DWIII - 3D - Red Evil Dragon - Choler


#10

Very cool sculpt especially those how the head looks engulfed by that other stuff. Nice work.


#11

Thank you Midost and Valri22

Didn't really get many comments but after hearing from you guys,  its very encouraging. 
Heres my next update not much but somthing that he'll be carrying on his back. 
Hope to update more but I'm having hard time with my computer. 
-Update- April 2, 2008
[img]http://i269.photobucket.com/albums/jj75/RedDragon03/Dominance%20War%20III%20-%202008/DWlll-FinalModelSheet4.jpg[/img]


#12

Great sculpting again… I would love to see more of what it will look like when all the little pieces come together. Are you just doing the high res right now to do the low later? I’d have more to say once I see it all together, it’s hard to see what the character is really like at this point. Keep up the sculpting though all of those details really add to a character.


#13

Thanks valri22,

This is my whole model with all the parts put together. Hope everyone enjoys it…

-Update- April 5, 2008


#14

What a wacky looking character. I like it a lot. Quite original. Very good sculpting. I look foreward to seeing him textured. poor lion.


#15

Really cool and original design. That’d make a great action figure. Good stuff.


#16

Looks great all together. It looks like this guy has dominated in the animal kingdom!


#17

this is the most concept i every see !

great work

http://forums.cgsociety.org/showthread.php?p=5018997#post5018997


#18

Sorry for the late reply…

RaresHalmagean: Thanks and it’s getting there. I feel bad for the lion too, but I thought it would be cool on the back…dead

Novacaine: Thank you, it would be awesome if I could turn it into an action figure, which would be impossible for me to do…lol.

Valri22: Thanks a lot, and yeah I do love animals, so I thought why not use them.

Ivan0129: Thank you very much!


#19

hope u guys like it

-Update- April 11, 2008


#20

Here are my final submissions

Beauty Shot

Description: Choler travels back to the age of trees and asks The Great Tree Gods to grant him with a weapon to go back into the wormhole and defeat the enemies. Upon The Gods engulfing Choler’s left eye he received two artifacts. With the powers of The Gods and knowing that The Gods are with him, he goes to war.

Winning Pose

Artifact Names: Root Shield of Death and Cape Log of War

Construction Shot

Texture Sheet

Concept Sheet


#21

Hey guys heres the breakdown of the background of The Tree God image that I used on the Beauty Shot, there just some pictures I found online and put together.


#22

Congrats and nice work, He looks realli nice altogether
Good luck! :thumbsup:


#23

Hey looks good! I especially like the bottom shot in your beauty renders.

What program did you use for your rendering?

Good job it was fun watching this one come to completion.


#24

Thank you Valri I’m glad you liked it but yeah sorry for the late reply. To answer your question, I just used maya with 3 point light set up and rendered it using mental ray renderer nothing special like global illumination and final gathering or any other fun stuff because my computer can’t handle that kind of stuff. Thanx once again!


#25

Yeah I basically did the same thing in 3DS Max, then I tried some different lighting (I think 4 lights altogether) and used some fancy rendering and it looked way better. I coudln’t believe the difference actually. How do you find Maya for normal maps?? I switched to 3ds because they looked so crappy in Maya. Looked like they worked out OK for your guy.


#26

your concept and hi-res look great, but you didn’t use your texture space as efficiently as you could have. You left some big gaps between the different pieces and the more important elements were the same size as the smaller ones, and so the whole thing looks mushy and low-res. I’d say dl a copy of crazybump, re-bake the textures giving more space to things like the face and other more important parts, use the normal map to get textures from CB, photoshop magic, and bam you’ve got a winner. good job


#27

Valri - I created my normal maps in zbrush however I did do some tests in maya to test to see if the normal maps would be better but it ended crashing on me but I just think thats my pc not being able to handle the mesh size not maya but every time you render it in the normal renderer it looked really really bad and I had to use the high quality view port which at first didn’t work because my video card that I had was a ATI and I had to get a Nvidia just to make it work, but once that worked everything went smooth. I like max but since I’m more familiar with using maya for modelling it’s kinda hard to use anything else to model the base mesh in, and it’s much faster in my opinion.

Thanx Zctrl- you’re right I should have used that space up, I had stuff I wanted to put in for later but it was too late and I didn’t want things to get blurry so I kept it in that size but since this was my first game character I wasn’t too prepared but for sure the future one I’ll have my eyes open and as far as crazy bump went it seems like everything I tried to do looked cheap but maybe thats just me not knowing how to use it and maybe if there was a good tutorial on it that would be awesome but thanx for your comment every bit helps.


#28

yeah basically you take your normal map in CB and it will render out different maps like; specularity, shadows, displacement etc. and you take these and add them as layers (set to overlay) on top of a base color texture. This will really pronounce the characteristics of your model much more than just simply baking the textures and slapping some diffuse texture on top of it. The different maps it gives you will highlight the edges and darken the pits. Though you can manually paint the edges, CB i’ve found works much faster and looks better, you can experiment as much as you need, the great thing about this generation of game models is that the diffuse texture doesn’t need as much manual labor as it used to, normal maps take care of the shadows, and spec takes care of the highlights, make sure there is a touch of both in the diffuse, and that’s it.

great first game model though, looks much better than the first one i did.


#29

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