DWIV - 3D - DarkBlueArt - The Warfieldgatherer


#21

Hello

thank you very much for your comment. But, as you guessed, the legs will not be fully mechanical. In fact, the reddisch parts are going to be flesh, while the grey, purple and black parts are mechanical. I am going to sculp muscles and so later on, but had to solve the issue with the armor first.
With the back legs, i am not that happy with them, maybe i add some parts to erase that to smooth look. I will have an eye on them.

Btw, the weapon at his side (which is actually looking like a supersoaker blowing up a bubblegum) is going to be a flamethrower. I thought it might be a cool idea, was inspired by the flamespiting hellhound cerberus. But i am actually not very happy with the design so far.
Maybe i could copycat some mechanical parts from your warmachine? :smiley:

so long


#22

Hello

did a quick test for the fire (didn’t know if i could manage it, but it think it comes out very well) and did some sculpting at the legs.

So long


#23

Looking good dude.

I like the idea of the integrating mechanical and biological. My only comment is that if you want to bring this creature to life, it’s going to come down to the eyes, you’re going to have to make them “alive” for this thing to be believable.

You may want to check out the link below it’s the dog scene from the Resident Evil movie.

http://www.youtube.com/watch?v=juwVi0XLAQc

Also heres a Cerberus toy from FF8:

Hope these help in some way. :wink:


#24

Hello

thank you very much for your comment and help. I have to admit, i didn’t put any thought on the eyes until now. I am still unsure if they should remain biological or be mechanical. But i guess i would prefer biological, would give them a more evil and morbid look, like the dogs in the movie.
I forget that there were dogs in the movie and in the game, but after i saw the clip, i “googled” some more references. I really hope it comes out well with textures and proper material.

so long


#25

Hey ! ^^

For the eyes you could try a dead, nearly opaque rotten eyes, but i’m not sure.

The muscle parts might need some extra work but i think you already planned it.

Keep up !


#26

Hello

thank you for commenting. The eyes will be solved with textures. But i am still in modeling&sculpting-phase, so there is still some time.
With the muscles, is there something to correct or are these parts just not that detailed?
As i have no zBrush or something like that, just poor Blender, which can’t handle such a big amount of polys to add more details, i will have to add them with bump-maps. Sorry for that :hmm:

Here is a new picture with my progress so far. Armor is getting better (especially the feet), weapon redesigned, some sculpt-corrections at the legs, a tail added (which wont be that stiff, it’s just for better use).

so long


#27

Hello

it’s me again. Maybe anyone remember. Well, the highpoly is still under construction, added a ton of details to it. I hope you like it.

so long


#28

good model and program :slight_smile:


#29

Hello

it has been a while since i posted the last time, but i did the “ugly” part of this progress, low-poly-modeling, setting the seams and placing an uv-layout. But now i am almost ready and so i show you some quick shot.
It’s the low-poly model with normal-map. The model has 9870 tris. The normal-map has still some fractals which will be corrected by hand in Gimp.

so long


#30

Hello

So, there are still many issues to fix with the normal-map and the pose, but i think this is the right direction. I didn’t even began texturing (the part i like very much, but it takes soo much time :eek:), but this will come next.


#31

I’m using blender for my DW entry as well, and I’ve just hit this problem. Did you end up sculpting in the end, or did you use bump-maps like you mentioned here?

Either way, your entry is looking really good. I don’t envy you the unwrapping process for such a complicated looking model. Keep up the good work, and I’ll be interested to see it textured :thumbsup:


#32

Hello

thank you for commenting. Well, a mixture of both. The last stage is a normal map which resulted of sculpt and model work. Till now there is no bump-map on it. But i am on it now, and first results looks very promising. Problem will be hard surface painting, what is not my srongest part in texturing, but we will see. Mostly i am here to learn.

so long


#33

Hello

i want to share with you my first steps on the texture. So here is the the low-poly model with normal-, bump- and colourmap. On the left there is an image rendered with LuxRender, for me a new physical renderer, on the right side is the same model rendered with the internal renderer; just for comparison.

so long


#34

thank Martin…
very much for your comment and help, I like your idea, nice concept. my comment is… use some metalic textur in mechanical parts. keep it up…

[b]DWIV - 3D - sachinCG - Demon Lord

http://forums.cgsociety.org/showthread.php?f=282&t=750095
[/b]


#35

Cheers for the comment!

It’s hard to comment on the textures, because they’re still at such an early stage. One thing that I did notice, however, is that it’s a very dirty looking texture (not necessarily a bad thing), but it breaks up the model quite a bit, and you loose a lot of the shape definition that you had with the untextured 3D.

With the very flat looking lighting in the previous render, it becomes more difficult to decipher what’s happening in the picture. Perhaps just something to keep in mind as you tweak the texture and lighting.


#36

Ahh looks like were all at the texturing stage haha. Cant wait to see it with bump / spec hehe


#37

Hello

thank you really very much for your comments and suggestions.

@sachinCG: Hard surface texturing is not my strongest part, but i will have to make it anyway. We will see how it comes out.

@surrealix: The problem is the normal map of the model. I used Blender for baking the high-poly-model on the low-poly one. But for some reason, Blender produces lots of fractals and texturing errors. But only on the hard-surface parts, not on the sculpted fleshy parts with Multires. I can’t figure out where the problem is. Maybe you have some idea?

hugemalaka: Yeah, it seems so, but, while your texturing looks really good, mine doesn’t. I just hope to get it finished in time. I will post some critiques in your thread today, hoping for beeing a help.

so long


#38

I’m afraid I’m not very familiar with blender’s normal mapping. I’m about to venture down that path in a few days with my model, and I’ll let you know how I get on.

A few thoughts, although I’m guessing you’ve already looked at these :

  • Did you UV unwrap the hard surface parts?
  • Have you tried moving the low res and high res faces ever-so-slightly away from each other. I recall reading (ages ago) about z-fighting problems when you generate normal maps from the difference of two meshes. I have a feeling it’s been fixed, though.
  • Have you tried posting a question either in the blender forum here, or even better, on blenderartists.org?

Keep up the good work!


#39

Hello

thank you for your suggestions. I found the mistake i did. It was baking on a mirrored mesh, so that the normal information were baked twice. Now i cleared the main-armor, the legs still have some fractals. I did some painting, too.

so long


#40

Hello

so, here is another update. There will come some corrections on the flame and then i will have to compose the sheets…

so long