View Full Version : Pre-DomWar V - 3D Character Art

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11 November 2010, 07:47 PM
Hi again guys.
@Fat-Fish: Looking great!.
@shanzou: Love the idea, espacially the birdy-mask-thing. Great design, keep it up!.
@harlequim02: Great topology!.
@kingstonZ: Awesome... Go on!. CGSociety ftw!.
@denis-artist: Man, I've no words... That's easily a true winning char, want to see it finished!.

I'm still modeling...
Not sure about if I really like this update, but I'm braingstorming ideas as a concept...
I've realized that Corrupted chars are some kind of a fusion between creature-machine, so I think I should make some mechanical parts, still working.
2.610 tris so far...

11 November 2010, 08:03 PM
here is model and UVW

11 November 2010, 08:34 PM
other wip, i will probably aim to a cartoonish look, ill try to improvise a bit here :banghead: (

11 November 2010, 09:57 PM
Hey everyone this is my first post, I know I'm running a little bit late on this but I have been keeping an eye on everyone's posts and I really want to do one of my own :-) I have gone for a shadow character with gothic/gargoyle overtones. I roughed out my character silhouettes and did a quick photo montage for reference, I'll try to get a refined photoshop rendering done this evening! and hopefully start blocking it out in 3d in a few days, :-) again love everyones work!


11 November 2010, 11:26 PM
WIP update. It's looking more and more like I won't finish in time, but I'm having fun, so it's all good.

Different style for the head (which I prefer over the first one), haven't had time to paint it yet. The blindfold is now actually part of his hood.

The silhouette I'm using.

And my WIP mesh. Many of the shapes are just blocked out to give me a rough idea of where everything goes, and have to be reworked (hat, heart cage, belt). I'm undecided about the long sleeve, Not sure if I'll be able to achieve the effect I'm after. I might simply keep it short and use a hand.

11 November 2010, 11:27 PM
Alright so here's my game model with Diffuse, and a simple Spec. rendered in Toolbag. Now on too painting :buttrock: Let me know what you think :thumbsup:

11 November 2010, 12:15 AM
I like it Zoox, it is a pretty clean model and I'm sure you will do a nice texture for him.

Pretty cool works people! :thumbsup:

I got an update of the texturing, I painted the concept of the emissive map, I'll continue tomorrow (it's time to sleep a little bit heheh)

See ya' warriors! (

11 November 2010, 01:50 AM
looking good everyone, keep it up! good luck to the people just joining now.
here's an update, unwrapped and a base color layer on it, so far from finished; if you're wondering what the purple part is, it's going to be padded armor, no lies (i know it looks like nothing now, but ill work on that) also the pauldrons are going to be made out of stone bricks, the same as the castle 'hat' and abdomen. the idea I had for the logo being on the top part of the castle was that its supposed to be like stained glass, but I might not do that due to its size and instead place the logo on his breastplate; whatchu think?
and that is a portcullis in place of his eyes...

cheers :D

11 November 2010, 03:34 AM
Here is my high poly refined. Still have quite a bit to add. Hopefully I will get started on my low poly by thursday!

11 November 2010, 04:17 AM
Harliquin you are right, thank you. :)
1024 Colo, Spec, Occ maps. (

11 November 2010, 05:45 AM
hi everyone, my texture is in process, I decided to show my model in the marmoset toolbag and a final render beautitoo, I recommend this program for all :thumbsup:

11 November 2010, 07:27 AM
@KingstonZ- Thanks, I'm glad you like it. The ao bake on yours is looking really nice by the way!

@Paperboy- Thanks, I'm glad you like the model. That twirly hair on your shadow concept was looking pretty cool too.

It's cool to see Everyone's work really coming together!

As for my Technomage, I've unwrapped and begun painting her. So far the head is coming along and I slapped some flat colors on the rest.

11 November 2010, 09:10 AM
Man, so much great work coming out of everywhere! Great work peeps!

Here's a update on my Corrupted Soul Eater. Model and UV's for the most part are sorted. I'll do some more tweaking and add in the remaining poly's to hit 3000 while I paint.

Texture time!

Any Critz give me a shout!

11 November 2010, 10:05 AM

11 November 2010, 10:44 AM
Hi, here is my progress... :-)

thanks for your comment... ;-)

11 November 2010, 11:28 AM
Didn't realise this was happening until last weekend.
Really like the restrictions of the challenge though and wanted to give it a go.
Three evenings later and still a lot of placeholder bits and bobs but looking doable.
Concepting and modelling in tandem (ie. making it up).
HQ screengrab from maya at around 1.9k tris.

11 November 2010, 04:31 PM
A little update, I have begun painting the textures. Never knew that this was that tedious :hmm: (

11 November 2010, 04:51 PM
I have begun painting the textures. Never knew that this was that tedious :hmm:

I thought the same

11 November 2010, 05:39 PM
hahaha, yeah but it's really funny guys!

A little update on texturing! (

11 November 2010, 09:01 PM
Some cool stuff going on here folks. Can't wait to see all the final entries.

I don't know if I'll have time to finish, but I was able to come up with a concept that I like so I think I'll go ahead and throw my hat in the ring. Comments/feedback are welcome, but time to start modeling!

There are definitely some details/discrepancies in the model sheet that will need to be worked out. I'm really excited to work on maximizing detail through the texturing.

This guy here is a technomage, living iron, steel and other metals, brought to life through arcane magics and alchemy.

11 November 2010, 09:31 PM (

11 November 2010, 10:28 PM
Hah! This thread is getting big. Hard to give comments and feedback. I'll try to do that tomorrow.
In the meantime, here's an update on my mesh, haven't been able to work on it last weekend, but just did some tweaking these last days.
I used UVlayout to cut it in pieces and unwrap, great tool!

Comments and critics are welcome!

Next is texturing, already did some tests to find out what 'll work. Since the UVs are pretty much cut up and flattened and thus less ''readable", I think I'm just gonna paint in ZBrush, and maybe tweak in Photoshop.
Did a head painting but not ready to show yet :) need to tweak it...

I'm thinking about using the ZApplink plugin to connect Zbrush with layers in Photoshop...
Anyone got any positive (or negative) experiences with that?
Anyone wanna share some wisdom on how they'll be painting theirs?
What about lighting and final rendering? It might be good to get some kind of discussion and tips on that started here... For painting I just used the flat color material in Zbrush.
For rendering in max, for now, I just turn on the self illuminance of the material and use the same map for that as my texture.

curious to hear what everyone else uses...


11 November 2010, 11:30 PM
Hey EsoiHellsun! Good work with the modeling and the UVs dude.

Yeah.. this is getting bigger and bigger... but we're making a nice job here.

About the zapplink I'm painting it directly in photoshop 'cause I think it's better that way but zapplink could be a nice tool for the seams of the UVs and I think that the main purpose of the mini challenge it's to do this like in the old time with just a 3D software and Photoshop.

Cheers buddy!

11 November 2010, 02:20 AM
And here's for me a mid poly - about. Need to tweak it a lot as you can see from the topo flow, and to reduce it by about 50% but then ill be down with the low poly. That will save me room for a mage staff.

11 November 2010, 05:52 AM
Alexzavr im digging the textures good job man! He feels a little stiff are you planning on posing him??

11 November 2010, 05:59 AM
of course when I finish texture, then put him in position etc.:)

11 November 2010, 08:36 AM
greetings, small update - texture texture texture:banghead:

11 November 2010, 08:53 AM
Wow.. Great job all, congratulation. :-)

I have over again about zapplink painting, because the Textur resolution was low and always crash on Desktop (negative). second art would be Projekt Master and Plane with Render Fast to Painting control.

11 November 2010, 09:26 AM
Final High Poly:

Time to get started on my low..
Going to have to wait until tomorrow night..

11 November 2010, 11:17 AM
A quick update, just some basic color / playing with some ideas... still a long way to go!

Autarkis, looking good, very tech-y. Looking forward to seeing the staff !

Alexzavr, that's some nice texture work! (

11 November 2010, 11:36 AM
Also how do you get a image to show up full size?


11 November 2010, 12:57 PM
I think only CG Society Member can only Fullsceen Post. (

11 November 2010, 02:49 PM
Late start for me, class workload finally eased off

anyway heres a rough concept of my corrupted done 2nite, gonna start modelling asap and find her a name.

11 November 2010, 04:36 PM
Im entering Already have a concept an I already started Modeling, But I live In A Town(In Mexico) Where Its Hard To Get Internet Access!! Hope Its Ok If I post all my WIPs And Concept at the same time!!! AND KEEP IT UP EVERYONE, THEY´RE ALL LOOKING GREAT!!!

11 November 2010, 06:27 PM
Man enough to post this crap please!!!

11 November 2010, 06:47 PM
Great job guys almost there! Keep going!

11 November 2010, 08:04 PM
Hi all! First of all I would like to say that everyone has done some brilliant characters insofar and keep up the good work! I am not really a low poly character artist but the challenge is quite interesting and I wanted to see where can I push my low-poly modelling skills. Since I don't have much time available, I decided to do the modelling first and did a couple quick strokes on the top left image to let you know where this is heading. All critics are highly welcome! (The character is yet to be posed of course.)

11 November 2010, 09:24 PM
Let me know what you think guys... (

11 November 2010, 09:28 PM

To get an image full size you just host it on photobucket or any site like that then copy paste the img code for forums. Preview post and it should show up!

11 November 2010, 09:48 PM
Some texturing. Only flat colours plus some draft AO for now.

11 November 2010, 12:26 AM
almost, almost finished texture, guys -you have suggestions for improvement?

11 November 2010, 12:43 AM
Thanks DBriggs, I used Image Shack and it work like a charm!

Hey Velkin that's lookin freak'in awesome! Can't wait to see it posed up with the finished textures.

Is he going to be holding anything? a knife, big staff, more guns...? You can never have too many guns!

11 November 2010, 12:50 AM
No. He won't be holding anything, not enougth poly's for additional object :sad:

11 November 2010, 01:29 AM (

11 November 2010, 02:31 AM
Another Update, still texturing, invested quite some time till I figured out a better way to do this. (

11 November 2010, 03:30 AM
Started painting, so far just some flat colors and started detailing his head.

Alexzavr: Textures look awesome! really great detail :thumbsup: my one thought is that it might need some more shadow depth, just to make his shapes easier to read. but really awesome work!! can't wait to see it posed up!

11 November 2010, 05:43 AM
almost, almost finished texture, guys -you have suggestions for improvement?

I would like to add some tip to improve the image but your technique its far away from mine :twisted:
Lo unico que me queda es aplaudir desde el otro lado del charco y ver que quedes arriva contra los otros foros :applause:

Ill post a few more wips of my model. . . some sort of. . . . as soon as i can at least will by present at this first skirmish at the war

11 November 2010, 12:07 PM
is it legal to see how the other forum doing ? because somehow i can tell this forum doing much better than the other

11 November 2010, 05:08 PM
is it legal to see how the other forum doing ? because somehow i can tell this forum doing much better than the other

Hope that!.
Go CGSociety!...
9 days left!

After discarding lots of ideas, i come up with this...
3.018 tris...
Time to refine here and there...
Can anyone give some help on smoothing groups for this model please?...
Good luck!



11 November 2010, 05:52 PM
Hope that!.
Go CGSociety!...
9 days left!

After discarding lots of ideas, i come up with this...
3.018 tris...
Time to refine here and there...
Can anyone give some help on smoothing groups for this model please?...
Good luck!



nice model, but the wings wouldn´t be easyer to do with plains instead of boxes?

11 November 2010, 06:04 PM
@Zoox, great update, the work is grate.

@Velkin, really like the character.

@Alexzavr, you Rock... really mean!

@ MichaelLeprich, very cool as well as Everybody !!!

@AndreyAndre, Thanks for usually supporting, I become better me.
Very nice work from Begin, hope to see the finals soon!

Sorry my English is not the Best. :)

11 November 2010, 06:23 PM
Bit more done, gonna leave the high detail at this as I really need to get onto retopo and texturing. The cgsocitey logo is going to be scarred into his chest like a great big cattle prod, he also has a hole in the palm of each hand, surrounded by teeth, these 'mouths' allow him to suck the life out of his enemies and feed on their fear...

@ AndreyAndre: You spent ages super detailing that concept and I was wondering if you where going to have enough time to actually make it :P but your doing an awesome job ;)

@ Zoox: Nice job! Keep it up

@ Alexzavr: How do you have all those 'pointy bits' and still be under 3k tri's!? Bravo

@ Velkin: Loved the concept, its even better in 3d, good start with the base textures too :D

Haven't shown the wings this time round

11 November 2010, 06:26 PM
That's awesome man...
Keep on going

11 November 2010, 11:42 PM (

Uploaded with (

11 November 2010, 12:16 AM
I promised some comments, so here they are; (tried to cover most of you guys)

@ Tombery: Nice (reminds me a bit of protoss), but it seems like too much dark blue-ish areas from top to bottom. Perhaps try to break it up with some line of different color, patterns, structures?
@ Fat-Fish: Thats really coming along great, nice sculpt. But the overall concept might seem a bit too "naked". Is he going to have some kind of clothing, armor or accessoires?
@ TheArchDuke: Looking pretty solid. Just wondering: What's the helmet/head going to be made of?
@ Shanzou: Cool forms/silhouette, especially digging the mask. One thing though, the fine-grained, rather realistic texture of the cloth doesn't seem to fit with the more cartoony proportions of the body. Feels a bit like two styles clashing to me...
@ harlequin02: Solid mesh, no comments. Reminds me a bit of Altair :)
@ Zoox: What kind of skin will your creature have?
@ JCanarias: Are those wings mechanical? If not, you might not need to model each feather separately.
@ Autarkis: Awesome, curious to see a textured version!
@ DBriggs: Nice sculpt. Will the character be magically floating or is he getting some feet?
@ Twi: Seems like a strong concept and model to me! Looking forward to some textures!
@ VictorSantos: Coming along nicely! I like the textures of the armor and the cloth hanging down. But the face seems to have a bit of a dead stare :) Maybe the eyes are just a tiny bit too close to each other, and also the lower lip seems a bit stiff :)
@ Ameron: That's cool so far. No comments :)
@ Belich: Haha nice!, Is that a hat/helmet or his hairstyle?
@ shaunwho: hmmm, seems a bit like frankensteining different parts together. Maybe really put an emphasis on that (with stitches and stuff), or make them fit better together as a whole.
@ CommonKarl: Nice idea of integrating those towers, but right now I don't know if the integration feels natural. The curvy connection almost seems like it will exist of some kind of copper material.
Maybe a brick texture will help, but maybe also at more rough rocks and pieces at the base of the towers? So it integrates more naturally?
@ Obmoc: This could be cool. Curious to see how this will evolve.
@ Alexzavr: That's just crazy man! Maybe even a bit too much! :) Maybe overall it also looks a bit too clean, like he polishes his armor every night and only wears it to fancy dinnerparties, instead of actually fighting with it :)
@ JValdes: Cool, but something off, in the nose/eyes area... Right now it seems the eyes, to fit in the goggles, would have to be too high off from the nose.. or something like that.
@ yeus: Nice and clean. Will she have any weapons?
@ panthus: Cool start. What are you going to do with the face?
@ jStins: I like it, this one could be fun!
@ AndreyAndre: Nice detailing, is that all hand-sculpted or do you use some kind of alpha/projection technique for all those intricate patterns?
@ 0NRG: Coming along great! Do you paint in 2D or 3D?
@ JasonAnocha: Just wondering, is it practical to have a bow and a dagger both on the left side? Maybe her second left arm could pull the arrows? Don't think I've ever seen that before..Don't know if that gonna work but might be interesting to explore.
@ Darkonerster: Some nice gear going on there, but are those textures final? all seems a bit white now...
@ Velkin: That's very clean, sir. Keep it up!

Here's my current painted version of my Pantherion's head. No totally happy with it yet, but still have a whole weekend of painting in front of me. Yay!

11 November 2010, 03:29 AM
My blockout for the moment @1912 tris, i'll try and get this done today so I can have a good few days on textures.

@EsoiHellsun Thanks yeah hopefully it works out we'll see how it goes. Your textures are looking awesome by the way looking forward to see the rest.

@Alexzavr I would call it game from there, the amount of detail you managed to fit in is insane.

11 November 2010, 04:48 AM
Just a small update on my progress. I wasn't happy with elements of the original concept, partly because I really wan't this character to be taken seriously. So I did some more work and came up with a solution that I find to be more "business". Here is the current concept that I am working from:

I have begun to block in the armor in high resolution with the intention of retopologizing and baking an AO map to use as a base for the diffuse map (if I can learn how to between now and the deadline). Here are some quick mudbox renders:

And also, please take a look at the turntable (

I will spend the next couple of days refining the forms of the armor before I begin texturing. I will need to really start thinking about color schemes as well.

11 November 2010, 07:16 AM

Thanks =) Yeah he is going to be a floating character. I am going to tear up his cloth robes quite a bit. I like the texture for your characters head. Keep going.

11 November 2010, 09:15 AM
Hi all.
Been going a couple of evenings to see if I could get anything up and running with little time left.
Think I will see this through. My general. At ~2800 tris with a few more bits to refine/add.

11 November 2010, 01:01 PM
@EsoiHellsun: thanks and Yes, I want that she will have a sword (and dagger, maybe) :-)

11 November 2010, 06:57 PM
I really wasnt satisfied with the way the last character was turning out. Went back to the drawing board and started over. This is not really polished, coz I'm running out of time.. Good thing I have the base mesh I made for the previous character. If I don't finish this challenge, at least I got to improve my 2D skills a little.

11 November 2010, 07:34 PM
Hi guys. I finish my lo_poly model

11 November 2010, 07:40 PM
Hi guys.
Finally I completed my lo-poly character. It was very difficult for my, because I didn't do this for a long tine and my concept and mid-poly model have a lot of details. But I did it!:)
look at it.

Velkin and Alexzavr - nice work.

11 November 2010, 09:52 PM
Oh Ghad this bit's a pain in the arse!!!

I've managed to get the lowpoly roughly done, but trying to force it down to the 3k tri count is proving to be tricky, and this isn't including the teeth which need to be added!

I'm going to have to refine the head area as thats where most the tri's are, but If anyone can give me any other ideas then feel free!

To the guys doing particles stuff as alphas, did you have to make your poly's double sided?

@ denis-artist: Nice work getting that beast down to the mark

@ TitForTat: I like the new concept, hope you have enough time left to get it together

@ EsoiHellsun: At this rate I won't be able to think of clothing, but I wasn't planning on clothing to begin with, he's a demon after all! It's forearms are a tough crab-like armour on the front and no traditional weapons per se. It'll than horns, beak/teeth, claws on the hands/wings, teeth on the palm of his hands (for 'feeding on enemies souls'), the whip-like tail. The tricky thing for this guy is that he needs to get up close to do any real damage.

@ JCanarias: Thanks! I'll try! :D

11 November 2010, 01:52 AM
Go go go CGSociety!
We have to bring some medals home this year!
Go go!

11 November 2010, 03:43 AM
Uved and started some painting. Still have 96 tris left for hair or something more interesting with the legs. Just making it up as I go.

11 November 2010, 07:12 AM

11 November 2010, 08:28 AM
Hello everyone

texture painting wip

11 November 2010, 02:53 PM
Hey guys,

@ denis-artist: That must have been some hard choices to make, fitting that in 300 tri's ;)
Curious to see how you'll get all the detail in it. What process will you be using?

This is where I'm currently at, lots of work ahead of me...

C&C welcome

11 November 2010, 04:06 PM
A little more progress with the texturepainting. (
EDIT: Dont know why but my screenshots always tend to be a little foggy :( (

11 November 2010, 05:51 PM
Time I posted some progress on my texturing :)

Please let me know what you think :)

denis-artist, I really like how much detail you've managed to maintain in that low-poly, should end up being really strong!
EsoiHellsun, thanks for your comment. You do indeed have a lot of texturing work ahead of you, good luck :)
Everyone seems to be going along really nicely!
Anyway... work work :wip:

11 November 2010, 06:47 PM
So after a day of swearing mostly ;) I managed to get it under 3000! It's at 2,990, but it'll need to come down further I think, as the wing membrane bit will need to be duplicated and have the normals flipped. The purple bits are the teeth, shouldv'e taken a snap with them grey, would be easier to see but I'm in a rush, the purple bit's above his head are the teeth for the hands.

@ Twi: Good progress with the texturing there, it's all a little dark though, but I'm guessing he's a shadow :P

@ MichaelLeprich: Liking the texturing so far, would be good if you damaged the 'S1C' logo a bit more, its super bright and clean compared to the rest of the worn and scratched armour. I think the cloth wrinkles around the neck and such could do with darkening tho, they're a bit too subtle.

@ EsoiHellsun: He's super purple...Nice! The body progress looks good, looking forward to seeing the armour detailed

Keep up the good work everyone :thumbsup:

11 November 2010, 07:37 PM
Hi, I have been lurking in this forum for years. This is my first time posting though. Cool stuf everyone!

Here is my concept and wip of my character. The design derives from, well hopefully you guys can tell, the CGS logo. :)

I haven't truely got a concrete design on many parts yet. I suppose I will improvise as I go along.

Unfortunately I do not have much time to work on this project as I would wish. I am pretty busy with work. After 2nd Dec, I am taking a long break off work and hopefully will then be able to delicate fully to this project.

Any critiques are appreciated.

11 November 2010, 09:57 PM
2632 tris at this point. Probably wont have much time to do much more to the model, so next would be the texturing. My original Idea was to put the cgsociety DW logo on the helmet, and have the small circular openings on the wings to be the "eyes". Now that I quickly put the texture there, I'm not sure if it really fits the helmet. What do you guys think? If not, I'll put the logo somewhere else.

h-edition: design looks cool :) are you going to have the parts just float around, or have some kind of binding thing between them? Like energy or something? :P

denis-artist: the model looks really nice! can't wait to see it textured :)

everyone else seems to be doing good as well :) hopefully one of us wins!

11 November 2010, 10:04 PM
Well, I knew this moment was going to happen...
Anyone can help me converting these polys into 2-sided? I don't see the way...
Thank you...

11 November 2010, 10:28 PM
In 3dsmax, you could just use the material's properties and check the 2-sided option.

But then I guess that's just for max. I don't know if that's against the rules...
If we have to render it in an external engine, maybe a special shader could take care of rendering both sides of those polygons? Again not really sure if that's allowed....

If you really want to duplicate the actual geometry, (in 3ds max) you can select them, shift + drag them a bit away (but look at your spinners below to see how much you translated them) then release so the polys are copied. Now flip their normals, and then translate them back by the same amount you translated them before. In max this might give you some strange artifacts as the polys are exaclty on top of each other, but when exported to an engine, this should be fine I think...

Don't know if that's the best way to do it. Anyone else has an opinion about this?


11 November 2010, 10:34 PM
In 3dsmax, you could just use the material's properties and check the 2-sided option.

But then I guess that's just for max. I don't know if that's against the rules...
If we have to render it in an external engine, maybe a special shader could take care of rendering both sides of those polygons? Again not really sure if that's allowed....

If you really want to duplicate the actual geometry, (in 3ds max) you can select them, shift + drag them a bit away (but look at your spinners below to see how much you translated them) then release so the polys are copied. Now flip their normals, and then translate them back by the same amount you translated them before. In max this might give you some strange artifacts as the polys are exaclty on top of each other, but when exported to an engine, this should be fine I think...

Don't know if that's the best way to do it. Anyone else has an opinion about this?


Thanks, I read somewhere that we're able to use 2-sided geometry, but don't remember where.
Is the shader option the best way? I've tried to enable "Backface culling" and created planes, but it doesn't work.

11 November 2010, 10:40 PM
Hey guys! Just a update on my progress. I'm really happy with how the model is turning out and would love any critiques on making it better! Everyone's work is looking amazing so far.

@ denis-artist : Your technomage is awesome! What you've accomplished within the 3k limit is amazing. I can't wait to see the finished product!

11 November 2010, 10:41 PM
@ JCanarias: Yeah the 2 sided thing will be max only, I'm having to deal with a similar issue with my wings.

You don't need to move them a little bit like EsoiHellsun said just right click (to bring up the quad menu) > clone, this clone is then your selected object, select the element/polys and 'flip' in the right hand menu.

How many tri's is your actual model?

@ iluvcoffee: Can't open your attached image for whatever reason

11 November 2010, 10:51 PM
Nice low-poly. Actually I thought you wont be able to optimize your mid-poly model to 3000 tris when I saw it. Glad I was wrong. I really look forward to see your character finished.

Too much tesselation on the face, no? Maybe it's better to spend some polys on character's fingers.

Cool texture. I'd add some depth to the folds on his cloak.

Some progress on texturing. I'm using 3ds max canvas tool, never done it before and I cant say I like it. But it is interresting experience. Actually I never textured a character without hi-res modelling before, it's pretty fun, gonna do something like this again some time later.

11 November 2010, 11:24 PM
Texture update

11 November 2010, 11:48 PM
@ JCanarias: Yeah the 2 sided thing will be max only, I'm having to deal with a similar issue with my wings.

You don't need to move them a little bit like EsoiHellsun said just right click (to bring up the quad menu) > clone, this clone is then your selected object, select the element/polys and 'flip' in the right hand menu.

How many tri's is your actual model?

Problem is, I think, that with this method I leave lots of unwelded vertex... This could cause artiffacts I guess...
Dont know...

11 November 2010, 12:58 AM
@Fat-Fish: thx for your advice, went over the Sign on the breastarmor again and it looks much better now, will probably redo the fabric parts when im done with the armor though

today was a good day, got much done: (

11 November 2010, 02:20 AM
MichaelLeprich: looks great, your head may be look better without your strip lines eyes, may be
screamman: wow sexy blood elf, nice~
Velkin:damn, that's nice texture ! remind m ur style with MGS
Fat-Fish: may be your wing's bone is not necessary, i think a plane or an alpha should do the job, but since u manage to get below 3k, i guess it doesnt matter =p
Twi: your ninja look awesome with texture
dennis-artist: lol I was thinking what you gonna do with that "hole" of yours

well here's mine, I finished making an outline for the shape for me to texture, so i can block up easily and add more details later

i know we should do mind of our own business but you guys should see how's polycount doing, it might help some of you

btw where do i have to submit when im done ?

11 November 2010, 08:00 AM
Hello. Here is my texture version of war general.

11 November 2010, 09:20 AM
Nice work everyone. So many ppl ahead on textures.

Does anyone know if you were to make a base for the character to stand on does that count towards the 3k limit + textures aswell?

heres my wip

11 November 2010, 09:27 AM
As far as I know, the pedestal is a totally separate thing in terms of tricount and textures.

11 November 2010, 11:17 AM
Bit more texturing.

11 November 2010, 11:19 AM
Rules state:
"...and adding a pedestal is optional (pedestal may use its own set of unlimited triangles and textures). If a pedestal is added, it must contain no objects that character can pick up and use."
Hope that helps :)

11 November 2010, 12:05 PM
Everybody have wonderful work.

New Technoomage Textur Update.

11 November 2010, 12:45 PM
A fast Update! need to get back to work on the textures... time is running out...

The final zbrush sculpt ,have to stop at this point.

The final AO map for texture.

The overall color of Shadow

Still working on the upper body texture...

Jae-Keum ( - the sculpt look awesome!.
VictorSantos ( - Looking better and better now.
Tombery ( - Hey, you did it really fast ...looking great.
harlequin02 ( - Thanks for the comments.. your model and UV start to work.. oh u know eric?
DBriggs ( - cool looking sculpt so far.
Twi ( - very nice color.. cool
shanzou ( - Alpha maps go crazy in maya also. the color looks nice.
JCanarias ( - Thanks for the comments.. keep on the good work!
shaunwho ( - I like this half bone female shadow
Zoox ( - Toolbag seems like a good display renderer, the lighting is nice.
Alexzavr ( - Wow .. very cool texture works!! so detail!
Autarkis ( - looking good so far. very high tec looking.
Velkin ( - Looks great with the color choice.
AndreyAndre ( - Very detail sculpting done... look forward for the texturing.
denis-artist ( - Hey... your low poly model still looking great!.. don't worry.. the biggest eye catching details are all there.
MichaelLeprich ( - Keep it up.. looking not bad so far.

11 November 2010, 05:30 PM
@KingstonZ - Woah! good work buddy, great sculpting and I like the color concept, hurry dude! hehehe

@MichaelLeprich - keep it up! you're making a great work overall.


Uploaded with (

11 November 2010, 08:48 PM
ok here`s the thumbs and my low poly preview of my character, i choose "corrupted" in this competition, well hope u guys like it ?

the deadline is getting closer, dunno either i can make it or not ,but nvm, juz do my best :)

critics and comments are welcome :)

11 November 2010, 08:56 PM
Coming a bit late to the War and 'bringing up the rear' with this little guy; a Fung'jidian War General. These little fellows are small but resolute; proper trench fighters!!!

Wanted to nail a design I was really happy with rather than 'ploughing' onto the computer and pushing verts.

11 November 2010, 12:31 AM
Here's another one from me :)

Some render tests in Vray... I reckon I just have some tweaks left to the diffuse map, like darkening upper eyelids, because they're sticking out a bit too much atm, some more work on the specular map, and in the end I'm thinking of adding a glow map to all those reddish seams. The crystal scythe is hard to get looking good. I'll post it when I've got it looking decent as well :)

It would probably be better to render it in a game engine, I suppose, even though the rules allow any software, as far as I understand, so Vray should be fine. Still, I've never used marmoset or UDK before, so I might not have time left for that.

@Kingston Thanks for your comment, your character is going really well. I love the amount of detail you're putting on the texture. I'd say you're almost finished there as well. Keep it up! :)
@VictorSantos, your general is still looking a bit cross-eyed, as somebody pointed out earlier. You might want to fix that, as well as the whites of his eyes. I'd say they're way too bright. I like the armour detail.
@evsreborn Nice concept, though you really need to be quick now! :)
@harlequin Nice outlines, I want to see what you make out of them in terms of details.
@Fat-fish Nice model, I like how your char is going. I can't wait to see it finished as well! Btw, I wasn't paying much attention in earlier posts, this is corrupted, right?

11 November 2010, 02:54 AM
Twi: quite nice~ since ur ninja is kinda futuristic may be u could add more tech on him , especially on lower body part, seems u still got a lot of space to explore.
VictorSantos: that's more like it ! looking better and btw is that suppose to be futuristic ? because somehow your boot design and ur armor looks totally different.
KingstonZ: he was my lecture just right after u left 3dsense lol, looking bloody better with texture ! but i hope it's not done.
panthus: looking good, i wanna see how it gonna be when its done.
Ameron: lich king with spear and more contrast color ? awesome !

heres my update from last night, only got a few hours of free time soo not so much of an update
critics or comments are welcome !

11 November 2010, 04:30 AM
Finished my concept, hadn't done anything fantasyish in a long time so really got into to it :-) she might be looking a bit too fresh so I'll desaturate her colours more and make her look more festering/tatty, started modelling woot! Times ticking so I'll blitz through it this week.

@h-edition ( - Great concept, cant wait to see the finished article
@KingstonZ ( - Thanks man, Love your character! Very Ork meets avatar! great zbrush work
@Velkin (, v. solid work! have you played mass effect?

11 November 2010, 08:53 AM
Sup guys, cool stuff showing up. :thumbsup: cant type much, my wife's sleeping. I'll comment tomorrow.

11 November 2010, 10:57 AM
... @Velkin v. solid work! have you played mass effect?
Yes, I've played.

11 November 2010, 11:17 AM
Traded up the moonboots and grew a communications array. Had to pull back some geo from the head for the gentle curve of the aerials, hopefully not noticeably so. Will jiggle the UVs to accommodate the new bits and get back to painting.

11 November 2010, 11:43 AM
@VictorSantos:Nice work.
@denis-artist:Thanks for your opinion. previous WIP zbrush mesh screenshot was taken before working on clothes part.So It didnt have decent detail on the skirt at the time.Today's post have some detail on it.
@Tombery: Good work.
@harlequin02: nice suit design.
@Zoox :your creature looks cool and unique.
@KingstonZ vbmenu_register("postmenu_6783767", true); : great detail on diffuse texture.

I got some update about the detailmesh of smiling abomination.
Now I'm working on a lowpoly mesh and baking.

11 November 2010, 11:45 AM
@harlequin Glad you like it. And good observation, although it's a bit too late for me to change details now. I know now I should have designed a more original concept to begin with, but it's well worth the practice anyway :) Nice plates on your guy. I like how he's going. Keep it up :thumbsup:

11 November 2010, 01:03 PM
Next step of modeling, start of texture.

11 November 2010, 02:23 PM
Hi again.
Solved the issue with the wings, I achieved to model 2-sided planes.
Just model a plane and cap the invisible side (border) then connect segments and open a beer :).
2850 tris and now UVing (what a pain).

11 November 2010, 07:21 PM
@JCanarias Man, I don't think you need to do that.. Just uncheck the backface culling (on Max you'll find it on the little monitor tab, beside the hammer). Unless you want to use two different textures on the sides... I know you are not done, but try to use more of the uv space, and make them squares (not rectangles). Good job dude, keep going!

@Monawa This is looking Great man! :thumbsup: Try to change the thicknes of the hair on some parts a bit, so it looks more dynamic, like your concept art.

@Jae-Keum Really freaky man. Awesome details.

@panthus The head is looking fine, but if you still need polygons try to make the antennas straight. I bet it'll save you lots of them.

@shaunwho good job.. now RUUN!! :p

I have a question: are you guys using smooth groups? I've read you are not supposed to when baking normals, but in this case you should, right?

11 November 2010, 07:35 PM
@JCanarias: i agree with TitForTat, if you want to see texture on both sides of the plane deactivate backface cull and if you want to use diferent materials you shoud use the appropieted materiar, twoside material if are using standar max mats, overlaping faces in that way even if normals are oposite could lead to render problems in the future.

@TitForTat: without normals y guess that the only way to achive a sahrp edge its using some kind of smoothing sistem, in max case, smoothing groups in maya smooth or sharp edge, also in blender sharp edge or if not, just split them.

i remember thtat was a preview somewere about how the presentation should it be, any have those links or have any example.
I know that is 1000x something front and back,
in a separeted image, same size but with the maps, diff espc, opac, etc anything else was needed?

11 November 2010, 08:11 PM
Another WIP, today i was able to texture the thrusters as well as adding some more detail to the armor. tomorrow i think i will begin with the winglike plates^^ hopefully all goes well.

Btw, is there an easy way to get a good specular map? I dont have any experience.

Amazing work what you people have done! (

11 November 2010, 08:13 PM
Here is my fist wip for dm v. please post comments and anything you can think of changing.

11 November 2010, 08:49 PM
Hey guys! The texture work going on in here gives me goosebumps! Keep up the great work! I hope you guys can view this update on my work, it looks like my last attachment wasn't viewable.

(If may attachments doesn't work this time, this link ought to work.

11 November 2010, 09:48 PM
@Jae-Keum: Thanks! your's is coming along awesome, can't wait to see the lowpoly.
@MichaelLeprich: looking very cool, I really like the jet area on the back, look forward to seeing more.
@KingstonZ: ToolBag is really awesome! and easy to use, can't recommended it enough :D
@Velkin: awesome work, can't wait to see it posed, and final textures.
@Tombery: Thanks
@Fat-Fish: thank you, your model is coming along great to keep it up!
@denis-artist:your lowpoly turned out sweet, look forward to seeing the textures! :)

As for my little critter I'll try and post a update later today, i've been rigging him up for faster easier pose tests.

great work everyone keep it up, last week stretch ;)

11 November 2010, 10:14 PM
Hey guys,

@ Velkin: That's nice man, will you be giving him some special pose or a pedestal?

@ screamman : Good stuff! Are you sure you want to put the logo right there? :) just sayin...

@ MichaelLeprich: I love what you did with the jet-engine-thingies at the back!

@ harlequin02: cool design. I think it's a good thing you removed the big white belts on his right shoulder. They attracted a lot of attention and to me it seems like they made the model loose some overal sharpness...

@ Ameron: Good work, no further comments :)

@ KingstonZ: I'm curious to see what manual touch-ups you will do on the texture. I guess it might benefit from some exagerated highs and lows through some painting.

@ Twi: Nice, the specular really adds some flavour to it. May I ask how you generate it ? A standard approach is to invert the Hue and then manually touch up here and there, but maybe you have a different technique?

@ Jae-Keum: Nice detaling, especially the ornaments on the cloth :)

@ Monawa: Looking good, perhaps you're still planning to do some stuff, but maybe break up the grey metal areas a bit?

Here's my current status. Added a bit more detailing to the armor but still lots of things to do (feet, hands, weapons, back)
For a change of work, I started thinking about a pedestal.
And of course in the end he'll get some proper posing.

C&C welcome!

11 November 2010, 10:56 PM
more and more WIP (

11 November 2010, 11:26 PM
@harlequin02 ( thanks:p
@KingstonZ ( model:cool:
@Twi ( good texture
@EsoiHellsun ( you for your suggestion, I also want to change position

texture update

12 December 2010, 12:33 AM
Hey guys here is my update on my model. Still getting the face done and gonna add hair later tonight/ tomorrow, then its off to uvs yah! Any suggestions will be much appreciated especial on low poly face loops.

Thanks and good work everyone.

12 December 2010, 07:10 AM
Alright so here is a really quick pose test, testing out making is throat swell up when he roars and attacks :) the inside of his mouth i'm thinking will be filled with teeth kinda like a shark jaw of sorts... anyway now back to texturing, now that I have a working rig to play with :buttrock:

12 December 2010, 08:32 AM
Great works!

I am still in texture painting process but do not know
if i will make it in time because my 3 years old daughter
is in the hospital with an appendicitis. :/

Good luck to all ... hope CGsociety will get a place.

12 December 2010, 09:23 AM
@ChrRambow: sorry to hear that about your daughter... hope she's better ASAP!! no fun being in a hospital... :/

So here's another um... update... lol it's late and well I wanted to play with the rig I just finished... so I animated a little roar for my critter lol please note I am not a animator... so it's rough... but was fun lol ;)

12 December 2010, 11:27 AM
I got busy at work... we'll see what i can do...

Open this image in a new tab to see full res

12 December 2010, 11:59 AM
Got extremely busy at work so I'm entering this challenge quite late. Not sure if I'll make it in time.
Started to work on this project a while ago and spent about a week of valuable time for a single sketch. Personally I'm not as good at sketching so I couldn't post it being unsure this is the authentic look I was searching for. And I wouldn't until finally realized there's one week left and it's now or never.

At least, I've got base mesh done while I was sketching and looking for inspiration, so hopefully the hardest part is behind. Weapon piece is still in progress, but at least I've got a nice idea.

12 December 2010, 01:14 PM
Hi guys, I'm finishing the texture and I'm starting to think about the rigging and the pose.

@harlequin02 - Thank you dude, I designed the armor thinking about him as a War general in the future, I tried to keep the style of the torso and the boots but maybe I need to redo that, I'll think about it. I really like your design buddy, good work! and keep it up!

@Jae-Keum - Thanks Jae! I can't wait to see the low poly mesh dude!

@Twi - Yep, I needed to fix that I hope I can finish the texture tomorrow, thank you for your critic about the armor I'm pretty happy with the result too. I'm going to check the model in UDK and I think you can do it also just download the last beta and make a new bin with a material with your textures maps imported there.



12 December 2010, 01:38 PM
Hey guys :)
The way I generated my specular was just using an image of some aged metal which I used as overlay for texture on my diffuse as well. Then just upped the contrast loads on that. I also put my scratches layer on top of that, it being full white, so the scratches and dents have more vivid highlights than the rest of the metal. Finally I put my reddish seams on top of all of that and toned them down to black, so they don't have metallic highlights. Hope that helps.
Oh and btw, your panther fellow is going along really well too :thumbsup:

@screamman Thanks for the support :) I love how your textures are going along as well. I think it would look great when you add some specular.

@VictorSantos General Zhao's eyes are looking much better now, I'd say the whites of his eyeballs are still a tad too bright though. His armour looks great.

I'll post an update with my pose and possibly even final render soon :)

12 December 2010, 02:09 PM
Hi all.

Have a serious PC problems these days, need to format, reinstall and all of that, for that im sorry for the time i wasted, hope have enought time to finish it.

This is how the mesh is getting form. Need to make the shoes and little details, with that i will start texturing it really soon.

Im sorry for not have many time to see all proyects and give you feedback to all. But will tell something

@VictorSantos - Nice topology, it appears to be really clean, still working with textures, its getting really nice, maybe i miss some of extra-detail on it.

@Integrator - Nice draw, will be a nice texture work on that model

@Zoox - Nice rigging, want see that full textured

@MichaelLeprich - Allways love that Backpack, its so cool

@Screamman - Nice work dude

@Blindstyle - Love your concept
By marcianit ( at 2010-12-01
By marcianit ( at 2010-12-01

12 December 2010, 07:52 PM
hi everyone, sorry for the question here- please tell me where it says what pictures we must to prepare for finals? and how much? I think /
1. beautiful shot model in a pose with the background, etc.
2. model in the standard pose from all angles and etc.
3. sketch, or a set of reference
4. one sheet with all the textures of the character
+ 12 pictures wip when someone wants to show.
texture of the pedestal is not necessarily to show?

12 December 2010, 10:20 PM
First of all thx for the comments on the previous wip, im glad you like the jetengine.

here is my new wip, added another detail on the armor, and tried to make the fabric parts more interesting, crits are welcomed for i am currently running a little bit in circles. (

12 December 2010, 11:40 PM

start lowpoly.....

12 December 2010, 02:47 AM
@blindsyte: :applause: great way to use the logo, love it!!!

12 December 2010, 04:32 AM
Hello everyone,

First time posting my work on here and first time entering DW.Lots of really great stuff coming out of here so far.Starting a bit late I know,but better late than never right?I have chosen Shadow class.Did a quick sketch and decided to run with it.Sort of badger ninja.Still have to throw in belt tasles and work in the logo...Oh! and a tail!Lots to do.I also still have 144 polys to work with and I'm thinking of a shield to go with the spear.Crits and comments more than welcome.


12 December 2010, 04:36 AM
Hey guys so im finished with the model, just 3 tries under. Anyway going to start uvs tonight and textures tomorrow great work all.


12 December 2010, 05:15 AM
Hey everyone,

I really wasn't happy with my previous concept and the direction it was going, so with 6 days left I've decided to restart. Here is my new concept and where I stand at the moment. I still have the main ginger kitty to model as well as his pillow along with any additional weapons / armor.

The name of my character is War General Ginger Kitty, he rides in the mouth of his goober.

Update - Low Poly Mesh

Tri-Count: 2114 - this leaves me 886 tri's to do the cat, armor, and any weapons...

12 December 2010, 06:30 AM
It's not to late to contribute yet is it? I know it's due the 6th but I joined late... Was wondering if I could start and finish before the 6th (read something in the rules about contacting a Dominance War coordinator a week before submission?).

12 December 2010, 06:51 AM
@EsoiHellsun - Thanks for the feedback a few pages back, the position of the eye piece was bothering me aswell, I moved it down a bit.

I found some time to work on this again and made some progress on the textures. I should have time to finish the textures but I don't think I'll be posing her or anything fancy like that.

Nice work everyone! Good luck in these last few days.

12 December 2010, 06:52 AM
@salki if you have any time left, i'd maybe make the legs just a bit thicker at the bottom, or maybe just the feet, and give him big calves and big shoulders. I'd google battletoads for reference. I would also call your character "Hairball"

12 December 2010, 07:11 AM
@Blind - I should have some time left, thanks for the suggestion. I could certainly beef up the calves, the battle toads reference is a good one. Hairball is a fitting name, haven't come up with anything concrete yet - but I will keep Hairball mind. Thanks for the great feedback.

12 December 2010, 10:45 AM

@TitForTat: Thanks for your comment.
@Zoox: Nice rigging and animation !
@EsoiHellsun : Your character has a good art style.
@VictorSantos : Thanks for your reply.

I made rough lowpoly mesh and baked out some base texture for skin part by using Z app link.
Current lowpoly mesh and UV is a kind of temporary one.It's little bit messy.
so I didnt take a full shot of it....
I'm going to clean up topology and UV at final stage and bake out textures again later.

12 December 2010, 11:07 AM
hi again..I start texturing... :-)

12 December 2010, 12:09 PM
Hey guys, good stuff you're outputting :)
I'm nearly finished, but I just need someone to confirm that we're only allowed ONE image, max 1000x1000, which should contain renders of the character, texture sheets and wireframe, which will inevitably make it a bit cramped, but oh well :)

I made a test for my final composite, then remembered to re-read the rules:surprised

Please let me know what you think :)

12 December 2010, 12:15 PM
@Twi great pose. Would like to see the eyes brought out a bit more, maybe a couple of greyish pixels in the glow to lift them above the forehead highlight.
@JValdes liking this, especially the boots and the curvature in the torso. Emphatic yet feminine.
@Monawa very elegant, smoothly balanced asymmetry. The text seems isolated and out of place at the moment.
@Velkin great work, especially where the geo supports the texture.
@TitForTat would save a hundred or so tris with straight aerials but I like them wispy amidst the main bulk of the character.

Quite a small update. Just put some colours out there. Flatshaded to work on the diffuse. Just picking around at bits and pieces. Decided on a logo location and working to blend that in.

12 December 2010, 12:43 PM
hi everyone, little update, and it looks like I'll never finish this texture:banghead:
and please tell me where it says what pictures we must to prepare for finals? and how much? I think /
1. beautiful shot model in a pose with the background, etc.
2. model in the standard pose from all angles and etc.
3. sketch, or a set of reference
4. one sheet with all the textures of the character
+ 12 pictures wip when someone wants to show.
texture of the pedestal is not necessarily to show?
I'm right or not? I beg you tell me :)

12 December 2010, 01:53 PM
@Alexzavr Great work.
And in regards to your question, as far as I understand the rules, you are only allowed ot submit ONE and only one image, with dimensions max 1000x1000 (not 1024x1024!) which must contain your coloured model, wireframe and texture sheets, as well as your team logo, character's name and your contact details. Would be nice for somebody else to confirm this :)

12 December 2010, 01:55 PM
@Twi: I understand the rules the same way you do, i also think all has to be on one single image

EDIT: would have been good if they put an example sheet there

12 December 2010, 04:02 PM
Hello guys here is some progress :

12 December 2010, 05:52 PM
Hey guys, I've unwrapped and done a test AO bake so decided to show an update. It looks a bit dark, marmoset was having a hissy fit, not sure why :shrug:

Thot i'd get some feedback if you guys don't mind before going all out on the texturing. Hard not too as im looking forward to painting this texture out, will def be an interesting experience :D

@ Velkin: Loving the texture work - really cool style. Took your advice and took quite a bit out of the face, and game some more loops around the finger/knuckles, not too much as there more thumb-like than finger like ;)

@ harlequin02: Yeah I considered having the wings totally planar, but went against it, hoping it seems better balanced this way. Looking forard to seeing your texture progressing :)

@ Twi: Yeah this is a corrupted demon, trying to stay away from the more bondage type ones :p Nice pose, simple yet effective, looks like he's ready to rumble

@ MichaelLeprich: Those thrusters are awesome! That is all.

@ EsoiHellsun: Is your pedestal going to stay that low poly? There's not limit after all :D

@ Zoox: Nice little rig you got there, looks very tidy, definitely adds some character to the creepy little beast

@ ChrRambow: Dude sorry to hear, hope she gets better soon

@ JValdes: Very nice, keep it up

@ Jae-Keum: He's one creepy mo-fo

@ Tzergo: Cool work, haven't seen this one before...really like the cloth texturing at the back

12 December 2010, 06:37 PM
started making specular and glow map, what do you think?what you recommend?

12 December 2010, 06:44 PM
Great job everybody. I think we are doing pretty good this year.

@Fat-Fish I think you lost nothing optimizing fase. Your character looks cool. Looking forward
to see it finished.

@Tzergo Nice texture. What software you used&

@JValdes I like it, but there is something wrong with her lower lip, it looks too big.

@Jae-Keum I like your design. Really like stuff like you made here.

@Alexzavr Great work. May be you could post animeted GIF image so we could see your character in dynamics?

@KingstonZ Nice color choice. I'd make the skull on his torso more obvious, more contrast. And I REALLY like evil grin on his face :thumbsup:

Some more progress on texture. Hope I'll make it in time.

12 December 2010, 11:13 PM
@ Fat-Fish: has a really mean look^^ i like it

@ Alexzavr: Whooa you really went all out on this!!

@ Velkin: the texture looks really clean, almost as if its fresh from the manufacturer, i dont know if this was your intention but maybe a little dirt or damages would look good.

WIP: Spent most of my freetime today on experimenting with the clothes, I think it looks better than the boring One-Color-Red from before. Crits welcomed. (

12 December 2010, 11:28 PM
Hey everyone. Man, there are some incredible entries this year! I like what I see.

I finally got around to updating my submission. This is just with the color map and the incandescence map. I'm still adding grime and scratches and then I'll move on to the spec map. I'm not 100% happy with it but that's what I get for not starting with a solid concept. I've redone the texture 2 or 3 times now and I'm starting to like the results (

12 December 2010, 11:47 PM
@ Velkin: the texture looks really clean, almost as if its fresh from the manufacturer, i dont know if this was your intention but maybe a little dirt or damages would look good.

Tnanks. I will sertainly add some dirt and scratches later.

12 December 2010, 01:43 AM
Hey guys, thanks for the comments. Starting to block out some colours, they're not set in stone, just trying to get bits where I want them, or at least thats the idea :D

@ Velkin: I agree with MichaelLeprich, glad to hear your going to scratch it up a bit, even tho it might seem a little cruel seeing it's looking so good. How have you done your textures? What software you using?

@ MichaelLeprich: Liking the detailing in the collar area, v nice! Are you going to work on the wing/flaps? I been waiting to see them worked on as they're just plain at the moment.

How about a contrasting colour in the palm of the glove? Like a whiteish/grey or black?

@ Alexzavr: Still can't believe your under 3000 tri's with all that spiky-detail and now all the sick flames/effects using alphas :thumbsup: A yellow tone on the sword glow would go nicely with the blue that's there already, but that might just be me ;)

Lots more work do do here...

12 December 2010, 02:05 AM
...A yellow tone on the sword glow would go nicely with the blue that's there already, but that might just be me ;)

Hmm... It seems more logical to use red and yellow tones for deemon-like character, no? At least it expected on subconscious level.

12 December 2010, 02:23 AM
@ Fat-Fish: Thx for your comment, as for the palms, at the moment im concentrating on finishing the big areas like the wings, already worked out a idea, just have to refine it more, .... the skirt is giving me a headache as I only modeled it round and now i have to texture folds on it (memo for future works)^^ maybe saturday i can post a better wip again since tomorrow is busy.

12 December 2010, 02:28 AM
Hmm... It seems more logical to use red and yellow tones for deemon-like character, no? At least it expected on subconscious level.

Sorry I was referring to Alexzavr's colour scheme, not mine. I'll edit it and make it clearer ;)

12 December 2010, 03:18 AM
Update: mesh seems to be a bit over limit so guess the next step is to remove all the invisible and redundant faces I've got during this relatively rough sketch-up. Maybe I'll manage to get about 500 triangles for a weapon in a moment.

12 December 2010, 05:31 AM
The scene is almost complete, just lacking the banner for team CGtalk and the gun. Textures are on their way, I just wanted to double check the texture sheets. We are allowed ONE texture sheet @ 1024 for each pass - ie. spec / diffuse / etc? They don't all have to be baked onto the same single map do they?

Currently sitting @ 2585 tris - leaving me 415 tris for the banner and gun (or simple weapon if I run out of tris).

12 December 2010, 09:20 AM
Can anybody explain what final image should be? I mean it's have to be rendered image, or just screenshot from 3d editor? Do I have to create all the textures, or diffuse only is fine?

12 December 2010, 10:05 AM
Fat-Fish, Can you help me with the wings issue?...
I'm still trying to figure if I should model 1-sided or 2-sided planes.
Still UVing, I'm going to start texturing soon.

12 December 2010, 12:48 PM

1 sided planes is enough. just make the shader 2sided. It is allowed.

12 December 2010, 12:55 PM
Personally if 'forcing double sided' is allowed then I would do that if your using max for your final render, it would save you valuable triangles

However, I haven't seen any rule saying you can (or can't) at the moment, so maybe search the rules again and have a quick look through the competition FAQ threads on here and Gameartisans.

What I did, because I'm going to be using marmoset toolbag to present the model in 'an engine', I had to make it two sided as theres no option to render things double sided (that I know of) in marmoset.

What I did was, work with the wings as one sided planes, one finished the model, unwrap it as one sided. Then once its unwrapped, you can select the wing elements in max, right click to bring up the quad menu, select clone (as different object). Then in polygon or element mode select all these cloned poly's and click 'flip'. This means it'll share the same texture space as the wings it was cloned from, just shows on the opposite side, saving you some uv space :D

I did not weld the vertices around the edges. I was working under the assumption that as long as they are skinned with the same vertex weighting it should look and move fine.

If your still worried about artefacts, you could always moved the cloned wings a tiny bit back from the original ones like someone else suggested.

My tricount before cloning the wings was around 2,500 tris, and once cloned it went up to 2,998. So if your going to do the same thing as me make sure you will be able to keep it under the 3000 limit after cloning ;)

Here's a pic to show the, one sided wings and what it looks like, and what they look like once I cloned it and flipped the normals

Hope that helps

12 December 2010, 01:09 PM
@JCanarias: Fat-Fish is right. You can also make another unwrap on different channel for ambient color map. So you may have wings of different color on inner and outer sides.

12 December 2010, 01:14 PM
@ Velkin: Would having different channels not be the same as having more than one 1024 x 1024 texture?

12 December 2010, 01:20 PM
@ Velkin: Would having different channels not be the same as having more than one 1024 x 1024 texture?

Different channels for different maps. For example channel #1 for diffuse and channel #2 for ambient color.

12 December 2010, 01:29 PM
Haha, sorry not totally awake yet. Your very right :thumbsup:

@ JCanarias: I asked over on the GA thread about double sided-ness, and got the reply

'I guess it's fine since it's a material setting and all materials are allowed'

That means I have like 500 tri's to play with, hmmm what to do, what to do :D

12 December 2010, 01:44 PM
@Fat-Fish: By the way. What do you think about this rule: "All lighting solutions from any software package is permitted"? If any lightning solution from any software is permitted, then how can artist demonstrate specular and specular color maps? It's impossible to get any specular without light source, right? So... Am I missing something, or lightning solutions can be used after all? Or maybe they trying to say that we can only use lightning to get specular working? Anyway, what material and scene settings must be in (for example) 3D MAX: 100% self illumination, white diffuse, + specular and other (not restricted) maps and a light source in the scene, right or wrong?

12 December 2010, 01:52 PM
3D MAX: 100% self illumination, white diffuse, + specular and other (not restricted) maps and a light source in the scene, right or wrong?

I was already thinking to do my character more or less in that way. And just using the scanline renderer of Max.
I guess all those things are allowed. Maybe I'll play with one or two extra light sources...

I think when you start to use radiosity or some other more advanced light gathering solution, you're stepping over the border of what's not allowed.

12 December 2010, 02:36 PM
@Fat-Fish: By the way. What do you think about this rule: "All lighting solutions from any software package is permitted"? If any lightning solution from any software is permitted, then how can artist demonstrate specular and specular color maps? It's impossible to get any specular without light source, right? So... Am I missing something, or lightning solutions can be used after all? Or maybe they trying to say that we can only use lightning to get specular working? Anyway, what material and scene settings must be in (for example) 3D MAX: 100% self illumination, white diffuse, + specular and other (not restricted) maps and a light source in the scene, right or wrong?

Permitted means 'allowed'. You can use any light solution in any package, meaning you can do a three point light setup in Vray if you want, or render it inside of UDK or just do a scanline default lighting in max. Anything you want really :D

12 December 2010, 02:57 PM
Have to learn English language some more :)

12 December 2010, 03:17 PM
Here's my first update on my texturing. If someone doesn't mind explaining the use of an ambient color map I would greatly appreciate it. Thanks guys! Keep up the great work!

12 December 2010, 06:00 PM
I went over to Game Artisans to try and find out bout the double sided poly's issue and sent Fred H a PM, he said:

Hi Aaron, It's usually standard in every comp that 2sided polies are fine. For some reason, I missed putting in that rule this year. My bad :D

Hopefully that'll help JCanarias ;)

12 December 2010, 07:25 PM
Haha, sorry not totally awake yet. Your very right :thumbsup:

@ JCanarias: I asked over on the GA thread about double sided-ness, and got the reply

'I guess it's fine since it's a material setting and all materials are allowed'

That means I have like 500 tri's to play with, hmmm what to do, what to do :D

So, I understand a Max 2-sided material is allowed, although is a Max material?...
I'm using Marmoset toolbag too for rendering, so I guess there is no way to export that material property...
So, final solution... clone the f***** planes! lol
Thank you so much Fat-Fish ;)

12 December 2010, 08:30 PM
Actually I did a little bit of searching and it turns out if you uncheck 'backface cull' in marmoset in the material tab it makes things double sided :D

12 December 2010, 08:39 PM
Solved, then.
At last! Thank you.

12 December 2010, 10:25 PM ( (
The final sculpture
if you have time completed yet for the contest

12 December 2010, 12:11 AM
Finished base mesh. Too tired to continue now. UV's tomorrow then a think on palette and details...

12 December 2010, 04:02 AM
I'm getting a little frustrated guys.. :banghead:
I've been working on the textures for almost a week and I didn't realize the progression at this stage would be that slow!

I don't know if this is due just to my lack of experience painting textures or if it is just the way it is.. Also, I haven't figured out a good technique for that yet. I don't like the polypaint and buggy layers on zbrush, I absolutely HATE the 3D navigation on photoshop (for some reason they made it backwards!!! WTF!).. I'm pretty much painting it 2D on photoshop and looking at it on maya.. Of course all the seams are messed up. :shrug:

Anyway.. I'm starting to think that this will not be done by monday. :sad:

This is what I have so far: (

12 December 2010, 07:13 AM
... Anyway.. I'm starting to think that this will not be done by monday. :sad:

Challenge extended to december 8th.

12 December 2010, 12:01 PM

12 December 2010, 12:08 PM
another WIP, have completed the wings (as far as I am concerned) next will be the skirt, then i think i can create specular on monday and make a final render (

12 December 2010, 01:28 PM
I have a question. I'm using UVLayout to unwrap my model, and I really like it. But I was wondering: every time I pack my shells, all the stacked symmetrical ones get ripped apart again, so I lose quite a lot of texture space. I know I can work around it by locking all but one of my symmetrical shells, pack, and then restack them, but it seems like there should be a better way to do that (especially since if you use that approach, you have to start over every time you repack).

Does anyone have any idea how to keep stacked shells stacked when packing?

12 December 2010, 01:40 PM
Personally I don't know how to do it, hopefully there is a way to do that in UVlayout, so if anyone knows please do tell...

I do have a work around for you tho, in your modelling app delete one of all your symmetrical pieces, ie. one leg, one arm etc. Bring that into UV layout, then unwrap and pack with only one half, then export that back into your modelling app once its UV'd properly then either use symmetry or mirror to make duplicates of your unwrapped legs, arms etc. and they'll have the same uv coordinates. That's what I did anyway ;)

12 December 2010, 02:45 PM
MichaelLeprich : wow looks neats !
blindsyte : not bad, ur mesh start building up just like what u draw
TitForTat: Nice ! u still got time for detailing.
evsreborn: i think your going to be cute =p
AndreyAndre : detail OVERLOAD !
Tzergo ( that was err swamp mmonster from wow ? right ?
Alexzavr ( awesomeness !!! more sword !!
Velkin ( cool ! kinda love ur style

update WIP for this week

12 December 2010, 03:54 PM
cutting time very close now but that's great news about the date being extended a little. I never miss a deadline but I started quite late into this and the extra time will certainly make a difference! :-)

Quick Sculpty sculpt sculpt sculpt! Going to use alphas for the wings, Was planning to have the right arm asymmetrical and bony but after plotting out rough uv layouts it would save hugely on uv space to jusy mirror everything but I'll see how things look tomorrow! In the mean time more coffee!

12 December 2010, 06:04 PM
Another progress shot, final mesh and UVs.

12 December 2010, 06:26 PM
YAY! Two more days! :bounce:
I'm going to use bodypaint 3D for the details and everything else. Good thing this is the pre-challenge..

@urrmurrmur Nicely packed.

@harlequin02 Good. I like what you've done on the metal and mask

@urrmurrmur Yes, I've been there, no secrets at this stage. If by 'repack' you mean something like 'unfold', you have basically two options: unfold UV, duplicate, flip/move, stitch/weld; or unfold UV, and move-snap every UV point of similar object to the unfolded one. Its anoying, but on small objects its worth it.

12 December 2010, 09:45 PM
haven't worked on the metal armor, sword, or spec texture, but it's getting there.

12 December 2010, 01:27 AM
I have a question. I'm using UVLayout to unwrap my model, and I really like it. But I was wondering: every time I pack my shells, all the stacked symmetrical ones get ripped apart again, so I lose quite a lot of texture space. I know I can work around it by locking all but one of my symmetrical shells, pack, and then restack them, but it seems like there should be a better way to do that (especially since if you use that approach, you have to start over every time you repack).

Does anyone have any idea how to keep stacked shells stacked when packing?

Separate or extract the faces that have stacked shells. That's a surefire way. I sometimes do that for occlusion bakes, so i am only baking the part that i need to fix. In this case you're isolating the parts you don't want to alter. Good luck.

Also, I stay away from the transfer attributes tool. I find that it messes up stacked shells.

12 December 2010, 03:40 AM
fuff, I'm tired like this robot on a pedestal :surprised, just kidding:). update is almost the final model with a pedestal and alpha

12 December 2010, 04:10 AM
Alright so here's some textureing updates ;) still tons to do... but it's coming

12 December 2010, 06:25 AM
My holiday break started 2 days ago and I have been working on this ever since. But I still have a feeling I cannot finish despite the extension of deadline.

Here is my finished low poly with UV unwrap. I don't like my legs so I was thinking of redoing it. Good thing I have more than 400 tris to play with on the legs. I have yet to pack the UVs.

Th silhouette:

UV texture:

You guys are doing really awesome!

12 December 2010, 12:05 PM
almost done (about 70% now) for the textures, added more details for the skull, added some polygon at the arm to pop those bones out from the arm's silhouette.(the polygon budget is from the back of his
a few pieces of hair added to improve the head shape. also trying out glow map for the face, skull and the fingers to draw attentions.

things to do next:
- bring the light from top to bottom (painted), add more contrast to those focal points.
- some simple animation setup for the final pose
- a cool pedestal for him to pose.
- finalize the rendering method
- solve the seams.

3 more days to go!!!

doing some rendering test in maya. may check out Marmoset toolbag also.

TitForTat ( - you are doing fine.. your model is not bad atall, i m painting 2d and check on maya too.thats the usual method. don't worry
MichaelLeprich ( - textures come along nicely.
shaunwho ( - move on to the textures.. use goZ for the lowpoly..goZ is great.
urrmurrmur ( - The UV page looks neat, i like to see nice UV page alot.
Alexzavr ( - Very cool details and textures.. very smart use of alpha.
Fat-Fish ( - Thanks for the info of the 2 sided polygon thing. you model looks nice so far.
Tzergo ( - getting close to finish- keep up..
Velkin ( - I really love the high tec details you have there.add some dirt will look even better.great!
Jail ( - very interesting idea. neat model aswell.
salki ( - looks cute!
JValdes ( - i love the eye piece, looking nice.
Jae-Keum ( - the details form your high poly is all baking nicely on your low poly model. very cool.
Twi ( - nice!, you are fast! the background and the pedestal were nicely done too.
EsoiHellsun ( - hey, thanks for the feedback, ya, most of the details will be hand paint to push the depth. your model looking good so far.. want to see him in texture.
screamman ( - looking good so far, thanks for your comments.
Zoox ( - hey, that's some cool movement test.. cool
VictorSantos ( - hope to see him with pose soon.. doing great.
harlequin02 ( - hey your shadow is cool!. ya is not done, now is about 70%, you are doing fast.. thanks for the feedback. : )

12 December 2010, 12:42 PM
Cool stuff Kingston! Kickass sculpting!

Henry here, your student and biggest fan! :D

12 December 2010, 03:57 PM
Struggling with seams in Photoshop, and the 3d mode is pretty much useless, why is everything backassward? Anyone got any handy tips or suggestions? Would be very much appreciated...

12 December 2010, 04:00 PM
Struggling with seams in Photoshop, and the 3d mode is pretty much useless, why is everything backassward? Anyone got any handy tips or suggestions? Would be very much appreciated...

You meant the PS CS4 Extended 3D mode? It should work pretty well.
You can try touching up seams in Zbrush.

12 December 2010, 04:10 PM
Struggling with seams in Photoshop, and the 3d mode is pretty much useless, why is everything backassward? Anyone got any handy tips or suggestions? Would be very much appreciated...

Can only tell how I did things, dont have PS but worked with Gimp wich is really similar, altough I only worked with the 2d picture of the texture:

Where i wanted the seams to dissapear i just painted one side of the texture, copied it, mirrored it and pasted it on the other side into a new layer. then used the eraser(round with smooth edges) to erase what i didnt want copied for example scratches that would look symmetrical and to create a smooth change in colors. At last i went in with projection painting in the modelingprogram itself and put in some brushstrokes to hide the last bit of the seam.
On the armor of the model i got pretty good results that way altough there might be easier ways.

12 December 2010, 04:51 PM
@ h-edition: I'm working off a 3year old sony vaio, sadly not rocking a beast of a pc. The painting bit works ok, tho its fairly laggy, it's mainly that and the controls that are awkward and clunky

@ MichaelLeprich: Cheers man, I'll give that a try, I think it's gonna be tricky as its skin across most of the seams but a much better solution than what I have atm

12 December 2010, 05:18 PM
hi all,this is my final image
my english is very poor,thank you for giving me suggestions
good luck to all

12 December 2010, 05:23 PM

@Fat-Fish:Nice work.
@Velkin:Great mechanic. Can't wait to see final one.
@Kingston:Nice modeling and texturing.

Here is some progress of my diffuse texture work.
I'm going to finish textures by the end of today...I hope I could finish it.

12 December 2010, 07:13 PM
Hey guys, I'm with the pose and I think I got the background for the final submit!

I just need to add a few effects to the model and retouch a little bit the texture. (


12 December 2010, 08:06 PM (

test ambient
start texture

12 December 2010, 10:44 PM
Nice progress!!

@Jae-Keum: that looks awsome

@VictorSantos: Did you make the flag part of the pedestral? Since it looks like he could pick it up.

Here is some more progress from me, finished diffuse and made a specular map. (

12 December 2010, 10:51 PM
guys, please check information on the final image maybe something not correct? in the main rules is written: This image must include your team logo, your characters name, and your personal name and / or contact details.
So I have cgsociety team logo, name of the character's legendary general Drage (like Dragon) my contact information and my name, on picture I put a texture and a model with wireframe, image size 1000 pixels, 348 kb
So what do you think everything is okay?

12 December 2010, 11:01 PM
@ Alexzavr: I think the image is too packed, and i dont think you need to put the pedestral-texture on the main image. Maybe take the pedestral-texture out of the picture then the writing is more readable.

12 December 2010, 11:18 PM
@MichaelLeprich - Nope, it's part of the model, I included it on the texture map and also it's part of the tri count because obviously he can grab it.

@Alex - Nice work buddy, you have a lot of staff in the image I really can't focus in the model of the character.

@Jae-Keum - Woah! stunning work dude! hurry up we only have a couple of days! heheh :thumbsup:


12 December 2010, 11:18 PM
Check this out:

@ KingstonZ: Love what you did with the manual touching up. Curious to see how the painted light will work out.
@ screamman: That looks gorgeous! :p
@ Jae-Keum: That looks sick! (in a good way). The human faces seem bit grey, almost metallic though; is that intended? I'd think you would make them more flesh-like.
@ VictorSantos: Nice idea with the ancient text behind him, but the background parchment seems a little noisy/grainy...

Here's where I'm at.
Kind of happy with the pose and camera angle, lighting and the background. Might tweak a little bit.
Next days will be about adding more details in some area's, effects, and finishing up my maps.
The pedestal's not done yet. If I don't have enough time I might just leave it out.

C&C welcome!

12 December 2010, 12:09 AM
guys, so maybe you're right, what version is better? 1 or 2 and what about the logo, and other information - all correctly?

12 December 2010, 01:10 AM
Thanks for comments and advices !

12 December 2010, 01:33 AM
I almost done. I need some feedback.:)

12 December 2010, 02:40 AM
I'm so tired, took a break from the 'attempt' at old-school texturing to try out a pose, feedback would be awesome!

I need to go to bed so I'll leave comments on all the sick work by you guys till tomorrow :thumbsup:

12 December 2010, 03:02 AM
My last wip post did not appear, because it was my second post and required moderation. I guess I will post it again with a little more update, so don't be surprised if an older wip decides to appear later.

3 more days left to texture :(

Good thing I'm on holiday and I've got 3 full days. But that's not enough still...

12 December 2010, 03:15 AM
@denis-artist: whoaa that looks so cool!!!:bowdown: the only thing i could comment on is, that it almost looks like a plastic figurine( very clean texture). maybe rough it up a bit with some dirt or or something.

12 December 2010, 03:29 AM
Mesh and unwrap is mostly done, starting to texture her.
Deadline is pretty soon so probably I'm out.

12 December 2010, 06:10 AM
today I downloaded fraps and made a little video preview from marmoset, so if anyone is interested, just look

@ Denis-artist on the thighs and arms are empty round details, not enough specular power
@ Fat-Fish need more details on the skin and specular

and guys please tell me what version of my picture is better for the final image?What do you think?

12 December 2010, 06:44 AM
@Alexzavr: amaizing work! ! ! , if a have to pick one, ill pick the rigth one, that white wire frame at the back, looks better darker, at least takes less attention.

So this is other wip and time´s up so i guess i didnt made it for this mini challenge, lots of lessosn learnt for the main event. . (

12 December 2010, 07:01 AM
Some info that might be interesting to people posting their final entries...

Lots of fantastic work going on! Good work everyone.

I hope to do some more work on mine tonight. :)

12 December 2010, 07:45 AM
@0NRG: thanks for pointing that out, it's good to know all the details for things like this. but as for me it dosn't really make a big difference, I do these contests for the fun of it, as well as to get my name out there. Though how this got rolled out could have been done much better...

@KingstonZ: looking awesome!

@Jae-Keum: those textures are coming together nicely! keep it up :) can't wait to see more!!

So here is a little update, bit more texturing done. made the logo asymmetrical. also added a stage, no real textures on it yet. now to cram in some more time in the next day and a bit...

12 December 2010, 08:26 AM
I tried to stay with the team colors.

Haven't had much time lately, finally found a few hours to start painting. I also have my low poly done so I will project and then do some final renders. Still a WIP. Going to do a lot of work in these last 3 days.

Everyones entries are looking good! Keep up the good work, final presentation is key!

@denis-artist. Nice textures, I like how the low poly turned out, the glow maps add a lot!

12 December 2010, 09:26 AM
@ Alexzavr: I like your second version best, te one with the other stuff more to the background. But like the link in my previous post says, I don't think you need to include all those things anymore in your presentation shot...

@ Monawa: Still a cool concept. The skin seems to be lacking something though... Maybe some more subtle variations, more AO, or simple putting on some spec might help.

@ denis-artist: I wasn't expecting all the red parts since it wasn't in your concept, but it turns out great! If you have time, mabye you could add some wear, some scratches etc...

@ Fat-Fish: I think you can definetely add some more detail to the membrane of the wings, add some color variations, some veins, maybe try to make it look semi transparent (but maybe just painted, not actually transparent?)

@ 0NRG: Thanks for the link, but I'm also not really having a problem with it (for now). Just in it for the fun, the learning experience and getting some work out there.

@ Zoox: Simple but cool pedestal! As for the skin of the creature: I don't know, maybe add some more little details like scales or bumps here and there?

@ DBriggs: Nice painting! The skeleton at the top seems a bit too cute though... :)

12 December 2010, 10:44 AM
Texture update. Hopefully get the main body and other glove done soon then move on to spec and material settings before this all wraps up.

12 December 2010, 11:02 AM
Hi, guys. Thanks for feedback. I agree with all of you. I'll add some scratches and make some lines stronger today.
Alexzavr - I Think you have very many details in you character. You might make some details a little bit less brighter.

12 December 2010, 12:11 PM
@denis-artist: you do your name all honor! Thanks for review.

@KingstonZ: I would see more with Materials baking on Texture, looks great.

@AndreyAndre: attention to detail. Love it, keep it up!

@blindsyte: impressive Concept.

@MichaelLeprich: looks great!

@Alexzavr: nothing more to say, excellent!

@TitForTat: clean work, is great!

@Fat-Fish: very nice work with difficult overcome.

@EsoiHellsun: looks great!

Can not finished my Model and have little Texture problem, im not Happy. I would in future more work with Polygroups. My expectations were in the challange exceeded and I Think have many learned with your Fantastic work, many Thanks!

12 December 2010, 02:52 PM
looking at insane amounts of detail for some entries...fantastic stuff!!! Spent some hours nailing a good UV layout...this should streamline process and help make the model work for me, rather than compromise on details.

12 December 2010, 03:44 PM
So I promised some feedback :wink:

@ evsreborn: Looks like a nice unwrap, can't really tell without the uv's. Hope your good and quick with the textures

@ Tombery: Push that little bit further ;)

@ denis-artist: Exceptional work, looking forward to seeing it all scratched up

@ panthus: Metal is looking good!

@ EsoiHellsun: What do you think of it now? It till needs a lot of love, like the rest of it lol but hopefully ill get it sorted in time :hmm:

@ DBriggs: Looking pretty sweet

@ Zoox: Nice work

@ belich: You have until the 8th...keep going

@ Alexzavr: I like two best, but it's very crowded

@ Integrator: Nice work in little time ;)

@ MichaelLeprich: Nice job on the robes, might be an idea to desaturate the bottom pattern, its seems super black

@ AndreyAndre: Lots of intricate detail there, good luck with the texturing :D

@ VictorSantos: Looking good, maybe some dirt on the hands and face would be good to break it up a little.

@ Jae-Keum: Thanks, your is looking awesome so far can't wait to see it finished

@ screamman: Nice job on the textures, very clean, maybe too clean?

Heres, a little update on the disgrace that is my texturing skills, getting better but quite obvious its my weakest area

12 December 2010, 04:02 PM
Started doing the textures. Still a long way to go, but hopefully I'll get something done by wednesday. Pedestal and pose seem difficult, but would like to get some kind of pose done.

Very nice texturing and modeling in this thread though :) should be easy for this team to be represented in the finals. Everyone do your best on the last days!

12 December 2010, 04:16 PM
@ Fat-Fish: Looking a bit better already, but to be honest, the veins seem a bit like random lines drawn from top to bottom. Perhaps try to look up some reference material like:

12 December 2010, 06:02 PM
@EsoiHellsun: haha thanks, I will try and make the skeleton head less cute... or maybe...even more... He doesn't have too many polys so i will take care of that later.

Keep up the great work everyone.

12 December 2010, 06:12 PM
@ EsoiHellsun: Haha, my referance was an actual batwing...but ill make it more random ;)

12 December 2010, 06:55 PM
@Jae-Keum: Great stuff! Hope we'll see it finished soon.

@Alexzavr: Looks great. But i'm not sure if having multiple angles on the model in final image is alowed.

@KingstonZ: I still think that making skull on his chest more noticeable is good idea. Are you going to make pedestal for him?

@denis-artist: Cool texture. Some how I din't expect to see this character in red color. Purple or shades of green seemed more logical. But, it still looks cool. Will you add some dirt on it?

Zoox@: Corrupted it is! Nice character. I like it.

Fat-Fish@: Maybe it's better to put his wings a little bit higher, could make him look more agressive, demon-like?

Just truing to pose and light it. No matter what I do, I don't like how it looks. It's good we have additional time.

Almost finished diffuse texture.

12 December 2010, 07:12 PM
So last friday or so I finished my texture and I decided that I really hated my design. I was totally uninspired by it. So I switched to one of my older concepts. I know, I don't have much time. But I'd rather be happy with my end product than anything else. So here's my new/older design.

Concept sketch.

Base mesh.

I'm still going with the same color scheme and theme. Glowing eye on the helmet, blue skin with fiery tattoos, etc. I just decided I didn't want him to be a robot. I have no idea how mechanical things work and because of that my design suffered.

I hope this isn't against the rules. If it is, I'll submit my robot. I just figured it was ok because some people were still entering the competition over the weekend.

I'm about halfway done with the color map

12 December 2010, 09:23 PM
Velkin : awesome~ just simply awesome !
denis-artist ( err pink ? i didnt expect that lol, nice ! i love it
Zoox ( how did u post an animation ? cool model btw
Alexzavr ( massive ! that's all i can think of
EsoiHellsun ( awesome ! u also might wanna give some scratch or some detail stuff
KingstonZ ( wow glad you like it, thx ! btw your nails are catching my attention like a lot. or it just me
Jae-Keum ( sick ! i cant stay see your work for a minute ! but it's bloody good !
VictorSantos ( that much more like it ! good job mate !
MichaelLeprich ( looks awesome ! just a suggestion may be you could add effect or smoke or something

here's mine kinda "final". critics or comment are welcome.

btw any1 still using marmoset 0.5 ?

12 December 2010, 09:51 PM
@ harlequin02: hey, thanks! I'm planning to add a bit more detail and perhaps some scratches...

You've come a long way with your model.. nice! I like the small flavors of red you added. As for the final image: have you experiented with a lightly different camera angle? Ofcourse it depends on your personal taste and the way from which your model looks best, but personally I find it more interesting, for a presentation shot anyway, to orbit the camera a little bit to the side, instead of going more for a frontal view. Just a suggestion...

12 December 2010, 09:57 PM
@harlequin That's looking awesome! You got a lot more detail into it than I thought you would based on your concept sketch

Here's a quick update. Powering through the texture right now.

12 December 2010, 09:59 PM
EsoiHellsun: Actually I was set it for my turn table so I take the front view which is I relies, it's ugly way to present something. thanks for the advise though !
TheArchDuke: thx man ! yours looking good too !

12 December 2010, 11:31 PM
I did not finish as much as I had hoped today. I guess I am out for this one but I will complete it nonetheless. A good reason to (finally) get something done.

There will be ALOT more lights. Basically every joint will be powered with those light thingies so she is an assassin dressed like a christmas tree. There ain't much decals to brag on my design except some yakuza style japanese tattoos (she is supposed to be some yakuza assassin bot).

I am trying to make the dragon decals on the face and body shine under light so that they are brighter than the main body color with specular and darker without specular. However I can't seem to make it work in Maya. I tried eccentricity, specular roll off and specular color. What did I miss?

Feedbacks are appreciated as always :)

Velkin: Thats really neat UV and texturing, not to mention the concept itself is powerful in its own right.

12 December 2010, 11:34 PM
Cheers for the comments guys, think its starting to come together a little bit more :banghead: . Ignore the super blue spec on the horns, that wont be there on the final.

@ EsoiHellsun: Cheers dude, Sorted out the veins of the wings to make it more random veins than straight ones.

@ Velkin: :bowdown: awesome work all the way through

@ TheArchDuke: Good luck man, not long to go to be starting again - your crazy :surprised

@ harlequin02: Nice! Could do with adding some lighter bits on the edges of the metal parts to bring them out a little, at the moment they're a little flat.

12 December 2010, 11:35 PM
Got some detail, and AO map...was ready to spend an intense day of texturing, but then Im hearing that the whole competition has been postponed until further notice...???

12 December 2010, 11:35 PM (
test texture and shader

fat fish - good work !NICE CHARACTER

12 December 2010, 12:00 AM
contest suspended..
does that mean the deadline is still wed?
can we still submit?

@velkin -looks nice. great work. love the lighting. i like the step pose but would like to see him in a "stalker mode" moving down stairs hands out more in ready position like he could grab someone or something or he is "feeling the air", and put the head up almost looking over his shoulder like he might of heard something.. looking down like that makes him look akward like he cant see because his scarf is too big.

@alexzavr. looks good but your submission sheet suffers from the same problem as the finished model. composition. you have no focal point. your eye is not drawn any ware.its every ware. its also sooo busy there is no place for your eye to rest. technically its awesome but its a bit visually heavy. just my constructive criticism.

here is some painting updates from me...

and early unreal test..

12 December 2010, 12:43 AM
@velkin: I really like the bottom poses, especially the right one. It's like he's casually investigating an area, almost bored, because he knows nothing he might find could hurt him anyway. That pose somehow feels very scary to me. In the top ones he also looks bored, but without the scariness :P

12 December 2010, 01:07 AM
I corrected my 3d model

12 December 2010, 01:26 AM
nice work Denis

Да весьма заебато получилось
ну профи однозначно
из замечаний скажу что слишком добрый персонаж,он скорей для конкурса чем для какой либо игры ,как то неформатно смотрится

12 December 2010, 05:17 AM
dudes thanks for the help, advice and more. This latest version of design, what do you think? what good? what bad?

12 December 2010, 07:52 AM
Here is the latest on my Technomage character, I've wrapped up the texturing, I did a rough pass with a material but I'll post that later.

The deadline extention was nice, too bad the contest is postponed now though. I wonder what will happen with that. At least we all have some nice new portfolio pieces :)

12 December 2010, 08:02 AM
Hi. I dot write too much but :

Alexzavr: amazing

Velkin: cool, wery nice texture..i like it

EsoiHellsun: little too late..but tnx men..when do you post final work?

harlequin02: again tnx :) nice work

denis-artistL: omg this ist the best for really hawe only 3000 tris? really cool

12 December 2010, 10:32 AM

Hi guys, it's a shame what happened with the contest, if anyone want to see why...
And the guys of polycount are really upset with all of this...

"(...) any trust that we at Polycount had left and we’ll question any further relationship Polycount has with Game-Artisans."

I just have to say that we did a great work dudes, a lot of cool designs and stuff and I personally say that It's been a cool challenge and a pretty cool art thread. You rock guys :bowdown:


12 December 2010, 10:54 AM
@MichaelLeprich :Good work.
@EsoiHellsun : Thanks for opinion.I put some warm color and surface texture on the face to make less metalic looking.
@Zoox : Turn table animation looks really cool.
@Velkin :Amazing Texture and modeling.Impressive mechanic work.
@Fat-Fish: Character looks good with a nice posture
@harlequin02 : Nice work

It's really bad whats going on behind this looks quite messy......
.......screenshot of almost final flat diffuse texture and low poly mesh.

12 December 2010, 10:54 AM
i dont quite get what's going on, is the contest still on ?

12 December 2010, 11:38 AM
It looks like Game Artisan made some plan to collect money by selling submited dominance war artwork images. but some communities like Polycount upset about this idea and disagree... So serious debate going on about this matter now...

For the question about contest.....
this notice on game artisan might be answer ....

'This challenge will resume once the Founder, Fredrik Hultqvist, makes an official comment about recent events and the state of and

Dominance War V will resume shortly. Thank you for your patience .... '

12 December 2010, 11:49 AM
damn shame ~ :sad:

12 December 2010, 12:35 PM
race to the finish. procrastination ftw.
edit: do you guys know if they are going to resume the prelim contest? it says it's just suspended...

12 December 2010, 12:56 PM
Also, is there a way that this real flame war can be worked into the mythos of dominance war? I for one am now more excited than ever, as it is now starting to feel less like a rivalry and more like a WAR!!!

body guard
hehehe We're going to huaaaaar!

12 December 2010, 04:02 PM
Sad to say, i wont be able to work on my model any longer since i have an important exam coming up next week, I thank everyone for the advices given and wish you good luck in this comp. I certainly learned a lot.

12 December 2010, 06:16 PM
So does this mean we are not submitting our work tomorrow?