View Full Version : Low Poly Comp #5 " Boss Man"
dark_maggot
02-05-2006, 05:38 AM
High-Life: Are you planning on using that model for the contest? Because youre supposed to make your own original game boss not an existing one. Altough Sephirot Rules.
jdgill
02-05-2006, 05:39 AM
Quick 10 minute legs. Will detail soon.
1842 tris so far.
dark_maggot
02-05-2006, 05:50 AM
jbgill: Nice, what did you used for the render?
BiG ToE-3DT
02-05-2006, 07:19 AM
looks like a sky light, save your self some time and just do screen grabs.
High-Life
02-05-2006, 07:38 AM
High-Life: Are you planning on using that model for the contest? Because youre supposed to make your own original game boss not an existing one. Altough Sephirot Rules.
dark_maggot I Asked if Can I use a not Original End Boss Game. If you see all previous posts You can see BiG ToE-3DT authorizing the use of not creative End Game Boss. He said donīt have problem of using a already existent End Game Boss... I know Can I lose some points because Iīm not using a own original concept...
defaultalias
02-05-2006, 08:08 AM
wow i like it XD the model look like a MDK style is great
By MDK, do you mean the game?(never played it)
dark_maggot
02-05-2006, 08:25 AM
BiG ToE: mmmm really just a skylight......looks a bit different than a skylight...anyways.
High-Life: Ok havent read all the posts here so I wasnt sure......oh yeah I think I remember....Ok never mind. Your model is coming along nicely.
defaultalias
02-05-2006, 09:05 AM
i just came to startling realization... i accidentally deleted one on the shoulder pads of my model, and there was another on underneathe i accidentally duplicated earlier. so, i checked the rest of my model, almost the entier model was this way except for the feet. i was almost maxed out on polycount a while ago, now i have almost 1400 to spare! but, i also lost my last save file(it disappeared!) so alot of the work i did on the collar was lost...
BiG ToE-3DT
02-05-2006, 09:54 AM
BiG ToE: mmmm really just a skylight......looks a bit different than a skylight...anyways.
Yep, skylight, with a cast shadow.
Revliss
02-05-2006, 01:18 PM
here one of the texture upper body
http://img114.imageshack.us/img114/3336/bodydeffuscolor7dt.png
RobRussell
02-05-2006, 02:56 PM
Revliss : Nice texture work, cant wait to see your model fully done and rigged. Finally figured on my new concept.
HATRED - In my RPG alot of summoning comes into the gameplay towards the end and this beast is the pure hatred of the enemy drawn from your player and given a form by the 2nd to last boss to wreak total havok in your world. If you dont stop it then, it will never be stopped.
jdgill
02-05-2006, 03:23 PM
looks like a sky light, save your self some time and just do screen grabs
gotcha. I'll have updates later.
defaultalias
02-05-2006, 03:26 PM
finished mesh, now dreaded UVs. already have it rigged...
i hate UV mapping
Tweaked verteX
02-05-2006, 03:57 PM
You lot certainly get going on these things quickly. Less than a week and some of you are up to texturing already. Madness.
Anyway, now that I've discovered this competition is on I might throw my hat in the ring if I can come up with anything approaching a decent concept (not my strong point by any means)
Revliss
02-05-2006, 04:34 PM
here a reder :D
http://img301.imageshack.us/img301/2857/fullbody44kn.jpg
RobRussell
02-05-2006, 05:03 PM
Another quick update.
andrei313
02-05-2006, 05:06 PM
I will join this comp too :wave: And because I always wanted to make one of the Warhammer miniatures I will make this giant:
defaultalias
02-05-2006, 05:29 PM
andrei313- is that an actual miniature or an original concept? both are fine, just curious
defaultalias
02-05-2006, 05:31 PM
RobRussell-can we see a wire frame?
andrei313
02-05-2006, 05:43 PM
I think that is a concept. It's from the gamesworkshop.com site. Here is how the miniature looks like:
RobRussell
02-05-2006, 06:41 PM
defaultalias - There you go, by the way Magdoll is looking cool, would love to actually see it in a game.
Alonzo
02-05-2006, 10:24 PM
wip 01:
http://www.cghost.de/~alonzo/reiter_pferd_wip_001.jpg
OROCHI
02-05-2006, 10:53 PM
Little update:
http://img139.imageshack.us/img139/1823/body24af.jpg (http://imageshack.us)
Still lot of optimization to do...but I'll wait until the entire model is done.
BiG ToE-3DT
03-05-2006, 12:04 AM
OROCHI: what program do you use, cause in Max there is a thing called symmetry. So you only have to model half the mesh. Then when your happy with what you got, you collapse the stack, then make any changes to the model that you dont want on both sides.
daphone
03-05-2006, 12:29 AM
hi to all, first time for me in lowopoly forum,i never made lowpoly stuff and i'm not really experienced about complex texturing and rigging, this will be my first time working on this kind of things, anyway the challenge looks cool, i'll try taking out somethig good! my character is going to be the final boss for a wrestling game, i started it last day. modeling is not complete but i'm going to keep it as simple as i can so i'll have time to better experiment with other things..i made a very easy skin test to see if my mesh works well when posing..hope it will be better when i'll spend more time on it. good luck to all!
sorry for my english, c&c are wellcome!
daphone
03-05-2006, 12:32 AM
..
OROCHI
03-05-2006, 12:48 AM
OROCHI: what program do you use, cause in Max there is a thing called symmetry. So you only have to model half the mesh. Then when your happy with what you got, you collapse the stack, then make any changes to the model that you dont want on both sides.
I'm using Softimage Xsi 5.
I usually modelling in "mirror mode", but sometimes I like to merge both sides in order to get a complete vision of the character.
jdgill
03-05-2006, 02:13 AM
think that is a concept. It's from the gamesworkshop.com site. Here is how the miniature looks like:
he means original as, did you make it? My guess is no.
andrei313
03-05-2006, 02:31 AM
No, I didn't make this. I thought he wanted to know if that is a photo or a drawing (miniature or concept) . I said it is from the Warhammer site. Brian Nelson is the sculptor that made this. Here is my progress so far (~4000tri):
Little progress.
More defined concept drawing (http://www.deto.cc/threedy/boss_jackal/khentamentiu02.jpg) (Also some little changes and fixes to the first quick sketch)
Model itself. I've refined the eyes a little bit better and the ears. Around 1080 tris so far. I also made tail after the wire shot, this totals up to 1600 polys for the model so far (For total of changes counted in) :)
NOTE: This version is the 1080 tri version, without refined eyes nor ears nor the tail ;) [Ears, head and body aren't connected together ;)]
http://www.deto.cc/threedy/boss_jackal/khentamentiu03-wired.jpg
zortech
03-05-2006, 03:31 AM
I'd recommend to split the threads for the next comp again. We now have a lot of users joining these comps and it gets kinda hard to crit work and follow progress. Whenever I look it's like 5 new pages...
---------------
So here we go:
jellis3d great work, I really like the idea and colors
katzeimsack you've added some nice details, I really like this one bud. Mad but kick ass, keep it up. ;)
icemilk great drawing and welcome
andrei313 great meshflow and still lots of space for details
AgentX looks good so far, imo you've wasted lots of poly at the dragons horns
BiGToE where's your entry :shy:
---------------
I've started to draw something, ain't very happy with it, but no time to detail and improve it yet.
http://mitglied.lycos.de/zortech/smConcept.jpg (http://mitglied.lycos.de/zortech/Concept.jpg)
BiG ToE-3DT
03-05-2006, 04:01 AM
BiGToE where's your entry :shy:
---------------
Right here, http://i55.photobucket.com/albums/g129/DJBiGToE/side.jpg
still playing wit hthe colors, should have it colored and stuff by the end of the day, or not.
DeadlyFreeze
03-05-2006, 04:49 AM
vash with dreads?
defaultalias
03-05-2006, 04:54 AM
reminds me of vash the stampede... good though. can't wait to see a model. oh, and BiG ToE, can i remake my concept, still the same, just better?
BiG ToE-3DT
03-05-2006, 06:09 AM
yep, its your concept, do what you want with it.
BiG ToE-3DT
03-05-2006, 06:11 AM
vash with dreads?
Yep, thats the idea. But more samurai than gun slinger.
OROCHI
03-05-2006, 07:16 AM
Another update (I can't sleep tonight :xx: ):
http://img91.imageshack.us/img91/9996/model35zj.jpg (http://imageshack.us)
Agent-X
03-05-2006, 07:22 AM
Thanks Zortech, you are right I am going to get rid of the bevels in the horns. I will let my texture maps do the work for me on that. I have been optimizing quite a bit and trying some stuff to make this better. I will post again either tonight or tomorrow. I have so many projects now, I am going 3d coo coo.
Agent-X
03-05-2006, 07:24 AM
Nice work Orochi. Keep it up dude! Everybody nice work so far. Keep going.
defaultalias
03-05-2006, 07:50 AM
yay, another person who can't sleep. will post an update soon, nice work OROCHI
aprentice23
03-05-2006, 10:58 AM
I said I was going to be in the last challenge but didn't get around to it, so I am jumping straight into this one. I am glad this one started quickly.
Here is what I have done. My idea here is to create a mixture of features from crab legs to the body of a spider. In case anybody wonders. Hopefully I will have one more orth. pic done tommorrow.
http://img207.imageshack.us/img207/68/bossconceptfront2oi.th.jpg (http://img207.imageshack.us/my.php?image=bossconceptfront2oi.jpg)
High-Life
03-05-2006, 12:08 PM
My Fifth WIP Images
http://img159.imageshack.us/img159/5205/preview56sq.jpg
http://img134.imageshack.us/img134/8140/preview5b4hc.jpg
I texturized the Sephirothīs "Black Cape". I need add some details later as "Cloth Effects" in waist region. Now I will start do the Shoulder Armor Texture. In this case for the Shoulder Armor Iīm Using a simple Material with a gray difuse color, a Specular amount of 73 and glossiness of 21. After I finished all Difuse Textures I will work in Specular and Specular Color Textures. I will try simulate some Shadows in Sephiroth Body using the Specular Maps. Where there are Shadows less specular amount, Where there arenīt shadows, more specular amount. In bottom of "Black Cape" I used a Texture of Translucent Fabric using Alpha Channel for this. In Side shot is better to notice this.
Damn! I think that cocept is hardest part of this cotest.
Could someone help me with advice? I search ways to show symbiosis between human and demon. It may be some kind of merging human and demonic bodies or human body with some demon limbs. Question is: what kind of merging and what of limbs?
So, if someone want to help, please answer (personal message or e-mail). Thanks
DarkSloth
03-05-2006, 01:32 PM
Wow... Finally scanned my concept. Don't have a name for it, but its basically was an strangely tall angel with roman gladiator, with old european attire, and probably tons of other senseless influences. 4 wings... wiiiiiiiiiiiiiiiiiiiiiii
Hopefully i'll actually get this damn thing done this time... though i wont hold my breath. Seems like you guys got some nice in the works.. Should be a good competition.
http://planetjesterz.com/deranged/data/media/7/Heavy_angel.jpg
DarkSloth
03-05-2006, 01:35 PM
Damn! I think that cocept is hardest part of this cotest.
Could someone help me with advice? I search ways to show symbiosis between human and demon. It may be some kind of merging human and demonic bodies or human body with some demon limbs. Question is: what kind of merging and what of limbs?
So, if someone want to help, please answer (personal message or e-mail). Thanks
yeah.. same here.. I was going nuts trying to figure out something. So i had decided to go with just a generic rip off... But if you want demonic limbs, there is nothing better than goat legs.
The_Creech
03-05-2006, 02:16 PM
ok Guys i Think i will also join this Competition, looking forward for a great challenge and great works
andrei313
03-05-2006, 04:53 PM
Finished the head... I'm at 5000 now but I will optimize it after I model the clothes and weapons...
hi folks
you'll excuse my language cause i'm french :o but this challenges is too tempting
must play the game ^^
Agent-X
03-05-2006, 07:22 PM
Here is where I am at now. I now have teeth, a tongue, talons on the hands, and I am now at 6,000 polygons even.
Agent-X
03-05-2006, 07:24 PM
This is as close as I am going to get to my concept I think. Now its just getting the suttle tweaks in and It will be all good.
Agent-X
03-05-2006, 07:25 PM
Please comment on what ya guys think.
Agent-X
03-05-2006, 07:34 PM
I guess the next thing to do is put a test rig in there and see how this bad boy deforms. Still lots of work to be done. All comments, suggestions, thoughts are welcome. So dont be shy, I wanna hear your thoughts. Thanks.
Sincerely,
John Inman
Agent-X
BiG ToE-3DT
03-05-2006, 10:00 PM
Hey Agent X before you move on tothe next part, you might want to take a version of the mesh and play around with the wings and the second pair of arms.
Right now the second pair of arms don't look like they belong. If you want to keep them, then the wings should be comming out of the back instead of the shoulder area. Or get rid of the arms and just have the wings, like in your concept.
Before you you do any of that, my question is, will this beast be walking on two legs, or will he be on all four.
BiG ToE-3DT
03-05-2006, 10:01 PM
Finished my samuari the stampeid concept.
http://i55.photobucket.com/albums/g129/DJBiGToE/RaidenTheStampeidsidesmall.jpg
LordOfDarkness
03-05-2006, 10:12 PM
Hello Everyone, I have been secretly looking at the competition, there are some really nice entries. I also thought of participating and just drew the head of my model in photoshop. Here is a Picture, please post your comments & critics.
Thanks
ABIDE
03-05-2006, 10:24 PM
Looking good LordofDarkness, can't wait to see the finished concept, make sure you add heavy! armor on him:)
Klash120
03-05-2006, 10:26 PM
Everyone's models are coming along nicely :3 Big Toe, I like your character's hat :P I dunno about the main color on him though, Seem a 'cooler' color might look better,
Orochi, model's looking awesome. -Cisco
zortech
03-05-2006, 10:30 PM
The_Creech awesome start! You show some really nice brushing skills.
Agent-X I'd still remove some of these loops at the dragons hands and feet. As far as you use a high end model for normal maps, you won't see a difference. But the overall shape looks solid and great. Keep it up.
andrei313 The head looks slightly out of shape. Imo the chin could be thinner.
BiG ToE-3DT Nice concept and interesting color mix. Anxious to see the poly model.
Alonzo
03-05-2006, 10:47 PM
wip02:
http://www.cghost.de/~alonzo/reiter_pferd_wip_002.jpg
this is my first contest, which i'll finish :roll:
i optimised a little bit the foot ;)
alonzo
BiG ToE-3DT
03-05-2006, 11:07 PM
alonzo: you need to search the net for images for horse's, cause right now, it looks like the legs are a bit too long. Another thing, the back curve the comes from the hip into the leg should be one long curve, right now it curves into the leg then stops.
BiG ToE-3DT
03-05-2006, 11:10 PM
here
Alonzo
03-05-2006, 11:18 PM
thx BiG ToE, i'll do some changes ;)
EDIT: http://www.cghost.de/~alonzo/horse.jpg
look how long this legs are ;)
is it too late to still enter this competition?
Alonzo
04-05-2006, 12:34 AM
why not... its still time ;)
DUE DATE: May 26th
Progress. Yup, I modelled the teeth... and I'm still only at 2162 polys... how can I ever reach 6000? ;)
http://www.deto.cc/threedy/boss_jackal/khentamentiu05-test.jpg
BiG ToE-3DT
04-05-2006, 02:10 AM
Alonzo: so far all the pics of horse's that I've seen have the legs at 50% of the over all height. Measure from the top of the back down to where the legs start, then measure from there to the feet. They should be the same.
Deto: make sure your counter is on tris, if your counting polys then 2162 polys is more like 4224 tris.
TheWinterLord
04-05-2006, 02:49 AM
yay! great going guys, lol tonight i finally have time to work on my little horde of evil! school graduation this month so its a bit stressy and messy...
jukumari
04-05-2006, 02:52 AM
MAAAAAAAAAAAAAAAAAAAN!!!, Iīm really conflicted, I think is hard to make a solid concept for an end game boss. of course the obvious desition would be to make a dragon, but thatīs been done since the dawn of time so I decide not to go that way. I decided to focus in what would be a challenging and fun for a gamer to reach at the end of a game. Basically making a character with a lot of different tipes of attacks and the ability to summon minions to fight along with him. So I have this starting concept. I was watchin the "Itīs a long way to the top" AC/DC video and decided to use a hornpipe, LOL, so this villain is an evil wizard, who collects the souls of the enemies he slays in his horn pipe, and when they come out they become his evil minions, through the use of these arcane magics his body got deformed into what looks like now, he has a bunch of different attacks, he summons minions that come out of his hornpipe, he casts spells essentially with his left hand, and with his right hand he manipulates his cape as a weapon, and under the robes... big surprise....(but not that :dance: ). I made these two sketches, I plan on making more, hope to have enough time to finish the contest.
http://i80.photobucket.com/albums/j168/jukumari/concepto02.jpg
http://i80.photobucket.com/albums/j168/jukumari/concepto01.jpg
jukumari
04-05-2006, 02:54 AM
Hope it doesnīt look too much like a mindflayer ;)
TheWinterLord
04-05-2006, 03:47 AM
tired but i started making hands until it just wouldnt work more so I played around with some stuff to get it out there, ps still much to be tweaked.
pogimonz
04-05-2006, 04:36 AM
wow! lots of great posts since the last time..
anyways, here's some progress, i think i'm close to finishing the model, just a few more tweaks on the vertices to shape up the muscles..
great work everyone!.. keep it up
Deto: make sure your counter is on tris, if your counting polys then 2162 polys is more like 4224 tris.
Yeah, its on tris :)
defaultalias
04-05-2006, 05:28 AM
man, everyones posting so much. winter lord, i am amazed at what you could acomplish with such few polys. it's realy looking good. like the hands, nice and simple. i'm finished mapping the model, just need to layout the UVs to make them more efficent. my next post(hopefully soon) will be the rough textured model. expect that later tonight...
BiG ToE-3DT
04-05-2006, 05:50 AM
pogimonz: you got alot of tris to play with, I hope your planing on adding a few weapons or something.
Deto: can you post up a screen grab with the counter.
High-Life
04-05-2006, 10:17 AM
My Sixth WIP Image
http://img149.imageshack.us/img149/8703/preview68qr.jpg
Now With Shoulder Armor Texture. I will try made this texture better later, but for now I think thats all.
Now I will start make the Hair and Face textures.
Deto: can you post up a screen grab with the counter.
Sure, why not :)
http://www.deto.cc/threedy/boss_jackal/khentamentiu05-test3.jpg
LordOfDarkness
04-05-2006, 04:52 PM
hey guys, i have painted the head drawing. Here is a pic.
andrei313
04-05-2006, 05:09 PM
zortech Thanks, I'm going to take another look at his chin. Here is an update :D
TheWinterLord
04-05-2006, 05:16 PM
defaultalias thanx. andrei313 wow its looking awesome whats the poly count?
andrei313
04-05-2006, 05:21 PM
defaultalias thanx. andrei313 wow its looking awesome whats the poly count?
Hmm... :hmm: The polycount now is 6400 :hurt: But I have a lot of places where I can delete polys... So this is not a problem for me. I want to make it look nice and after that I will optimize it while trying to make it look the same. I always work like this: I make it just the way I want it to look and then think about the polycount.
High-Life
04-05-2006, 06:02 PM
My Seventh WIP Image
http://img222.imageshack.us/img222/1879/preview83an.th.jpg (http://img222.imageshack.us/img222/1879/preview83an.jpg)
Now I added some New Shadows on Difuse Textures and Specular Textures. I added too a bracelet in right upper arm with Shin-Ra Logo. This Bracelet donīt exist in original Sephiroth character costume. I Added this thinking in the time when Sepiroth worked for Shin-Ra. I will try now do better the Textures. Such as "Black Cape" Textures and Hair Textures. In Final Stage of Texturing I will decide if I will use Bump Maps or Normal Maps, because I think the amount of "Volume" details and Type of this Details I can simulate with using only Specular Maps. Sure Normal Maps or Bump Maps using with Specular Maps too would be better, But If I can try Simulate the same with less resoucers, Why using more maps and do my game using more hardware? Well. I donīt know if that is the right choice... But, Letīs Rockīn Roll :dance: hahahaha! ;P :D ;) :haha:
zortech
04-05-2006, 06:07 PM
andrei313Very nice mesh flow and anatomy. The overall shape looks really good, guess optimizing to 6000 tris shouldn't be a problem. Cool weapon btw :D
jukumariGreat conept, got a lot of details.
RobRussell
04-05-2006, 06:08 PM
High-Life - Sephiroth has to be one of the best characters from any game and I think your models done him justice but the face doesnt seem that evil/threatening. I like the Shin-Ra armband, adds a bit of uniqueness (Is that even a word??) to the model.
BiG ToE-3DT
04-05-2006, 06:51 PM
High-Life, sorry I didn't say anything sooner, but the hands are too small. They should be around the same size/length as the face is long.
defaultalias
04-05-2006, 07:04 PM
Finished the UV map! haha! i got contacts last night(horrible experience) and could get them out of my eyes... anyway, i got up early this morning and finished the map.yay. now all i have to do is paint the texture.
High-Life
04-05-2006, 07:17 PM
BiG ToE-3DT I will try resolve that problems... Iīm fallowing the proportions of Square movie FF: Advent Children... Iīm just fallowing the Wallpaper with Sephiroth and Cloud. :/
Well, But I will see What I can do.
RobRussell The Bad face of Sephiroth can be resolve after rigged to do facial expressions of a Bad Guy. Can I try too do the Eyebrows more curved to center... I will now start do improvements in the Textures before Rig... after I do this improviments I will post here again.... I need too do improviments in Hair Difuse Texture and Alpha Texture. I really donīt like that hair texture made by me :dunno:
RobRussell
04-05-2006, 08:22 PM
A little update for you people.
almost finish the modeling with 4500 tri
left me 1500tri for the blade and reshape a few things
after the unwrap come the best part ... hight res version :haha:
TheWinterLord
05-05-2006, 04:47 AM
k more wip before bed. (trying to keep tri count down) sry im a slow modeler. :o
Dia86
05-05-2006, 04:48 AM
Hi everybody. Here my concept for this challenge, though i'd color it too and had fun doing it. Anyways his a pirate (unnamed) that was one human but turned into a kremlin due to some curse, but his stilll pirating like theres no tomorrow, trying to conquer whatever he can at all costs using special tresures he finds. Ive been very busy lately so ive havent been keeping up with the thread, but what i can see so far there are some pretty sweet bosses. Ill start to do some modeling today and catch up :)
http://i77.photobucket.com/albums/j58/diastudios/PirateKremlinLowRez.jpg
-Dia
dark_maggot
05-05-2006, 08:35 AM
Here is my game boss character. I am almost finished with the modeling, I finished the spirit and I just need to finish modeling the mask and then add any polygons that I have left to the spirit's body. I guess thats all Im doing for today, and hopefully be done with the modeling tomorrow.
BiG ToE-3DT
05-05-2006, 08:43 AM
Started on the head.
Agent-X
05-05-2006, 11:40 AM
I have been optimizing my dragon, I will have animateable eyes and a tongue. Plus one bad ass custom rig with custom controls. Working on my flameage next. Ill show you guys come this weekend. I think I am done tweaking this model, Ill show you the latest tomorrow with the model rig. Its gonna be sweet! Take care peeps. Lates.
Ahh! At last I've done with concept. So here is it and some bacground (sorry for mistakes and big siz of text):
Synopsis:
Genre: JRPG (like Shin Megami Tensei series)
World: Alternative reality where two worlds, demons and humans, are exist close to each other. Sometimes there are some kind of pass is appears and creature from one world could reach another. Usually he(or she) killed there, because humans hate demons and vice versa. Demons are extremely strong physical and have impressive magic talents. However they have couple of weak points: some kind of demons could not enter the holy places, some kind fear the light, some kind can be harmed by certain items and so on. Humans weak and have no magic except alchemy and some prays, but they have firearms and more freedom of movement unlike demons.
Starting point: At present day passes appears too often. In the same time boy (16 years) from human world found girl from demon world and decided to guide her back (actually, he have not proper amulet to destroy her in that time :) ). They would discover secret of the war between humans and demons, and why the worlds draw together.
Grand Boss: Lieutenant Utler young (25 years.) and ambitious soldier of human anti-demonic forces. He want to merge two worlds, and then demons and humans are also merged and there are new bread appears which combine all advantages of two races. At the time of final battle he merged with one of the strongest demon wizards. And now his power is extremely big and he have too few disadvantages, so first task of heroes would be divide human and demonic part of Utler. Heal each other, use your most powerful spells and amulets here is the key to victory.
PS. Concept may be changed during work, but i hope, not generaly.
defaultalias
05-05-2006, 11:54 AM
okay, i'm not the worlds best texture artist, but here it is. keep in mind this is the basic, very basic, texture to layer stuff on top of and modify. i'll add worn metal, dirt, ect later. my UV map wasn't the best in the world to work with either. comments, critics, and any other suggestions are welcome.
defaultalias
05-05-2006, 12:00 PM
oh, meant to ask earlier, are we allowed to use irregular texture sizes? i mean not a power of 4? the curent one i'm using is 1024x1024, but i still need to fit the head, weapon, and both halves of the body(there is one texture for each side, for asymmetry of dirt and wear). will that hurt the score on my texture? just a question to throw out there.
Alonzo
05-05-2006, 12:27 PM
WIP 03:
http://www.cghost.de/~alonzo/reiter_pferd_wip_003.jpg
greetz
alonzo
High-Life
05-05-2006, 01:52 PM
WIP image Eighth
http://img207.imageshack.us/img207/2496/preview90py.jpg
I did some modifications.
First I resized the Hands. BiG ToE-3DT said the hands were little to the correct proportions... So I Resized. I think Now the Hands are in correct proportions.
Second I remake the Hair Alpha texture and I cleared a few the Hair texture too.
Thirth I added some new improvements in the Face Texture. RobRussell said to me that the old Sephirothīs face was not a "Evil face" of Sephiroth. So I tried do this "Evil face" of Sephiroth. I curved more to center the eyebrows, and I darkened a few the eyebrows too. I darkened a few the eye iris too. I think the old one was a very "happy" color. In old one I tried do a Green-Blue eye iris color, but in this time a used a Dark Green. with center Bluish.
The fourth change is in the "Black Cape". I Added some new Specular points in the Specular Texture.
Now my model is with 5356 including the Wepon (This number Can be change in final version). The weapon donīt appear in the image because I hided in MAX to be easy work. :smug: But MAX in "Poly Counter", count all objects in the scene.. Including Hided Objects... The main 3D model have (Sepiroth 3D model) have 4860 faces. The Weapon have 328 faces. And each eyeball have 84 faces.
RobRussell
05-05-2006, 04:06 PM
Update with a crappy base texture.
Progress... and some bad news. Or rather good news, but bad in its own way. I'm applying to a 3D school. I got invitation to the school's pre-entry exams (Do some tests and stuff and they will rate them and give score and its compared on all other people doing the test and 16 gets chosen in, duh) and I have to do them a portfolio showing my work.
I got little over week time to do it and fill it... and then week after the next one, I got the exams (3 days) and then I'm going to Iceland... so it might be my whole entry thing and modelling ends here... unless I find time between stuff :(
http://www.deto.cc/threedy/boss_jackal/khentamentiu06.jpg
In any case, good luck, Deto !
BiG ToE-3DT
05-05-2006, 07:28 PM
oh, meant to ask earlier, are we allowed to use irregular texture sizes? i mean not a power of 4? the curent one i'm using is 1024x1024, but i still need to fit the head, weapon, and both halves of the body(there is one texture for each side, for asymmetry of dirt and wear). will that hurt the score on my texture? just a question to throw out there.
You can do whatever you want wit the 1024 texture size, but you can't go over. If you go over it wont be fair to everyone eles who followed the rules. So in other words, if you do more than 1024, your moel and all your hard work, wont count for this comp.
kay kay this is my concept:
http://img.photobucket.com/albums/v39/lolindirsurion/bossdesign.jpg
and his gun
http://img.photobucket.com/albums/v39/lolindirsurion/gundd.jpg
Name: Unknown
Nickname: Cigar
D.O.B.: Unknown
P.O.B.: Russia
pre-Story:
A dystopia(?) 40 years from now....
The world is exhausted.
The world is being dominated by States with important coorporations i.e. Europe, Africa, North America, South America, East Asia, Russia & Australia.
But then...one state developed this machine. A machine that can turn energie into what kind of material you can think off (the Entoma), and the econemy inflates....
Chaos...despair....rebellion...and the States are shaking in fear. They need to defend themselves so they hire mercenaries. There is one leading group of mercenaries...Every single leading state goes to this group to hire one mercenary...Though Cigar, the strongest mercenary and the leader of the group, is being hired by Europe, the state that developed "Entoma".
http://img.photobucket.com/albums/v39/lolindirsurion/gun.jpg
moddeled the gun
812 tris
dark_maggot
05-05-2006, 08:43 PM
Impw: I really like the kind of concept youre going for. MEGATEN is an awesome series, I have all the games for PS and PS2.
hahaha I have the wrong year on my last post....its supposed to be 2006.
Zerath
05-05-2006, 09:03 PM
Whoa. Lots and lots of awesome stuff around here. Anyway, I decided to give a shot too. I made this concept, but I'm not satisfied with it yet. Pic is kinda messy and what bothers me the most is that he doesn't look too evil.
I think he's a psionic power user. Imagine long-ranged lobotomy without knives, but alot more painful. Or something :P
Anyway, here it is:
http://www.saunalahti.fi/jsalonen/jussi/pahisresized.jpg
I've drawn a full frontal concept already, I think I'll finish the side profile soon enough.
andrei313
05-05-2006, 09:40 PM
The modeling is almost done. Maybe I will use the extra 94tris for a prop :smug: but for now it is enought. Next comes unwraping and textureing. What do you think ?
RobRussell
05-05-2006, 09:48 PM
Andrei313 - Im a pretty big warhammer fan and your model is looking great, cant wait to see him textured.
Deto - Congrats on being invited to take those exams, hope it goes well. Gonna be a shame if your model is never finished :( its looking nice.
High-Life
05-05-2006, 11:18 PM
Ninth WIP image
http://img462.imageshack.us/img462/1722/preview103tp.jpg
In this time I made Inner mouth to Speaking mouth moviments. I linked to a "Look at constraint" the eyeballs too. Now I can control the eye vision direction. I will start bone and Rig. Before I rig I will post a shot of bone structure with bones of Body moviment and Facial Expressions.
3Danny
06-05-2006, 12:21 AM
Think i'm gonna hop in on this one, so far got the concept going. His name is Ivarkus, he's a golem type character with a power source on his back. A human being would be about the size of his toe nail, just to get a feel for his sizing. Gonna be out of town for a few days next week, but should be finished in about a bit over a week or so. I'll keep you guys updated. =)
http://www.uploadfile.info/uploads/39aa979d21.bmp
dont like the way bmathis is working .......well i cant work with it so im gonna redo the upper body
OROCHI
06-05-2006, 02:40 AM
Daily update:
I added feets, hands and some piece of armor.
http://img166.imageshack.us/img166/6264/boss49ul.jpg (http://imageshack.us)
orochi i like your character....
but whats that thing in front of his eyes?...helemt or hair?...if i remeber right he didnt had a helmet?
OROCHI Very good model, i like it! Small question: do you attach hair to head?
Here my first wip. From left to right: wire, smoothing groups, MeshSmooth (this kind would be used in normal map). Any C&C are welcomes.
There will be some changes in future. Ill work with nose and also some poligons from head may be deleted and the hair appears instead.
minestorm
06-05-2006, 03:30 AM
Okay here's where I'm at w/ the hi res version, I still have some tweaking, like saggy zombie butt heh
Seen some great work here, I'll post more as I can
http://minestorm.com/3d/abom08.jpg
http://minestorm.com/3d/abom10.jpg
shadowbreeze
06-05-2006, 05:48 AM
well finaly had some time to start, so i'm still not entirely happy with it, so there still might be some changes, i'll see when i get into zbrush.
anythis is my first try at a goat leg style so it should be fun to rigg, tri count 5994 i'll post the screen grap soon
DeadlyFreeze
06-05-2006, 06:38 AM
minestorm it looks great but I have to ask why you modeled your highpoly first? Going high to low would mean you have to UVW map both models and then some how figure out how to get your low poly UVW to match up with your high poly all by hand. Unless you know some trick I dont?
3Danny
06-05-2006, 07:15 AM
Here is my first update.
http://img47.imageshack.us/img47/5184/screengrabone9uq.th.jpg
http://img47.imageshack.us/my.php?image=screengrabone9uq.jpg
TheWinterLord
06-05-2006, 07:18 AM
welcome to the forums 3Danny its looking good, just wondering how you fight something when you are the size of its toenail. ?
3Danny
06-05-2006, 07:21 AM
With lots and lots of people =P
TheWinterLord
06-05-2006, 07:24 AM
roger that :P
OROCHI
06-05-2006, 08:09 AM
orochi i like your character....
but whats that thing in front of his eyes?...helemt or hair?...if i remeber right he didnt had a helmet?
Actually this is hair, but I want them to look better than that....in the final version maybe will be different.
BiG ToE-3DT
06-05-2006, 08:21 AM
still needs arms, legs and a weapon, but I got around 3000 tris to play with so it shouldn't be a problem.
OROCHI
06-05-2006, 08:32 AM
OROCHI Very good model, i like it! Small question: do you attach hair to head?
Thanks! ^_^
I prefear to not attach some parts of the model.
In fact, my character was made by a lot of separate junks.
This allow me to save some polygons...(but right now there are still tons of useless polygons anyway :hmm: )
As you can see:
http://img61.imageshack.us/img61/5754/boss51tv.jpg (http://imageshack.us)
Klash120
06-05-2006, 09:19 AM
Ahoy everyone. Awesome stuff on everyone's models.
Orochi: Model's look'n really good. Porportions + details are nicely done.
BigToe: Character's face came out reaally well. I like his 'crooked' glasses :P
Minestorm: Nice hi-res. "...Saggy zombie butt..." XP
Shadowbreeze: Neat model. Have a q. about his hands/lack there of. Are they
gonna be line cannons of some sort? Or are they not modelled yet? :\
Also, got a close render of the head, looks fairly detailed.
Bbox: Good start. Porportions seems right on :3
HighLife: SEPHIROTH! Looking good. Makes me wanna see FF:AC again, and again :P
Deto: Good luck with that skool thing. That wold thing was coming along nicely.
Andrei313: Like how you made the "ogre's" club with a sword/axe/etc :P Details
nice, skulls are awesome :P
EveryoneELse: Great job, keep up the awsome work :P
-Cisco
High-Life
06-05-2006, 04:03 PM
WIP Image tenth
http://img50.imageshack.us/img50/3452/preview119tm.jpg
Iīm now working in Bones Structure of Sephiroth. Iīm using Character Studio of MAX. I added some Bones to Black Cape movements, Hair Movements, and Lip Movements. I will rig and configure all in this next Week. I want finish this part fast. Because finishing this part fast I will have 1 week more to improve the Textures.
3Danny
06-05-2006, 11:24 PM
Tiny update, made his hands, started his head and made him a bit thinner. He was looking a bit fat before.
http://img182.imageshack.us/img182/7849/screengrabtwo4xw.th.jpg (http://img182.imageshack.us/my.php?image=screengrabtwo4xw.jpg)
minestorm
07-05-2006, 02:11 AM
minestorm it looks great but I have to ask why you modeled your highpoly first? Going high to low would mean you have to UVW map both models and then some how figure out how to get your low poly UVW to match up with your high poly all by hand. Unless you know some trick I dont?
Well actually I always model hi res first, then model the low poly (cage model) I only UV map the low poly. I do have to match the high poly w/ the low when creating normal maps. I usually chop the models up into different parts so to lessen the number of poly's in Maya. My understanding id used that workflow for Doom 3 and Ravensoft for Quake 4
DeadlyFreeze
07-05-2006, 03:40 AM
Can you explain how you get your normal from your high poly model to your low poly without UV mapping it? This is the part in your workflow I dont understand.
BiG ToE-3DT
07-05-2006, 04:10 AM
you have to make a uv layout to get the normal to work.
He said he is going to model the low poly around the high poly then unwrap the low to get the normal map.
DeadlyFreeze
07-05-2006, 05:04 AM
I still dont get it :cry: , UV cords wont be relative on two different models.
If you model the low poly around the high the high is sill going to need to be unwraped to get the normal and then you still have to unwrap the low poly to apply the high poly norm...
defaultalias
07-05-2006, 05:45 AM
still have more than 1000 polys left, so...
i'm going to go in a new direction with my model. i realy didn't like my UV map, so i'm going to remap it. with the 1000 i still have, i'm going to make parts of the model look more organic, like open muscle. in my new concept, Magdoll is a lot more organic, but the machinery will be more defined. i'm going to remoce thos things on his back too, and make somthing else there instead. and i'm sorry, but i don't have time right now to color the concept. will finish that later. and i can't say this is my final concept. it may, and probably will change again.
minestorm
07-05-2006, 07:25 AM
I still dont get it :cry: , UV cords wont be relative on two different models.
If you model the low poly around the high the high is sill going to need to be unwraped to get the normal and then you still have to unwrap the low poly to apply the high poly norm...
Okay BiG ToE-3DT has it right, I do build the low poly around the hi poly. I only have to layout the UV's for the low res.
here's a great tutorial I followed in the past......
http://www.jeffparrott.com/normalmaptut_01.html
Great links on this site as well, don't worry about being confused it took me a year to figure out the proper normal mapping workflow
http://www.monitorstudios.com/bcloward/tutorials_normal_maps8.html
Zcubed
07-05-2006, 07:29 AM
I still dont get it :cry: , UV cords wont be relative on two different models.
If you model the low poly around the high the high is sill going to need to be unwraped to get the normal and then you still have to unwrap the low poly to apply the high poly norm...
Just in case you need to hear it one last time: you do not need to unwrap the high poly model! You don't even need to make it animation friendly; the wireframe could be a total mess! All that you need the high poly for is to bake down the normal map onto the low poly UVs. :smug:
EDIT - And Minestorm is faster than I am.
DeadlyFreeze
07-05-2006, 08:42 AM
Ah I see now, this is unique to maya to be able to transfer surface information between models. That is what I wasnt getting, to do this same thing in max would require you map both models to get that information.
Thanks for the info guys
BiG ToE-3DT
07-05-2006, 08:50 AM
That is what I wasnt getting, to do this same thing in max would require you map both models to get that information.
Thanks for the info guys
Not any more, in max 7 and 8 you just unwrap the low poly, then use the render to texture to render the normal map using the high poly.
DeadlyFreeze
07-05-2006, 09:36 AM
Toe if we are talking about going high to low not low to high in max, you wouldnt be able to render to texture a normal map from a high poly model to a low one since max uses projection mapping you would be projecting a low poly normal on to a high poly mesh.
Unless your speaking about something else? I dont use max normal mapping setup myself so I'm alittle out of the loop. I've always used zbrush in my workflow to get my highpoly normal done.
dark_maggot
07-05-2006, 11:51 AM
Here is my update on the game boss models. I just finished texturing the spirit. I wanted a really simple texture for her. I still need to texture the shaman and the spirit's mask.
Good thing that I was making a female model before this competition started, so I didnt have to model the spirit from scratch.
Comments and critics are welcome.
death rules
07-05-2006, 12:10 PM
Just registered.
Was lookin at this forum from a few days,kinda of intresting.
Has just finished with my sketch, yeah i got inspired from a game model
,but as it is my first post let see.
Will make some changes to the model so that it looks unique,might be will replace the head with that of an orc, so it wil be a minotaur with the head of an orc.
defaultalias
07-05-2006, 12:52 PM
yep, changed it again, the back this time. almost completly maxed out on poly count. i think i'll reduce the tanks on it's back, and add those polys to the hands. also, not shown in the screen, there are springs and a hinge ataching the shoulder pad the the body. 20 days left, lets see if i can't do this...
(the texture is going to kill me)
defaultalias
07-05-2006, 02:08 PM
Now, with awsome biting action!
haha... just had to say it. at 5990 polys, and i'm pretty happy. getting the head to be able to do that took some time and thought. just another update. ok, back to work.
High-Life
07-05-2006, 03:12 PM
WIP image Eleventh
http://img106.imageshack.us/img106/601/preview128ko.jpg
I rigged my 3D model. I need do some adjustments in some vertices, But now I can Pose my Char. I will test some poses to my Final Render and Start made some improviments in the textures. I need adjust the Specular MAP now, because after rigged some places in 3D model seem strange. I will correct this.
freakyihop
07-05-2006, 05:28 PM
Ill throw my hat into this comp., I'm going for more of a creepy survival horror look.
background
a deamonic doll will do anything to become human even consume your soul. you must stop her or be doomed for all eternity. watch out, for the doll will attack you first with a huge mallet then she will climb on her huge spintop and try to grind you into the ground.
my computer exploded so there wont be anything from me for a while....untill my computer is fixed and i think that would take a while...anyways guys keep it up wonderfull stuffs :D
Zcubed
08-05-2006, 12:59 AM
Toe if we are talking about going high to low not low to high in max, you wouldnt be able to render to texture a normal map from a high poly model to a low one since max uses projection mapping you would be projecting a low poly normal on to a high poly mesh.
I think that you've misunderstood. The normal information is ALWAYS baked down from the high poly to the game resolution model. What would be the point of using a low poly model as the source mesh? When someone says "high to low" or "low to high", they are just talking about which mesh they intend to build first.
That's looking nice and clean, Alias. You could probably take a lot of polys out of those canisters if you need the extra detail somewhere else.
Another wip from me. Add neck, eyeballs, cloack and frame for wings. Still need wings, hands, legs, hair and "demonic arm". Well, i already use 1252 tris, so there are quite enough. Stay with me :)
Any C&C are welcome.
dark_maggot Great model, but IMHO, better to use more more light color, blue may be...
defaultalias Excelent bite. It remains me angels from Evangelion :D
BiG ToE-3DT
08-05-2006, 08:05 AM
and then some.
death rules
08-05-2006, 11:38 AM
Hi everyone yesterday i have uploaded my refrence sketches if there are any comments about it let me know as i will start with the modelling from tonight
defaultalias
08-05-2006, 02:37 PM
death rules- go for it. thats a solid concept, and i'd like to see how well you can get those muscles in the model. i' on the other hand changed my concept again, so i have to redraw it, again. i have to stop doing that. it's good to do for a rough concept, but to many time can ruin a character. you over work it.
Revliss
08-05-2006, 05:36 PM
up date here a test render of my model just need to muve the uv a bit :halo:
damd she cute :evil:
http://img431.imageshack.us/img431/2416/fullbody73ic.jpg
defaultalias
08-05-2006, 06:07 PM
hey, revliss, in your concept, she looks alot thiner, mainly in the waist. the head and its textures are absolutly top notch, but she has a very masculine figure, not very doll-like. some freindly advice, just take the vertices and scale them closer together in the waist areato match your concept, and you'll have an model even better than the one you have right now, wich is realy good.
defaultalias
08-05-2006, 06:18 PM
newest update. i worked alot with creating hard and soft edges and optimizimg my model. i can't tell if anyone can make them out, but the hard edges are there. i saved almost 200 poly, probably more, by deleting the unseen end caps to the canisters on its back, the springs, and legs. i also added more detail into the head and shoulder area, so i'm now at 5861 polys.
TheWinterLord
08-05-2006, 07:39 PM
Revliss i think it looks good as it is! its a girls right? and has not goten the grown up shapes yet. lol :P
Its perfect as it is now!
(you were aiming for a girl and not a woman right?)
Revliss
08-05-2006, 09:06 PM
Revliss i think it looks good as it is! its a girls right? and has not goten the grown up shapes yet. lol :P
Its perfect as it is now!
(you were aiming for a girl and not a woman right?)
yap you got it :evil: but she not the girl next door :halo:
andrei313
08-05-2006, 09:17 PM
There are some nice entries here so far. I hope I can keep up with you all :evil:
I had to do some changes to the model but now it is done. I don't plan to move another vertex :D I also unwraped it. Here is the final model:
http://img506.imageshack.us/img506/2038/wire051no.jpg
TheWinterLord
08-05-2006, 09:28 PM
Revliss yap you got it but she not the girl next door Yeh, thank god for that :P
andrei313 awesome! comon u still have 24 tris to spare! maybe make the club less sharp at the top or something? I mean if u didnt unwrap it already.
andrei313
08-05-2006, 09:34 PM
I unwraped it... It won't be a problem doing something with those polys ;P I want to see the texture done and then I will decide what to do with them :D
TheWinterLord
08-05-2006, 10:46 PM
updates:
weapons modeled, hands on the little guys, changed their shape, changed the platforms which they sit on.
to do list:
make the bums of the little guys, improve animated parts, model the heads of the little guys.
-texture
-rig
Any more suggestions?
thanx
3Danny
09-05-2006, 12:01 AM
Got his claws, beard and rock back now. Just need to work on his face alot, gonna have alot of Tris to work with so I think i'm gonna make some more stuff for him.
http://img431.imageshack.us/img431/6550/screengrabfour2tq.th.jpg (http://img431.imageshack.us/my.php?image=screengrabfour2tq.jpg)
http://img412.imageshack.us/img412/332/screengrabfive6bo.th.jpg (http://img412.imageshack.us/my.php?image=screengrabfive6bo.jpg)
andrei313
09-05-2006, 12:51 AM
updates:
Any more suggestions?
thanx
TheWinterLord I think you should make the platform more organic... something like: he used a tree for it. He looks primitive with those weapons, and the platoform looks like it was made by someone that has a chainsaw, or something... My english is bad... so I really don't know how to say this better... but I hope you get the point :D It doesn't fit :)
katzeimsack
09-05-2006, 01:16 AM
nice competition :)
http://www.sro.at/bildupload/images/endboss_03.jpg
minestorm
09-05-2006, 02:20 AM
katzeimsack-
Very nice nice ZBrush work, very inspiring
TheWinterLord
09-05-2006, 06:54 AM
andrei313 oh yeah good one, il make it more organic, i see what you are saying thanx!
katzeimsack Im very intrested how urs turns out! good work!
:xyz:
death rules
09-05-2006, 09:29 AM
Hi everyone, just finished with a bit of torso and upper body,any comments.
By the way the work of u people is really cool and im inspired.
Agent-X
09-05-2006, 11:39 AM
Very Nice HighLife. Lookn real good. IEverybody is doing a real good job. Proud of all of you. Its time for me to put the petal to the metal on my submission. Good luck to everyone as we come down the wire I think this is going to be very close for many contestants, because there are alot of good submissions in this one. It will be very interesting to see the out come of this one.
The_Creech
09-05-2006, 12:27 PM
Hey Guys, i had not much time in the past few days to proceed working on my Worm but here is an update either
LordOfDarkness
09-05-2006, 04:14 PM
Hey guys, Really Nice Entries by most of you.
Update on my side, I will be able to start modeling soon.
C&C Please
Thanks
its not easy being a noob....i doubt ill finish this in time....:(
defaultalias
09-05-2006, 07:04 PM
great work death rules. i'm really liking the way it's looking. very well defined. everyones doing good. we seem to have some heavy competition here.
defaultalias
09-05-2006, 08:31 PM
okay, making good progress on the texture. i finished the weapon. wanted to make it look like it had been drug through the dirt. alot. so, did i get it right?
defaultalias...
it could look like it has been dragged through dirt....though it also looks like it has been worn cause of battle
and i dont think the whole blade would be dragged though the dirt....maybe half ways
see attachment
added feet
i think im doing well for my second model :)
defaultalias
09-05-2006, 09:53 PM
thanks bbox. seeing tha blade like that made me think. the base will stil be scratched up, but i will lessen it. your right, only the tip would be worn, but the entire weapon would still be rusted. i'm going for an old, industial look for the entire model.
yeah id figure seing the material under all off those scratches but me too lazy to do the rust (A)
ive lengthen up the leggs a little bit...moddeled the head....now for the hands the belt and then start texturing..:)
is this possible?? my polycount is sow low compared to other peoples count :O
TheWinterLord
10-05-2006, 12:18 AM
yeh its possible! :P lol now are you going to remake the whole thing? :P
neh i think ill keep it really low poly...(A)
and plus i have a weapon...and its 812 polys!! :dance: lol
anyways im new to the whole scene
so the more polys i would use the harder it would be for me.....
and i have only unwrapped once in my whole life so thats gonna be a steep mountain to climb...
TheWinterLord
10-05-2006, 12:48 AM
aha, good luck!
defaultalias
10-05-2006, 01:33 AM
here we go...
i tried to reduce the scratches near the base of the sword, but i had merged the layers and it was realy difficult. so, i restarted the texture. all i really have done was the sword(100%) the shoulders(80%) and the springs(80%, the orange area will be transparent). the rest is just a background texture. i know the sword looks the same, but if you look close, you'll see the srcathes are different.
defaultalias
10-05-2006, 01:35 AM
oh, and bbox, i know what you mean about the mountain climb. i'm good at the digital painting part, but this is my second time unwrapping a model.
Agent-X
10-05-2006, 01:50 AM
very cool stuff everyone, keep it coming! :D
defaultalias I'm like your sword blade texture. One small suggestion for handle: may be use some kind of plaiting there?
Yeah, holidays is good, and a lot of free time is good. However progress is small: hand muscles and fingers was always my problem.
Here is small compilation of my wip.
http://www.inpw.pochta.ru/Utler_wip03.jpg
High-Life
10-05-2006, 02:25 AM
My twelfth WIP Image and First Render.
http://img366.imageshack.us/img366/7493/pre19zx.jpg
Well. I made some adjustments in Specular Map of "Black Cape". I do a Pose for Sephiroth... I inspired me in classic scene of Sephiroth, when he destroy Nibelin... Home Town of Cloud and Tifa. I tried too do a Clean Ilumination. In the same time that ilumination give the Fire Effect light in Sephiroth body, give too a clean shot of sephiroth... In real life the Light will not work like this. I made this Ilumination, more to be fun than for real.
The Fire Effects I made using some Particule Systems and 3D planes with Fire textures done by me in Photoshop, using a Alpha Channel and 100% of Self-Ilumination. Too simulate wood pilar of the Houses in flames, I put some Boxes without textures only with Difuse color gray behind the 3D planes and Particule Systems.
In Sephirothīs left arm I put a type of Lens Flare effect to simulate a Materia "equiped in his armor" (Well... If you think like ingame FF7). I tried simulate the same effect from Final Fantasy 7: Advent Children Movie. I used too a Glow Effect in Metal parts.
Now... I have 2 weeks more to add some inproviments in some place. But Idonīt Know What Can I do to improve my Char and Final Render. My ideas run out >.<
Oh yes... Thanks for the previous comment Agent-X
In last Week of Contest I will post here all image files used in this character, and some diferent view shots of the 3D model with out ilumination of Final Render Composition.
freakyihop
10-05-2006, 02:55 AM
high life that looks very good maybe puting an image of a burning village behind him .
here is an update after about 6 hrs it is at 5000 polys.
pogimonz
10-05-2006, 02:56 AM
nice work High-Life ;)
here's a test rig of my character.. i'll be texturing him soon
BiG ToE-3DT
10-05-2006, 05:19 AM
I'm liking what I see.
dark_maggot
10-05-2006, 09:31 AM
High-Life: Awesome render and model. I dont know but after watching Advent Children 10s of times, your models still doesnt look like Sephirot, maybe if you show a close up so we can see the details and resemblance better. Also the hair still seems a flat for some reason.
Everything else is flawless, keep it up.
shadowbreeze
10-05-2006, 11:25 AM
well started i zbrush, so here's a small update still alot to do.
and yeah the arms are sort of organic cannons, although i have changed one to a mini gun type weapon.
High-Life
10-05-2006, 02:25 PM
dark_maggot I will post later a High resolution image. I have the Final Fantasy 7 movie DVD. My Sephiroth is a little different from Sephiroth movie Hair and Face mainly. I think is very dificult you remake with perfection a already existent model. Because each 3D artist have your own characteristics and My references were diferent from the Sephiroth movie 3D model Artist. He based in concepts made exclusive for movie.. And I based in Final model of Movie. And Iīm modeling a Low-poly model... This will turn my Sephiroth a Little or very different... hehehe!
Well.. Here is a some exemples of 3D Low-poly models, and Cinematics Models of some games...
Nova face from Starcraft Ghost is a little different from CG model...
http://img222.imageshack.us/img222/2709/sg19pc.jpg
http://img222.imageshack.us/img222/8504/sg25hk.jpg
This character is from a korean game called Magna Carta... The same character, But I think is a little different because two 3D artistis modeled the same character in two different versions.
http://img223.imageshack.us/img223/965/mc10ps.jpg
http://img223.imageshack.us/img223/7491/mc21nf.jpg
Here is a Screen from Movie...
http://img55.imageshack.us/img55/6042/bscap0175ls.jpg
dark_maggot I will "write down" your observation. (I donīt know if this are the correct words) and I will try do some adjustments on my 3D model, especially in the texture to be more similar with the Sephiroth FF7 from movie. But remember... Iīm a 3D artist not a photocopy program. :dance: (I really like this dance Smile hehehe!)
defaultalias
10-05-2006, 06:23 PM
wow. everones puting out such work. these low poly contest are probably one of the best ideas i've heard of. it realy brings out peoples best.
BEELOW
10-05-2006, 07:51 PM
I'll go ahead and have another go at this challenge, peace!
oh, and bbox, i know what you mean about the mountain climb. i'm good at the digital painting part, but this is my second time unwrapping a model.
hehe lol yeah digital painting isnt the hard part imo...
i will need lots of time to unwrap my sucka properly :)
daphone
11-05-2006, 12:10 AM
..hi to all, i had some time to work on my zombie wrestler, modeling is almost complete but i ithink i will improve something here and there, i just used an half of the polys at the moment. I unvrapped it and made a rough texturing to see if i was on the right way..i just know that rigging will be the aredest part for me..anyway, hope you like it. c&c are welcome!
BiG ToE-3DT
11-05-2006, 04:05 AM
think I'll leave it alone for a bit, then come back to it to see what doesn't look right. Then, Ill unwrap and start on the high poly.
http://i55.photobucket.com/albums/g129/DJBiGToE/Body-Done-wire002.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/Body-Done-wire001.jpg
dark_maggot
11-05-2006, 06:35 AM
High-Life: I wasnt trying to say that you where a photocopy program, but that I have a certain image of Sephirot in my head that I really like and you probably do too, and I would like to see more of that in you model thats all.
pogimonz
11-05-2006, 06:43 AM
texture time!! here's a start..
death rules
11-05-2006, 09:49 AM
I have just finished with the complete body of the character.And thanks for all the comments and please let them comin as this is my first low poly character so all your comments will help me in this
aprentice23
11-05-2006, 10:16 AM
Here is an update of my progress. At this stage I am trying to model in the correct shapes that will give the best form. I am hoping to have the other four legs completed before the weekend to give me some time to define the human torso.
http://img238.imageshack.us/img238/4940/progress8xx.th.jpg (http://img238.imageshack.us/my.php?image=progress8xx.jpg)
http://img136.imageshack.us/img136/6844/progress29ru.th.jpg (http://img136.imageshack.us/my.php?image=progress29ru.jpg)
http://img136.imageshack.us/img136/9622/progress34gs.th.jpg (http://img136.imageshack.us/my.php?image=progress34gs.jpg)
Hi there. Finally got off my widening backside and got round to doing something for one of these compos.
by way of an explenation, i`ll get round to posting my scetches for this fellah when i get round to making them legible :wall: , as usuall just wanted to get started.
the idea is he`s a big conga eel/sperm whale/Gorilla/cyborg type thing. probably for a vivisector/doom3 first person shooter.
http://forums.3dtotal.com/attachment.php?attachmentid=96376&stc=1
http://forums.3dtotal.com/attachment.php?attachmentid=96377&stc=1
no teeth yet
http://forums.3dtotal.com/attachment.php?attachmentid=96378&stc=1
http://forums.3dtotal.com/attachment.php?attachmentid=96379&stc=1
Free normal maps huh? crack open zbrush! :evil:
this was modelled from scratch using zspheres.
The idea is he`ll have an exoskeleton with hydrolic legs. inside these contraptions, the risidual legs can be seen driving them. So he will look far cooler than he does in his present sluglike state. :hmm:
as far as low polly goes i`m approching this differently than most of you guys.
quad meshes are all well and good for subdiv models and old boxy 3d games, but for modern ingame stuff, trimeshes are the way forward. look at some doom3 models or oblivion in wireframe mode
for the lowpolly version i imported one of the usubdivided meshes from zbrush into old faithfull :dunno: max
http://forums.3dtotal.com/attachment.php?attachmentid=96380&stc=1
better get back to work or i`m not gonna get this done. :wall:
Revliss
11-05-2006, 07:05 PM
got some WMD down :P
http://img136.imageshack.us/img136/6832/chain12gh.jpg
defaultalias
11-05-2006, 09:26 PM
Parp, i don't know if you know this, but most game models are made in quads, then triangulated. most game engines don't support quads at all, it's just easier to model that way.
BiG ToE-3DT
11-05-2006, 10:21 PM
Parp: defaultalias is right, when it comes to modeling any game character, they are all modeled in quads first, then trianulated later.
In max after I'm done modeling in edit poly mode, if I want to import my mesh into Unreal, I convert the mesh into edit mesh, that triangulates everything.
Another thing, while in Max use smoothing groups on your model so we can see it there are any mesh flow problems. And a few solidwire frames would be nice too.
http://img.photobucket.com/albums/v39/lolindirsurion/cboss.jpg
http://img.photobucket.com/albums/v39/lolindirsurion/tricount.jpg
BiG ToE-3DT, defaultalias
thanks for taking an interest.
your points seem to be very sweeping. I know for a fact that not all characters are modeled in quads and then triangulated. ever play the old shiney game massiah? ok probably not the best one to choose :shy:
the reason i brought up doom 3 is because if you take a look at the models you can see that there are areas of coplanar triangles (quads) and non coplanar triangles (trimesh). and in my opinion this seems like a pretty good idea (i reckon the guys at id know their stuff)
all the current 3d hardware use tri`s exclisivly internally (just like max....yes even in its so called poly mode) so the whole coplanar triangle thing is fairly mute, even more so when it comes to animated meshes. its really just a self imposed limitation.
the point is, when modelling, doin`t constrict yourself with hiding edges or whatever, so you get a nice neat quaded up mesh, that makes your mesh flow look good. With low polly modelling, mesh flow isn`t really a factor, even with 6000 polys to play with. The main areas of interest are the joints, and getting the mesh to deform correctly while not breaking the detail or stretching the textures to much. Now that we have normal mapping, and most of the detail is in the textures (look at doom3 again, it`s certainly not in the meshes) getting the mesh to work with the textures around joints can suck up those pollys.
it doesn`t matter how difficult it is to model, its the quality of the final product on screen that gets you paid :dance:
hope that doesn`t come across as a rant, i`m just trying to illustrate that maybe the new technology available to use for real time rendering means we should consider different processes.
sorry i haven`t included any pictures to illustrate my points. Not enough hours in the day and all that :cry: And going on about doom 3. i actually think the doom 3 meshes suck, but they work so well in game i thought i`d have a go modeling in a similar way.
have fun ;P
BiG ToE-3DT
12-05-2006, 06:57 PM
Well, if you ask me, I say do what works for you.
defaultalias
12-05-2006, 08:25 PM
yeah, Toes right, if it works for you. i just don't see how you could modell in triangle mode. i use maya, so i use the split poly tool alot. the tool is practicly null in triangle mode.the point is, when modelling, doin`t constrict yourself with hiding edges or whatever, so you get a nice neat quaded up mesh, that makes your mesh flow look good. With low polly modelling, mesh flow isn`t really a factor, even with 6000 polys to play with. The main areas of interest are the joints, and getting the mesh to deform correctly while not breaking the detail or stretching the textures to much. Now that we have normal mapping, and most of the detail is in the textures (look at doom3 again, it`s certainly not in the meshes) getting the mesh to work with the textures around joints can suck up those pollys.
while joints are very important, don't fool yourself, meshflow is also just as important, especialy in a lowpoly organic model. and no, this isn't a rant, just people stating how they work. it's good to learn from the community, but if something works for one person, let it work, and good luck with your model Parp
Learning works both ways guys. i`m just letting you guys know my reasoning into why i`m modelling in a way thats slightly different to most of the people in here. I wasn`t expecting it to be an issue with anybody.
box modeling is fine, its just a way of modeling. i`ve been box modelling stuff for years. if i make something from scratch in max i`d do it that way, but i`m just hoping to illustrate that using a slightly different organisation of pollys can be very benaficial when it comes to certain projects. spacifically the fellah i`m modelling that will use alot of normal maps, which dont like the sharp edges that box modelling can produce.
just thought somebody may find it interesting
like the toe says, dont go with the flow if the flow aint flowing
jdgill
12-05-2006, 11:20 PM
Hey guys, sorry for lack in updates. I'm kinda waiting until baseball is over to go all out on the model.
freakyihop
12-05-2006, 11:30 PM
here is my try with the texture, it still creepy enough let.
TheWinterLord
13-05-2006, 12:10 AM
great progress guys! keep it up. Lol schools freakin out with homeworks and tests and quizzes right now. when the clouds of the storm go away I will be back at my model. :P
BiG ToE-3DT
13-05-2006, 01:57 AM
freakyihop, toss a smoothing group on your model.
Agent-X
13-05-2006, 09:03 AM
Wow! Nice stuff everyone. Here is where I am at right now, I am going to be Zbrushing my model all nextweek. Tweak, tweak, tweak. Much work to be done still
RobRussell
13-05-2006, 04:38 PM
Damn Agent-X your models looking great *feeling so out of my depth* I need to learn how to use normal mapping, anyone know any good tutorials lurking out there?
andrei313
13-05-2006, 05:29 PM
I'm still a noob when it comes to textures but I'm pretty happy about how this one is going... being the first skin texture I have ever made.
http://img55.imageshack.us/img55/8421/render033yl.jpg
http://img169.imageshack.us/img169/2151/tex017pv.jpg
High-Life
13-05-2006, 06:25 PM
Hi all...
RobRussell If you cant, or dont want create a Normal Map using a High model poly, such as using Zbrush to do this, here is a URL to a site with a tutorial of Normal MAP. Generating a Normal Map using as source a Bump MAP... I recommend use this tutorial, but can you MERGE a Hand made or Digital painted made Bump MAP and Displacement map to improve your Normal MAP. If you practice you can made greats Normal MAPs to your models.
Tutorial PAGE
http://www.monitorstudios.com/bcloward/resources_tutorials.html
Andrei313 Great Model and Texturing. But did you use a 512x512 texture Only? Why you did not explored all 1024x1024? :D I think with that texture resolution your 3d model will be marvelous.
andrei313
13-05-2006, 06:29 PM
Thanks. I used a 1024 texture... for posting I resized it so it would be smaller, the final version will be 1024 :D
BiG ToE-3DT
13-05-2006, 07:08 PM
andrei313: have you tried applying different filters to parts of your texture.
A grainny look for the skin, a roughness for the clothes. Play with it, use the layer blend modes too. copy a few layers then change those new layers to darkness or anything you want, see what happens. Just some ideas to play with.
andrei313
13-05-2006, 07:13 PM
I used Render>Clouds but with an Opacity of 5% :D to make skin variation... Are there any other filters that can help me ?
I'll try that. 10x
RobRussell
13-05-2006, 08:12 PM
Thanks for the link :D
andrei313
13-05-2006, 08:46 PM
I'm starting to feel sorry I did't thought about rigging it earlier. I found some problemes in a few areas... I had to go back to do a little modeling... I hope I didn't ruine the uv's :hurt:
It's nice to see him come to life :smug:
http://img485.imageshack.us/img485/7441/giant018rh.gif
CleT0
13-05-2006, 09:03 PM
andrei313
Great model and walkcicle!!! just the hair isnt moveing corretly, looks like its sticked to hes belly
BiG ToE-3DT
13-05-2006, 09:35 PM
the hair it stuck to the chest area. Add a few bones just for the hair, then you can make it move anyway you wany.
For the filters, play with them all.
TheWinterLord
13-05-2006, 09:35 PM
andrei313 wow that looks really cool nice textures, the way he walks look like he just got his behind kicked! lol :P
LordOfDarkness
13-05-2006, 10:10 PM
hey guys, have been away for a while, here is final update of my concept art, now i have to really move to modeling it.
Thanks
TheWinterLord
13-05-2006, 11:02 PM
you better hurry hehe. end of competition is 26th.
can some one help me out??
for some reason...only the selected faces in the unwrap uvw window get a normal "checkertexture"
see attachment...
andrei313
14-05-2006, 01:32 AM
If you select other faces they look ok ? Did you use copy/paste uv's ?
yeah if id select the other ones they woudl be just like the ones selected now...
and copy/paste(?)...not that i know off..
andrei313
14-05-2006, 01:39 AM
I don't think I can help... never happend to me.
thanx anyway i fixed it...dont know how but did it :)
BiG ToE-3DT
14-05-2006, 02:11 AM
glad to hear you fixed it, now, dont do that again.
The UVW problem with max comes from this reason:
The UVW is only applied to currently selected faces of the model.
So to fix oddness in UVWed texture, go down on stack to edit poly, then select faces or object and select every face of the model, then click back up on the uvw unwrap. It should work now :)
Agent-X
14-05-2006, 06:09 AM
Thanks RobRussell for the compliments. I am going to be reworking alot of details. After talking to my ZBrush master Miguel Ortega. You guys will see up updates in the days to come. :D Peace!
defaultalias
14-05-2006, 06:30 AM
hey guy, your all going to think i'm an idiot, but oh well, i have time. it turns out, texturing this model is going to be realy realy hard, plus, i went to far out with the concept. i tried to tackle everything i haven't had much experience with on this contest, and kinda fell short. so, i'm not going to enter my first concept.
:smug:
whats that for? i have a backup plan, a new concept. one thats easier to texture. i have no expereince with trhe worn look of the magdoll, by plenty with stylized, dark cartoon looking stuff. i'll be back soon with a concept, and be finished with the model soon afterward. i'll finish the magdoll, i'm not about to give up on it, but i'll just say it was a learn from your mistakes kinda thing. i know, this is probably a bad idea, but for my first time at this stuff, well, we'll see... :hmm:
defaultalias
14-05-2006, 07:35 AM
Quick sketch in photoshop. hmm, i can do this...
defaultalias
14-05-2006, 08:54 AM
okay, done. i know it's not a full body picture, i'll post those later. this shows the attitude and style of the character.
Sin
it's all in the name. this is the final form of the shadow that follows around the main character. Sin comes from, you guesed it, her sins. not much else. this is actualy to apear in a game i'm in the very early stages of creating. nothing profesional, just a side project.
anyway, here it is
defaultalias
14-05-2006, 09:57 AM
here is the side veiw. now i'll start the modeling
(proportions aren't final)
your magdoll look cool imo
dotn understand really why your doign another:P...but hey you get to do some practice anyways :P
haha
i like the attitude of Sin it looks like a cool character only a little too simple imo
uhm ive have uvw'ed my character
now i have one question about texture size....
1024*1024=maximum right?
so this was what i came up with>>
1024 * 1024 = 1048576
512 * 512 = 262144
1048576 - 262144 = 786432
. _______
uhmz \/786432 ' = 886,8100135
so i though id use a 886*886 texture map for the character and a 512*512 for the gun??
is that possible at all?
I presume you should use normal dimensions. Maps like 32 x 32, 64 x 64, 128x 128, 256 x 256, 512 x 512 and 1024 x 1024 :)
andrei313
15-05-2006, 12:43 AM
I don't see a problem with useing smaller textures if their sum doesen't go over the limit, but I think it would be better for you to practice with a single 1024. Everywhere you look you will see that this is a standard (128,256,1024...)... so ... get used to it :D
Here is my update... I'm done with the rigging (i'll post a gif tomorrow), I fixed the hair problem :D. In the next days I will concentrate on the texture.
http://img55.imageshack.us/img55/1050/renderfinal033ia.jpg
daphone
15-05-2006, 12:50 AM
ok, i started rigging, i used character studio and skin modifier, i'm not really happy about my skinning, a good tut about painting weights would be very useful but i didn't found anything on the web.. anyway, here is a test pose, textures are wip..
BiG ToE-3DT
15-05-2006, 02:10 AM
though id use a 886*886 texture map for the character and a 512*512 for the gun??
is that possible at all?
No, the smallest I would do is a 512, the 886 isn't a game engine texture size, so it isn't allowed.
Squeeze everything into your 1024, its all you need. Attatch your gun to the model, texture it, then detatch the gun, for the winning pose.
Agent-X
15-05-2006, 06:59 AM
My works in progress, lots of more detail to come in the week to come. I am going to spend all this next week in zbrush alone and save the final week for texturing. Ill show you the rig come tomorrow.
Agent-X
15-05-2006, 07:27 AM
Happy Mothers day to all. Hope everyone is doing well. Take care everyone. Peace.
icemilk
15-05-2006, 07:41 AM
:halo:
hi every
i am back with my update..
the model.. now i am begin to paint the texture..
everyone done a good job...i should work hard now.... :D
http://www.rpgmagazine.net/polymagic/boss.jpg
and...
excellenet work !Agent-X ~~nice detail..
Agent-X
15-05-2006, 08:59 AM
cool model Icemilk. It looks like some type of mayan titan god or something. Well, whatever it is, I like it. Hehe. I cant wait to see it textured. Kick ass! And thanks for the compliments. Everyone nice work, keep it up. I love seeing all the beautiful 3d models. This is great.
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