well man because of the mask and hat he looks to me like the lone ranger
or some kind of futuristic cowboy so how about a good ‘o’ pistol or even some kind of lasso i dono :banghead:
DWIII - 3D - Firerbert - Kolt Valimyr
That’s actually where my initial concept was taking me, but a couple of people really persuded me to not do a gun. “Uber Gun”. :sad:
I agree, it’s frustrating. At this point in the game, to change too much you’ll be changing a lot and then none of it will make sense. Even now, I don’t think it makes a lot of sense. I should have spent more time on the concept stage, but being that I don’t work in a creative environment, I’m a bit rusty. You can’t get very creative when your other job is sales in a sports contracting business. Aside from that, time in your free time is a luxury in and of itself that is typically scarce. Ultimately, I wanted to do something different. I guess the vast majority of people here would consider it stupid (as there’s no skulls or guts or devil horns; as these are obviously the key characteristics of making something “badass”), but it is different.
So what do I have to work with at this point? Not a whole lot. So I don’t like the scabards. Okay. Does he really need them? He is a stalker and can use magic, whose to say the only physical part of the sword isn’t the hilt?
:lightbulb
So below is the base texturing of his tesla sword(s), if you will. Still not entirely happy with it, but my next step is to build up his pedestal and pose him. From there I’ll make room on my UV space for some planes to use up my polycount and map them with more electricity/lightning that will run up his arms and arc over to different parts of his body and between the swords. I removed the scabards completely and adjusted the straps. Added in some button straps to hold his cape on (NO CAPES!). The eyes need some attention as well. One thing I will need to be careful of is the glowmap. Sometimes these can seriously wash out your modeling and texturing. I also darkened the red on the inside of his cape. It was a bit too saturated before. Anyway.
I greatly appreciate you offering your support Octostatue. ![]()


Here’s a quick screen cap with the basic modeling and texturing. Taking this into ZB now for some sculpting and zmapping. Sorry about my little outburst yesterday. NewCastle can be a destructive substance.:rolleyes:

wow now seeing how the lightning looks on the scabards i can picture some texture animation on a game and it looks good, i agree with you that they might not fit very well the character but its all about story, not everything in the desing have to be so congenial
and i agree with you about the skulls, guts and devil horns, at the end we know who is allways the hero in a game :rolleyes: your pedestal is looking solid too ![]()
and thx for your suport man 
Thanks for the kind words Octostatue. Just a quick update on the pedestal. Didn’t get very far as I had a ton of stuff to do today. Crack down tomorrow. :argh:

Still need to bake in the AO, but this is what I came up with. Onto posing with lightning effects, final lighting colors/setup, and presentations.

Roughed in the lightning and playing around with the lights. Still not done obviously as the overall lightning needs major tweaking, but getting fairly close to the final product. Thanks for the comment andy6308AAA!

Going on to back render and the rest of the submission pages. You can view a highres image in my portfolio.

it looks great dude! what did you use to render it?, im having a little trouble because maya’s hardware rendering has a huge problem with transparency so i think i’ll be using valve’s source engine, its the only thing i now :surprised
Hey. Very nice character, the sculpt works great.
http://forums.cgsociety.org/showthread.php?f=234&t=604654&page=4&pp=15
Octostatue: Thanks as always! I’m using MentalRay. Everything is in the textures. There’s no FG or GI and all lights are straight up Maya lights. No CIEds, blackbodys, MR area lights, etc. etc. I had raised this question before as I was running into the issue of my normal maps rendering wrong in naitive Maya rendering engines. Loukor ultimately responded and said that “they don’t say you can’t use mental ray, you just can’t use mental ray for advanced lighting techniques”, i.e. FG, GI, or MRlights. Which totally made sense to me. There is also the huge issue of transparency maps in the native Maya rendering, just as you’ve stated. So since you raised the question, I thought I would take it to the powers that be. Heavyness checked into it with the DW people. They said you can use MentalRay for rendering, just no fancy rendering techniques. They allow it as Maya people have issues with the transparency maps like you said. Hopefully this will help you and speed some things up. Good luck buddy!
andy6308AAA: Thanks for the reply, but I fear you have a severe case of COPY/PASTE syndrom. I’ve noticed you’ll get on here and paste the same reply over and over and over and over and over. Why man? I always appreciate a reply, but the same reply that you put in 10 other posts at the same time? No offense or anything, just think it’s kinda screwed up.
you really are my hero Firerbert! i was so worried that i wasn’t going to make the deadline due to going through all the steps to get something into valve’s source engine specially since im rusty, right now im finishing up the textures and i still need to do a body/facial rig… you know how tedious that can be if done wrong, but maybe i’ll still be taking it to the game engine just for fun if i have time.
thanks again man you’ve saved me alot of grief :bowdown:
i also noticed andy6308AAA’s copy/pasting too i just didn’t have the courage say anything
don’t be offended andy you know we’re all friends, just put a little more tough to your posts next time 
Sweet holy moley Josh you’ve been a busy little bee. Can’t believe how much you’ve got done! I think I’m a fortnight behind you. Just made my low and you are already UVed, textured, hell you’ve even made the plinth, which I may say is above and beyond any I’ve seen to date. Good work all round my good fellow, I fear I may not get much chance to complete now but appreciate every kind word and useful comment you have made. Good luck wrapping it all up now!
Hey its all done. Looks cool:cool:. Just one thing the first render, the one with lighting Fx is it supposed to be your winning pose or beauty render. Cause according to instructions winning pose must be one full front and one full back pose render. The one which is your beauty render looks more like winning pose to me:). REY MYSTERIO is looking real cool:D.
Congratulations you have completed it in time.
hey man looking good, if your still looking to tweak I would suggest that you tone down the spec on his breast plate, he is looking just a tad too binny, thanks for your comments btw, I think I am going to try to pull some of that stuff off in my next update
robert thornely: thanks!
madshooter: yeah, the back view is completed, I just didn’t have it done at the time. For the winning pose, I really wanted to show him in something that had a little more action. Thanks for the crit and comment! Personally, I am much happier with the beauty render than the winning pose. Do you think there are some tweaks I could do to make it better?:shrug: It feels really good to be almost done!
RedFish: Are referring to the armor body shape or the actual red chest plates? I agree, the specular roll off is pretty loud right now. I found this one of the more challenging spec maps I’ve worked on as I really wanted to use it to aid the detail and sense of material shading. Will deffinetley tone down, but curious as to which part you were talking about. I had to get something rendered out at least for me to start doing layout. I can always tweak and batch render over the night. Now that I’ve analyzed it more, there’s parts I wanted to adjust. Some of his leg flair and the rock in the background by his feet is magically floating, etc. Just little things that shouldn’t be overlooked.
Did get to make my construction renders with wireframe and normal maps. Don’t think I’ll post those as they’re fairly boring and I’m just going to be using the same scenes that are currently up. Probably won’t really post any more updates until after I submit, but still love to get feedback crits as they are always helpful!
Here are my final submissions. It has been an excellent ride! I’ve greatly enjoyed watching everyone’s work in progress. For those very few that aided me on this particular journey, I am deeply thankful. Without your input and support, I would not have made it this far.
To all the rest of you, I would have greatly appreciated your input and critique. I feel that if I had received more crits and people became more involved in the process, it would have made a much deeper impact on the final result. A lot of my decision making was based on the opinion of one or two people, and myself as the final word.
For all of you that competed, I am very proud to be a member of CGS. I have skimmed through a lot of the WIP entrants on the entry page, and I believe that our forum really has an excellent chance at winning the comp! There are so many great artists that entered. I hope that you were all able to complete your entry so we can take it to the top this year!
Now that it is over, it’s time to shut down the laptop for a few minutes… at least.
Winning Pose

Beauty

Construction

Textures

Concept

