Dominance War II: ChrRambow


#21

Nice design, especially the head, the cowl, the finger-gloves. Looks like you could use more polys on the butt, shoulder blades, and shoulders. Nice work.


#22

@jbrophy: I just jumped into cold water because i like to finetune the concept while modeling. Now i am at the point … that i should have worked the concept out a littlebit
more in the beginning, because i started to think about some areas and remodel them.

Thanks for the hint with the Polys … i will add some extra polygons if i finished the lower
leg and foot. I don’t like to model shoes and feet.


#23

The progress from yesterday night.

I was cleanup the hand so i could save serveral hundred polygons for later use
on other parts.

Then i modeled the boots and stitched together the armor with the body so its
seamless and all one part… I do not know if i should do that? Any hint on it?

EDIT: polycount: 3762 tris

Next steps:

  • workout and model the armor for the arm and hands.
  • modeling some more details (Face, Armor)

#24

Some progress … just modeled the Armor for the forearm and Hand.
Just the head and the Upper Shoulder Armor are seperate, all other
is stitched together as one piece. I hope that was no failure.
But it let me save a lot of tris that i can spend later for details on face
and armor.

3790 tris now :slight_smile:

Textures are just procedual ones mappes on polyselctions … just to see
how it comes out.

Thinking about on how to make him a littlebit more futuristic and less traditional.
Maybe the details in the texture will do it later.
I wish i had a tool like mudbox here … :shrug: so the details has to be modeled as
SDS mesh … i hope this will work. For now i have no idea about Normalmapping
is working. :smiley:

Hope you like the progress so far… even if i just make small steps everyday…

Ok enough …blabla … here are some pictures:


#25

Mebbey he should have a holy tablet strapped to his back, like the ten commandments,


#26

http://forums.cgsociety.org/showthread.php?f=59&t=463635


#27

Thanks a lot for this link! I did not knew there is a fill functional 15 Day trial out
i will wait with the install to 15 days before deadline… then test and learn it.

Thank you again :slight_smile:


#28

Added some details and worked on the leg/boot armor over lunchbreak.


#29

Need to think about the concept to make him looking a littlebit more
aggressive and futuristic. :frowning:

Weapon concept.


#30

Great job man! You’re almost done :eek::thumbsup:

He somewhat reminds me of Asassin’s Creed.
Perhaps you might want to take a look for some inspiration?


#31

Amazing speed Man, looks great:thumbsup: What is the polycount rigthnow.


#32

Thanks a lot for the kind words.

I do not got the time to work on it the last few days…
payed architecture work got the priorities.

But i was not lazy and unwrapped the UVWs right now and began working on the textures.

@Kerepres: There is still a lot to do … Texture painting (uuuh i hate texturing),
to figure out how normalmaps will work and if i will use normalmaps …
because sometimes they do not enhance the model like they should …
and make it looking somehow …uhm how to say that … “ugly?” :smiley:

Ah and thanks for the hint about Assassins Creed … i’ve watched the Trailer
and indeed there are some beautiful ideas … and the game seems to be
wonderful … so i also put it onto my to buy list :wink:

@madshooter: The Polycount is about 4466 tris now.
So i can spend some later to finetune and enhance the model.


#33

I did go a step back and working on some small changes on the model if time allows …

Just a littlebit more detailed concept about the weapon.
I will call it “Chainsword” :twisted:


#34

Had some time :slight_smile:

Progress from this morning.

I reworked the wrist/hand armor and finally decided to model a helmet.
One thing i am not shure about … are the hoses for the air.

Also the model of the chainsword is finished … texture is just a preliminary one
from the sketch.

Tris weapon: 465
Tris Char: 5262



#35

Fantastic work! I like your style!


#36

Thanks a lot :slight_smile:

Spend the last time with my family, when i was not working on paid projects … so the progress is a littlebit slow… but hopefully i can finish it. :eek:

Now he is fully rigged and i am working on the textures at the moment.
I decided to leave normalmaps now because the lack of time and experience.


#37

Woo careful there. It seems a fully armored guy is edging the rules, by Fred’s definition. I went for a similar full armor guy, but quickly added in a face for this. Keep up the good work and polish the textures!

Kerepres Offline vbmenu_register(“postmenu_368”, true);
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Hello, I wanted to ask, if the human is heavily armored showing no flesh at all not even the face but has a human/alien figure, is this okay?

- FredH - Offline vbmenu_register(“postmenu_372”, true);
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Kerepres --> I am not sure why you would want to make a near rule breaking model? No, I don’t think this would be a good idea. I would suggest for you to come up with a new concept that shows there is actually something living inside. There are unlimited possibilities…


#38

Thanks for the hint.:thumbsup:

I will show him without the helmet in the Winning pose … one hand the sword and the other
the helmet.

The initial concept is the one without helmet … i just thought i should add one to complete
the armor and show some action shots with helmet and without in diffrent poses.

I am glad we have a new deadline, because i am a littlebit slow when it comes to texturing. :slight_smile:


#39

Good updates! (I think I’ll give up normal mapping too…)


#40

Thanks … Armor textures need a lot of details that will be time consuming… maybe i will use some normals made out of the texture with crazybump to enhance the details a littlebit.

Just some progress from the lunchbreak.