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shinja
07-02-2007, 03:40 AM
FINAL SUBMISSION

http://www.fraktalvoid.com/kaimera/images/Kaimera_beauty_shot.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_winning_pose_shot.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_construction_sheet.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_texture_sheet.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_concept_sheet.jpg

7th feb 2007
Initial concept
http://www.fraktalvoid.com/wip/kaimera_concept.jpg

13 feb 2007
Gun concepts
http://www.fraktalvoid.com/wip/kaimera_gunconcepts.jpg

17 feb 2007
1 hour mudbox doodle of Kaimeras head fused with organic hard shell.
http://www.fraktalvoid.com/wip/kaimera_bust_concept.jpg

21 feb 2007
Base mesh model. Still to add detail.
Ive started to add detail in mudbox. I will show later. :o
http://www.fraktalvoid.com/wip/kaimera_mesh_wip1.jpg

4 March 2007
Highpoly detail. Currently doing the gun and texturing.
http://www.fraktalvoid.com/wip/kaimera_highpoly.jpg

8 March 2007
Front shot lowpoly details.
http://www.fraktalvoid.com/wip/kaimera_lowpoly.jpg

shadowbreeze
07-02-2007, 03:43 AM
dam thats good, i see why you do it for a liven

Kalango
07-02-2007, 03:46 AM
nicey!
you could give his face a little robot detail like and metalic things....
be welcome btw!

EvilKnight
07-02-2007, 04:00 AM
Very Nice concept Indeed!

BiG ToE-3DT
07-02-2007, 04:02 AM
concept looks great and all, but to me it looks like a guy dressed in an aroured suit. You need to find a way to show hat he isn't human. Then you will be good to go.

caseyjones
07-02-2007, 04:25 AM
Hey Chris, that looks pretty pimp! You could have made that dude over at polycount as well. Like BiG ToE-3DT stated, it looks like a guy dressed in an armoured suit. Which would have been completely acceptable. GAH!
Good luck all the same man, I'll see you on the battlefield.

-caseyjones

shinja
07-02-2007, 04:39 AM
Hi all,

Thanks for the really quick reply. I just posted this like 1 hour ago and man....

Casey: That dominance war brief is very confusing. I really do not understand it.
But oh wells.

It is a man fused in a mecha suit / bio suit. So basically this is not acceptable in polycount. polyciunt is 80% flesh....... but its says it has to have an armour etc... to me what i designed is not a full armour suit as u can see his hips are deformed into a mecha style.

Anywas im gonna be killing me self for the next 6 weeks. :evil:

novoAlias
07-02-2007, 04:51 AM
As long as the final thing looks like a bot not a man in a suit, that is an awesome concept :D Nice work dude.
The opposition doesn't stand a chance with talent like that around. :p

shinja
07-02-2007, 06:12 PM
Ok guys,

After thinking it thoroughly i changed the head to a more mecha style (please look at the first pik) .

Thanks for the awesome advise BiG ToE-3DT.

Basically no more humanoid parts. Next to modify are the shoulder pads maybe...... :???:

ryvick
07-02-2007, 06:32 PM
Holy moly, looks soo pretty, its like i want to touch it but i know it will bite me.

Deto
07-02-2007, 07:39 PM
That's awesome model, and welcome to 3DT side, trooper!

Just a rough idea. Maybe human looking head, but with sort of camera lenses / scopes as eyes and wirings on the head and the head skin itself looking like its partially loose from all the implants attached?

plasma3d
08-02-2007, 03:20 AM
:eek: :eek: :eek: :eek:

- FredH -
08-02-2007, 10:37 AM
You did a stellar job on this concept! I hope you but thruster in the back. That would just make this guy even sweeter!

Great to have you in this comp, and I am looking forward to seeing more! You'll be a great asset to 3dtotal come killing time :D

_FreD_

miezis
08-02-2007, 10:53 AM
kick ass koncept! stylistically he looks monolith - and that's a good thing :)

TheWinterLord
08-02-2007, 12:31 PM
Thats really kick ass Shinja! At what company do you work? GL

V3N0M
08-02-2007, 12:33 PM
O_________________________________________o'

Tank[NL]
08-02-2007, 04:15 PM
man, your concept owns! i love it. very inspiring work. i really love the aggresive, evil style and pose.

looking forward to your model. gl dude

shinja
08-02-2007, 04:36 PM
Hi all thanks again for the reply,

Ive started modelling a base model. Will post some wip soon.

- FredH -
Thanks man. That is the plan putting like thrusters on his back :o
Also thanks for running this comp man. Its a tremendous effort.
Also seen a lot of your artwork very inspiring.

TheWinterLord
Thank you. I work for a small games company here in japan.
Also what is GL ?

BiG ToE-3DT
08-02-2007, 06:05 PM
g l stands for good luck.

V3N0M
08-02-2007, 06:27 PM
Man could the Jpanese ppl be any more talented? I man fo real! Japan OWNZ!

Ken113
08-02-2007, 07:12 PM
I second that! Very nice work, glad to have you on OUR team

RobRussell
08-02-2007, 07:24 PM
Zone Of Enders but with an evil/aggressive style that always seems to be lacking in most concepts, I cant capture it but you have - nicely done.

neolith
08-02-2007, 07:37 PM
Omg,now that's something that you should very proud of...I wish i could draw like that one day.Or simply draw:D And stick to threedy i would say:)

TheWinterLord
09-02-2007, 01:02 PM
Hi yes i figured u were working in Japan, I was wondering the name of the companies name. :)

GL is good luck, I wish you luck with your work.

biano3d
10-02-2007, 01:48 AM
great piece of work man, elements with great definitions, itīs gonna be awesome in normal map version...good luck...see ya

Agent-X
10-02-2007, 03:11 PM
Cool concept man. I cant wait to see it. Keep up the good work.

John Inman
Agent-X

GraphicDragon
10-02-2007, 07:44 PM
Looking at your website, I see you can model as well as you paint. No doubt this is gonna turn out fantastic.

I really like the colors and decoration of the armor. It looks like copper and hematite. Very unique.

Torokun
11-02-2007, 01:11 AM
Looks like it's made to be normal mapped!

I can't wait to see the model!

shinja
12-02-2007, 07:36 PM
Hi all

Again thanks for the reply, Im working on some gun concepts i will show that tomorrow. Im halfway modelling the base model then gonna add detail in mudbox.

V3N0M:
thanks man. But im not japanese, im basically Australian. But yes the japanese are masters at art. No doubt the talent here is rediculously good.

TheWinterLord:
Thanks. for telling that "GL = good luck". Gawd I feel dumb not knowing that.
I lost track of english working here.

GraphicDragon:
Thanks. Im not that great at 2D as you can see I am having problems with perspectives. Im really a 3d artist.

shadowbreeze
13-02-2007, 08:20 AM
so your an Aussie working in japan, way to go, you lucky B.

updates please.

shinja
13-02-2007, 05:42 PM
Hi all,

A quick concept of the gun designs i did last night. Basically no triggers. It is an automatic response blast on all guns, triggered by the character.
I wanted to do like a sharp design much like a shark shape or fish with the same pattern as the character.

A lot will change cause some parts dont work well with the character, or even fit properly in his hands. :ugh:

Still modelling away...... :zzz:

http://www.fraktalvoid.com/wip/kaimera_gunconcepts.jpg

Tank[NL]
13-02-2007, 05:55 PM
sleek design. the top design seems to best fit the character. the other two look to big and massive.

great work tho on all 3. looking forward to seeing your model.

gridlinked
13-02-2007, 05:58 PM
I like the Bolerafon the best.

carlosf
13-02-2007, 06:21 PM
Very nice looking concepts. Congrats

frostsnake
13-02-2007, 09:55 PM
hei cool to have you with us!
i also like the bolerafon the most, looks nice!

miezis
14-02-2007, 10:51 AM
your color choice and line flow is just amazing, really looking forward to see you modelin' :)

0202742
14-02-2007, 03:22 PM
Very beautifully drawn concepts. Hurry up so we can see/u can submit a model.

shadowbreeze
16-02-2007, 08:03 AM
wow some really cool designs, i like the first one the best. keep it going

dhin
16-02-2007, 08:09 AM
Wow, Very cool concept. Can't wait to see more.

shinja
17-02-2007, 03:31 AM
Hi all,

Thanks for the feedback, I personally like the necron pulse ( the first one ). I should have painted the bolerafon to see who it will adjust with the character.

Im halfway modelling the character. Im just trying to get the right sillouhette on the legs especially.

Also im trying to design the backside of the character. Im thinking of making it an organic metal on the backside with thrusters. Still dont know how it would turn out.

I will show wip modelling when im happy with the sillouhette. :hmm:

shinja
17-02-2007, 05:55 PM
I was thinking of mixing kaimera with an organic being exposed at on the backside of the armor. Im thinking of creating organic thrusters on his back.
I know it doesnt make sense but I try create something like it hehe :hmm:

I did a quick mudbox doodle. I need feedback on what people think of this idea?

http://www.fraktalvoid.com/wip/kaimera_bust_concept.jpg

Kalango
17-02-2007, 06:25 PM
SUPERB! some sick designs you got there fella! nice very nice!

shadowbreeze
18-02-2007, 04:01 AM
yeah now thats looking Bl brilliant, a great change in direction for the head.

TMaloney
18-02-2007, 10:45 PM
I think this design is really awesome.
I want to see how it will translate to the 6000 tri guidelines.
Good work man!

caseyjones
20-02-2007, 04:30 AM
Hey Chris, good to see you making progress on this guy. It's looking pretty good, though I like the shape of the head in the concept a little more than what you've got in the bust. But I think once you pimp it out some more and get it cranking with the rest of the body it'll be sweet!
Great stuff.

-caseyjones

gridlinked
20-02-2007, 04:38 AM
Just like Macdonalds says, i'm lovin' it!

zerorhythm
20-02-2007, 04:57 AM
ahh! necron pulse's wicked!
good job!

shadowbreeze
20-02-2007, 08:52 AM
more please.

shinja
20-02-2007, 06:44 PM
Hi all,

again thanks for the replies :).

Below is the mesh WIP. About the character pose he does not look dynamic or strong or anything else like that so please dont mind it.

Its just the way I pose models, when modelling.

Some notes. I will still need to add detail on the arms. It does not look so strong now. Also please give me hard comments on the model and what people think of the sillouhete etc.

looking forward to the feedbacks.

CaseyJones:
I have kept the head the way it is. I did some mudbox doodles and i eventually strayed away too far into a very half organic models. Thanks for the comment though :)

http://www.fraktalvoid.com/wip/kaimera_mesh_wip1.jpg

YdoUwant2know
20-02-2007, 06:54 PM
Looking good, at least form what I can see, if you have any larger images that would help. Otherwise I like what you have.

You are right; the arms need to be bulked out some. They look too week in comparison to the rest of the body.

The bracers may also be a bit big. From a design stand point they are very cool, but functionally, they may end up getting in the way. Imagine trying to hold a gun with those things on.

caseyjones
21-02-2007, 09:08 AM
The mesh looks nice dude and has a very strong silhouette. The thighs look a little too bulky and too rounded in my opinion.
I still read this character as a human in a mech suit. The forms and proportions are too humanoid. Besides the head, there's nothing really screaming out robot to me.

-caseyjones

killadee
21-02-2007, 09:15 AM
Love the concept and model is looking tuff :)

0202742
21-02-2007, 05:49 PM
Would agree that the arms need strengthening and i am not certain it would be able to manouver well (it does look quite like a human in a mech suit). Overall a great look to it and a fantastic piece, looking forward to seeing it complete. Keep up the good work.

aijou
23-02-2007, 01:39 AM
great man! I like it a lot.. =)
Reminds me of Bahamut from Final Fantasy 10 for some reason..
I hope you take that as a compliment. Keep it up!

biano3d
25-02-2007, 04:59 PM
great model...a lot of details, the normal map work itīs gonna rules...just a little tip, the arms on the siluette image, looks short...maybe a little longer...
hug

squirl
25-02-2007, 05:04 PM
yea i agree wth biano3d, the arm are a teeny bit to short and maby a littl weak. cant wait to see your texture job, judging from your concept art its guna be pritty kewl.

bdw, it doesnt realy matter if it looks like its a suit, rember were ment to be the angry spirits taking over the machines.

Tank[NL]
25-02-2007, 05:30 PM
"Mommy, mommy, can i have one?"

"No dear, it will kill you, just by looking at you"

nice work man. looking forward to seeing the normals and some color :D

shadowbreeze
26-02-2007, 03:39 AM
looking real good, and i agree with the general view of everyone else the arms need something either bulk or length.

gridlinked
26-02-2007, 07:51 AM
I'd go with bulk, not length, they don't seem to be too short, but they definitely need some beefing up. Love the model man, the high poly will rock!

shinja
26-02-2007, 12:06 PM
Hi all,

thanks for the reply. I have bulked up the arms and not lengthen the arms just like what gridlinked said. The arms are right proportion. The sillouhette is a bad snapshot and camera angle. As you can see in the proper renders the arms are right length to the body. Anyways i will post the highpoly snapshot when its ready. I plan to start texturing this weekend.

shadowbreeze
27-02-2007, 04:58 AM
looking forward to the update, and oh when i said length i did not mean i thought they were to short, i was just thinking of funkyness that was all, but then again it all ready is so i'll shut up now :crazy:

taehoon
28-02-2007, 10:36 PM
Shinja..This is Taehoon from the other thread.. I just stopped by. How is your work going on.. I believe that you are going to hit great.... thanks for last tutorial link..... cheers

taehoon
28-02-2007, 11:34 PM
Shinja..This is Taehoon from the other thread.. I just stopped by. How is your work going on.. I believe that you are going to hit great.... thanks for last tutorial link..... cheers


Try xnomal .. it's really simple and works great..

http://www.xnormal.net/

shinja
01-03-2007, 04:41 AM
Hi taehoon,

Glad that helped. I had a tutorial in japanese form using the same process in maya. So i was glad that someone made it in english thanks to the author of that tutorial.

Anyways Xnormal is pretty good. Ive been using it since it came out its pretty handy.

anyways im still putting detail on the high poly. Also modelling the gun :S
I guess no partying this weekend :(

shinja
04-03-2007, 05:45 PM
Finally an update.

Here is a not so cool render of the highpoly. If i render this with usual GI my comp will die and i could not be bothered using displacement mapping. :ugh: yes lazyness.

Anyways Ill show the normal maps applied to the mesh tomorrow. :o

http://www.fraktalvoid.com/wip/kaimera_highpoly.jpg

taehoon
04-03-2007, 09:44 PM
HOly....~~~~~~~~~ It's great work.Shinja~.. Is it all from Zbrush? or Maya.? or complex? I like the all well balanced details.......

You are the top

EvilKnight
05-03-2007, 10:37 AM
Looks like mudbox is doing a crazy freaking great job man! I think I'll use it too :)

shinja
05-03-2007, 11:13 AM
Taehoon:
Thanks man. some detail was done in mudbox. but some had to be done in maya due to the hard edge bevels. so it wont looks so much organic.

Evil Knight:
thanks man. your stuff is looking good as well.

neolith
06-03-2007, 12:31 AM
This really looks like a winner,nice work!

taehoon
06-03-2007, 05:36 AM
Did you make UV Layout before doing mudbox stuff? I'd like to see UV's later.. it will be awesome too.

Torokun
06-03-2007, 05:42 AM
Good to see some great update here.

Whatever happened to the mudbox doodle you were doing? I really like that direction too.

shinja
06-03-2007, 07:27 AM
Hi all thanks,

Taehoon:
First i modelled it in high res with no UVs in maya. Then what i did is add the details in mudbox. I then got that same high rez model and chopped it down to the spec size (6000 polys) and then imported the parts i need in mudbox and created the normal maps.

I used Xnormal as well on some parts but it seems mudbox has a number of nice features that extract the normals well and the blues come out much better i think.

I dont know im not too used to xnormal settings although it is straight forward im too dumb for it.

Anyways cant post until i clean up my normal maps. I found im getting missed rays that details dont render.

Torokun: Thanks man, i decided to stick with the actual concept.

Torokun
08-03-2007, 06:55 AM
Torokun: Thanks man, i decided to stick with the actual concept.

Hm...

The back pack would look cooler if it's somewhat like the back view from your mudbox doodle... no?

Jido
08-03-2007, 07:59 AM
This is very impressive. Impressive indeed. That's all I can say. Anymore words would be wasting time for use on my own model to be this great.

shadowbreeze
08-03-2007, 08:06 AM
this is looking soo good, very clean, bl awesome

shinja
08-03-2007, 06:12 PM
Hi all,

here is the latest update. This time showing the low poly.
I am halfway texturing. Yes the fun part. I just finished rigging the part i really hate.

I will show the texturing updates soon. :hurt:

Torokun:
Yeah you are right though although i do think i went crazy with the detail and plus i dont have time to change anything anymore. i dont get much sleep since this comp started.

http://www.fraktalvoid.com/wip/kaimera_lowpoly.jpg

Kalango
08-03-2007, 08:47 PM
wwaaaaaay cool man, loved it. Cant wait to see it posed and textured :)

redonix76
09-03-2007, 07:30 AM
Very nice! love the design and proportions! Coming along well. Can't wait to see it textured.

gridlinked
09-03-2007, 12:42 PM
Great work Shinja, likewise i can't wait to see this textured!

shinja
10-03-2007, 07:16 AM
Hi all,
Heres a snapshot from my 3DS max viewport. Using the inhouse modified shaders I have at work.

I imported my model into 3dsmax for shader tests. Maya can load them too but i kinda prefer the way 3Dsmax shader support.

It is just roughing out the color balance and detail is not painted yet.
As you can see, there are no scratches, specular, glow maps, ambient occlusion maps applied yet.

I will post more sometime during the coming week.

http://www.fraktalvoid.com/wip/kaimera_texture_WIP.jpg

ThatDon
10-03-2007, 08:11 AM
That looks greats! You might wanna consider/try it with less blue on the boots and wrist guards, might help balance it out a bit more, just my opinion I guess.

Btw what exactly do these in house shaders you are using do?

shinja
10-03-2007, 08:46 AM
Thatdon :
Thank you for the comments.

As you can see this is an actual screen shot of viewport. It is not a rendered scene. It is basically what you see is what you get (sometimes :) ) You cannot get this withought using the DX shaders on your materials.

That blue is the realtime lighting. So far the scene is illuminated using 3 point lighting.
I am just testing out moods and lighting conditions.

You will see the later the real colors on my texture sheet.

The inhouse shaders i am using now consists of:

Diffuse map, normal map, Ambient occlusion map, specular / cube mapping and glow. It can so far only reach 5 pass techniques. I dont know if there are 6 pass techniques.

The shader programmer at work programmed this for the artists. We even have our own skin shaders. Im also trying to program some shaders, but im too dumb for programming.

Again you can find almost the same shaders on the net i think.

BTW: I like your model too man :haha: You have gotta finish it !

ThatDon
10-03-2007, 08:52 AM
so we are allowed to use shaders on our models? like for instance a car paint shader? I was under the impression that everything had to be painted.

Torokun
10-03-2007, 11:04 AM
I love how the integrity of the silouette of the character is maintained on the low poly model. Something that a lot of people who treat normal mapping as the end or be all feature often lacks.

With that said, I think the high poly model could use more "carved out" details. I feel like the normal map is not very effective at this point. A very well painted texture map could pull of the similar look and the feel of the latest update you posted.

I am not trying to bring you down... I think you have a really cool concept and it would be shame to lose the intensity of that concept in the translation to the 3D model.

I would like to see the better render of the character to see if what I am saying is wrong.

shinja
10-03-2007, 06:57 PM
Hi Torokun,

About the detail. Like i said in before the high detail is a very bad render and i cannot render with clear lighting yes the material texture on the high poly is white if it was grey and low ambient you will see it clear.. You will clearly see it in light with the normal mapping texture. I have not posted my normal mapping texture as of yet.

Also about the normal mapping not showing carved out details. What people are forgetting is that this competition is not all about pretty renders with "GI". It is what you see in game(viewport) and with the effect of "shaders" in action. That is the reason i posted a WIP screenshot from my viewport. Also there are other facts in action there. The mip mapping is on, so most of the detail is blurred.

To tell you the truth i really do not like rendering the final in "GI" because it is all crap and not what you see in game / viewport. It is just for the sake of making it pretty. But oh wells its all about making it pretty right for any competition? :)

Anyways i will post a "pretty render" and compare it with viewport screen shots so you know what i mean. :)

Thanks for the advice though you are helping me in a lot of ways.

shinja
16-03-2007, 06:09 AM
Hi all,

Here is the first texture pass close up screenshot from my viewport due to the stupid mip mapping it blurs my image like the previous snapshot.

Still no proper spec maps, ambient occlusion / cube map.
Second texture pass will be final with better scratches and material decals.

I sharpened the details more which is a great advise from TOROKUN about sharpening / carving the details out. Again thanks, I have looked at this model too long and can clearly spot the difference.

Currently texturing the gun and preparing for final passes and image submission

http://www.fraktalvoid.com/wip/kaimera_texture_WIP2.jpg

ThatDon
16-03-2007, 06:29 AM
Very nice! Are the little red spheres going to be receiving any more lovings/work on them?
perhaps you had a subtle glow map in mind?

shinja
18-03-2007, 06:56 AM
That don thanks :) . Yeah the red spheres have no lovin as of yet. :(
i wont put a glow map because im over killing my character with too many glows.
I will leave it as a glass look shader with high spec.

anyways will post the necron pulse tonight.

ThatDon
18-03-2007, 07:13 AM
Sounds good man, I agree about the whole glow thing too, there is a point where your model just becomes a glowing dildo.

shadowbreeze
18-03-2007, 01:11 PM
yeah this is looking really good, looking forward to seeing the necron pulse.

ez5k
18-03-2007, 03:47 PM
nice job, i like materials and details design.

shinja
18-03-2007, 03:48 PM
Here is the process render of Necron pulse.

My computer keeps shutting down each time i do a high res render.
So no choice but to use normal lighting render.

Will show textures sometime this coming week.

http://www.fraktalvoid.com/wip/kaimera_necron_pulse01.jpg

ThatDon
18-03-2007, 03:50 PM
Just curious as to what program your using to get your AO

Kalango
18-03-2007, 08:27 PM
wow man looking kick ass! love it! AH! reminds me of UT 2k4

DrunkenPuppy
19-03-2007, 03:04 PM
Nice weapon :) good work shinja

shadowbreeze
19-03-2007, 03:19 PM
very nice and i know all about comps shutting down on high res renders, that what i get or max is now out of memory thanks for coming.

shinja
19-03-2007, 03:30 PM
That Don :

Im using Xnormal to generate the AO. I cant use standard maya mental ray cause it shuts my computer down for high renders or memory intensive.

Shadowbreeze:

Thanks buddy. I have 4 gigs of mem and this stupid comp still shutsdown....
Even sometimes when im texturing it shuts the whole comp down. I had to save my PSD files into new names so it doesnt corrupt the files.:( i dont understand... I think after this comp its Format C: if that doesnt work new MB :(

miezis
19-03-2007, 03:44 PM
you just gave me an original idea of backing up my work :) i almost feel worried right now!

shadowbreeze
19-03-2007, 03:47 PM
i feel i'm in the same boat, but i only have 2gig, just one more week i hope my comp gets there.

ThatDon
19-03-2007, 04:00 PM
That's the exact reason I was asking you Shinja...maya is very unstable for me when it comes to AO maps.

If you get a few mins can you pm me some tips on getting good results in xnormal. or anyone else what is having luck with the program.

shinja
19-03-2007, 04:16 PM
Meizis :

Yes i got very scared especially last week, It constantly shut down. So i backed up my files. Each time it shuts down it corrupted my max files.. But not maya files.

That don :

Xnormal is pretty straight forward and very easy just follow the flash tutorial on the website. Its much easier than setting up your shaders in maya for mental ray to render.

3DS max does a good job as well but that too is unstable if crankin high poly stuff.

Good luck buddy i hope it all works well.

Agent-X
19-03-2007, 07:57 PM
Very nice work on the modeling and texturing. I am very impressed with this. Really cool stuff. I am going to have to look into the ambient occlusion thing myself as well. I have XNormal, Ill have to try that. Very cool, Keep up the good work. :)

taehoon
19-03-2007, 08:53 PM
I haven't checked your lovely weapon.. that's really nice.. .awesome.. and Xnormal is ROCK......

shinja
21-03-2007, 02:05 PM
Here is almost the final texture for the necron pulse.
I will revist it this weekend for final touches.... I dont think its quite there yet.

Taehoon : Yes man ! Xnormal rawks! it is a very good tool.

http://www.fraktalvoid.com/wip/kaimera_necron_pulse02.jpg

miezis
21-03-2007, 02:09 PM
ahh, yees - glow maps! they add so much to the model - especialy to people who like shiny thingies... like me :)

shinja
21-03-2007, 02:29 PM
Miezis: thanks they do add a nice touch.

I have one question and again i may sound dumb but.. I do not understand this bit in the submission....

"This texture sheet includes all your used texture sheets squeezed into this "one" sheet. If you used Normal maps, they must be included! Otherwise, Spec, bump, glow, transparency etc are optional."

"It says squeeze all the used textures sheets" into this one sheet" and then goes onto "Otherwise, Spec, bump, glow, transparency etc are optional."

Im very confused in this... can someone clear this up for me please... Im not sure if it sounds plain and simple. but can i just submit my diffuse and normal maps and thats it ? Because we all loose a lot of detail packing all maps in, basically useless cause the detail is lost.

miezis
21-03-2007, 02:36 PM
ok, so - you MUST include normal maps if you had any, and you MAY include all other maps. the ones you choose are up to you [except for normal maps wich is mandatory].
you can include only one big difuse and normal map, but i think people will be interested in other maps you used - specular and glow maps don't need to be that hi-res to give you a picture what you did. hope i made it clearer.

shinja
21-03-2007, 02:50 PM
miezis : Thanks heaps for making it clear. I guess putting all the maps in is good. But in a way you loose the painted details. But oh wells. It will show on the renders. Anyways thanks again

BiG ToE-3DT
21-03-2007, 05:23 PM
if you are still even a bit confused, you can stop by the Dom War site and take a look at last years entries.

http://www.dominancewar.com/1/index.htm

0202742
21-03-2007, 08:21 PM
Looks great. It seems obvious to me through your artistic style that you come from japan. Looking forward to the next update.

Jido
21-03-2007, 08:46 PM
Yet again, Impressive. I need to check out this Xnormal.

shinja
22-03-2007, 09:29 AM
BiG ToE-3DT : Thanks i finally managed to login to game artisans. I have registered before but did not know how to get in to upload images.
Also last years submission specification is different to this years it seems.
Also been checking your progress. Its looking cool.

0202742: Thanks. I have been influenced by japanese games and manga for many years. Also working here and the talent is something beyond what I expected, everyone is too good its very scary.

shadowbreeze
22-03-2007, 03:18 PM
nice texturing on the necron pulse, and yes i'm a believer Xnormal does rock

shinja
22-03-2007, 03:56 PM
Thanks shadowbreeze. But after looking at the previous image, the normal mapping detail overlay is too strong so i toned it down a bit to give it not much of a rough look. I was going to give it hardcore wear and tear but changed my mind because i wanted it like a hematite metal, and copper feel.

shinja
26-03-2007, 05:05 PM
Hi all after 7 weeks of killing my self here is the final submission of Kaimera.
Thank you all for the encouragement and all the help you all gave me.
Well done to all that will finish and Good luck to everyone.

http://www.fraktalvoid.com/kaimera/images/Kaimera_beauty_shot.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_winning_pose_shot.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_construction_sheet.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_texture_sheet.jpg

http://www.fraktalvoid.com/kaimera/images/Kaimera_concept_sheet.jpg

miezis
26-03-2007, 05:14 PM
congrats on the finishing, you've done a great job! and it really looks cool. you've kept true to your concept and it has payed off!

shadowbreeze
26-03-2007, 05:36 PM
yeah now thats awesome work their, congrats and good luck, i'll be keeping an eye on your web sight for updates on your other works.

praveen3d
26-03-2007, 05:38 PM
Just Superb!!!

BiG ToE-3DT
26-03-2007, 05:51 PM
real nice. See you in the top 10.

Inpw
26-03-2007, 06:19 PM
Congrats!
Beauty shot is awesome. One of best works in whole contest.

gridlinked
26-03-2007, 10:21 PM
Absolutely top notch work Shinja! Clean model, stylized and detailed skin, good presentation, and what a beauty shot! Congratulations, all the work payed off :)

Torokun
26-03-2007, 10:50 PM
Great job finishing up!

:)

AimBiZ
26-03-2007, 11:34 PM
real nice. See you in the top 10.
Yep, agree. :)

taehoon
26-03-2007, 11:39 PM
Shinja your normal map texture is Beautiful..~~ Great man

killadee
27-03-2007, 05:15 AM
Fantastic work, i think you should certainly make top 10. Gratz to you :crazy:

ez5k
27-03-2007, 11:03 AM
awesome man! here is porfessional work.

shinja
27-03-2007, 11:37 AM
Hi all,

Thanks heaps for the comments and support. To tell you the truth there is no hope i will be in top 10 there is so many awesome entries that blew me away right from the start.
But i gave it my best shot.

Anyways if you all would like to see additional images and the detail on the texture resolution. I have a created a site dedicated to this project. I will also post renders of the back and images i didnt get to post because of lack of time.

Again well done to all that finished.

here is the link : http://www.fraktalvoid.com/kaimera/index.htm