Dominance War II: 2byts


#1

Heh,got a sketch done already. I am going the Splinter Cell route with stealth, hand to hand combat, and hiTech recon/spying.


#2

doing the color sketch now…


#3

starting to fill out the values now


#4

finished color concept…at this point i will start modelling


#5

that’s looking a mightyfine concept right there.

one thing though, It doesn’t breath ‘ancient’ too much, might want to incorporate that somewhat more (although ‘ancient’ is a relative term I know)


#6

here were some other ideas that i rejected


#7

i think it’s really really nice, and it fits ancient, because ancient cultures got MUCH time to develope their technic, so it’s a nice shadow…jealous :thumbsup:


#8

ouch…i really didnt read the “ancient” part

I did read future and hiTech…


#9

And who would be more hi-tech than a race that has been around long enough to be dubbed ancient? If you don’t want to change now I wouldn’t really say you had too…but yeah…I’d maybe give it a little thought…maybe…I dunno…it’s awfully good the way it is.

It’s an awesome picture though. Maybe just give a little backstory to it(through type heh) and convince everyone he’s ancient.


#10

Looking excellent :thumbsup:

If the ancient thing bothers just stick a few rune like symbols here and there I wouldn’t change anything else.


#11

yeah…the hard part is that i already started the modelling phase. It would be really detrimental to lose time. Thanks for the support…and there should be room to maneuver in the texturing phase to get something archaic going on.


#12

Great concept. I have to agree with everyone though there’s not much “ancient” about him.
it’ll be interesting to see how you incorporate that in to this concept. good luck!:thumbsup:


#13

I don’t agree with the whole “not acient” thing…just because it’s an acient race doesn’t mean they have to look like their 120 years old. I mean , your character doesn’t look one bit acient to me either System404, but I like it.

I’m sure as hell not making my character old and I’m definetly not giving him mayan clothing.

Besides, the year is 3106, acient can be our time, who knows…their not even from the same planet so they can be mega advanced looking, or maybe they’re like elves, they look young even though they are hundreds of years old.

Just use your imagination, that’s where the cool struff comes from.
Old Man soldier = NOT COOL LOOKING.

Keep at it bro. looking good.


#14

For me ancient has nothing to do with runes and thelike, it just means that the’re more developed in one way or an other and perhaps that their stuff and methods are very different from what one would expect.
It’s a really nice sketch, and done in just a few minutes as it seems fom the posttimes :scream:
I’d say stick to it :thumbsup:


#15

heh…well I am a confessed splinter cell versus mode addict…so I started on this visual concept before the official announcement on Feb. 3. The dates are actually fantastic for me…because just now I can invest quite a bit of time on this.

I am presuming its good to show WIPs…so I will have some geometry to show very soon.


#16

Dont want to stop…this is really fun


#17

Another screen shot…


#18

Oh…and here is a mid-res model before I take it into Mudbox.


#19

Hi 2byts I’ve been enjoying the process of your character, I would like to know something about your process since I want to enter also in the contest but I’m not too much into low poly modeling, do you have already a low rez cage?, or are you going to model it after doing the hi poly?

Thanks, and congratulations, he’s a strong character!

Vortex


#20

I did a real time model first (i can post screenshots if you want) and then using smooth proxy in Maya i did a lot creasing of edges to get the sharp look which is often lost in smoothing.

From there i built up a mid res mesh which u see above. This is to create the geometry lines that i need for the armor. Once I have the mesh pretty much modelled to the way i like…I cut up individual pieces and take them into mudbox.

To speed up work flow…i created selection sets in Maya that were retained when I imported the mesh into mudbox.

Reason is, I dont want to subdivide the entire mesh…I just want to concentrate in one region and feel free to go as high poly as i can. From there, I will open the corresponding real time mesh with correct UVs and bake the normals.

The two files do not need to have any relation with point order or anything…as long as they are in the same proximity.