DWIV - 3D - Dargon - Demon Princess Thrăx-ha


#141

Hey Dargon,

You model is looking really good. Her bottom lip looks a bit big and pouting right now.

The skulls and armor are really well done, as well as the tendons on her wrists/forearms.


#142

The quality of your work is superb :beer: Her eyes look so nasty :twisted:


#143

A delicious update dave! Man at this rate you will be done in like…uh…what? a week? But yeah this is looking great! the details is perfect! A def contender!


#144

Hey dude, lovin all he deets so far, proportions feel great. Did you consider subtools for her straps on her upper torso? They seem a little low rez, and might look cleaner if they were a separate mesh.

keeping it real, keeping it tight!

cheers


#145

Great progress! I love your detail on the hands and feet. Only crit, on your last post the belly looks a bit hard and flat, but I’m sure your working on that as I type this :wink:

Can’t wait to see the color render!


#146

Looking great man! The details are awesome, especially on the skulls and hands.


#147

Well, it’s been a bit of a wait for this update. I lost the entire long weekend, and coming back I decided to do a bit of an experiment for my pedestal, and I didn’t want to show anything until I had proved some of the concept.

Basically, I plan on wrapping the tentacles around some of the features of the pedestal, so I needed to make the pedestal before making the tentacles.

This is rough so far, and there’s still a bit to model in. But it’s coming along:

In addition to what’s there will be some scaffolding surrounding the block, to give her a bit more to hold on to.

@Synectikos: I’ll look into that. I think I’m pretty close to what the face will be, remembering that she’s getting face paint.
@polygonhead: Yeah, I’m having some resolution issues. Mostly the stomach area got hit hard with triangulation when I targeted the legs with an extra subdivision, so I figured I’d fix that area up in Photoshop.
@Segvoia: Certainly all areas are going to continue to get tweaks right up to finishing - thanks for pointing it out though!

Looking forward to hear what you all think!

Cheers,

Dargon

Edit: Just realised this render makes the Angel’s leg look short - it’s just camera angle!


#148

I would be careful, these are the rules for the pedestal

No additional weapons or gear that your character can pick up and use can be put on the pedestal. No additional characters, pets, animals, pieces of characters, dead characters, etc, can be put on your pedestal. Only Bones and skulls are fine.


#149

I would be careful, these are the rules for the pedestal

No additional weapons or gear that your character can pick up and use can be put on the pedestal. No additional characters, pets, animals, pieces of characters, dead characters, etc, can be put on your pedestal. Only Bones and skulls are fine.

I checked with Heavyness and Fred, and was given a go-ahead. That being said, I think I hate how it looks, so I’m going to go in a totally different direction - perhaps I can recoup some of the lost work still, but…


#150

Finally got the Tentacles blocked in, not done yet though!

Like to hear your thoughts!

Cheers,

Dargon


#151

wow dude! lookin good…one thing I don’t care too much about though, is everything is too symmetrical, the tentacles, arms and legs, outfit, etc… I think your character appears very stiff in result of this. I’d disperse a few random bends to break it up a bit. great job overall.


#152

boy, with all those tentacles I think your going to have trouble with the 10 000 tri budget no?


#153

Hi Guys, thanks for the feedback!

@ROBOTTANK: There are a few things with asymmetry, but yeah, right now it’s a bit symmetrical. It just makes things easier to model the longer I keep it that way. It’s just about time to do all those kinds of touches though.
@QuantumPixel: Right now my tentacles make up 1,800 of my triangles, so I think I’ll be fine since I budgeted for ~2500.

Cheers,

Dargon


#154

Did this last night, but time’s getting slim, so I’m putting together my WIPs the following lunch hour now.

Basically, I finished the high res for the tentacles, and started the retopology of the body. Hoping to be texturing by Wednesday, but we’ll see!


#155

This is looking Awesome man! Can’t wait to see it finished!:buttrock:


#156

So I’m still baking - whee! But lucky for me, I have 2 PCs, so I can continue to work while I bake. So I did the skull that hangs off her chest armour:

One more thing to bake!!!


#157

And the normals, more or less, are baked.

Shadow and Normal maps on real-time shader.


#158

The projection and all that turned out great man… onto the fun part!


#159

Steaming along now! I have a lot of work to do, but all my files are set up to work really well for it. I thought that in the spirit of the teamwork that this competition is all about, I’ll post a lot of the steps of my texture painting, so that people can see the way I work, and perhaps it will influence their methods.

So, the steps I’ve taken so far (for texturing) are:

[ul]
[li]Baked normal, shadow and height maps from high res geometry[/li][li]Cleaned up the results of those maps[/li][li]Desaturated the normal map and used it as an overlay along with the shadow and height maps to get a start on the B&W for my diffuse.[/li][li]Created a new layer, set to “Hard Light” for each of the material types of my character, and painted them in with a solid colour. This gives me something that I can use as masks later as I texture. I locked and labelled all these layers.[/li][li]After those are all filled in, I re-filled them with a base colour that is closer to the colour that section will eventually be, to give a good starting point.[/li][/ul]Next, I’ll be:

[ul]
[li]Developing the general tone and gradients across all materials.[/li][li]Start working on the textural quality of each material one by one.[/li][/ul]
@Soggyclog: Thanks man - between this and sculpting -any step with a pen in my hand instead of a mouse is the fun part!

Cheers,

Dargon


#160

Developing general tone:

Of course, she’s going to get painted symbols all over her, so this will change the tone story somewhat, but I think it’s best to block her in before the paint first.