in maya smooth it bring it to mudbox with full UVs sculpt and texture in mudbox 2009 then export the meshes and reduce the low mesh back down to 10 000 tris for the final product. My goal on this one is quality over quantity.

03 March 2009, 03:23 AM
Another wire frame.

03 March 2009, 07:31 AM
I worked on some more proportions and added detail to the head.

03 March 2009, 10:45 PM
So glad I'm not entering the 3d contests, you guys have to do a concept and a fully textured 3d model....the horror! :D

I like your progress sofar, some quick comments:
-Making his head a tad smaller would make him look more fierce I think.
-Also, I'd beef up his underarms some more, and maybe make his upperarms a bit more leaner.
-The legs already feel quite good, I like it that he really has some beefy lowerlegs :)

I do think you could push the concept some more, and bring in some asymetry into the character. For instance, break off one horn, give one shoulder a big bulge, give one underarm a really big guantlet, a diagonal belt over his shoulder (maybe with a big weapon attached on his back), a pouch attached to his waistbelt, stuff like that. It'll make the character come to life some more and give it some personality. But, it'll also mean a shitload more work, so pick your battles...:D

Anyway, good luck, looking forward to the udpate!


03 March 2009, 03:23 AM
thanks Edwin, those are some very good suggestions. I agree about making it a bit more asymmetrical. I have been considering adding some Black and red velvet cloaking. As a prince who will age into some thing huge and ugly as he turns to a lord I want to make sure to have an element of royalty at the same time as a brutal warrior .

03 March 2009, 06:49 AM
did a little color paint over tonight and added a couple of things that I will add into the model tomorrow.

03 March 2009, 12:24 PM
good to see you get back to concepting, keeps things fresh! About the a-symetry again: maybe you can treath the dragon-like stuff he's got on now as somekind of mutation, kinda like organic armour. This would be an excuse to take out some of the symetry. Kinda like this image, only a bit more human I think:
Just a suggestion ofcourse, nice progress sofar!


03 March 2009, 05:05 PM
Thanks Edwin.
I wish my 2dskills where way better! I guess I just need to practice or maybe take a digital painting class. As a demon I figured to make him have a line of dragon in his blood and I beefed up that shoulder gard a bunch in the model at home and will add a mask as the cloak clasp. Tonight there will be an update. I spent most of the weekend UVing the High rez mesh. I have decided to multi purpose this model. when I am finished I am going to animate a 5 second spot with the hi rez mesh transitioning to a rotation. If I can simply Low rez from the high rez mesh and maintain the UVs then I may have an advantage when baking the normal maps we will see.

03 March 2009, 04:18 AM
Belt and Torso Study.

I was puttering in 3d so I did a quick screen grab and draw over to work things out.

Back to the build!

03 March 2009, 05:54 AM
Hey Matthew,

Really cool concept and the model looks really great :D Like a lot the "Lava/fire" boots and gloves, really great touch on the concept! Good look and waiting for more updates!! Cheers!! :beer:

03 March 2009, 06:42 AM
That last concept is really nice, i cant wait to see this guy sculpted, going to turn out really nice, the skull belt is an especially nice touch :D

03 March 2009, 09:25 AM
thanks. haven't started sculpting yet. Just modeling and lots of UVs so far.

04 April 2009, 06:22 PM
Great 3D model.:thumbsup:

keep it up:beer:

04 April 2009, 06:59 PM
Nice concept and model! looking forward for sculpting updates..

04 April 2009, 08:02 PM
Wow, I wouldn't want to meet him on the street! Nice modeling my friend, my only crit is that the fingers look a bit weird. Apart from that, everything's looking good!

04 April 2009, 05:21 AM
thanks for the kind words.

here is the head sculpt presentation page. I will start working on the torso or the arms tomorrow.. probably the torso.

04 April 2009, 06:41 AM
Came home early today from work and got to sculpting and fixing objs for sculpting right away.

04 April 2009, 11:31 AM
Great modeling stuff here :) The "bridge" between head and horns is nicely done :)

04 April 2009, 05:42 PM
thanks. I have taken a break from the hi rez sculpting side of the pipe and started working on getting to the 10 000 tri budget mesh set and texture tested. Not allot of fun but a necessary process. Got a sword made and have added some chains and medallions which are pushing the budget a bit but I Think it will all work out.

More updates to come.

04 April 2009, 07:47 AM
Got the Low Rez tp a good place where I can add back some details where it is needed for lighting and render. Now I will finish up sculpting the little bits and get some normal maps made up to see how that looks. Good times again!

04 April 2009, 08:07 AM
Low Rez mesh Bump map test.

plugged Diffuse, specColor, color and Bump with the same grey scale displacement map for this render. im pretty happy with how its looking.

04 April 2009, 07:34 AM
Some color tests and more Normal map render tests.

04 April 2009, 07:37 AM
Just another day working on textures.. think tomorow I will go on to the cloth belt and sword and get them up the the level of the body and then go back to the body.

good times

04 April 2009, 09:26 PM
I have an itch to start posing this thing.

04 April 2009, 07:02 AM
Well just another Texture WIP .. not sure why I am bothering to post anything here any more no one is really paying any attention any ways. Helps me though I get to stair at it at work all day and pick things to work on for when I get home.

Day Three Textures.

04 April 2009, 07:42 AM
haha, I feel the same way. So you crit my stuff and I'll crit yours deal? First your maps are 4k. the rules state we can only have 2k maps for the whole model. Second I feel like your facial anatomy are off. The eyes are not believable. and on your normal map application looks harsh. I'd soften edges if you haven't already (not sure what software package you use, I'm on maya) And if you have, I'd adjust verts to make it a tad bit smoother.
over all good textures, and well done.

good luck bud ;)

04 April 2009, 08:21 AM

although your model is pretty good, and the texture as well, it gives me some unease (sadly not in a positive way i must confess).
The edges seems to sharp. The facial expression, mainly the eyes looks dead. I would definitly redo them, to fill them with more life.
I can see where the alpha-map ends on his kilt. The texture on his amuletts looks not believable, more like doodles.
And i would have a second look on the materials. At the moment the skin could be a bit less shiny and the sword a bit more.

I hope i does not sounds to harsh, but i wouldn't post here, if i wouldn't want to help you.

so long

04 April 2009, 04:14 AM
thanks guys a couple things there I had not thought about. Tough to make the Verts smoother reaching for the 10 000 Tri cap but I will see what I Can do. Anatomy of the face is off? how so?

thanks I will take a look into these things.

04 April 2009, 07:33 AM
still working on texture and normal map stuff. Just another wip.

ooops Sword needs a spec map.. well it all needs a spec map eh.. just color and normal map right now.

04 April 2009, 03:04 PM
His textures are looking much better now then in the previous posts, Keep at em!

04 April 2009, 07:42 AM
another day another update.

currently sitting at 9800 tri so I can go in and beef up the hands a bit I think and maybe add some more skulls

04 April 2009, 09:15 PM
Very nice stuff.
keep it up:beer:

04 April 2009, 04:29 AM
Thanks. I think I am done texturing for now.. I am now going to throw a rig in it and pose it up for the final render. Time to start on the final pages.

04 April 2009, 02:59 PM
Close to finishing eh? Great job on the character. I followed your mesh progress, the details awesome, must be great you got it under 10k with room to spare. I would love to see it rigged and posed now..cant wait. Good Job.

04 April 2009, 09:14 AM
good job mang, can't wait to see the final pose! I might make the runes bigger on the sword though it seems like theirs so much space on it. Either way


04 April 2009, 06:08 AM
I played around a little with some lighting and worked on the texture a bit but mainly I focused on getting a good posed flushed out. What do every one think? My first thoughts would be to some how get some more of the cloth to come from behind him in more of an action pose.

05 May 2009, 03:16 PM
Think I am done.. now I just need to do the presentation page and organize all the images for the final submission.

05 May 2009, 03:16 AM
Guess I am not done.. I Am going to use up the last of the tris and uprez anything that looks less then awesome.

05 May 2009, 03:03 PM
here is a peek at my submission pages.. If any one sees any thing that I may have missed please pipe up and let me know. I would prefer to submit finals with no errors this year.


05 May 2009, 06:41 PM
looks like you got it right except I don't see our forums logo anywhere on the character, but I could have missed it :)

05 May 2009, 06:47 PM
Forum logo is on the chest under the skulls and chains and cloth lol. well, its a tattoo! ... maybe I should point that out on the construction page eh?

05 May 2009, 08:11 PM

wow, you got very far since i had a look into your thread the last time. Now the textures looks very believable and the stupid expression on his face turned into anger! Very cool!
To say something on the issue about the tatoo, the camera-postition is rather bad, you nearly can't recognize it, even when you know where it is.

The rules say:

"Your character MUST possess your team's colors and/or your team's insignia/logo. If you don't have the colors or the insignia located somewhere on your character, your entry will not make it into the top 50. Please represent your team properly. This is a team event so make your team proud!"

So, it is up to the judges to look if something represents the team "properly". And i guess, i woudn't mess up with them... Maybe you just overpaint the tribal on one of the skulls with the logo, just to be on the safe sight ;)

so long

05 May 2009, 08:21 PM
Blue nailed it, I agree with him completely, put it somewhere slightly more subtle

05 May 2009, 09:19 PM
Hmmm you think the camera angle is bad? sir I would have to disagree with you on that I think the camera is perfect. I do agree though that the logo is a bit hard to see but with it being a tattoo on his chest that is just the reality of it. I figured this in creation and by using both the Forum colors and having the logo in there I thought I would be representing the forum in an acceptable way. I dont really see any where that I would want to put the logo without being cheesy.

Dose any one elts think that the logo is to hard to see and if so do you think this will be an issue with the fact that I have both logo and forum colors?

05 May 2009, 09:32 PM

i hope i didn't insult you in any kind of way. I just meant, that with this angle, the tatoo is hard to see, maybe on a full front-shot it would be clearer.
And i just want to avoid, that your work get kicked out of the contest, just because of something tiny like this.
So there is no need to be offended anyway.

so long

05 May 2009, 09:53 PM
No worries I am not offended .. and I due value your opinion and agree that the logo is a bit hard to see. I emailed fred over on the DW website forum to get another opinion.. I would really rather leave it there on his chest it just feels nice and natural to me .. will see what others have to say.. I also agree taht getting disqualified for some thing silly like that would be a huge let down. im gonna think on it a bit . Thanks for the concern and pointing it out for me.

05 May 2009, 05:00 PM
Its official .. My final submission has been done.. DWIV Complete!

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