View Full Version : Comp 11 ---****(Gate Keeper)****---
samuelspode
24-11-2006, 12:43 PM
amazing model robbiek, very impresive
Perversonality
24-11-2006, 01:28 PM
Robbie - everything is included in the poly count. This is a character + scene challenge, so everything in the scene counts
defaultalias
24-11-2006, 01:54 PM
Robbiek1000- very true to the concept. i would check your hands, they look kinda jumbled, but other than that, very well done. and yeah, with a budget like 10000 tris, everything should be included in the count.
wow, sorry for the outrageous lack of updates. it's been an "off" week, and i couldn't draw a stick figure for anything. hmm.... anyway, i'm back in the groove, and with that, an update:
this guys face was a nightmare, and still looks horrible. i don't know why it was so hard, maybe because it's not like a normal human face... anyway, aside for the head and minor tweakage, this is finished. it's now at 1980 tris, so i have plenty of room for the environment, which is good because i'm going to do a whole environment, not just a gate.
Model
http://i70.photobucket.com/albums/i101/defaultalias/Threedy%20Competitions/Gate%20Keeper/Gate-Keeper-3.jpg
http://i70.photobucket.com/albums/i101/defaultalias/Threedy%20Competitions/Gate%20Keeper/Gate-Keeper-4.jpg
samuelspode
24-11-2006, 02:23 PM
defaultalias- where the key meets the head looks like it might cause problems, i dunno maybe not but it looks like you need to insert some edges around the key/head bit.
Turoid
24-11-2006, 05:12 PM
samuelspode- I think that there isn't a prob, it looks like he's using two seperate elements, or objects.
I also started working on something.. Very quick sketch:
http://img.photobucket.com/albums/v679/jopiedopie/img015-1.jpg
novarg
24-11-2006, 09:39 PM
I everyone, im new!!
This is my version of the gatekeeper.
She is the Parca (i search the word in a translator and "Laconic" show up as result)
The parca is de Roman version of the greek´s Moiras they were 3 womans who represents the destiny.
Her names was Cloto, Laquesis and Atropos: " The one that it spins ", " the one that assigns the destiny " and " the inflexible one "
This one is ATROPOS
They use threads representing the life of the people. So Cloto spins the thread, and Atropos the older one, ends the life of mortals with scissors, so i design that sword shaped scissors. She also have the clock/key staff, its the key to open the gate between life & death, time and eternity, she have the clock to settle the mortal final hour.(the staff its my invention, doesnt show up in the story)
http://img329.imageshack.us/img329/9697/timegatekeeperconcepter6.jpg
im still have to design the gate
im already started to do it
http://img390.imageshack.us/img390/200/progresoev7.jpg
what do you think?
(sorry for my english, it´s all understandable??)
V3N0M
24-11-2006, 10:57 PM
Welcome to Threedy novarg, really original concept u got there and a backstory to boot!
Well here are my final concepts:http://i42.photobucket.com/albums/e306/Madman_V3N0M/Sketch/Gatekeeper.jpghttp://i42.photobucket.com/albums/e306/Madman_V3N0M/Sketch/Gate.jpghttp://i42.photobucket.com/albums/e306/Madman_V3N0M/Sketch/Frostbite2.jpg
His name is Frostbite(for now) and he comes from one of the last cityes on Earth(and they are all poluted so he wears a gas mask and protective shades:P) and he has the power over ice, but he still feels pain and cold from it yet he doesn't freeze or get frostbite.
And here he is with a dash of colour:
http://i42.photobucket.com/albums/e306/Madman_V3N0M/Sketch/Frostbite.jpg
And here's a quick sketch of him in a fight:
http://i42.photobucket.com/albums/e306/Madman_V3N0M/Sketch/Fight.jpg
That is all... !BAMF!
Agent-X
25-11-2006, 12:36 AM
I forgot to tell everyone that I am going to be an instructor at Studio Arts, which is a school in Los Angeles. I am going to be teaching a Maya Environmental Modeling class, focussing on creating static meshes in Maya, which are props, and buildings. I will be showing the fundamentals of Maya, how to model, uv map, texture, export their content to Unreal, and in the end create their own level so they can see their own custom content come to life so they can play their own levels. Sound cool or what!? :D Here is my flyer I made. I will also talk to my boss about the possibility of taking it online.
http://aycu10.webshots.com/image/7609/2004682216769798759_rs.jpg (http://allyoucanupload.webshots.com/v/2004682216769798759)
Pixelgen
25-11-2006, 01:05 AM
Agent-X
Big fan of the unrealED, you must be looking forward to unrealED 3.0. Hell I cant wait to get my hands on that editor. Good luck with the class and your model, its coming on great, you go for it. ;P
PS
Ever make any UT2004 levels ?
Agent-X
25-11-2006, 01:32 AM
Thanks! :) Yes, I am deffinately looking foward to the class and deffinately Unreal 3.0. Cant wait for UT2007 to come out. I am going to make sure I get it when it comes out. I hope they make a dvd version like they did before. I will be jumping on that like there is no tomorrow. I am very excited about it. Right now I am just playing around with zbrush. I will show updates later this evening. Peace out!
Agent-X
25-11-2006, 02:03 AM
Yes, I have made my own levels. :) I use Maya, photoshop, Bodypaint3d, ZBrush, Unfold3d, and Unreal Tournament 2004
shadowbreeze
25-11-2006, 03:05 AM
ok thanks to eveyone who liked my texturing much appreciated, i have been reading some texturing books,money well spent.
Agent X, first of congrats sound exiting, my school(TAFE) is thinking about getting me to do something simular only involving max instead of maya, but wether it happens is another thing,lol goverment holds the purse strings :dunno:
or maybe i'll belucky enough to get work in the industry before then(anyone?)
oh and as for your little z brush challenge bring it on man in black,LOL, i would if i would stop geting out of memory crashs, every time, i have 3gig of ram???
anyway enough talk heres an update
http://img359.imageshack.us/img359/7619/charactervn4.jpg (http://imageshack.us)
Tealamon
25-11-2006, 03:19 AM
Here is my keeper. (Or somthing thats gone become the keeper)
http://no.msnusers.com/tkc287sjiq3roj01ta13b11lc2/Dokumenter/Bilder%2FKeeper%20of%20portal.jpg
Agent-X
25-11-2006, 03:32 AM
Nice ShadowBreeze, I hope you get the job too. Its fun to teach. And as for highres modeling competition, its on! May the best man win. I am going to go for photorealism. None the less I will I will see you all through out the competition. :) Shakes ShadowBreezes hand. Good luck my friend.
Agent-X
25-11-2006, 04:04 AM
Here are my UV's And how they look at this point and time.
http://aycu13.webshots.com/image/6572/2000771715417626402_rs.jpg (http://allyoucanupload.webshots.com/v/2000771715417626402)
http://aycu25.webshots.com/image/5744/2000709998681190368_rs.jpg (http://allyoucanupload.webshots.com/v/2000709998681190368)
http://aycu25.webshots.com/image/6784/2000722738511411668_rs.jpg (http://allyoucanupload.webshots.com/v/2000722738511411668)
http://aycu38.webshots.com/image/5397/2000764230637593315_rs.jpg (http://allyoucanupload.webshots.com/v/2000764230637593315)
http://aycu22.webshots.com/image/6261/2000784115799669398_rs.jpg (http://allyoucanupload.webshots.com/v/2000784115799669398)
Pixelgen
25-11-2006, 04:51 AM
Yes, I have made my own levels. :) I use Maya, photoshop, Bodypaint3d, ZBrush, Unfold3d, and Unreal Tournament 2004
Was thinking of getting Zbrush but as its mainly used for character modelling I'm putting it of for a bit, cos I'm a total Noob at character modelling. What's Unfold3d, is it for UV layouts?
Q:
Is Bodypaint3d any good. Can you take a texture and paint right on to the model or is it just basic colors?
Randize
25-11-2006, 05:05 AM
Sigh. I might not be as fast as you guys but here's my WIP so far.
http://img.photobucket.com/albums/v299/einstei/Comp/keeper_wip04.jpg
BiG ToE-3DT
25-11-2006, 05:49 AM
Q:
Is Bodypaint3d any good. Can you take a texture and paint right on to the model or is it just basic colors?
Yes, bodypaint will let you take either a basic color and draw right on the model, or you can take a texture and apply it directly on the mesh. If you do it right, you won't have any seams, but the program is not perfect.
Agent-X
25-11-2006, 07:41 AM
Yeah, Bodypaint3d allows you to paint either on the model or in the texture window. As you move the brush cursor over the model, you will see where you are painting on the uvs in the texture window and vice versa. Bodypaint3d also allows you to project images onto the model using projection painting. You can either paint with color or images. Its a pretty good program. I like it. And yes it is good for getting rid of seems. one of the best programs I have used so far.
Unfold3d is for UV's. It kicks the pelt mapping tools ass if you ask me.
Anyways heres where I am at with my scene. i have been working on a highres for my collumns.
http://aycu31.webshots.com/image/6870/2000413864980167110_rs.jpg (http://allyoucanupload.webshots.com/v/2000413864980167110)
Tealamon
25-11-2006, 02:01 PM
Maby it have been asked before but can we use stuff like the Fire Effect or Volume Fog or does t
Randize
25-11-2006, 02:17 PM
Nope, no particles, but you can use oppacity maps, take a few planes, toss an oppacity on there to try and fake what the particles will do, you can even take a render of the particles and apply that render as a texture to the plane.
As for photoshoping the final renders, thats fine. Just make sure people know the final image isn't all 3d, but they should know that when they see your wires and polycount.
This is the second time I quote this. Anyway, welcome to the contest! Hoping to see you work soon. :D
EDIT: May be Mr. Big ToE can add that to the front page?
Tealamon
25-11-2006, 02:44 PM
So if i get u right Randize. the Fire Effect and volume fog is considert particels?
Pharhaps its a stupid question but im a noob to this whole contest thing
Pixelgen
25-11-2006, 03:21 PM
Yes, bodypaint will let you take either a basic color and draw right on the model, or you can take a texture and apply it directly on the mesh. If you do it right, you won't have any seams, but the program is not perfect. Thanks BiG ToE-3DT & Agent-X for the info. I ok at making textures but making texture for a UV map I'm **** I will take a closer look at body paint, does it work with max?
Randize
Models looking great, it has that mummy warrior look.
Agent-X
Ha your normal looks great on the pillar.
Randize
25-11-2006, 03:45 PM
So if i get u right Randize. the Fire Effect and volume fog is considert particels?
Pharhaps its a stupid question but im a noob to this whole contest thing
I suppose that's what you mean Tealamon. But if you don't know what is PF System, perhaps you wanna look at this http://www.particlefx.com/education/PFlow/index.html
Quite a remarkable walkthrough to it, after all this contest is all about learning. :D And meeting with the bananas :dance: :dance:
Hirokugawa
25-11-2006, 03:58 PM
It is actually possible that I will get out a submittion for this!
My recent anatomical studies have been quite successful, so I may use one of the modelled bodies to make my scene.
Randize
25-11-2006, 04:27 PM
Glad that you came back Hirokugawa! I can't wait to see your work too :D
EDIT:
By the way, I have two question to ask.
Firstly, look at my WIP below. Is it ok to have detailed front and leaving the back as such? I want to cut down the poly at the front part of the body while leaving the chest area untouched if possible. Anyone can help me?
http://img.photobucket.com/albums/v299/einstei/Comp/keep_hlp01_mod.jpg
Secondly, how do I remove the applied material off my model?
OPTIMUS-PRIME
25-11-2006, 08:14 PM
Cant add attachments. Whats uppp
BiG ToE-3DT
25-11-2006, 08:54 PM
Tealamon: the volume fog is a part of the lighting, and there is no rule saying you can't light your scene. So the answer is yes, you can use volume fog.
Pixelgen: yes kinda. You need to export your mesh as a obj file. Then import it into the other program. As you texture it, you save out jpegs or whatever you like, then you can take those images into photoshop for touch ups.
Randize: you don't really remove the material, you just add a new one to take it's place. In the material editor in max, after you unwrap the model, you select the texture map you created, place it on the model, your done.
OPTIMUS-PRIME: the attach option still isn't working, you need an outside image hoster, like photobucket. It's free and NO POP UPS.
Aronyx
25-11-2006, 09:44 PM
Hello everyone. Obvious newcomer here. Been a long time lurker and have decided to give this challenge a try.
This WIP concept came to me last night when trying think of somthing different to model then a monster, or over buffed hero. Let me know what you think, but please go gentle, I just got a wacom so I'm getting used to coloring with it :)
The idea would be to have the sheepherder be the "gatekeeper" for his paddock and sheep. Any wouldbe theif would have to get by him first. It might not be hard though, as the young lad has fallen asleep ;)
Aronyx
http://www.aronyx.com/art/sheep_gatekeeper.jpg
V3N0M
25-11-2006, 10:02 PM
LOL that's thinking outside that box! A wacom huh? How much did it cost? I wish I could start modeling right now but I'm outta town...still have my concepts though, how u guys like em?
OPTIMUS-PRIME
25-11-2006, 11:46 PM
Heres my concept, its an egyption snake guy. crits are welcomehttp://i124.photobucket.com/albums/p27/EREN_AYDIN/PIc.jpg
V3N0M
25-11-2006, 11:47 PM
Whoa... I've never seen anything like that before...
Agent-X
26-11-2006, 01:31 AM
work in progress. Low Res and High Res geometry
http://aycu39.webshots.com/image/5278/2003536354204459156_rs.jpg (http://allyoucanupload.webshots.com/v/2003536354204459156)
Aronyx
26-11-2006, 04:09 AM
Thanks Venom. I got the 9x12 tablet which ran about 380.00 US. Unfortunately since the native resolution my monitor is so weird. 1680x1050, I had to adjust the usable space on the tablet using the software. So I lost about 1.5-2 inches worth of drawing space. But I like it and have been having fun.
Aronyx
novarg
26-11-2006, 06:44 AM
http://img166.imageshack.us/img166/8003/progreso2go9.jpg
hi again, here is my progress with Átropos my version of the gatekeeper im finished to model the torso and the arms, here is the head.
a little question, where do you get the triangle count in 3dmax, because in propierties shows the polygon count, its the same thing??
thanks!
omnicypher
26-11-2006, 07:30 AM
novarg: ill help you and you help me.
http://aycu31.webshots.com/image/7710/2000712799272969145_th.jpg (http://allyoucanupload.webshots.com/v/2000712799272969145)
if you click on the utilities tab, click on the more button, and choose polygon counter you can find out how many triangles are in the selected object and how many are in the scene. if you do it this way it doesnt matter if your using an editable mesh or an editable poly.
now im wondering, how you did that cool fade from wireframe to solid in your rendering? was it just a render of your wires with a gradient over it with photoshop? or is there some kind of shader that you can set up on max to do that?
novarg
26-11-2006, 09:02 AM
thanks!
i render two times with diferent textures one solid and another wireframe, then i put the two images in photoshop and in the wireframe layer i use a gradient layer mask and use a layer effect (dont remember wich one, screen multiply or something)
Temple
26-11-2006, 02:16 PM
Good evening everyone, or whatever time of day it may be for you.
As you may have guessed, I am new to the forum. For some background information I have countless ideas that end without completion, unfortunately. However, I came across this little project and thought it'd be a great way to learn how to use Cinema 4D, of which I've recently acquired.
So here is my initial rendering as I've no concept images to post (they're all sketched and I've no reason to scan them).
http://img.photobucket.com/albums/0903/Cerpher/Temple/ggate.gif
The bridge is the Golden Gate in San Francisco, the location is atop the decomissioned military fort at Fort Point under the southern edge of the bridge.
The character is a homeless person, this will be better shown when he's textured (something I'm not very good at doing, but I'm going to try).
The bridge is incomplete and is missing some detail (especially the cabling) and the Fort Point location is also very basic.
Please ignore the shadow on the wall from the bridge overhead. I'm going to have to scale and move the bridge to eliminate that shadow as the bridge is so high up and so large that it actually doesn't even cross over that section of the fort, but in order to fit it in the image I had to do a scale of the bridge.
Current Poly count = 4351
So I've got a bit of room to manuever.
Quick question though; it says 4 1024 images, since I'll be using more than 2-4 models how does this work exactly? I model, I don't texture well. So a detailed explenation would be greatly appriciated.
Pixelgen
26-11-2006, 03:09 PM
novarg
Your character has style, kind of reminds me of a FF character. :haha:
Randize
26-11-2006, 03:32 PM
novarg: Coming out nice man! I wonder how your gate going to turn out.
Temple: Just want to make sure if that 4351 is in Tris rather than Poly. I got it wrong first but thank god Mr. Big ToE told me about that. Tris should twice as much as poly, but again, welcome to the community!
Pixelgen: Where's your entry pal? :D
Pixelgen
26-11-2006, 08:22 PM
Pixelgen: Where's your entry pal? :DLoL, na ant going to be one. My character modelling isn’t as good as yours, in fact its so poor I'm ashamed to even post in these forums. Although I could build a great Gate I just cant build a great Gatekeeper, but don’t worry I’m working hard.
The Joan of Arc by Michel Roger is helping me to learn new ways of create characters. My way of modelling a character would always be box modelling but the way Michel Roger models the face for Joan of Arc is a better way for me, It allows me to get better detail and a more pleasing look.
By comp 14-16 I might be ready, but just watch what your guys are creating has Inspired me to spend more time in max and less time on my 360... ;P
BiG ToE-3DT
26-11-2006, 08:23 PM
Temple: like Randize said, make sure your counting the tris and not the poly's. As for textureing with 4 texture maps. I would make 4 groups, attach each object in that group to make it one selectable mesh. Then you can unwrap everything in that group as one. When you apply the texture it will apply to everything in that group.
Agent-X
26-11-2006, 10:45 PM
just like I did with my uvs, you can look at what I did for reference
Temple
26-11-2006, 11:50 PM
Thanks Randize and Big Toe. The program has a popup polycounter that actually has two numbers under the "Polygon" listing. One is usually small (around 300-400) the other is usually much higher. I'll have to check out the manual again and see if this is a poly or tri counter and what the other number means. That way I don't go over budget on it.
There's not much more to add to the image right now except textures and maybe a couple of touch up items so even if it is in the 8K range I have some room to move.
Thanks again.
novarg
27-11-2006, 12:50 AM
well i finished to model the character with his items, now i have to start the gate!
http://img64.imageshack.us/img64/8566/progreso3sp4.jpg
http://img64.imageshack.us/img64/2143/scissorsvw1.jpg
http://img64.imageshack.us/img64/3444/timekeystaffkp6.jpg
and here the polycount so far (thanks omnicypher)
http://img291.imageshack.us/img291/6682/polycountxh9.jpg
ignore the "selected objects" polycount, i forgot to select a part of the scissors
err... one more thing actually the polycount shows 3259 because i forgot to make the big stripe in the middle of the dress.
shadowbreeze
27-11-2006, 05:30 AM
man i'm having trouble geting onto this site today, but it finaly allowed me here?
anyway here's a small update on the texturing and i must say i'm having a real Can't BAT, Can't BOWL day, today when it comes to texturing, iguess some of you will get what i mean if you know a cricketer named shane warne
http://img241.imageshack.us/img241/1043/vinessy8.jpg (http://imageshack.us)
Novarg great stuff i'm looking forward in seeing what it turns out like.
Klash120 i'm watching your thread at the cgtalk comp great idea's looking forward to seeing more.
Randize
27-11-2006, 06:42 AM
Pixelgen: Sorry if I've offended you in some way. Don't feel shy to ask even if you are not going to enter, I might learn something too.
Shadowbreeze: Awesome! How much have you spent your tris?
Agent-X
27-11-2006, 07:16 AM
sorry I havent posted much today, been sad, had to put my dog to sleep, and took a little rest from 3d today. Just bummed out about having to put my dog down. Anyways good work ShadowBreeze coming along good so far keep it up, I will give ya some more stuff tomorrow. Maybe later this evening we shall see. Regardless Good stuff. Keep up the good work everyone. Peace.
Randize
27-11-2006, 08:10 AM
At last! Now I can begin with my gate but not today, I have exams tomorrow.
http://img.photobucket.com/albums/v299/einstei/Comp/keeper_wip05.jpg
D-train
27-11-2006, 09:13 AM
hello everybody, Im going to join in this wonderful contest and try to have fun. I'll try to post up some thumbs tonight if not torromows. Until then everybody have a good day.
Damage_Inc.
27-11-2006, 09:18 AM
I finally had some time this weekend so I finished up the body and the basic character for the creepy girl. I shortened up the face around the jaw line to make it a little more "childish". The final poly count for the base character is 3288 tri's, most of which were spent in the face. I still need to make a bow for the dress, a knife, and a delapitated teddy bear. Then it's on to the scene....I shouldn't go much over 5000 tri's for the whole she-bang. Too bad my texturing skills positively suck......I don't wanna jack up my model with 'em. Hahahahaha.....
http://img329.imageshack.us/img329/3423/gatekeeper112606dh2.jpg
D-train
27-11-2006, 09:49 AM
http://img150.imageshack.us/img150/2000/dragonwarrior003iq9.jpg (http://imageshack.us)
http://img150.imageshack.us/img150/2254/dragonwarrior002ux4.jpg (http://imageshack.us)
http://img150.imageshack.us/img150/5859/dragonwarrior001dx6.jpg (http://imageshack.us)
here are my thumbs nails, I will redraw the creature design with more detail,including color and action poses to get an idea what Im doing.
shadowbreeze - Nice texture. Do you want to use "corrupted" texture from right part of his torso on his right arm? I think this would be looks nice.
http://img293.imageshack.us/img293/3706/inpwwip01br8.jpg
Oh. Concept is my weakest side. I'm still working on samurai. And here model of the gate. Only 790 tris are spend, and I'll remove center seam on the ladder later, so polycount would be lower. I think to spend rest of tris on some kind of environment
Agent-X
27-11-2006, 01:23 PM
http://aycu38.webshots.com/image/6117/2005041867433870711_rs.jpg (http://allyoucanupload.webshots.com/v/2005041867433870711)
http://aycu30.webshots.com/image/8829/2003848166435789566_rs.jpg (http://allyoucanupload.webshots.com/v/2003848166435789566)
I am dividing up the geometry and extruding and preparing the geometry of the top block which is on top of the two pillars, so I may take it to Zbrush and get really nice detail.
Klash120
27-11-2006, 07:43 PM
Maya died o. o
Think i killed 'er by accident from installing all those plugins >.>
Was researching/installing realtime shaders (HLSL & .fx) last before it died :|
Let's see.... if I can't revive maya, then... I guess it's 3DSmax? >, <
-Francisco C3
_________________________________________________
what I wouldn't do for a pheonix down right about now...
BiG ToE-3DT
27-11-2006, 07:52 PM
Maya died o. o
Let's see.... if I can't revive maya, then... I guess it's 3DSmax? >, <
Your in a better place now. Be happy.
Grashupfa
27-11-2006, 08:02 PM
Hi
worked a lil bit more in the Wip...Critic or Suggestions are as always appreciated :zzz:
http://img266.imageshack.us/img266/6420/wip2zh8.th.jpg (http://img266.imageshack.us/my.php?image=wip2zh8.jpg)
Agent-X
27-11-2006, 10:58 PM
Very cool models: Novarg, Temple, Randize
Temple: Cinema 4d was the first 3d application I learned back in 2001.
I am looking foward to seeing how everyones models are progressing and coming along.
Ill be posting mine again later today. Just working on the highres of the block right now.
novarg
27-11-2006, 11:30 PM
here is the concept of the gate
http://img295.imageshack.us/img295/7989/gateconceptrk6.jpg
the gate is in the lower part of the clock at the end of the stairs, the vertical lines are the threads that represent the destiny of the people, wich Átropos cuts with her scissors.
If you look in the front of the stairs there are the key hole for her key staff.
Grashupfa
27-11-2006, 11:54 PM
Looking Good Agent X, the normal map is definatly going to be wonderful :)
Damage_Inc, i like your model, but for some reason she looks more like an adult to me, check her eyes again, i think they are too big... Keep going, its looking good ;P
edit: Update (last for today)
http://img117.imageshack.us/img117/3600/wip3ej3.th.jpg (http://img117.imageshack.us/my.php?image=wip3ej3.jpg)
Agent-X
28-11-2006, 01:04 AM
Thanks grashupfa, I like your character so far. Keep up the good work.
Damage: your model is looking cool too. For some odd reason it makes me think of the girl from the game Alice, which is like a twisted Alice in Wonderland game. :) Regardless I like it, and its look well done so far. Keep up the good work. :)
Novarg I like that gate also. I cant wait to see that modeled. :)
frostsnake
28-11-2006, 01:21 AM
nice work everyone, d-trin thats some cool art!
BlindM
28-11-2006, 01:48 AM
I think i'll join.
1 :???: though!
Can an entrance of a building considered to be a GATE?! - Or it strictly has to be a stargatelike thing?
Concept tomorrow, it's getting late and I'am too tired to finish my drawing. :hurt:
simple_minded
28-11-2006, 02:34 AM
Got a chance to do some modeling over the break for the comp, so here we go.......
http://img296.imageshack.us/img296/245/barbov2.jpg
!_ _ _ _ !
BiG ToE-3DT
28-11-2006, 04:55 AM
BlindM: it's up to you, whatever you can think of.
simple_minded: there you go again, giving everybody a run for the money. All you need to do is finish.
BAMF!
Ok, had to get that out of my system. Man, Simple-minded. I'm speechless. That sent me back to the drawing board, or the modeling board. Phenomenal!
Everyone's turned it up a notch. Man! I started on my gate. Wanted to complete that first so I would know how many tri's I have for my keeper. I'll post it any way. But know I'll be starting from scratch after what I've seen from everyone else. Whew!
http://img295.imageshack.us/img295/1219/gatev1ald7.jpg
http://img138.imageshack.us/img138/1276/gatewireiv9.jpg
All feedback is welcome so I'll know what changes to make for version 2.
Gamesaint
28-11-2006, 07:58 AM
This competition is awesome and has sparked me to give this a try. I have seen some awesome Character work here, especially by simple_minded and Novarg, Good work guys. Ok let me get my pencil... GS out.
Agent-X
28-11-2006, 09:02 AM
Nice BigH, If I were you I would take that one into Zbrush and get some really nice details on that. I recommend zbrush for everyone
MattyG
28-11-2006, 09:17 AM
Everyone's work is coming on great, this is one of the few contests that has really drawn me in and made me come back every day hoping for new posts. I hope that I will be able to join but I am very busy with school. One of the main things that will probably keep me away from this competition and any other though is the concept art part, I just can't draw at all, especially the human body. I have never had a problem with making 3d art, but for some reason 2d art just does not come easily to me,it is probably that I just haven't done it in a long time though, I used to take art classes and the whole nine yards about 8 years ago, but haven't done anything since.
Well good luck everyone.
Thanks Agent-X
I know. I never knew Zbrush was as powerful as it is. I've been going through a few tutorials and should be up to speed shortly. Really plan to use it for texturing my keeper.
Like I said,...
I've completely re-thought my gate, but my keeper will remain the same. ;)
Hirokugawa
28-11-2006, 12:27 PM
OK!
I'm goin ahead and joining back in!
I finished my anatomy guy, and I really like it, so I'm going to make him have just some ragged clothes and focus on his organic textures!
Randize
28-11-2006, 01:03 PM
Hirokugawa: That's a good thing to hear!
BigH: Aww, the gate is already looking cool, why change?
MattyG: The due date is on new year eve, that's mean plenty of time! Plus you don't really need to have concept art. Eeh, the more the merrier aiy?
Gamesaint: Yeah, this is a really good competition. I get to practice low poly model and environment modeling. Lets make this the biggest comp ever in Threedy, shall we?
Klash120
28-11-2006, 05:19 PM
Good news: I got somewhat of an idea/concept going now. Shall post later today. Also, Maya has been revived! :D Shove that in yer face Max! >:P
-Weee
simple_minded
28-11-2006, 05:55 PM
Did a small bit of work lastnight, when I should have been working on other stuff, but whatever.........
http://img300.imageshack.us/img300/4651/barb1lq2.jpg
!BAMF!
Gamesaint
28-11-2006, 06:01 PM
Man thats a sweet Dwarf! Ok gotta go to work now but when I get off it will be time to fire up Studio Max.... Good work simple_minded... GS out.
samuelspode
28-11-2006, 06:11 PM
somple mided-----wicked stuff
Pixelgen
28-11-2006, 08:20 PM
simple mind:
Your Dwarf Gate Kepper looking sweet, very clean low-poly model. I do have a Q. A round the mid section you have a belt with alot of detail, are you going to meshsmooth the whole character and use crease & weight to bring the detail out. I ask cos meshsmoothing does the whole character, what if you wanted to have some hard faces. Am I right in thinking that you would use smoothing grounds???
Thanks
BiG ToE-3DT
28-11-2006, 08:26 PM
meshsmooths are not allowed on low poly models, but smoothing groups (in max) are allowed.
You would use a meshsmooth on a high poly model, then use that to create a normal map. But who knows what is going through SimpleMinded's simple mind.
Niten
28-11-2006, 09:39 PM
I still need to model paws and rest of the head. Then I'm going do some refining. I want to add same kind of graphical elements to hair as seen in the reference images.
http://www.studioniten.com/images/shishi_1.jpg
simple_minded
28-11-2006, 10:53 PM
So heres a brief up date, very, as a matter of fact........
http://img489.imageshack.us/img489/8863/barb2ja6.jpg
Pixelgen----> No meshsmooth, we hate each other, maybe a turbosmooth..... I doubt it thou, as the days go by I turn on highpoly models a little bit more and more. So thanks everybody for the comments, and hopefully I can finish this comp.........
!BAMF!
Niten
28-11-2006, 11:13 PM
Here's a head apdate. I'm going to do fur with texture and alpha mask.
http://www.studioniten.com/images/shishi_2.jpg
D-train
29-11-2006, 12:39 AM
hello everybody, here is my update on my concept drawing. I did the color treatment today of the creature and also other drawing as well. Im going to change the legs on the creature because it doesn't work for me, it looks cool to me but it doesn't work. hopefully tonight I'll draw out the gate and get it going.
http://img122.imageshack.us/img122/3935/dragonwarrior0043copygn2.jpg (http://imageshack.us)http://img131.imageshack.us/img131/9591/dragonwarrior005tc7.jpg (http://imageshack.us)http://img131.imageshack.us/img131/7600/dragonwarrior007lk5.jpg (http://imageshack.us)
everybody work is excellence, work hard everybody and have fun everybody
Randize
29-11-2006, 01:30 AM
D-train: Woah! That's a nice pose there, are you going to model the fighter as well?
Simple-minded: That's sweat! Hey, did you draw your concept cos' it looks so cool too.
Niten: Looks like some complex modeling to me.
Mind if anyone could explain the difference between meshsmooth and turbosmooth?
V3N0M
29-11-2006, 01:35 AM
WHOA nice! I like the little guy looking up at the monster going like "Yeah, so what?"LOL
Niten
29-11-2006, 02:08 AM
simple_minded: I dig your poly work man.
Randize: It's not going to be very complex model just around 3000 polys. So far I have used 1800 polys. I'm going to use rest of the polys to the gate.
shadowbreeze
29-11-2006, 02:50 AM
a small update on the vines which is driving me insane why did i start oh well and i start them on the arm as well. still alot to do with fixing seams(second shot)poly count is around 6k for character
http://img386.imageshack.us/img386/6184/backwh9.jpg (http://imageshack.us)
http://img481.imageshack.us/img481/7893/textxr7.jpg (http://imageshack.us)
iam think about changing the lower half of the legs to birds legs and feet hmm don't know?
any way some really good stuff been produced by everyone i wonder why this comp has brought out some of the best work and by the looks of it biggest concentrated effort frome everyone?
Hi guys Its a long time since I post here but I always keep a close eye in the threads and in 3d totals webpage, and when I saw this I couldn’t resist to start something and post it. So here is the basic character and almost ready to take it to Zbrush. Hope I have time to finish it on time, a lot of work to do :hmm:
Hope u like it, and there are really nice models and concepts all over the thread :)
http://img134.imageshack.us/my.php?image=spidersd0.jpg
yokunaru
29-11-2006, 06:10 AM
I actually pick a design after around 5 concept pieces which are all on my deviant art account. I'm gonna changes the shoes on this design =) But most of it will be in the model. Anyhow here a quick look at what's going on.
http://www.deviantart.com/deviation/43826492/
polysmooth
29-11-2006, 06:16 AM
http://i132.photobucket.com/albums/q26/polysmooth/keeper2.jpg
Well this is the concept sketch I'm going with. Didn't really have to flush out the details but I'm going with a little "gears of war" type design.Time to start modeling!! :(
yokunaru
29-11-2006, 06:38 AM
Impressive PolySmooth..May wanna detail out the legs a little more....although at first I was against this I find it does help even if you dont use it. Just using it as a visual reference helps.
freakyihop
29-11-2006, 08:15 AM
there are some good models in this thread keep em coming. here is the start of my keeper.
http://img154.imageshack.us/img154/8020/keepertv2.th.png (http://img154.imageshack.us/my.php?image=keepertv2.png)
Hirokugawa
29-11-2006, 08:59 AM
http://i9.photobucket.com/albums/a84/Hirokugawa/3D%20Modela/Prev2-2.jpg
Lookie here, some texturing progress!
Hirokugawa
29-11-2006, 09:51 AM
Aannd, all his body textures are done, except for his cuffs
http://i9.photobucket.com/albums/a84/Hirokugawa/3D%20Modela/Prev4-1.jpg
polysmooth Your drawing style is great. But concept strongly remind me General Corum (http://www.polycount.net/dominancewar/finals_polycount/7_mrRockstar.htm) from Dominance war. In any case, good luck with it.
omnicypher
29-11-2006, 12:14 PM
heres what i got so far, coments and critisizms welcomed.
http://aycu02.webshots.com/image/6321/2004101519248521111_th.jpg (http://allyoucanupload.webshots.com/v/2004101519248521111)
peace!
Damage_Inc.
29-11-2006, 01:39 PM
Another small update. I finished off the props she'll be holding in one form or another. I added ruffles to her sleeves, as well as increased the overall size of her hands. Stylistically I decided to go real dark so I opened the back of the dress and she'll have demon-like tentacles popping out of her back (you can't see from the front, but the final image should have a mirror on a door where they're visible). The door, of course, will be my gate. The body and dress are completely uv'd now.......so I just need to finish up the head and prop uv's (which shouldn't take long at all) and I can start building the scene.
http://img176.imageshack.us/img176/9662/gatekeepersleevesyb7.jpg
Agent-X
29-11-2006, 01:56 PM
http://aycu10.webshots.com/image/8329/2001841725961386529_rs.jpg (http://allyoucanupload.webshots.com/v/2001841725961386529)
Current work in progess. Still lots of work to do.
Randize
29-11-2006, 02:43 PM
Damage_Inc.: It's looking good so far.
Agent-X: Nice detail and all but don't over do it. :)
And there're too much new contestant for me to mention all out, I appologise for that but you guys have great concept. Wish you guys the best!
Agent-X
29-11-2006, 03:46 PM
Cool deal, I just posted a demo reel of mine if anyone care to see and give me a lil feedback I would most appreciate it. Here is the link. To here in the forrums. http://forums.3dtotal.com/showthread.php?p=517433#post517433
V3N0M
29-11-2006, 05:49 PM
Nice portfolio X, too bad there's no sound... Anyway, omny I see your gargoyles are going to have a sword or something, but are they gonna have wings?
polysmooth
29-11-2006, 06:33 PM
INPW- I checked out General Corum and you are right, my concept does resemble this. Time for one more concept!
simple_minded
29-11-2006, 07:42 PM
Here's an update, thanks for all the comments, And again the concept was done by Roc, someone had asked........
http://img490.imageshack.us/img490/6342/barb3qo4.jpg
!BAMF!
Niten
29-11-2006, 09:53 PM
My guardian dog is almost ready, I'm still going make it look more natural and add more muscular. + some details... then it's time for the gate. I have used 2700 triangles so far.
http://www.studioniten.com/images/shishi_3.jpg
defaultalias
29-11-2006, 10:22 PM
Niten- you go man. i really dig the concept.
simple_minded- !BAMF! haha, love it.
Agent-X- i think your over doing this. right now, that gate doesn't look like stone, more like melted plastic. i'd say skip ZBrush for the normal map and just do it with a texture. then use a normal/bump map generated from the texture for the stone. it's a little different for characters, but you get real worked up on your abilities in ZBrush, and you put a lot of unnecessary work and time into it. calm down, and don't be so zealous to out perform everyone else.
omnicypher
29-11-2006, 10:59 PM
V3NOM: i forgot all about the wings. im only at around 5500 polys right now, and thats including the two demon/gargoyles and the scenery behind them. with the two swords, im guessing ill be around a little closer to 6000 polys. the rest of the polys ill probably use to add more iron bars aroung the gate and maybe some torches for a good lighting effect. i might also start breaking stuff to make it look older, maybe crack a step here or there, take a chunk out of the wall or somthing, maybe some vines growing around. but as for wings, i think if i made them large enough to look like they could make the creatures fly, it would take away from the scenery of the gate. i want to have a balance of interest.
V3N0M
29-11-2006, 11:11 PM
How about making them like just the bones of the wings, like dragon's wings only without the skin, and then you could still see the scenery and have a sort of twist to them, you could even inverse them so that they have the "fingers" sticking up... dunno if you know what I mean... if you maybe know Heroes Of Might and Magic...
Agent-X
30-11-2006, 12:56 AM
About the concrete block I am thinking of gettin rid of two levels in zbrush and reworking some of that detail. I was working on that real late and early in the morning, so I probably got caried away and was real tired. Ill try to make it look more blocky, and have more suttle detail. Thanks for the advice guys. By the way when it comes to uploading videos where do you guys suggest to upload videos so you dont lose quality?
omnicypher
30-11-2006, 12:58 AM
agent-x: when working with stone, a good texture and a dirty bump map will go a long way! on organic models, like the keeper, normal maps work well, but on man made, inorganic elements like stone, wood, fabric, ect... i would just use a texture and a bump map. but thats just me. either way, your doing a great job and the concept is comming out really well. keep up the great work!
V3NOM: i looked up might and magic, and their bone dragon concept kicks ass!
but thier whole creature is made of bone and mine has skin over it. if i made wings like theirs im not sure if it would match the body well. i know the head would look well with it because it does look kinda like a skull, but the body has too much muscle for it to fit. plus i would have to worry about figuring out how to rig a pair of wings and get them to deform properly. i think im going to stick with more of a humanoid demon, but thanks for the ideas.
does anyone know of a good tutorial for rigging shoulders? or for making shoulders with well deformable topology? mine are ok i guess, but in certain situations they deform a little funny. i know theres a perfect way to do it out there, but i havent found it yet.
peace!
BiG ToE-3DT
30-11-2006, 01:09 AM
By the way when it comes to uploading videos where do you guys suggest to upload videos so you dont lose quality?
First things first, you need to cut the size down of the file. I like to make two versions of the file, one that is full quality, and then the compressed one. For the compression, try using divix, it looks good and makes small file sizes. If your going to show this off on dvd/tv then you need to compress with the dv ntsc, which can be found in after effects. It will take a 2-4 gig file down to 200mb easy.
On to your question, a good site to upload to is http://www.mysharefile.com/, its free and no membership, another site is http://www.megaupload.com/.
Omni: check out http://www.poopinmymouth.com/tutorial/tutorial.htm Seems like if there is a question, Ben Mathis has an answer.
Grashupfa
30-11-2006, 01:52 AM
Another Update...fixed some problem areas, added some "decoration" ... more to come :wave:
Pls tell me what you think about it
http://img238.imageshack.us/img238/8504/wip4kh7.th.jpg (http://img238.imageshack.us/my.php?image=wip4kh7.jpg)
BiG ToE-3DT
30-11-2006, 01:58 AM
Grashupfa: well, the truth is, the head is the best part. Not to sound mean, but the rest of the model seems a bit boring. He has straight arms and legs. You need to shape up the rest of the body to match the head, or it will look out of place. Try starting with the arms. Every arm should have some type of bicep, elbow and forearm. Same with the legs. If you can shape the leg so that the viewer can tell where the upper leg starts/ends and where the lower leg starts/ends, you will have a solid model.
V3N0M
30-11-2006, 02:01 AM
Omni LOL yeah u'r right but I was thinking more of the pit lord concept... wait I'll give you a link...
Edit:http://files.maps4heroes.com/heroes5/pictures/inferno/HOMM5_Inferno_Pit_lord.jpghttp://image2.sina.com.cn/gm/cr/2006/0621/3318182562.jpghttp://www.heroworld.net/heroes5site/preview/creatures/images/Inferno_06_Pit_Fiend.jpg
Gamesaint
30-11-2006, 02:16 AM
Simple_ Minded your killing me man! Awesome work... My Concept doesnt stand a chance! Ok anyway Love the Axe and shield... GS out.
Agent-X
30-11-2006, 11:02 AM
I uploaded to youtube. Here is the link to my demo reel. http://www.youtube.com/watch?v=wB1dwoIeFlk
you may coment here-> http://forums.3dtotal.com/showthread.php?t=47748
Hirokugawa
30-11-2006, 11:21 AM
Maaan
All your guys' stuff looks so cool.
I'm not liking my own concept as much anymore! XD
Damage_Inc.
30-11-2006, 01:20 PM
@Hirokugawa: Don't sweat it man, it's not about winning or losing....it's about getting better (and hopefully landing a job sooner or later). The only thing I didn't dig about your concept was some flagrant overuse of poly's in the hands. I really think you could get away with taking poly's out of that area...otherwise, your's is really good.
Hey just so I'm not misinterpreting the rules....is it 4 (1024x1024) maps total or 4 each of diffuse, bump, spec, normal? I'd like to start texturing this weekend but my sizes will vary greatly depending on the amount we're allotted.
Grashupfa
30-11-2006, 02:40 PM
Grashupfa: well, the truth is, the head is the best part. Not to sound mean, but the rest of the model seems a bit boring. He has straight arms and legs. You need to shape up the rest of the body to match the head, or it will look out of place. Try starting with the arms. Every arm should have some type of bicep, elbow and forearm. Same with the legs. If you can shape the leg so that the viewer can tell where the upper leg starts/ends and where the lower leg starts/ends, you will have a solid model.
Thx for the critic! Be as harsh as you want, i can bear it. ;P
I was going to define the other body parts, at the moment i am just at about 2.5k tries, thats why this model is still wip -) I am planning to do a normal map and to spend atleast 5k tris on this model.
Hirokugawa
30-11-2006, 02:41 PM
Yeah I know, just, rawr, if I could draw a bit better, my concept would have changed and advanced much more.
However, since I'm goin straight from my mind, it's considerably harder to get something really solid out.
Coridium
30-11-2006, 05:18 PM
Well I finally made a start.
I have created a basic layout of the gate and the various assets required, I have not designed all the parts yet, but here is a design of one of the gatebeasts.
Comments and Crits welcome, its only rough and as you'll see the design details are not finalised.
http://img151.imageshack.us/img151/8024/gatebeastsy6.jpg (http://imageshack.us)
Cheers
Chris
BiG ToE-3DT
30-11-2006, 06:46 PM
Hey just so I'm not misinterpreting the rules....is it 4 (1024x1024) maps total or 4 each of diffuse, bump, spec, normal? I'd like to start texturing this weekend but my sizes will vary greatly depending on the amount we're allotted.
yes, you are right. So get started on those textures.
Niten
30-11-2006, 08:06 PM
I reworked the body. I still need to add hair and the tail back.
http://www.studioniten.com/images/shishi_4.jpg
Robbiek1000
30-11-2006, 08:33 PM
Niten - when I first saw your design I thought it was very cool...very Okami, but I see a modeling flaw that if fixed could really help it out. The "dogs" shoulders are to much like a humans...im not sure if that is what you were going for, but if not heres what im talking about.
http://i88.photobucket.com/albums/k187/Robbiek800/dog_sandradee.jpg
The shoulders should be more compact and close to the body. Hope I helped!
Coridium - Hey man great concept...just watch out for that back leg...if this creature is going to do a lot of four legged walking (it looks like it could walk on two legs a bit too) its not going to be able to swing its back leg forward very easy...you wont be able to get a full range of motion with the legs so long...you might wanna shorten each joint in the back leg so it can stride a little easier. I did a creature with super extended back legs and it didnt work so well...so I know from experience.
http://i88.photobucket.com/albums/k187/Robbiek800/reptilemount_concept01.jpg
Hope I helped!
Randize
30-11-2006, 08:40 PM
It helped me, thanks Robbiek1000!
Niten
30-11-2006, 08:45 PM
Robbiek1000: Thanks for your point. I have my own dog as reference too :D I still need to do lot of tweaking but I'll try to get the basic mesh first so I can concentrate just to tweaking.
Coridium
30-11-2006, 09:48 PM
Hi Robbie,
Thanks for the pointers, I think that I'll have to/end up changing the model quite a bit once I start modelling it, but thanks I'll prob do that when I finally model it.
Hows your model getting on? last time I seen it, it was looking pretty cool!
Cheers Chris
V3N0M
01-12-2006, 01:46 AM
Niten@: here's something 4 u
http://www.acc.umu.se/%7Ezqad/cats/263125346_d157abc235.jpg
Damage_Inc.
01-12-2006, 02:10 AM
Wait, so is it:
a.) 4 maps at 1024x1024
or
b.) 16 maps at 1024x1024 (4 diffuse + 4 bump + 4 spec + 4 normal)?
DigitalPutty
01-12-2006, 02:11 AM
Niten@: here's something 4 u
http://www.acc.umu.se/%7Ezqad/cats/263125346_d157abc235.jpg
What a great site. :D
yokunaru
01-12-2006, 02:15 AM
It's (4) 1024 maps...now each map can have it's own bump, spec, normal, and opac map. Dunno what prog your using but if your using max each diffuse map has spots for spec,bump and so on. So it's techincally all one map. =D This is according to BigToe guessing he uses max too. =D
yokunaru
01-12-2006, 02:19 AM
Here's my update again sorry for the deviantart link paste but I wanna save my personal webspace for my work =P She near done at 3.1k I'm pretty impressed how well I"m doing this and how fast I think I've spent aorund 3hrs to 3 1/2 hrs on her so far between a few different days. Hopefully I can finish most of her later today but I gotta nap. Work made me tired.
http://ic1.deviantart.com/fs12/f/2006/334/8/1/I_dunno_by_Yokunaru.jpg
Link: http://www.deviantart.com/deviation/43929667/
BiG ToE-3DT
01-12-2006, 02:23 AM
Wait, so is it:
a.) 4 maps at 1024x1024
or
b.) 16 maps at 1024x1024 (4 diffuse + 4 bump + 4 spec + 4 normal)?
yep.
yokunaru: 3000 tris seems like alot for what you got so far. So I'm thinking you might be using more in areas that dont need it. To prove me wrong, post some wire screengrabs. Wires are always better, when it comes to crits.
Niten
01-12-2006, 02:46 AM
Niten@: here's something 4 u
http://www.acc.umu.se/%7Ezqad/cats/263125346_d157abc235.jpg
Thanks V3n0m! I really appreciate your founding. All the pictures I have found so far are really low rez.
edit: I'm not sure which is more frightening the dog or the cat? :dance:
platypus_green
01-12-2006, 03:11 AM
Okay, just signed up today to these forums and produced my first concept art (http://www.4shared.com/file/6718265/885dbc9d/doodle_301106.html) . A quick concept done in photoshop.
Basic idea being some sort of fallen angel punished by god to guard the coffin/crypt thing, which is a gateway to hell. The angel having to feed on the people who attempt to open gate as there is nothing else to eat.
Also did some quick concepts for the fallen angel
image 1 (http://www.4shared.com/file/6718261/8f307884/head_test_01.html)
image 2 (http://www.4shared.com/file/6718260/f8374812/gatekeeper_doodle_01_forumn_version.html)
Started this a bit late, but should get it done before the deadline. Blocked in the environment 1200 tris so far.
novarg
01-12-2006, 04:07 AM
hi, i have a doubt about the 4 textures (sorry im new)
i don get what doest it means with 4 texutres:
1) I have four textures, each one with (opacity bump and normals)
a texture for the face of the character, other one for the body and other two for the portal.
Or
2) four textures are 1 for color, 2 for opacity, 3 for normals, 4 bump.
Thanks!!
something else its nescesary use all the maps? because im not good with normals
BiG ToE-3DT
01-12-2006, 04:12 AM
hi, i have a doubt about the 4 textures (sorry im new)
i don get what doest it means with 4 texutres:
1) I have four textures, each one with (opacity bump and normals)
a texture for the face of the character, other one for the body and other two for the portal.
Or
2) four textures are 1 for color, 2 for opacity, 3 for normals, 4 bump.
Thanks!!
something else its nescesary use all the maps? because im not good with normals
1.
Robbiek1000
01-12-2006, 05:37 AM
Coridium - hey, your welcome...glad i could help....to tell you the truth thought I haven't had any time to work on this contest....I think I'm going to start unwrapping him tomorrow during my texturing class since I'm pretty far ahead of what everyone else is doing. So hopefully this weekend I can start texturing!
de4dy
01-12-2006, 05:54 AM
Nice works all keep am coming
BAMF!
funny cat comic using BAMF! http://www.vgcats.com/comics/?strip_id=167
freakyihop
01-12-2006, 06:55 AM
Here is another update with 5300 polys.
http://img85.imageshack.us/img85/6785/wholeez2.th.png (http://img85.imageshack.us/my.php?image=wholeez2.png)
does the texture maps also include the props in the scene.
yokunaru
01-12-2006, 07:06 AM
Here ya go BigToe. The wires you ask for. Most of the segments are in her head cause I wanted that nice and smoothish. I still have plenty of polys to play with as I was allocating around 5000 for her. But it may be around 3700-4000 when I'm done. =P Right now I"m just playing around with the upper jacket area trying to figure out how I"m gonna model that in. But I"m breaking for today got homework to do. ;P
http://ic3.deviantart.com/fs12/f/2006/334/4/4/Almost_Done_by_Yokunaru.jpg
Link: http://www.deviantart.com/deviation/43943637/
BiG ToE-3DT
01-12-2006, 08:24 AM
yokunaru: alrighty, looks good. nice and clean, but take another look at the arms, compared tothe concept, they are way too short. Another thing you might want to do is raise the arms up to shoulder level, or at least a 45 degree angle, it makes rigging and skinning easier. Then when you pose it for the final renders the shoulder wont have a weird shape in it.
freakyihop: yes everything in the scene counts torwards the final count.
D-train
01-12-2006, 08:31 AM
Peace, Love and 3D to everybody on the fourm. Everybody work is super super cool man. Im very glad to be apart of these contest, big shouts out to big toe for running it , give him around of applause. Well, this is going to be it for my drawing concept and now for the fun stuff, start to model. I want to say to the people who gave me love on my art work, thank you. I'll scroll back and get your names and personal give you some love back.Until then everybody, keep working hard,1.............................
http://img178.imageshack.us/img178/6471/creatureactionposes001cdf4.th.jpg (http://img178.imageshack.us/my.php?image=creatureactionposes001cdf4.jpg)http://img139.imageshack.us/img139/1382/thegateconcepts001copyln8.th.jpg (http://img139.imageshack.us/my.php?image=thegateconcepts001copyln8.jpg)
Robbiek1000
01-12-2006, 09:53 AM
Ok, sound like this question has been asked to death...but I wanna be crystal clear...even elements like planes of grass and things like that, to make the scene more natural, count toward the final count?
Randize
01-12-2006, 11:23 AM
Yes! All.
Coridium
01-12-2006, 05:49 PM
Robbie:Cool, looking forward to seeing what sort of colours you go with for the character.
Polysmooth: Like the design, I think that you said that you are going to introduce GOW elements, the games ace. So looking forward to seeing what you produce, is it going to be more in colour/materials, or are you going to introduce more design features that look GOW'ish?
Hellhammer
01-12-2006, 06:05 PM
Ive been thinking about my time constraints and doing 3 characters instead of 1, plus a gate would end up in another unfinished project. So ive decided to go for a new concept: a mafia bodyguard guarding the big boss's front door. However, i don't want to go with the typical man-in-black-with-headphone guy, so ive been thinking about some excentric type of bodyguard. What ive been more inclined to is a mercenary like woman, but i still need to nail down the concept because i don't have it clear yet. So meanwhile ive been doing some architectural research for the gate :), I want something like this, very classic-looking and elegant, which became my main reference for the gate:
http://www.foamdepot.com/images/column.jpg
I thought about a fantasy-like gate, but i see theres plenty of those already, so i wanted something a bit different :). I hope to be able to post some progress soon...
Randize
02-12-2006, 07:04 AM
Here's my gate, but where's your wip guys, share please?
My gate is not finalized yet. I probably need to cut down the tris. Right now I have used 3844 for my keeper and 4384 for my gate, that's 8228. Lol those are nice numbers.
The entrance of the gate is underground, I probably wanna enlarge it but it's still consider as general shape for now since I got 2 symmetry and 1 turbosmooth in my modifier stack.
The horn-like structure is actually some sort of bones or something. Its purpose is to cut down the direction for the intruders to get in while maintaining visibility in all direction for the keepers, a good strategy to refrain from a mob attack for a lone keeper. My aim is to make the whole structure more organic like.
Well, that's it for now. Sorry for the slow update and my long story, I just like to visualize things and bring it to reality as I'm working with my design. This is my method of working, hoping to see more from you guys!
http://img.photobucket.com/albums/v299/einstei/Comp/gate_wip01.jpg
V3N0M
02-12-2006, 11:08 AM
Nice, but remember, no turbosmooth is allowed in the final shot.
Damage_Inc.
02-12-2006, 01:36 PM
I finished the rough concept of what was in my mind. I might be getting a bit ambitious with the lighting and whatnot. I'm not even sure I'll have time to finish this as I'm real busy at work and vacation starts for me on the 22nd. No thinking about 3d during my vacation. : P BTW sorry my concept work is kinda blah.....color and photoshop aren't my best friends, I'm afraid.
http://img84.imageshack.us/img84/8302/gatekeeperconceptph1.jpg
plasma3d
02-12-2006, 03:26 PM
*%&*$*^#$*&*(*
V3N0M
02-12-2006, 05:29 PM
Little girls in drk bedrooms freak me out man!
Randize
02-12-2006, 06:16 PM
Haha, sure do. I'm liking the concept Damage_Inc.
plasma3d: Way to go man! Keep it up.
BiG ToE-3DT
02-12-2006, 07:05 PM
Randize: you did see Venom's post, telling you that you can't use turbosmooth right? Wouldn't want you to miss that.
Randize
02-12-2006, 07:28 PM
So does that mean I can't use it at all or I have to collapse it in the end?
BiG ToE-3DT
02-12-2006, 07:31 PM
well, it comes down to tri count, most don't use it because it brings the count up too high. So, in your case, you need to see what it's doing to your tri count, if your still under the limit, then your fine. But more than likely, it's pushing it threw the roof.
Randize
02-12-2006, 07:59 PM
Ok, thanks for the tips and reminder Big ToE and V3N0M. Appreciate it.
V3N0M
02-12-2006, 09:07 PM
Well, If you want to add some smoothing to your model try MeshSmooth, you can tweak it so the poly count doesn't go overboard if you really need smoothing. But I myself sometimes find the Relax modifyer usefull when I need smoothing and no extra polys. ;)
BiG ToE-3DT
02-12-2006, 09:12 PM
I myself, am a big fan of Max's smoothing groups. When it comes to low poly and some high poly, it's the only way to go. Makes everything look smooth and no extra poly count. You gotta love it. I know I do.
If smoothing groups was a lady, I'd marry her and have like 2 or 3 versions of kids.
defaultalias
02-12-2006, 09:18 PM
maya's better. we have soft and hard edges. shift right click, select hard/soft from the menu, BAM! you have a hard crease or subtle flow, no questions asked.
just joking, it's basicaly the same as smoothing groups.
V3N0M
02-12-2006, 09:26 PM
I don't know how to use smoothing groups, I just know how to put a smooth mod on something :P
Pixelgen
02-12-2006, 09:56 PM
The task is a great one, I just haven’t got the time or the skill. But I’m willing to give it a go in the next Camp…
PS:
Any ideas on the next comp
Hellhammer
02-12-2006, 09:58 PM
Basically, turbosmooth/meshsmooth/whateversmooth defeats the whole purpose of lowpoly models. Smoothing groups can even save you from increasing your polycount dramatically in high poly models, saving your computer from crashing with an unhandleable polycount, for instance. Just try to not leave very hard edges, which are very noticeable in the silouette of the model.
Damage_Inc.
02-12-2006, 10:27 PM
@V3N0M: Smoothing groups are accessed in the rollout on the right when you have the poly or element selected in the subobject. It's easy to see cause it's a grid of about 50 numbers (keep scrolling down the rollout and you'll see it). All you have to do is select the group of poly's you want smoothed and hit one of those numbered buttons. Then deselect the polys and render and....BAMF! Smoothed group.
Why would anyone use any smoothing modifiers in the final result? Isn't that what normal maps are for?
Gamesaint
02-12-2006, 10:28 PM
Hey Venom if you want to use smoothing groups you apply the smooth modifier and then in the parameters box there will be some numbers. Just click on them and your mesh will smooth without raising the poly count. Hope that helps, GS out.
V3N0M
03-12-2006, 12:21 AM
Oh... so that's what that was! I ususaly just used meshsmooth with 0 itinerations to get that... hmm, thanx guys!
BTW did u guys know that whatever you impot into Zbrush keeps it's mapping coordinates?
Gamesaint
03-12-2006, 12:28 AM
Ok here is my Concept for My GateKeeper.... I guess this is Sorta your Typical Snakeman Type guy... May add some Armor to him or something... Need to work on the gate now. Let me know what you think... GS out.
http://img476.imageshack.us/img476/9875/snakemanconceptbg3.jpg
BiG ToE-3DT
03-12-2006, 12:41 AM
did you cut that out of something. Looks like you drew it on paper, then cut it out, then scanned it.
Hey what resolution did you use. Looks low, 300 dpi always seems to work out for me.
Gamesaint
03-12-2006, 01:28 AM
@big Toe.... I cut it out of the whole drawing I did.... It was kinda messy and very dark... I had to adjust some things with Photoshop... Also I had to use my Digital camera to get it into my PC cause I have no scanner.. Hope it looks ok. I will have some screens of my Progress on the mesh soon. I have pretty much made a basic Gate But I am most likely gonna add details to it...GS out.
Tetsuya
03-12-2006, 03:13 AM
http://i18.photobucket.com/albums/b132/windreaver6/gatewip.jpg
currently below 500 tris, thinking of having a female shinigami or death god to guard the gate
I call it the river of the dead O_o, cross over to enter the afterlife, and the water is mana or lifeforce >.>
BiG ToE-3DT
03-12-2006, 03:24 AM
not that I don't trust you, but can you post a screengrab with your tri count. It just looks like you got more going on to have 500 tris.
Hey first time poster.
I think he ment 5000 tris, what it seems to be.
Everyones doing a great job I am still kind of waiting on permission to pimp mine off. The concepts aren't mine but shouldn't be a problem.
Good luck all even if i don't enter/finish I'll be watchin :).
Agent-X
03-12-2006, 03:54 AM
just thought I would show you this model too in the link below. http://forums.3dtotal.com/showthread.php?t=47817
defaultalias
03-12-2006, 04:05 AM
Agent-X- first it was your demo reel, now an unrelated model. keep things on topic man.
Tetsuya
03-12-2006, 04:33 AM
not that I don't trust you, but can you post a screengrab with your tri count. It just looks like you got more going on to have 500 tris.
sorry, I must have mistyped it, its currently 1439 polygons or rounded to 1.5k >.>
Agent-X
03-12-2006, 04:40 AM
you will have another pic of my contest entry tonight defaultalias. I wont post anything unrelated again. I appologize. I just wanted to show my model, and see what people thought. I do realize that stuff like that interupts. So seriously I applogize for any distraction. Dont kill me ok. Even doing 3d for a few years I am still learning as well. I do see a few people that have have links to their stuff under there names. Like Work in progress and stuff. I realize theres a difference, I am still learning the forrum stuff and to post properly, so please forgive. No harm intended.
Animaleante
03-12-2006, 04:45 AM
hellooo everybody....sweet models and concepts so far....me entering too...at least...I hope I finish this in time....I don't have a concept..just an idea...THE TEMPLE OF TIME!!!...nothing to do with the Zelda game..well
here is a render:
http://img245.imageshack.us/img245/1768/hourglass25zm0.jpg (http://imageshack.us)
and a wire w/ polycount:
http://img174.imageshack.us/img174/8438/hourglass25wireky4.jpg (http://imageshack.us)
I'm still working on this....but the idea is to get Grim Reaper as the gatekeeper.....any coments
Tetsuya
03-12-2006, 08:07 AM
http://i18.photobucket.com/albums/b132/windreaver6/GateWIP2.jpg
@Animaleante: great work so far, I suggest a giant scary statue with ruby eyes and arms stretching outward or so at the entrance for the gate keeper, than add more on to the temple >.>
yokunaru
03-12-2006, 08:31 AM
Hey BigToe. You meant some more like this? As for the starting pose. Thanks for the feedback!
http://ic3.deviantart.com/fs12/f/2006/336/3/d/Will_I_finish_soon__by_Yokunaru.jpg
http://yokunaru.deviantart.com/
BiG ToE-3DT
03-12-2006, 09:37 AM
Yes, the angel of the arms will make it mucch easier to rigg now, but the arms need to be just abit longer. Your concept has them(hands) reaching the bottom of the shorts/pants.
D-train
03-12-2006, 10:31 AM
hello everybody on the forum. here is my up date for my 3d model of the creature. the first one I did friday and did some modeling today. Im at 80 percent done with the creature. I fell very good with my prgoress and the way it's coming out so far but I still have work to do. Critic and comments are welcome. until then. peace.....................................
http://img296.imageshack.us/img296/6262/3dupdate001lq1.jpg (http://imageshack.us)
http://img296.imageshack.us/img296/171/3dupdate002pr4.jpg (http://imageshack.us)
Randize
03-12-2006, 10:34 AM
Tetsuya: Would you mind telling me how you did the river? It's looking nice!
Agent-X: Dude that's ok. Everyone wants to get comment on their piece to improve. On the other hand, I'm waiting for you wip. :)
yokunaru: Thumbs up for you. I see that you are going with anime style. May be you can pull out the cheek with soft selection to make the face more chubby, just like the concept, because it looks a little too flatten to me.
Animaleante: Welcome to this contest! Coming out nice, please keep it up!
Anyone that I've missed? Bananas for you. :dance:
EDIT:
D-train: Awesome, the humerus looks short, but I'm sure you've noticed that. shy
Grashupfa
03-12-2006, 01:17 PM
Nice models so far...pretty tough competition going on so far..
I fixed the arms (atleast i hope that they are better now) and added a few more details
http://sbox.bgweiz.at/mario.wagner/cg/keeper/wip5.jpg
Randize
03-12-2006, 01:35 PM
Grashupfa: Waah, it's starting to take shape.
This is my environmental concept, still haven't start to model the landscape though. But it just feel so... empty. Probably I picked the wrong place for it, desert is empty.
For the particles, I don't know if I'm doing the right thing, I'm thinking of adding 4 layers of plane, and if the situation allows me too, I'll add semi-spheres or cylinders for 360 views. 1 is in front of the keeper, behind the keeper, medium far and the furthest. Tell me if this is the right way of faking particles.
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/gate_n_environment01.jpg
Agent-X
03-12-2006, 02:23 PM
http://aycu36.webshots.com/image/6995/2003848029992372324_rs.jpg (http://allyoucanupload.webshots.com/v/2003848029992372324)
Pixelgen
03-12-2006, 02:52 PM
Agent-X
Thats looking sweet. I like the level of detail you got from your normal maps. Have you texture the gate yet or is it just a basic texture and normal map making your gate look so good...
Tetsuya
Love the water, but you did model the whole thing with 500 tris. Maybe 5000 tris. Any way its looking sweet...
Randize
Concept looking good, but from the drewing I can see its going to eat those tris...
Agent-X
03-12-2006, 08:42 PM
Its work in progress, still playing with the texture and how maya calculates all of that. But it is normal map, and a color map basically in maya, if it were max it would be normal and diffuse maps. Its only 2 maps right now. I am looking into other maps as well that can possibly enhance everything. I am still playing around with several concretes. in the end I am going to be lightening the color, and darkening where the tiny little like bricks are at. And the gate, which is the flat polygon plane, will be a portal. Ill catch you guys later. Got lots of things to do for class. Take care peace.
D-train
03-12-2006, 08:54 PM
hey agent x . the question I want to ask you how do you create normal maps in maya. Im using 7 right now. if you know it would be great if not that ok. Also, when you create normal maps do your uv have to be laid out first. Just to let you know agent x your work is very good man. I like your your demo reel and that robot mech warrior guy good stuff man, good stuff. peace...............
V3N0M
03-12-2006, 09:19 PM
Tetsuya, are you sure you don't want to go with a samuray? I was really fond of your second one, the laid back look...
car17
03-12-2006, 11:59 PM
Hey- I'm in! But I can't upload my concept. Anyone having this problem?
BiG ToE-3DT
04-12-2006, 12:04 AM
everyones having that problem. Photobucket.com make it your best friend.
car17
04-12-2006, 12:15 AM
Big Toe-
I have web space, but how do I link it? It has been so long I forgot. And is this a temp problem or do we have to link from now in?
Thanks
defaultalias
04-12-2006, 12:41 AM
Agent-X- don't worry about it man, it's all cool. and yeah, if you could give us some links or an explanation of Maya and normal mapping, it would be really appreciated.
Update:
ok, i think now i'm done with the model. i fixed the intersecting objects, finished the spikes on the back, and added some polys. if anyone sees anywhere i could be closer to the concept, please tell me.
2608 tris
http://i70.photobucket.com/albums/i101/defaultalias/Threedy%20Competitions/Gate%20Keeper/Gate-Keeper-5.jpg
BiG ToE-3DT
04-12-2006, 12:46 AM
car17: link
Randize
04-12-2006, 01:42 AM
Now this is what I'm talking about. The power of sharing, lol. Keep it up ya'll.
Defaultalias: Cool man, cool. You have an awesome style! And that's only 2608. Good job!
My exam is nearly coming to end I have Biology today and Visual Art on Wednesday. Wish me luck!
frostsnake
04-12-2006, 01:54 AM
Animaleante: nice man! reminds me of how cool it was, and fun it will be to play the new game... :P
everyone else, good stuff!
heres my keeper, no concept drawing. but il make one for his weapon, and the gate..
http://img.photobucket.com/albums/v125/frostsnake/wips/keeper-frontwire.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/keeper-front.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/keeper-back.jpg
if anyone sees anywhere i could be closer to the concept, please tell me.
well i the concept he looks a tad shorter to me?
defaultalias
04-12-2006, 02:08 AM
bb0x-thanks man, i'll fix it soon.
Randize- thanks, good luck
frostsnake- at first glance, it looks real bland and ugly. but in closer examination, thats really well done. maybe you should play with the colors and contrast a bit to make the small details stand out more.
frostsnake
04-12-2006, 02:16 AM
alot of nice ideas coming along from you peps,im totaly inspired.
good luck!
a couple detail shots:
textures consist of color, normal, bump and a mask..
http://img.photobucket.com/albums/v125/frostsnake/wips/keeper-detail1.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/keeper-detail2.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/keeper-detail3.jpg
V3N0M
04-12-2006, 02:27 AM
WHOA! Did normal maps do all that? WOOOOOOOOOOOOOOOOOO! These things are like the greatest invention ever! Such high detail on such low rez!
frostsnake
04-12-2006, 02:30 AM
defaultalias- think i understand what you mean..
your model looks nice, the key is mad cool!
the mouth looks like it could be more refined, but that depends on your concept and if its gonna talk..cant remember your concept drawing, and cant find it... what page was it on anyway?
V3N0M-I agree, Normal maps are cool :drool:
yokunaru
04-12-2006, 02:50 AM
Randize: Yes, sir. I'm going for a kingdom hearts feel. I dont know if I"ll make her checks cubbier as in the pic she is smiling evily =P. I'll go back and look closer tho. thxs!
V3N0M: Zbrush or if u can get in the beta for mudbox it's the best way to make normal maps cause i'ts more artist friendly. The progs make all the maps u just apply them back onto your model in maya or max. =)
frostsnake: Cool texturing. I likes =)
defaultalias: Is he's forehead suppose to be that long? I forgot to look at ur concept art. But his forehead does seem a little long =P But I like it. The story behind your character is perfect for it. *whips crackle* NOw finish it =D
I'll get back to working on mine gonna try to get everything ready up for uving
frostsnake
04-12-2006, 03:07 AM
you can also:
make two models, one high, and one low, the low you uwunwrap normaly, then you place the high over the low and use "render to texture"(max:)), this renders the low, with the detail of the high in it.
check tuts for it, its realy a usefull tool, as long as you understand it.. in max its fast to make inorganic things, but zbrush and mudbox are way faster for organic and sculping forms. anyway those who havent made normal maps before, should realy try out with something smal and easy first to test out the procedures.
defaultalias
04-12-2006, 03:17 AM
frostsnake- link to concept here (http://forums.3dtotal.com/showpost.php?p=514766&postcount=74)
i'm modeling the environment now, so update on him will be slow in coming. when i do get around to it, i'll fix a few things, like the head. it's supposed to be kinda big, but i might scale it down. and i already fixed the hight issues, i think. now i'm thinking about how to make him look like he's made of mud... research time.
D-train
04-12-2006, 04:42 AM
what up everybody. here is my update of my model. Im at 3090 tris and it not including the axe but I still have some work to do because the envor I have to do as well.hopefully I'll finish modeling the creature on monday night. hey frostsnake thank you for info on normal mapping. I'll try out a small trouble shoot testing and see how it goes, thank you. everybody have a good day, keep working hard,peace.........................
http://img247.imageshack.us/img247/664/3dupdate003xb9.jpg (http://imageshack.us)
Agent-X
04-12-2006, 05:45 AM
Ill give away secrets that I use, that I am sure a couple of others are using. There are several techniques and applications that one can use for normal maps. Maya can generate normal maps by being in the modeling menu, and choosing Modify/surface sampler. Make sure your highres overlayed on top of the lowres. Simply select your low res model that has uvs, and add it as a target, and then select the highres and add it as a source. You will tell it what size of texture to make, then tell it what type of file to use, personally I use targas. and use high quality. Also another technique I use, is I soften all the normals of the low res, I have found out that by softening it completely, it gives better results when generating normal maps. Then after you apply your normal maps you can re do your normals by selecting the edges that you want to be hard.
Zbrush generates normal maps as well. You can use the zmapper plugin or you can use the default create normal map generator that comes with zbrush.
Photoshop, you can use the nvidia normal map plugin.
Any questions specifically you want to know more in detail, you can IM me through instant messangers if you wish to. I am easy to get a hold of and I am very friendly.
MostlyToad
04-12-2006, 06:21 AM
Just noticed this competition about 2 days ago.. hopefully I'll be able to catch up.. sshot from silo of my gate concept:
http://www.box.net/public/static/posmu99zla.png
Agent-X
04-12-2006, 06:55 AM
I am looking into mental ray, ambient occlusion, displacement, and light maps. By the way I did attend the Gnomon event and saw some cool stuff on Resistance Fall of man and shared some words with those from Insomniac games and other great artists. Very cool stuff.
D-train
04-12-2006, 07:32 AM
hey agent x, thank you. thank you for the info man.If I could mail you some cookies I would do it.thank you
Agent-X
04-12-2006, 07:46 AM
http://aycu32.webshots.com/image/7191/2004358644215252108_rs.jpg (http://allyoucanupload.webshots.com/v/2004358644215252108)
Glad I could help
Randize
04-12-2006, 12:04 PM
A big thanks to frostsnake and Agent-X for sharing their technique and secrets. Unlike D-train, I don't have cookies. :( So, I give you bananas :dance:
frostsnake: That's a pretty high poly. :D Despite of that, it's really a good model. Plus the texture, my eyes go WOW. 5 thumbs up to you.. I wonder how you would spend on the remaining tris.
V3NOM: How's your model so far?
D-train: Is that your final low poly model?
MostlyToad: First post, and joining the contest for the first time too, yet a nice concept. Did you model that?
Agent-X: Looking quite clean now. :)
Agent-X
04-12-2006, 01:16 PM
LOL, bannanas. Great, now I got cookies and bannans. Well atleast I wont go hungry. Hehe. Yeah, the image above that I posted was the highres model version that I used to create the normal map and project on to the low res version. The amount of detail you get on the normal maps, just like any texture is all based on pixels. So it helps to have the uvs as large as possible. Good uv layout is essential. You can use a normal map to be the start of your specular map map and color map as well by using layers in photoshop, and using desaturate on your normal map in photoshop and layering color or black and white on top, and adding more detail. You can even add more detail by painting in photoshop, and then making that a normal map, and layering your normal maps together and put even more detail that you couldnt get from the normal map with geometry, but now with painting. In 3D studio max, you can have a bump map and a normal map as well. So, you can have an enormous amount of detail. You max guys are lucky, thats one feature I wish maya had. Thats deffinately one feature I would like Autodesk to add to Maya. But like I said, there are ways around that, just gotta make that bump map detail, be apart of the normal map. You guys will see an update from me come later in the evening come tonight. Peace!
Tetsuya
04-12-2006, 03:09 PM
http://i18.photobucket.com/albums/b132/windreaver6/GateWIP3.jpg
currently working on the gate keeper, its gonna be a er... pretty... girl xD
Agent-X
04-12-2006, 04:19 PM
I can't sleep, so I thought I would work on this some more. Here is my work in progress. I am not happy with the portal yet, I am thinking about possibly using an image of background or looking into fractal art or something, we shall just have to wait and see what I come up with. But anyways, here is what I have thus far.
http://aycu22.webshots.com/image/5581/2000954061805529679_rs.jpg (http://allyoucanupload.webshots.com/v/2000954061805529679)
Randize
04-12-2006, 04:21 PM
Tetsuya: Haha, the pole (What's the real name?) reminded me of Seong Mina from Soul Calibur. Yeah, I like that game very very much.
Hey, I have asked this question before but may be no one noticed it. But how do you model the river? Let me take a guess, place a plane as the surface of the river, and the rest is bumping the texture to make ripples, waves and current of the water? May be some reflection and opacity? And refraction too?
EDIT:
Agent-X: Sweet! After all this time, I have finally came to realize that it's a portal. :wall:
freesupra
04-12-2006, 05:14 PM
Woah!! some speedy progress for this competition, alot of great looking concepts and models are surfacing, keep up the grand work peoples :D
ive been tinkering with max and photoshop and getting my gate/scenery/surroundings done firstly, currently at 2501 tris, got alot of little things to add like more shrubbery and such. i have a background image included in the count but it doesnt look to thrilling atm so i hid it :P
but yeah i thought i should post something of the progress
http://img136.imageshack.us/img136/7338/tollgatewip3ao0.jpg
Gate Concept again (http://img86.imageshack.us/img86/8793/tolltrollgate1sk9.jpg)
Another view (http://img136.imageshack.us/img136/7763/tollgatewip2gd6.jpg)
Wired Screengrab (http://img136.imageshack.us/img136/655/tollgatewip1wx5.jpg)
Quick render (BIG) (http://img297.imageshack.us/img297/4/tollgatewiprenderue5.jpg)
frostsnake
04-12-2006, 05:26 PM
defaultalias:
nice concept,the gate is awesome! but is he crying??
D-train:
cool, that tail looks like it could smash some faces in... for texturing dont forget to put some blood on it :)
Randize:
thanks, started sketching... hope i can come up with something cool.
i like your ideas, looks like he has some type of BioBoosted ARMOR... the sort I have "GUYVER!!"
MostlyToad:
that looks high poly... realy great idea!
Agent-X:
I like how your progressing! the normal map looks realy good, also the knight himself looks like solid modeling!
the color map on your gate could maybe need some more refining..
anyway great work!
samuelspode
04-12-2006, 05:37 PM
agent x!! sick stuff i really like the method u used for the coloums
Pixelgen
04-12-2006, 10:06 PM
agent x
Can we see a pic of one of your normal maps. When ever I make a normal map it looks dirty. The detail doesnt look great...
Agent-X
04-12-2006, 10:09 PM
Thanks for the compliments everyone. Ill be sure to post again later this evening. There are some great entrys in this. I look foward to see the completion of everyones work.
Shadowbreeze if you are out there and see this I look foward to seeing what ya been upto as well bro. We havent heard from ya in a while. I hope everything is ok. Take care. Peace.
Manni
04-12-2006, 10:24 PM
puh, started a bit late, but the last days were quite productive. perhaps i can even finish in time...
the idea was that the gatekeeper is just a doll of the gate itself, which itself is a "very well" camouflaged dragon ;)
hope you like it. the current polycount in total is about 5000 tri's, so there is still a long way before me
http://webdepp.sense-net.at/~manni/manni_images/screen7.jpg
http://webdepp.sense-net.at/~manni/manni_images/screen8.jpg
V3N0M
04-12-2006, 11:32 PM
LOL that's original^
Agent-X: I already knew how to normal map, i just didn't know it could have THAT much detail. Also, is there any reason I should use any plug-ins for Z-brush? Are any of them rally usefull? And does that Z-mapper have anything extra from the normal Zbrush things?
Oh and someone asked before how my work was going, as u might see I jsut post from time to time, I don't really have much time to work cuz of personal stuff but I have been working on the enviorment, kuz I wanna take that out of the way and be left with lost of polys 4 my keeper.
BTW Does anyone know how to scatter 2 texture tiles randomly over a surface?
Tetsuya
05-12-2006, 12:45 AM
lol, every one has been asking about my river, its just a plane with a planar map and texture from a collection I have, than I set reflection to mentalray water (lume), opacity to a low, and have a cloud background for the reflections
No bump, or spec map, just a simple diffuse =P now that you know my secret I must kill you all xD
frostsnake
05-12-2006, 12:54 AM
I havent tryed z-mapper myself(my comp cant handle realtime normals..), but I think its a preview of how your lowest detail model wil look with the highest version..+ you have app export settings, for your application, so you dont have to go back and forth between the apps a couple times just to get the normal map right..
zlink is also a usefull plugin!
for your last question... it depends, but if your talking about photoshop editing, you ca n use one of the textures as the first layer.. then on the second layer you put the other tilable texture, in the third layer you fill with white and put a filter:render:cloud map in it(remeber to have black and white in background and foreground color slots, so you get some difference in your clouds), then you select the black or white color and delete selection on the second layer, then delete the whole third layer... dont knwo of this works good... but it could..
second solution is making a mask(black and white texture with random spots/marks) that is tilable, and using a mix map in to blend the 2 textures together...
frostsnake
05-12-2006, 01:08 AM
manni- COOOOL! o_O
concpt for the gate and guardian weapon.
think about 4000 tris for the gate and 1000 for the weapon..
http://img.photobucket.com/albums/v125/frostsnake/wips/concept_18.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/SWORDTH.jpg
Grashupfa
05-12-2006, 01:48 AM
@Manni
Sieht gut aus! Woher genau aus Österreich kommst du?
I like it alot...keep going!
@frostsnake
well painted...looking forward to seeing it finished
V3N0M
05-12-2006, 02:09 AM
Frostsnake: that's sooo Stargate! I love that show!
MostlyToad
05-12-2006, 05:10 AM
Randize: Yeah, first competition I've joined in on too. Need to build up a portfolio. Yeah I modeled it.. started from a really basic mesh and added detail in silo 'til I got an idea what I wanted.
frostsnake: Yeah It's just concept right now.. gonna make a low poly mesh off of that... add back in detail.. then texture and render normals in zbrush. I've messed with this work flow once before, and it was the smoothest normal mapping project I ever messed with. Silo's topology brush is really what makes it easier. It still crashes a lot on me though.
Just went through and looked at everyone else's... couple that caught my eye:
Robbiek1000 - Clean well thought out concept.
3Danny - Concept reminds me of H.P. Lovecraft.
polysmooth - Sweet concept.. I like the watches in there.. infinity o'clock
Agent-X - gate normals look great and making the helmet show more of the face was a good choice
Yokunaru - KeyScythe..... best multitool EVER..
BiG ToE-3DT
05-12-2006, 07:17 AM
alrighty then, just finished up the latest animation challenge, I kicked butt, cause no one else entered and now I got about 2 weeks of free time, before the holidays and family start showing up and using my valuable time, so I think I'll diddle with you guys and gals.
Gamesaint
05-12-2006, 07:54 AM
Ok I finally got some Time to work on my Gatekeeper. I have the basic shape roughed out now and will begin tweaking and then go to the head/Face from here. I thought I would use way more polys but the Count is only about 2000 tris. Hopefully it wont expand too much when I make the face and weapons... Let me know what you guys think. GS out.
http://img71.imageshack.us/img71/734/gatekeeperaw4.jpg
http://img297.imageshack.us/img297/6711/gatekeeper2ts2.jpg
3Danny
05-12-2006, 08:23 AM
New concept
http://img300.imageshack.us/img300/2043/gatekeepertwoij1.jpg
Front progress
http://img247.imageshack.us/img247/5078/keeperrb3.jpg
Back progress
http://img216.imageshack.us/img216/8817/keeper2lh0.jpg
Agent-X
05-12-2006, 08:29 AM
Venom, Zbrush's Zmapper plugin is faster and has more options than the normal map options that come with ZBrush. The people at Epic use Zmapper. Epic have even had an advertisement here at 3dtotal supporting Zmapper. Zmapper is good. You should try it. Or you can even export your model from zbrush to maya or max and do the normal map inside the 3d application. Thats what I did. Because I model in detail that I couldnt get with just subdividing. Like the columns and like the block on top of the collumns I did. I had to get the topology and initial model dense enough so the faces were evenly distributed, so when I divide I have plenty of detail. Watch some zbrush videos, like Pete Zoppi with architecture. that is a good one where he models a ruin. I highly recommend. I used the same technique.
Thanks everyone for the comments and compliments, I truly appreciate it.
yokunaru
05-12-2006, 09:14 AM
I started Texturing my gatekeeper...need to hurry up and model the gate now and finish texturing the scythe =P
http://ic1.deviantart.com/fs12/f/2006/338/8/b/Texturing_by_Yokunaru.jpg
Link: http://yokunaru.deviantart.com/
Pieces name: Texturing
Randize
05-12-2006, 12:49 PM
freesupra: Oh, your gate and environment is wonderful. I thought your background is gonna hog up all the tris. But I learnt something from your stuff :haha:
Manni: A weird one, but nonetheless, I'm looking forward to how you'll put this mystical dragon inside the fair house, real nice model.
frostsnake: Thanks for your comment. Anyway, your gate is looking magnificient! I admire your color design. :drool:
BiG ToE: Haha, I'm quite sad how to animation challenge turn out. Even so, I've seen other forum that discusses animations, the way they show their WIP is by inserting frame numbers into their animations and using quicktime. By doing so, they are able to pin point the part that need to be fix.
Gamesaint: The shape is coming out, keep it up. ;)
3Danny: Yo man, where have you been? I see that you've changed your concept. Though I like your previous gate better. In my opinion, you have the best character design, I envy as well. :cry:
Yokunaru: Starting to texture already? Man I'm so left behind.
I'm still figuring whether or not to merge my gate to the environment, would that create obvious seam if I don't?
plasma3d
05-12-2006, 03:24 PM
and my gate
http://img218.imageshack.us/img218/9525/papyruste6.th.jpg (http://img218.imageshack.us/my.php?image=papyruste6.jpg)
plasma3d
05-12-2006, 04:20 PM
the 1st 3d
http://img90.imageshack.us/img90/2452/3d1ju5.th.jpg (http://img90.imageshack.us/my.php?image=3d1ju5.jpg)
frostsnake
05-12-2006, 04:59 PM
Grashupfa- thank you!
V3N0M- yea its cinda inspired by starcraft and stargate.. and gatecraft...lol,
I havent seen to much of the stargate series(with macgyver) but i liked the older movie alot! all that kind of egyptian stuff is cool me thinks. O_o
Randize-thanks, but its not that good:)
frostsnake
05-12-2006, 05:03 PM
plasma 3d - cool idea,like that style of the concept, keep that model going.
plasma3d
05-12-2006, 06:14 PM
tnx :)
yokunaru
05-12-2006, 07:18 PM
Randize: Not sure what u mean by a obvious seam, however if u texture ur gate seperate and get it all finalize, plus I'm asuming your using 3ds max then merging the gate into the enironment file wont do nothing. I'm building my girl, her weapons, the gate and the enironment all seperate and merging them together. The only trick I can tell you is make sure you keep everything within the same measurements. Like my girl is 4ft = 4generic untis. Scythe = 8ft same with the gate and so on. This insure it will all llook like i'ts been naturally put together.
frostsnake- like the stargate feel. Excellent choice.
3Danny- Cool monster tree sir.
novarg
05-12-2006, 09:51 PM
http://img178.imageshack.us/img178/55/gateprogresocx6.jpg
im modeling the gate
and..
http://img178.imageshack.us/img178/4782/progreso4mo7.jpg
texturing Átropos, but still i have a lot of work to do.
platypus_green
05-12-2006, 10:19 PM
Reworked the gate keeper some more. A few things still to be thought through more.
http://img294.imageshack.us/img294/1326/doodle041206gh7.th.jpg (http://img294.imageshack.us/my.php?image=doodle041206gh7.jpg)
Starting modelling now, will post update with model progress within the next few days.
V3N0M
05-12-2006, 10:47 PM
Man dude! I'm really impressed by both your concepts, I bow down to u
Randize
06-12-2006, 02:26 AM
yokunaru: Thanks for the info, I'm aware that my models aren't the same unit. May be I should merge them, because my landscape is quite low poly comparing to my gate.
platypus_green: Wow, I'm impressed too!
novarg: Nice progression, today is my last exam! Then I can focus on these things! :D
Gamesaint
06-12-2006, 04:05 AM
@novarg... Sweet! The gate is very impressive and your character design rocks! Cant wait to see some Full body shots with the gate. GS out.
D-train
06-12-2006, 05:54 AM
hello everybody, I have a update and this is my envor for the gate. it looks ok but I might add a little more to this. I haven't did the statues for the gate but this is where Im at I started at 700pm and stop at 800pm just an hour of modeling. but I need to do some more torromow. I just want to say WOW, everybody are doing some super fresh out of sight work in this contest. randize I think you ask me question about my model, Yes that my final but I need to go in and check the mesh and just clean it alittle bit but yes it my final. open for critq comments. until then, everybody keep working hard, peace....................................
http://img152.imageshack.us/img152/2949/thegate001bf5.jpg (http://imageshack.us)
Gamesaint
06-12-2006, 05:59 AM
Some more detail added to the gatekeeper. Let me know what you think... GS out.
http://img213.imageshack.us/img213/4884/snakeclosewl7.jpg
http://img213.imageshack.us/img213/3153/snakebacket6.jpg
Agent-X
06-12-2006, 03:36 PM
Far from done, still playing with everything, the final look will not look like this, I am going to model everything, Every detail I can possibly do I will model, I am thinking about modeling and texturing and lighting an actual portal, and then project that on as image on to that flat polygon plane, I might try normal mapping the highres modeled portal on to the flat polygon plane, I am curious what happens, just for ****s and giggles. might try a real simple test first before I go through all the trouble though. I am still playing around with lighting, texturing, modeling and everything. The next couple of weeks are going to be real interesting. I am Looking foward to it. :)
http://aycu19.webshots.com/image/5578/2000198754168194282_rs.jpg (http://allyoucanupload.webshots.com/v/2000198754168194282)
Randize
06-12-2006, 03:58 PM
plasma3d: Arabian style huh, way to go! :)
D-train: I bet those statue gonna cost you at least 2000 each. Even so, I'm sure it's going to look good!
Gamesaint: I like what you did on its back. But his hand is a little too small, don't you think?
Agent-X: Nice idea, I bet the battle will become more intense in the following weeks :D
Gamesaint
06-12-2006, 05:38 PM
@Randize: You read my mind exactly. I plan to make some larger hands seperately and delete the ones I have now. I am going to make some large hands with long, slender fingers and of course claws at the tips. Should look alot better once I get those attached to the mesh. GS out.
Robbiek1000
07-12-2006, 12:36 AM
Hey, guys, I've got a question for anyone that can answer it for me. I was wondering if there was a blend filter option for the mental-ray renderer...similar to the filter for the default scan line...and if so, how do I find it and make it work. Heres an example of the blend filter...if your not to sure of what im talking about. Xila17 has a prime example of the blend filter!
http://i88.photobucket.com/albums/k187/Robbiek800/Beautyshot.jpg
If anyone can help or needs further explanation of what im talking about let me know, thanks!
Tetsuya
07-12-2006, 05:12 AM
wrong thread dude -_-... atleast I think it is O_o
http://i18.photobucket.com/albums/b132/windreaver6/concept1gatekeeper.jpg
messing around with gate keeper concepts >.>
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