View Full Version : Agent-X - Dominance War
05-02-2007, 07:25 AM
Agent-X here reporting for duty! Let the war begin. I am ready to kick butt!
06-02-2007, 02:31 PM
I will be creating a futuristic female human cyborg known as Cyberotica. She is made up a mix of flesh, muscle tissue, mechanical objects, gadgets, gizmos, wires, weapons, and a compartment containing the one power that will light our darkest hour, the matrix. Long Live the combatants of 3D Total. All for one, one for all!
I have been looking at lots of concept art. I plan to have something as soon as possible. I have been doing lots of research for this one. This should be a fun competition. I am looking foward to it.
08-02-2007, 05:40 PM
Here is a work in progress
Hate to be piccy, but on the breast region (Atleast in the 'smoothed' version) it looks like something is pushing the middle section apart causing that blocky look....Also the inner thigh (If thats the correct word) looks a bit strange.
All in all looking pretty cool :) Are you gona use the body as a reference to mould around or? Cause she's looks a tad too human atm.
Keep it up tho! Should come along nicely.
08-02-2007, 06:27 PM
the way you have the arms poitioned right now(down at the side) it's making them look funny. Not to memntion how hard it will be to rigg those without having the shoulders collapse in on themselves when she raises her hands.
But enough of that, you need to post a thumbnail for the thumbnail page.
08-02-2007, 07:06 PM
I am modeling this off of a photos, and I will change the arm position once the anatomy is correct. All is still work in progress, I am tweaking the mesh. I will simply rotate the arms. I will be adding armor and gadgets and all that cool, stuff. I am working on some of the mechanical stuff now. I will continue to tweak, dont worry my friends. I ll be using some more stuff from 3d.sk for anatormy reference. I wont let you down. Agent-X will come through in the end. :D
09-02-2007, 05:54 PM
09-02-2007, 06:35 PM
The head is coming along pretty nicely. What's going to be your character's proficiencies?
10-02-2007, 02:29 AM
Thanks yoyomon. Ill work on her characteristics and what not and get back to you on that, right now I am just going to keep adding the mechanical, and electrical parts. Ill make a chart of her capabilities and all that good stuff next time I post.
10-02-2007, 02:31 AM
Looking nice man, you could fix the smoothing goups :)
Watch out for the nudity :)
keep it up.
10-02-2007, 02:34 AM
Looks like it will be a uniique character.
10-02-2007, 02:36 AM
looking promising, but come on i want to see whats she's got, :dance:
10-02-2007, 02:44 AM
Looks like it will be a uniique character.
10-02-2007, 03:03 AM
She looks pretty tight but just remember only 20% flesh.
10-02-2007, 01:05 PM
cool deal, no problemo. I am getting rid of the of parts of the flesh and replacing with mechanical. Thanks for commenting, I have been so busy just modeling and looking at refernce material that I havent commented on anyones work yet. Ill start commenting. You guys are awesome. Very cool for taking time to comment. Hehe. Ill take time to comment on everyones stuff now. Keep up the good work guys. Peace.
10-02-2007, 01:07 PM
10-02-2007, 01:19 PM
she will be nudy?:D :P
looking great, face / dread / mech detail on the chin look really nice :)
interested with what your planning on the mid section as well :)
10-02-2007, 02:55 PM
Some of her abilities will be invisibility, speed, agility, intelligence. I am still working on designs of things, and playing around with ideas. I am going to try to mix, flesh, machine, wires, and different elements mashed into one. Inside her chest compartment I do have the matrix inside her which is this device that can be opened to eliminate all evil. Ill show that more in my next post and what not. Ill show some more angles of her as well. I am thinking of possibly removing the nipples and adding more armor. We shall see what I come up with. I could possibly just do the nipple with normal map as well instead of geometry. That will save me some polys that I can use for other things.
10-02-2007, 07:32 PM
10-02-2007, 08:38 PM
i like how you are designing the base model and then going at adding parts to make it to your style. its coming out, keep at it.
11-02-2007, 07:01 AM
11-02-2007, 07:03 AM
Time for more armor and weapons
11-02-2007, 11:15 AM
how many tris?
11-02-2007, 02:44 PM
awesome work ;)
11-02-2007, 03:35 PM
nice... is this a bomb in her chest? she some sort of kamikaze?
12-02-2007, 08:49 AM
Thanks. Yeah, its the matrix that is in her chest compartment. I am working on other weapons and stuff now. The Matrix is somewhat like a bomb, it shoots out possitive energy vanquishing negative.
12-02-2007, 06:56 PM
12-02-2007, 07:20 PM
This is looking cool :)
Just one thing, don't you think her arms are bended in a strange direction, breaking her elbows?
12-02-2007, 07:47 PM
I find it hard to believe that model is close to 6,000 tri's....where are they all at?
12-02-2007, 08:30 PM
12-02-2007, 08:45 PM
Yes I agree with you Pedro Toled on the arms. And yeah, I think in the cables that are attached to the head which look like dred locks, instead of using 8 span cylinders, I am going to try to go down to 6. This way I can have some more polys.
13-02-2007, 04:21 AM
Looking good :D :D
I really like her face and head adding thingy. :)
13-02-2007, 08:16 AM
nice work, i'm liking the way this is headed.
13-02-2007, 12:41 PM
Thanks ShadowBreeze. :) I am giving her the ability to use electricity to throw out electricity generated from energy with in her. She is part human, but mostly machine. I am still tweaking, I tweaked her proportions up a bit. She is now a bit taller. Trying to add sex appeal through better proportions. I was told from a friend that she was too short, so, I made her taller. She will be assymetrical in the fact she will have two different style arms. Her right arm will be more robotic, and have rotators, while the left arm will appear more human, but have on a glove that shoots electrictiy. I am also thinking abou giving her teleptical powers and stuff she can control with the mind. I plan on creating polygon planes and using them as screens or something. We shall see what I come up with. I am still playing with ideas. and stuff.
13-02-2007, 01:43 PM
hey agent, looking really good. i like the design you got there. the wires on here one hand are a nice touch.
the legs look a bit flat on the back tho. still WIP tho, right?
keep in mind that us bots need at least 80% metal of other-than-organic on us. would be a real shame to see you get disq for that...
gl man, keep up the hard work :D
13-02-2007, 02:11 PM
13-02-2007, 02:18 PM
OK, I am currently at 5942 triangles. I am going to try and tweak to get the polycount down a little more to get more stuff on her. Ill start rendering out some wireframes, and you guys can give me feedback on what ya think. Ill start by taking the metal cylinders that are infront of her neck from 8 spans to 6 spans like I did with her cables in the back of her head. and then I shall truly look around for where else I can condense a bit more. Ill just have to play with it, and see what I come up with.
13-02-2007, 02:27 PM
She will be made up of mostly metal parts, when I do the Highres, you will see tons of wires, cylinders, chips, metal and all kinds of interesting shapes. She will really look machine for the most part in the end when all said and done. No worry guys, I am not about to let ya down. I will be here through this battle every day.
13-02-2007, 07:28 PM
instead of rendering, use screenbrags. They will save you time.
13-02-2007, 09:42 PM
cool! I think she needs some sort of shoulder armor .
14-02-2007, 05:39 AM
Ah the man says shoulder pads hay? Shoulder pads coming up!
14-02-2007, 05:45 AM
Now coming in at a perfect 6,000 polygon tris. Now I think its time to start creating my highres model, if anyone has any other comments or suggestions or ideas please let me know. Oh that polygon plane you see in front of her that is transparent turquoise blue that I think I am going to make something having to do with telepathical powers, or something, feel free to shoot ideas by me, I am all ears.
14-02-2007, 07:55 AM
Looking sweet so far :)
14-02-2007, 09:45 AM
LOL, thats a cool animation you made there frostsnake on your avatar thingy. Hehe. Sweet stuff you got there. LOL
14-02-2007, 09:49 AM
Thanks EvilKnight. Yeah, shes taking form. I am just thinking about this transparent turqoise blue polygon plane screen thingy on what I should do with it.
15-02-2007, 02:38 AM
Turn that blue thing into an energy shield.
She could have shields that float around her protecting her from enemy fire. You could use the blue plane color for the shielding. If you break it up as classify it as here weapon, you would also have another 1000 poly’s to play with, as well as some more texture room.
just a thought...
15-02-2007, 03:59 PM
Great work Ageng-X, Keep it up
15-02-2007, 05:11 PM
Thank guys. I am a little unsure about the polycount thing. I thought it was 6,000 polygons for everything. I used 6,000 for the character and what I have so far. Do I get an extra 1,000 polygons and a 1024x1024 texture for a weapon also? If someone could clarify that for me I would greatly appreciate it. Maybe I should ask Fred H or whoever is in charge. But yes if somebody could get back to me on that, please do. Thanks.
15-02-2007, 05:15 PM
- 6000 tris max. All weapons and detachable gear use the weapon's allocation of polygons (1000 max)
- 1 x 2048 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 2048 sheet into smaller sheets that add up to 2048 total. (example: 4x1024 = 2048)
Weapons and Gear:
- 1000 tris max.
- 1 x 1024 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 1024 sheet into smaller sheets that add up to 1024 total. (example: 4x512 = 1024)
yeh im pretty sure i read it as that.... 1000tri and a 1024 texture for the weapon, think its on the dom site
your shadows looking great agent :)
edit : toe beat me to it ;)
15-02-2007, 06:55 PM
Sweet! Woo hoo! I get an extra 1,000 polys uh hunh, uh hunh. Rock on!
15-02-2007, 06:58 PM
hey dude, your models lookin good.
15-02-2007, 10:25 PM
So cool. I can't wait to see cooler weapon holding... Great job Agent -X. How are you going to make a normal map.? Maya? Mudbox? or Zbrush?
15-02-2007, 11:09 PM
I will make normal maps using Maya and Zbrush, and composite in photoshop. Ill show more stuff come soon, Ill have to think about some ideas for weapons and what not and play with it.
15-02-2007, 11:25 PM
Cheer Up... I'll continue your thread and will encourage you.~~~ Good luck.~~ Agent-X
16-02-2007, 02:40 AM
Thanks! Rock on man. Cool, you are in California also. Nice! Senior Artist hay? By any chance ya work in the industry? Feel free to send me a private message or whatever anytime. I am trying to break into the gaming industry myself. Been trying for a very long time.
16-02-2007, 04:18 AM
what happened to:
16-02-2007, 10:29 AM
Hehe, I have been doing a little extra curricular activity today BigToe, but I am home now, back to the drawing board. I know what you are going to say, get back to work soldier. We need ya. Hehe. OK Sir BigToe, Hehe. Agent-X is here and ready for action, I am just going over ideas for weapons. and seeing how I want to spend this 1,000 polys I got extra to do weapons. Ill deffinately have something for you guys come tomorrow to see.
17-02-2007, 06:53 PM
This is a concept weapon work in progress. It is a cyber energy whip. Similar to that of a light saber, but is a whip and has a cool glow effect around it. Now what I am showing here was just done with a procedural texture, this is not what the final will look like. I have to use an alpha channel and map out the area where I want the effect which is on the polygon plane with multiple divisions going down horizontally. I plan to take this into photoshop and do the effect there. I am also looking into fractal art and effects art to get this effect I want. For me the effects will be the most trouble for my submission, so I am looking into it now, so when I approach it later, I will know what to do. Anyways, heres what we got so far. If you guys got ideas on how I may want to go about, please comment. Ill also post a concept art piece of what I am going for, so you can better tell me how I may get this effect.
17-02-2007, 07:04 PM
I am thinking I can drop the polycount on this as well, because what I did with the 6 sided polygon cylinder is I used a polygon cube and boolean it down the middle dividing it into 2. I could probably recreate the cylinder with 6 sides instead, because I am going to have a glow effect on it anyways. I am not going to see that split down the middle most likely because of the glow. This giving me more polygons for other cool stuff. I am also debating on the polygon cube blade like things that I have traveling up the whip, I might be able to just use polgon planes with alpha channel instead. Hmmm. What ya guys think? Give me feedback guys.
17-02-2007, 07:10 PM
Right now I am digging through UT2004, looking at their textures, I think I remember there being some stuff similar that looked like this to see how they did it.
18-02-2007, 05:52 AM
hmm maybe add a dirty big spiked energy ball in the end, the blade idea of running along it does sound good, would your poly count allow for two of these weapons? one in each hand, Also if you made them out of planes how would it go for posing her, if you wanted it twisting around?
but it is a cool idea and i do like it, keep it going bro
18-02-2007, 10:18 PM
Heres is my latest work in progress. Still more to add, and possibly another weapon! :D
18-02-2007, 10:45 PM
18-02-2007, 10:51 PM
lol, no offense but your weapon reminds me of the Japanese drifting dildo knobs
other than that keep up the great work, cya at the finish line ;P
18-02-2007, 11:04 PM
Hey man, looking cool so far! I would try to have the blades as alphas if you could get away with it as it will free up triangles. Also, I feel that parts of the base for the whip are a little too large. At first I thought it was a really long sword because of the handle. I do like the idea of the energy whip. Keep us posted!
18-02-2007, 11:06 PM
lol, no offense but your weapon reminds me of the Japanese drifting dildo knobs
O__O pervert! me too
Anyway, I say loose the tip of it, and make it more whip like
18-02-2007, 11:08 PM
LOL. Well one things for sure that is no dildo. LOL. If it were your ass would explode. LMAO. That would be a site. Quite B L O O D Y! :D
18-02-2007, 11:11 PM
18-02-2007, 11:14 PM
I am going to keep the tip, because I wanted to have it as some kinda blade tip, and the effect that is around it is an energy effect. I am going to keep the long handle also. I dont like short handles. I like having a little more to grab. Hehe. Yeah, thats what she said. Hehe.
18-02-2007, 11:18 PM
Hell I wish I could have two of these, whips, but I dont have enough polygons for that. It would look to blocky if I did. For my next weapon I plan on making a gun. maybe something like a cyber Ingram pulse blaster or something. We shall see what I come up with.
18-02-2007, 11:25 PM
Hmm... yeah well the enrgy field looks a wee bit to thick to me, but maybe you could do just a little shot of the whip bending for refference.
18-02-2007, 11:48 PM
yeah, I am going to try deleting every other row of edges on the whip and see if it still looks good. If it does then hell we will see what else I can get. Maybe I can have two whips. We shall see.
19-02-2007, 01:34 AM
Do you guys think I should stick with the whip that has more divisions or do you think I should stick with this new one where I deleted like every other edge loop? Here is a look with every other edge loop deleted. Tell me what you guys think. If I use this whip the way it is I still dont have enough polygons for another whip. But I have more polys to make a more detailed gun if I wanted to. Give me your thoughts and oppinions.
19-02-2007, 01:40 AM
The whip currently is 698 triangles. So that gives me 302 tris to use for a gun which is cool. With that I should be able to make something cool. :) Agent-X craves feed back.
19-02-2007, 01:54 AM
Hmmmmmm. Lets see, if I were a judge what would I do? Hmmm. I think they want to see more. Everybody wants more right? Ok Ill show more. Lets go for the gun now. Agent-X goes into battle mode again!
19-02-2007, 12:48 PM
Rather than spending vast numbers of polys on the cylindrical whip, you should be able to pull off a similar if not better effect with a pair of crossed alpha planes, similar to what you started off with. You could even bake a normal map onto the core to give it some bulk. This also mean you could put the nice scourge barbs back in.
22-02-2007, 05:24 PM
I have taken your advice Tweaked vertex. I have changed the glow geometry to two planes. I have also changed the energy part, which was like a 4 sided extruded box, to an 8 sided cylinder. This giving it a much better and rounder look. I have gotten rid of the tip blade that I had before. I have now included the Matrix as part of the 1,000 polys. I have used all 1,000 polygons between the two weapons. On the character I am currently at 5594, so now I plan to detail it up in the areas that can use it like the boots and and other areas where I plan to have detail. Ill be jumping on the highres this weekend.
22-02-2007, 05:36 PM
22-02-2007, 07:05 PM
looking great X,
looking forward to the high poly
23-02-2007, 03:12 AM
Looks good to me, although I do kinda miss the scourge barbs from your earlier design. You shouldn't really need an 8 sided cylinder for the core with all the effusive business going on. 5 should be ample I think.
04-03-2007, 03:17 AM
Here are some slight updates. I appologize for the delay on some things. I have been realy busy doing work stuff on another 3d assignment from Studio Arts. Come Monday I will be free completely and can hit this model real hard again. This coming week for sure, you will see large updates. I hope you guys like.
04-03-2007, 10:01 AM
I really like the way its heading, Dont like the sword though!
Just my 2 cents!;)
Keep it up :)
08-03-2007, 01:38 PM
Right now I am playing with many things in my head. I am going to be using my girl friends face for texture. Here I am showing some compositing of a mock up for an idea I for texture on the head using a render of the model and the pic of my girlfriend using photoshop. This is not how the final will look exactly. It is just a concept. Keep in that in mind. Hope ya guys like. Feel free to comment. I do plan on adding many things on the head. Lots of panels and circuits, and machinery inside around the eyes, and on the side of the cheeks and other areas as well. I will model all those details and show em in the normal map.
10-03-2007, 05:35 AM
Yes.. yes. I can't wait to see your normal map work. and I like the way you put your girlfriend photo..otherwise. you can watch your girlfriend even if you work.. ^^; Good luck.. ~
10-03-2007, 07:09 AM
Thanks Taehoon. Here is a shot of where I am at so far. I am currently fixing the eye area of the head mesh to fit over the polygon sphere eye balls, so it fits perfectly. I am moving the border edges of the eye area so they sit on the surface of the eye ball and then smoothing the vertices outside of the border edges to fix it. Once I finish the head, the rest of the modeling will be piece of cake. Still alot of details to add and modify.
10-03-2007, 08:37 AM
Here is an update
12-03-2007, 01:50 PM
12-03-2007, 02:21 PM
13-03-2007, 03:35 PM
14-03-2007, 07:14 AM
14-03-2007, 12:35 PM
15-03-2007, 05:32 AM
15-03-2007, 05:56 AM
ok, X, you've made a few updates recently, but they all look the same. Small changes to the model don't need thread updates, save those for big updates.
Either way, you need to get it done. Hurry, hurry, hurry. You still need to texture, rigg, pose, and did I mention you need a stand. Lots to do, little time to do it in.
15-03-2007, 08:44 AM
Yes buddy, I am on it my pal oh pal. Ill be all over it tonight.
19-03-2007, 05:57 PM
Here is an update of my work in progress. I am almost done with the modeling, one more day , then uvs, texturing, rigging, and posing. Dont worry about me guys, I have over 20 computers at my job that I can use to get my normal mapping done quick, so I can set each one to do a single piece, which is what I plan on doing. I plan on uv mapping with Unfold 3d, I will texture with Bodypaint3d and photoshop, and I will rig it in Maya, with my usual custom controls. I deffinately plan on finishing this one.
24-03-2007, 04:23 AM
24-03-2007, 04:36 AM
24-03-2007, 04:56 AM
Whoa that is great work you have got there. Nice stand also. I love all of the details especially the ones on the head. I am not sure whether the details added to the soles of your shoes will be a good use of time for you, it depends what you plan to do with your final pose and renders i guess. It all looks mechanical bar the arms which if you have some time to model still, i think you should change, they look like they lack shape in comparison to the rest of your model and the shoulders look like a solid metal piece (part of the torso), so i do not understand how the arm would move around the shoulder joint, maybe you plan to do something here with textures? I am sure that you will do a great job getting it done to a great standard before the deadline, it looks great at the moment, i am looking forward to seeing more updates.
24-03-2007, 05:42 AM
Thanks for the comment. Yeah, whats going with my character is this: Her right arm is mechanical, and the left arm is organic, she will be wearing a vest like jacket that has one cut off sleve and one long sleve.
On the low res, I will just fake all this with texture, because I have no more polys to spare. You will see in the end. Right now its crunch mode, I will post again when I am finished and will have discussion after the competition with everyone. Everyone keep up the good work. This is the best contest I have seen yet. Lots of good artists and beautiful drop dead gorgeous work. High five everyone. Peace for now.
24-03-2007, 05:50 AM
Cool go for it sounds good. I completly agree with you about the competition and the quality of art.
24-03-2007, 05:52 AM
looking good there, now chain yourself to the chair and drink red bull and go, go, go.
looks good agent.. hope u finish in time.. wish you all the best in the competition :)
26-03-2007, 11:47 AM
Thanks guys. I am all over this. I am not sleeping the final day. I gave my word, I will finish!
Red Bull is good, but what works for me is listening to Hard Rock and that what amps me to stay up all night. Rock on! See you guys tomorrow.
27-03-2007, 10:10 AM
I am sorry I didnt finish. I just ran out of time, I could have used another day, to do all the texturing and composite everything together, I truly appologize. I did finish all the uv mapping and I did do a very simple rig. The normal mapping took longer than I thought, and compositing that together. I will continue to post on this model, I have gone this far. Plus I do look at it as portfolio piece for me. I am glad to have met some good 3d artists and to have had good conversations with all of you. Thanks. http://aycu18.webshots.com/image/11417/2005338906348893223_rs.jpg (http://allyoucanupload.webshots.com/v/2005338906348893223)
no need to apologise... though its a shame you didnt finish in time, it woulda been a fearsome unit in 3dt's ranks :)
keep working on it agent, it will be a credit to your portfolio.. be proud of it, its a great piece :)
27-03-2007, 06:22 PM
Yeah it was a good effort. would have been better if it went in but dont worry. finish it with more time now and show us what you could have done.
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