DWIV - 3D - StefanoDubay - Berith/Murdering&Blasphemy


#1

Current sculpt update

Final entry:

       [img]http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_008_lores.jpg[/img]
          
 and now i have the weapon too!
 
 [img]http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Meatclever_0002.jpg[/img]
 


Gamemesh WIP:

         Some DetailShots and Turntable [AT END OF THE THREAD](http://forums.cgsociety.org/showthread.php?f=282&t=744871&page=5&pp=15)
      
      
         
          
           
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           Hello, warm up is over... after a bunch of crap I got some references and I'm sculpting this thing properly..
             [img]http://4thvanishingpoint.com/static/gallery/Dominance_War_IV/Berith_001_StefanoDubay.jpg[/img]

#2

Disturbingly grotesque, I like it. Couple of things, though - IMO needs longer arms and longer toes (either that or a long skeletal tail for balancing)


#3

I’m planning to make an ecorche first and then skin and fat it up it’s just started :slight_smile: thanks for the comment your thread is awesome!
cheers
S


#4

Update, working on anatomy tomorrow or the day after freesculpt sketches for the head
thanks


#5

I am interested to know where you are taking this, any concepts? or reference images of what your going for?


#6

Human anatomy at first, then i have my refs on books, i can scan them and post them, then PS overpaint for the distortion in the body anatomy, animal components integration etc.
is very important for me to establish a correct anatomy before distorting the model, the muscles can easily be elongated or squashed as well as the bones but if i start from a completely made up anatomy i find it hard to process it right to have it fit and be somewhat graceful…
next step after finishing the muscles on arms and calf is all PS for a bit, the whole bone structure I’m using is human also for the legs i elongated the tarsus but is not goat, I’ll fuse toes and fingers together like in pincher handed deformed humans.
we’ll see :slight_smile:
cheers
S


#7

Hey, Nice modeling here, I really like how you are working the anatomy on it, is very clear, waiting to see more of your work, :surprised


#8

really awesome how your layering it. Can’t wait to see how it turns out. any idea what the end product is gonna be?


#9

Great man - well i shall await and update then


#10

pretty vague for now about the end result… all i know is that i want a powerful yet elegant character, remembering that he still is a daemon of bloodshed and blasphemy (I’ll probably have him have some sort of overgrown mouth an teeth and stuff and I’ll have a pet: i child in long sanitarium clothes with a bandage over his/her eyes and black gore flowing out of it and dirt, maybe claws of some sort dunno yet…
I maybe go with some cenobyte contraits on the main demon sawings and stuff… gathering infos and refs then I’ll throw him in photoshop aiming for the most part on an interesting pushed silhouette and asyms, but I think i really need to extabilish the anatomicals there and then push them to get to the realistic result… the problem is working 10hrs a day + constest + witing a book… damn :slight_smile: well we’ll be young only once better take advantage of it :smiley:


#11

Hehe vague is ok, I’m just such a visual person always want to see pretty pictures and concepts. If anything its my favorite part, clear and clean pre-pro, designing and coming up with solid ideas = ) I hear ya on the 10hrs of work + side projects and so forth I’m on the same boat except the book part =P But we are definitely young, so push on forward man!


#12

heh you right and I do agree with u on solid fundations for design… I am tackling this in the quckest pipeline i can think of so i’ll have it done
these are gonna be the steps i am planning:
[ul]
[li] anatomy structure(no skin)[/li][li] design tweak and attachments and composition in post (Photoshop)[/li][li] head freesculpts with free interpretation of silhouette from concept ( i’m pretty good at portrating so there i wont need underlaying anat)[/li][li] bodyshape adjustaments in ZB[/li][li] attachments lo polys cages[/li][li] fatty tissue over muscles, visible skin fold and wrinkles[/li][li] attacment detailing[/li][li] Flesh Hard surface integration[/li][li] Gamecage[/li][/ul]
I’m not much cutting edge on technology for the latest game maps, what would you use over normal,color and spec maps? I heard of parallax displacement maps (have no idea on earth how to generate tht) thickness maps, and luminosity maps? how we generate those? i gotta think ahead I have so little time…
end of first month i gotta have the maquette done then is all texturing posing and finalizinin, I wanna have time for the last parts of the process since so much comes from it I dont want to spoil it by bad planning like i did on y general…
soon I hope to post some paintovers then we can pick the best silhouettes as most the rest of the people is doing… I know it sounds i’m working backwards but this should facilitate my work later i hope :slight_smile: heh
ciao
S


#13

The process sounds find to me. In terms of generating maps, there isn’t much to it if you have done high res models before. You create your full character in high res, details, bumps, bevel edges, what have you. Then you create a very cost efficient tri/poly model cage around it and generate your maps out of it. Occlusion maps, normals, lightmaps. spec maps. Then have fun in Photoshop, go crazy with w/e alphas you do if any, and your diffuse, glow maps etc…Question, by maquette do you mean the model its self? 3d? or an actual plastilina maquette?

By the way i have also entered in the competition, but via Gameartisans team.


#14

3D extremely simple topology thingy. then i differentiate my production model as the model it self, somebody calls it design sculpt since it is more about design than correct structure. then resurface it.
how you generate glow maps and how you plug those in?


#15

Ahh! ok, yeah sounds like a usual reworking model workflow. Glow maps are colored maps that create a glow effects on certain colored textures. Like lava or luminence glows on powers and mystical designs with alphas and such. You create those in Photoshop out of textures and color with a glow / blurred or smudged / feathered effect. If you are using maya as your 3d package you just plug those in as its own map like a spec map would under an SSS shader, but on a simple shader like Lambert, a Glow map would go into Incandescence.

Example 1: http://xna-uk.net/blogs/randomchaos/WindowsLiveWriter/BasicHLSLLightingTechniquesEpisode4Envir_135D8/Speeder_diffGlow_2.jpg

Example 2: http://www.parkparkin.com/personal_art/imrod_lp_01.jpg


#16

very nice!


#17

Hey man :wink: Glad to see you here too. The modeling is coming along fine, I can’t wait to see Berith’s next evolution! Happy modeling.


#18

It looks great:thumbsup:

keep it up:beer:


#19

this is my first sketch, i had 1 hr free at work and i started messing around


#20

really nice!
gogogo ste