DWIII – 3D – Blaschke - Antranik


#41

Thanks for the heads-up on the extension. You do not look like you are having any problems with the 3d side to me at all. Great design, particularly the costume which I think is really strong. I’d like to see you tighten up the anatomy a bit, more definition in the arms for instance but that’s a small point. Well done, I’ll continue to pop in and have a look as you continue on the low-poly model.


#42

8206 tris!! Less than what i thought so i decide to change the armor peace on the chest.


#43

Just admire your battles with zbrush and retopology :slight_smile:
I preffered to model the whole low poly mesh in Max and then make a norm map in zbrush.
Just spend yesterday evening on chest modeling and the day before for the arm :slight_smile:

it’s really hard to get natural topology and the right proportions at the same time.

Anyways - best of luck Blaschke!


#44

Man, you impress me! A lot!!!
Very clean normal map and model and I love your artifact!
Hope you can finish on time! :slight_smile:


#45

Thanks for your support.
I learned a big lesson from this challenge: never do the Low Res mesh with zbrush’s retopology :scream:
I think that for the future; i will do it in 3dsmax.

A shoot of the back side:


#46

This is a quick wip of the artefact.
It’s realtime in Unreal engine 3.


#47

WIP of the head:


#48

Wip of the body:
I realise that i have done to much detail that aren’t visible on the Low res model…:shrug:


#49

I did again the bracelet. And baked the diffuse map on the Low Res body: there is still no specular map.


#50

ok!!! haha now its all clear to me! i like the colores, it definitely doesnt need a blindfold now hahha
now i wanna see the bone stuff on his knees and going down his shin!


#51

Looking great! keep going!


#52

Thanks for your support!
The flork: I think your are right, there is a lack of bones on the leg. I probably will add it in the difuse map.
I’m still optimizing the complet Low Res. I’ll aim to use all the 9000 tris:)


#53

Wow, very nice! I love the fantasy feel of your design (reminded me of Pan’s Labyrinth too), and i even like the matte of your previous renders.

I’m not that partial with too much shininess, though it’s just a personal bias and of course your update looks great.

More!


#54

Thanks!

I’m currently looking for the right color, i like the number ten … i think :hmm:


#55

#1! loving it! this is turning nicely!


#56

Anyone but 1,5,6. I like the idea of natural and a bit desaturated colors. I think 8 and 9 are my favorites. However, you might wanna play around with the value a bit, I think most color layouts would look better if they were bright enough to give some contrast between clothing and the torso.


#57

Wow, nice progress here! #1 or 3 for me :slight_smile: I would avoid the same hues than the skin for your fabric, just to have a more readable character.
Nice job buddy, one week left! :wink:


#58

I’d say 8 or 10, and 9 too, if the color did not look so similar to the skin. All in all, in my opinion, just not #1, which seems rather… cliche to me (generic superhero/savior of some sort), and 5 and 6 because the colors kinda pop too much, driving the focus away from the character.

Each color gives Antranik a different persona too… so it would also depend on what sort of character he is. The red for example, exudes a more assertive, slightly cunning aura.

All the best! :slight_smile:


#59

Thanks guy. The question has yet to be resolved. Now it will be the 1 3 or 10…
I finished the pedestal:


#60

winning pose:

beauty pose:

construction shot:

texture sheet:

concept sheet: