Hehe, I like what you did with his feet!
Cool that he’s floating with four arms now. ![]()
dude, its looking amazing, I like the thought you have put into how he fights and acts, it really adds to the conept. I will have something posted tonight.
thank you viky!! *bows
do you see anything that needs changing?
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Sorry for late reply.
I didnt find anything wrong or need to change in ur character. It is different 
Waiting for 3d one.
BEST OF LUCK
just updating… this low rez proxy is already unwrapped and ready to be mudboxafied!
notice that some arms are bigger than others… that is intentional… also notice that i’m still pretty low right now, at 1880 tris, but it will fill up, i’m sure…

Here’s a more revised body structure. the shoulders are lower poly, because they’ll be covered with armor… the uv layout will change as more things are added, like the main head, little heads, staff, boy and spiker… and glowing effects.


do you think these uv’s are looking okey :d
Holy bovine quadraped! (I love coming up with complicated ways of saying stupid stuff)
But seriously man, wow. It’s looking awesome. I just wish I had more time to work on my own.
So are you going to model the inner half as a seperate model inside the one you’ve got made?
here’s my first pass in mudbox. it’s on level 3. the skin will look armored when done… hopefully. the arms look different because the magic has atrophied and warped and deformed each limb in different ways… sounds cool… right?
i’m trying to strengthen the silhouette by smearing the overall piece, but that might result in rigging problems… any marshmallowy looking muscles will be resolved and detailed soon enough…
again any critiques are greatly appreciated! maya > roadkill uv > maya > mudbox > internets

Wow Dude, nice progress. Great sculpting:thumbsup:. No crits from me:D
waiting for more updates:)
thank heavens for roadkill uv… what a sweet app!
without it i wouldn’t be able to fix some uv problems i’m having right now.
i’m just noticing that my normals in maya are misbehaving… it was partly mudbox’s fault, and mostly maya’s fault, but right now… it looks like max is doing cleaner sexier renders of my normals on the converted low res model… the torso has 1886 tris… so i still have a LOT of tri’s to play with, so expect more or possibly different armor, and i now have a good budget for effects and sprites…
more mudbox details to come…
lots more 3d to come…
thanks for looking.
btw, the fingers are malformed on purpose.

Hey, had a look at your thread. Like the way you have just gone for it, very weird imagination. You have inspired me to get a little weirder with my own stuff now. I too thought of the four arm thing but probably won’t go there as I’m going for a fat thing primarily but it looks like it’s working for you. I like the artefact and how well thought through your design is.
Looking forward to your 3d stuff.
so i found this program called xNormal, thanks to an old post by fx81, and it is a total gem in the rough!
i had change of heart on the armor… i’m still going to have those cool little heads poking out, but i’ll have to rework the layout a bit. i sketched up my new armor ideas, crudely at a service station, and i am now finishing modeling.
i want to finish modeling by this sunday, so i have 2 full weeks for texturing and rigging, and then a full week for rendering but that is pushing it! yikes!
let me know what you think…
currently around 6000 tri’s

i can still see where the squareness is on the main torso, so i’m going to do a bit more low poly refinement there.
i was at a service station when i started brainstorming for this new armor… here are my doodles…

the face is mostly modeled, and by contrast you can see that the torso needs some work, although it holds up at a longer view. the torso will have some more armoring detail, but as my concept work indicates, it has a ribbing throughout the skin and all over his body, but mudbox tests from today showed me that it made things look a bit busy on certain parts, so it might not be those bumps as you see in my concept, but cankles and pores, and skin folds…


i’m also having a tiny issue with xNormal, although overall i’m SUPER impressed with that program. Even when i render these temp textures out for normals at 2K, it still pixelates parts of the image… it could be my anti aliasing in xNormal, or some deeper more sinister problem… oh well.
I sure need to HUFF it. I still have so much more to do!
Go ‘us’!
great progress dude. I see there are some pointed edges on your lowres model, the one which is normal mapped, last image. You can fix it later even after normal mapping is done.
Everything else is looking cool. Keep up the good work dude:)
The new post looks cool:). You can also try adding little blur in photoshop to reduce those pixelated feel on your normal map.
So here’s the callow fully modeled and ready to paint… i migt fix some of the topology in the low res model… cuz it sucks… but i promise it’ll look uber before alls said and done.

