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Torokun
10-02-2007, 12:25 AM
Hello Everyone!

My name is James. I will be art directing our team's entry.

Karl is our principal character designer.

and Taehoon is the official member of this team (by the contest rule). He will be handling all 3D and texturing aspect of the project.

I will try to explain my direction for 3Dtotal race in details. But, if I am not being clear or if you have any questions, feel free to ask. :)

Personally I don't like going crazy with monster based designs for themes like Dominance War. It may look cool. I really believe it's hard to establish a sense of reality when the characters look completely inhuman. This ofcourse is debatable point. And there are a lot of exceptions. But, that's another story for another day.

In our design, all 4races are human derived humanoid form of a race.

it became a bit of an issue for me since we are choosing to go with 3Dtotal race... which is mostly a robot. In a form that is mostly a machine, it didn't really make sense that these race have to maintain in a humanoid form. If their goal is to just be a killing machine, it probably makes more sense to have a shape of specific weaponry.

But, for the sake of consistancy, I have decided to give these guys a basic human like form.

However, within that boundary, I think our design can push the envelope and make it as machine like as much as possible.

It became pretty clear that if I am a race of machine, things like decoration, colors are completely unecessary. These "people" wouldn't care about what they look like. As long as they are in a form to do the job. Of course, in our human eyes, there is certain beauty to a purely function based designs... We can find examples all around us. A lot of construction tools/vehicles are good examples.

So, I decided to push the design from that angle. And there are already a lot of good artists who thought about this subject matter in similar way. I have put three major references for our design on the first page of our WIP pages.

I'm sorry for the long list of things to say here. As you can see, I'm not much of a writer. :)

I do want to say that I am extremely honored to have this opportunity to work with some of great artists. And I want to publically thank Taehoon for inviting me to participate on this contest. And also, I want to thank Karl that he agreed to design our awesome character.

http://ic1.deviantart.com/fs15/f/2007/088/0/7/for_uploading_by_torokun.jpg











(Images below here are WIP images.)
http://www.taehoonoh.com/dw2/dw_016.jpg



http://www.taehoonoh.com/dw2/dw_014.jpg



http://www.taehoonoh.com/dw2/dw_012.jpg




Low Polygon Model with Normal map WIP

http://www.taehoonoh.com/dw2/page_12.jpg


High Polygon Model WIP
http://www.taehoonoh.com/dw2/page_11.jpg



UV Map Lyout for the Low Poly Model
http://www.taehoonoh.com/dw2/page_09.jpg
-Sorry for the wrong fonts. I don't have those fonts at home. :( As you can see, Taehoon did some crazy UV layout job. He is currently working on the high res model. So, stay tuned.

Final Low Polygon Model.
http://www.taehoonoh.com/dw2/page_08.jpg
-Details of the current status is described on page 3 update entry for this thread.

3D Mock Up Model Stage.

http://www.taehoonoh.com/dw2/page07.jpg
-So, here is our final mock up model. This model represents the correct proportion and stance of the character. Karl will now take this reference and make more tight design sketch. Taehoon will take those sketches and make the beautiful 3D model.

http://www.taehoonoh.com/dw2/page06.jpg
-The issue involving the stance/bulkiness/proportion as well as the silhouette of the character was mainly about following parts of the body 1 waist shape, 2 bulk of the thigh, 3 lower leg's positions. I made two reference models using Taehoon's initial mock up model and compared the two.


-Taehoon made this quick mock up model from the front view sketch.
Karl and I started discussing about the stance and the bulkiness of the character by using the side view.

Initial Concept Design Stage

http://www.taehoonoh.com/dw2/page_04.jpg
-Head study and a quick sketch to describe other races. It always helps to build a bit of a context of where your character lives... or other characters that he/she will interact with.

http://www.taehoonoh.com/dw2/page_03.jpg
-Karl pretty much nailed it with his next sketch. This is pretty much what I was envisioning. I just made sure that the head is still more organic. and gave a weapon from the first sketch. the final design will be a variation/developed verion of this sketch.


-Initial design by Karl. I wanted to move away from the look that there is flesh and blood under the armor. The sketch on the right is my feedback. Emphasizing the humanoid form. But, mroe of a machine than an organic life form

http://www.taehoonoh.com/dw2/page_01.jpg
-Description of the project

Oltskul
10-02-2007, 12:41 AM
too long for me..
but its looking realy realy good..
hand are pretty..

Diabolos
10-02-2007, 12:47 AM
excellent presentation - a winner for sure.

D,

Tank[NL]
10-02-2007, 01:07 AM
holy sh*t, looks great. great presentation. cant hardly wait to see you guys final design :D

mim
10-02-2007, 01:33 AM
Good concepts!
Good works!!
Good luck!!!
;)
mim, :wave:


PS: btw you have to be max 2 ppl joined together! no more! I don't know but seems you are 3!? :dunno: But maybe I'm wrong :)

Torokun
10-02-2007, 02:25 AM
We looked it up and the team actually counts 3D artists only.

so, technically, people involved with design doesn't count.

which means karl and I are not officially part of the official team.

Only Taehoon is.

mim
10-02-2007, 02:33 AM
Ahh, you'r right! sorry my missundrestand!
goodluck guys n best wishes for you ;) hope to see good progresses soon ;)
keep it up, mim :wave:

Kalango
10-02-2007, 02:39 AM
badass concepts dude! i realy enjoy it :D

shadowbreeze
10-02-2007, 02:50 AM
page 3 design does it for me, thats so cool, good luck

Torokun
10-02-2007, 10:38 AM
Page 3 Design does it for me too!

;)

arshlevon
10-02-2007, 10:57 AM
really cool, i like the one on the left of page 3, with the mechanical face.. i think the human head looks a little out of place on this design. really awesome.. one of my favs for sure.

Agent-X
10-02-2007, 01:29 PM
Very cool designs. Kick ass stuff there. I cant wait to see it.

John Inman
Agent-X

ez5k
12-02-2007, 11:38 AM
great work!

Inpw
12-02-2007, 11:59 AM
Awesome works. Hope 3D work would be the same. FTW!

taehoon
12-02-2007, 11:30 PM
Hello,, This is Taehoon. I'm an artist who's going to model and do the texture work this cool character.

I'd like to say "Thank you" for all of people who have lots of interests in this character.

I'll work hard and do my best for making as cool as what concept is..

keep watching our work.

Taehoon

V3N0M
13-02-2007, 12:17 AM
Ftw!!!1

Aleks
13-02-2007, 12:32 AM
Hey,Taehoon,it's cool to see that you are the one who gonna create and texture that beast :) The concept is just awesome!...
So,have you done anything so far or just started working? Can't wait to see your work :)
Best of luck to you guys!

V3N0M
13-02-2007, 12:42 AM
It always helps to build a bit of a context of where your character lives... or other characters that he/she will interact with.
translation : torture, kill, desmember, obliterate, molest, maybe even devour XD

Torokun
13-02-2007, 12:59 AM
translation : torture, kill, desmember, obliterate, molest, maybe even devour XD

LOL. I do think the theme is a bit stereotypical sci-fi game subject. But, I still think we can build some cool looking models.

shinja
13-02-2007, 02:58 AM
OMG awesome !....

Great line up of artists.... cant wait to see it.

Torokun
15-02-2007, 11:14 AM
2nd Update!

Page05~07 added

Please check the 1st page of this thread. I am putting all the images continuously.

http://www.taehoonoh.com/dw2/lastpage.jpg

BiG ToE-3DT
15-02-2007, 05:31 PM
thats looking good, I hope you got some wiers for us.

Agent-X
15-02-2007, 06:01 PM
Very nice work! Keep it up, looking awesome. Yes we would all love to see your wire frames. But yes so far, so good. Kicking ass!

John Inman
Agent-X

Kalango
15-02-2007, 07:56 PM
nice lookingmna, the arms are quite stylish, and the torso looks realy nice :) keep it up.

taehoon
15-02-2007, 09:39 PM
I'll post a screenshot with wires soon.. Thanks for your encouragements.....~

bRuDe
15-02-2007, 09:41 PM
awesome. great style and originality.

0202742
15-02-2007, 10:45 PM
Really cool design, can see this character working. Looking forward to the end result.

Torokun
16-02-2007, 12:52 AM
Here is a render showing the wireframe.

Kalango
16-02-2007, 01:47 AM
yeah nice :)!

YdoUwant2know
16-02-2007, 02:56 AM
looks amazing!!! What is the poly count sitting at?

Torokun
16-02-2007, 03:09 AM
last time I checked the mock up model had little over 4000 polys.

I want to emphasize that this model does not represent the final model at all. Main purpose was to figure out the proportion and making sure it looks right.

once we shorten the right arm and add the gun, things will change again.

Taehoon is basing his final model on this mock up model.

defaultalias
16-02-2007, 03:20 AM
i don't think i posted in this thread yet. hmm, anyway, great job guys. thats some excellent concepting and work flow too, all three of you guys are very talented.

BiG ToE-3DT
16-02-2007, 04:21 AM
I think you mean the two of them are talented, we arent allowed groups of 3.

shadowbreeze
16-02-2007, 08:05 AM
i really like the design you chose, and for a mock up model it looks bl sweet

Torokun
16-02-2007, 09:45 AM
Here is a little upper torso study of our character.

http://www.taehoonoh.com/dw2/torso_study.jpg

Using Taehoon's latest mock up model, I grouped the major bulges. Normally, if this was more of a production level design study, the details of the design and mock up model's mass study will match more. But, since we are doing really fast design process, both Taehoon and Karl are modifying each other's designs to suit their needs.

A. line sketch
B. line sketch with the 3D model showing the wireframe flow
C. colored parts indicating the major bulges
D. idea of having the folding arms/manipulators/blades being opened

Obviously, the design is not definitive. But, I thought this will make things easier for both Karl and Taehoon to define the major parts of the torso.

For (C), each colors represent different major group. But, that doesn't mean they have to be separate pieces.

(D)'s folding manipulator/close combat weapons are more of a design decision. Depending on the final model's poly count, we might just leave it all tucked in.


In light of celebrating Valentine's day (little late). Karl went on and did a little design sketch of Bigun's date.

http://www.taehoonoh.com/dw2/littleun.jpg

I think this character would have been a great desgin for this competition as well.

Oh well... can't have everything... Right?

taehoon
16-02-2007, 09:37 PM
Hello, Big Toe-3DT,

Actually, I'm the only artist to go through this competition, and my friends Karl and James help me for concept and advise. I'll do all modeling, texture, rigging, normal map, rendering and etc by myself.

and I just found a new updated rule for a concept artist.


Feb 5th Update - Concept Artists do not count as a member in any team. However, they must put their Name and contact info (email and/or website) on their concept sheet(s).

Does it mean that they don't count a concept artist as a member in team?

If we aren't right, please let us know............

Thanks for your concern and worries.., Big Toe-3DT, ~


Taehoon






I think you mean the two of them are talented, we arent allowed groups of 3.

defaultalias
17-02-2007, 07:52 AM
your right man, don't worry.

TMaloney
18-02-2007, 06:48 PM
I think this looks great, the only thing that is bugging me are his feet, they dont look right for some reason, too weak almost. But love everything else.
Thomas

taehoon
20-02-2007, 12:30 PM
This is a finished low model. and Tris are about 6000 now.

and layouted the UVs and next step will be Mudbox and Zbrush....

http://www.taehoonoh.com/dw2/dw_001.jpg

OnyxIdol
20-02-2007, 01:46 PM
Seeing Your workflow and speed ist awesome.

Torokun
21-02-2007, 02:16 AM
New Update. Page 08 is added on the front page

To my dismay, I have to report that our workflow hasn't been very smooth for last week or so.

Karl is having some computer and internet trouble. Which forces Taehoon to start high poly model without the detailed description of the final design.

I thought the schedule we have is enough to deal with such mishaps. But, I guess I was wrong.

I take the full responsibility. And I apologize to everyone. Especially to Taehoon. I feel like I blew up this project to be much bigger than it should have been. And I am failing to deliver things necessary for him to make the 3D model. :(

I will try to do the detailed sketch of my own. And see if it will help you Taehoon.

gridlinked
21-02-2007, 02:21 AM
Damn, some great work guys! Those troubles suck, i hope you can have everything back to normal and up to speed as fast as possible, good luck with that!

taehoon
22-02-2007, 12:53 PM
I finished UV layout.. Now it's ready to go to Mudbox...

http://www.taehoonoh.com/dw2/dw_002.jpg

Klash120
22-02-2007, 05:20 PM
o . O That's some impressive uv packing there!
Was wondering about something though. I think I can see the UV's for his head, &
it looks like you've only mapped one side, and prolly mirror/overlay the other right on top. How/does/what/who/etc do you 'flip' your normals to work on the other side of the model? I mean, do you have to flip the geometey's normals to get the map to face the right way? Will it cause the lighting to react differently on the gemetry? . _.

taehoon
22-02-2007, 11:00 PM
Thanks for your worry Klash120.. That's really good point.

However, I don't think that there will be big problem with flipping normal map..

I'm now working in game company, and we have the same issue about mirror the normal..

but, It can fix easily by flipping normal or with a simple script..

However, I'll try what it happens if I render in Mental ray..

Thanks Klash120..

Taehoon

Torokun
23-02-2007, 06:47 AM
Taehoon, you are the man!

I can't wait to see the high poly model.

Torokun
25-02-2007, 10:50 AM
Hey guys,

it looks like our second child is going to "come out" couple of weeks ahead of the schedule. If not today, My wife will be induced on the Monday morning (Pacific time).

I will try to stay in touch and update as much as possible.

Taehoon is currently pulling his hair out doing high res model.

I am gathering some reference for further studies of the design.

Go Taehoon! You can do it!

taehoon
25-02-2007, 12:01 PM
New updated, As Torokun said. I spent all of my weekend with this high res model and pulling my hair out.. I just found it that this kind of mesh isn't good to make high res model in Mudbox directly, I touched up a little bit in maya and brought to mudbox.

this is not a final. I need put more details later... but you can see the direction..

and Torokun, Can you bring this image to the front page.?

and Please let me know when you see your new born baby... Congrat..~

Taehoon

http://www.taehoonoh.com/dw2/dw_003.jpg

V3N0M
25-02-2007, 12:28 PM
X_X *explodes*

Tank[NL]
25-02-2007, 04:20 PM
sweet! :D

taehoon
25-02-2007, 09:35 PM
X_X *explodes*


Haha.. Yes V3NOM.. it will explode.~~~

Thanks

TMaloney
25-02-2007, 09:48 PM
I really like this design. I cant wait to see what you end up with

taehoon
25-02-2007, 09:58 PM
I really like this design. I cant wait to see what you end up with

TMaloney, Thanks. I can't wait to see your final one either.~

Tank[NL]
25-02-2007, 10:17 PM
Haha.. Yes V3NOM.. it will explode.~~~

Thanks

is it me, or should this guy make the enemy explode? unless its some kind of kamikaze-style bot... :S

Torokun
26-02-2007, 12:55 AM
N
I
C
E

!

V3N0M
26-02-2007, 01:52 AM
I meant my head exploded :P from the AWESOMENESSS! But I don't keep anything important in it anyway :P
Can't wait for the next update! :D

shadowbreeze
26-02-2007, 03:46 AM
Torokun - congrats i hope all goes well for you and your faimily, i'll have a cigar for you.

taehoon - awsome work, so far, oh and you would not happen to be the taehoon who worked on some Dawn of war mods?

MonteCristo
26-02-2007, 04:19 AM
Hey guys,

it looks like our second child is going to "come out" couple of weeks ahead of the schedule. If not today, My wife will be induced on the Monday morning (Pacific time).

I will try to stay in touch and update as much as possible.

Taehoon is currently pulling his hair out doing high res model.

I am gathering some reference for further studies of the design.

Go Taehoon! You can do it!Good luck brother. I'm in a similar position (wife expecting mid-June). hope it goes well, don't forget to post a shot of the new bundle of joy! :D Great work, by the way team.

Kalango
26-02-2007, 05:58 AM
Realy great man i'm realy liking your entry, its becoming a wonderfull piece :)
Mudboxing rocked!

taehoon
26-02-2007, 07:41 AM
Torokun - congrats i hope all goes well for you and your faimily, i'll have a cigar for you.

taehoon - awsome work, so far, oh and you would not happen to be the taehoon who worked on some Dawn of war mods?

Hello shadowbreeze.... I'm a big fan of warhammer. for concept and painting on model kit. but I haven't tried any MOD stuff. haha.. if you come to my website. you can see my warhammer work..~ thanks.~

www.taehoonoh.com (http://)

gridlinked
26-02-2007, 07:44 AM
Cool stuff, the perennial question seems to be - which one is better, zbrush or mudbox?

taehoon
26-02-2007, 07:52 AM
Cool stuff, the perennial question seems to be - which one is better, zbrush or mudbox?


Welcome gridlinked..

for my opinion, I prefer mudbox .. because.. it's a simple, handy and new...
also camera movements are easy for maya user... but I like to use Zmapper in the other hand....... but. like my character.. it's better to make hi res model in maya directly...

taehoon
26-02-2007, 12:34 PM
I updated my res model.. and I put in more lines along the shape. and added upper part.. and worked with inside of pelvis part... Now I need a sleep..~~




http://www.taehoonoh.com/dw2/dw_004.jpg

ThatDon
26-02-2007, 12:36 PM
awesome stuff man, how did you go about creating those dedicated details in the hip?

Torokun
26-02-2007, 12:47 PM
Gah...

Taehoon even posted my naggy desgin notes.

Teahoon, don't feel like you have to get bogged down with my picky details too much.

I will eventually nag you to do it later. :)

It's looking great.

V3N0M
26-02-2007, 02:49 PM
X0X; *Implodes*

V3N0M
26-02-2007, 07:49 PM
Welcome gridlinked..

for my opinion, I prefer mudbox .. because.. it's a simple, handy and new...
also camera movements are easy for maya user... but I like to use Zmapper in the other hand....... but. like my character.. it's better to make hi res model in maya directly...
Sorry for the double post but I tryed mudbox today, and it does have a very short learning curve compared to Zbrush, the thing that makes it pop in my eyes is the existance of a camera which I can moove around, unlike Zbrush where the slightest mistake can ruin ur whole thing :P
I have yet to explore any texturing capabilityes and I can't give an opinion yet but so far I like it, it's really easy to use. erm... back to max :D;

Kalango
26-02-2007, 08:16 PM
man....thumbs waaay up for you....you are rocking realy! congratz again!

taehoon
27-02-2007, 12:44 AM
Sorry for the double post but I tryed mudbox today, and it does have a very short learning curve compared to Zbrush, the thing that makes it pop in my eyes is the existance of a camera which I can moove around, unlike Zbrush where the slightest mistake can ruin ur whole thing :P
I have yet to explore any texturing capabilityes and I can't give an opinion yet but so far I like it, it's really easy to use. erm... back to max :D;


How is Mudbox stuff going on? It is handy.. right? and I don't trust texture working in mudbox much.

but I heard that the rendering in Mudbox is pretty cool.. and don't forget to save often....

Cheers

Taehoon

taehoon
27-02-2007, 12:45 AM
man....thumbs waaay up for you....you are rocking realy! congratz again!


Thanks Kalango.... It encouraged me a lot... keep it up.~ ^^

Taehoon

MonteCristo
27-02-2007, 12:55 AM
This is a really beautiful project guys. It really is coming along very well. Keep it up all of you. :) 5*

taehoon
27-02-2007, 01:00 AM
This is a really beautiful project guys. It really is coming along very well. Keep it up all of you. :) 5*


Thanks MonteCristro-3DT....

Welcome..^^, I spend all my free time with this character.. and we have only 3 weeks..

I'm struggling with scheduling.. haha..

but I think it will be awesome work.. thanks for your interests

Taehoon.

MonteCristo
27-02-2007, 01:04 AM
Welcome..I feel bad now. As one of the main Admins here, I should be welcoming you and thanking you for coming over to fight on our side. Don't you go disappearing off when this war is over, y'hear? ;) :D These boards could do with more folks like you on them showing the way for the learners out there. :dance:

taehoon
27-02-2007, 01:15 AM
Haha.. don't worry and keep encouraging me MonteCristo-3DT.. I'm a big fan of 3dtotal.. and I post my image before in 3dtotal site and I'll be in the Digital art master book soon.

you probably recognize my image..

http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=2471

MonteCristo
27-02-2007, 01:18 AM
Yeah. I know that one for sure! :D Great stuff. L8rs.

V3N0M
27-02-2007, 01:42 AM
Hey mudbox is fun, so is zbrush, they both seem to have pros and cons :P SO Y won't someone bring back those highrez sculpting competitions I've seen when this war is over? It would be quite fun :P heheh "Make a zombie warrior head in only 2 hours XD"
BTW! I remember that image too

taehoon
27-02-2007, 02:09 AM
Hey mudbox is fun, so is zbrush, they both seem to have pros and cons :P SO Y won't someone bring back those highrez sculpting competitions I've seen when this war is over? It would be quite fun :P heheh "Make a zombie warrior head in only 2 hours XD"
BTW! I remember that image too

Yes.. I agree with you that we can't judge which is better between mudbox and zbrush.. Same as Max or Maya....... and I also like this competition .. let's rock..~

stimpack
27-02-2007, 04:08 AM
Not sure how i missed this one. but its amazing! well done guys. keep at it!! :dance: :dance:

Torokun
27-02-2007, 09:47 AM
http://i24.photobucket.com/albums/c42/torokun/bigun_feedback01.jpg
-This little sketch is to see which stance goes better with our little character. i do like the upright stance on the left. But, in order to maximize bigun's bulky nature, I decided to go with the one on the right. Little more slouching... He should have sort of a duck feet. Both his feet pointing away from each other... Anyways, this is important because when we choose the final pose, it should be consistant with how he moves as a character.

http://i24.photobucket.com/albums/c42/torokun/bigun_feedback02.jpg
-Some sketches to help Taehoon with detailing certain parts of the armsof the character. Normally, in a production setting, I personally like getting the specific design down. and have the 3D model to be as true to the original design. But, in our project, we are limited by the time. So, at this point, any design notes we come up with are very loose reference for Taehoon.

defaultalias
27-02-2007, 11:20 AM
i was hoping the arms would do that. stretchy arms are probably the most unique idea yet.

ThatDon
27-02-2007, 11:41 AM
Stretchy arms...Awesome. Splitting thumb...why?

taehoon
27-02-2007, 01:15 PM
Another tired night. and need sleep..~

http://www.taehoonoh.com/dw2/dw_005.jpg

Inpw
27-02-2007, 01:22 PM
It's awesome! Sleepless night wasn't wasted :)
Waiting for texture

ThatDon
27-02-2007, 02:26 PM
All I can say is it's clean.

V3N0M
27-02-2007, 03:15 PM
X0X;; *explodes then implodes then goes super nova then turns into a black hole and then rips apart space time* OHHHHHHHH TEH AWESOMENESS!

taehoon
27-02-2007, 10:35 PM
X0X;; *explodes then implodes then goes super nova then turns into a black hole and then rips apart space time* OHHHHHHHH TEH AWESOMENESS!

Thanks V3NOM.. I like your idea "Kamikaje" his upper body look big round bomb.. doesn't it?

V3N0M
27-02-2007, 10:40 PM
Come to think of it this guy reminds me of the corrupted zerg kamikaze marines from StarCraft(I loved that game) O_O

taehoon
27-02-2007, 10:46 PM
Come to think of it this guy reminds me of the corrupted zerg kamikaze marines from StarCraft(I loved that game) O_O


Yes,,, I remember that character. a little but powerful.. also It reminds me of the running robots from movie Final Fantasy... do you remember ?

V3N0M
27-02-2007, 10:54 PM
Hmm... sorry, haven't seen a Final Fantasy movie yet(and I'm beating myself up so bad for it)...
But come to think of it, he does look kinda like soemthing Warhammer would come up with...
But nevermind, I'm now beating myself up cuz I can use both Zbrush and Mudbox on my char but my design is so sleek and simple that I can do it even without any normal mapping... and the textures don't hold much either but I'm working on it...
Anyway.."FOR THE SWARM" ... I loved it when those little guys say stuff like that XD

Torokun
27-02-2007, 11:33 PM
you mean those alien race? They had asymatirical body. Hm... I am not a big fan of the design on those characters...

Hm...

Kalango
28-02-2007, 12:57 AM
so much kickass :P

V3N0M
28-02-2007, 02:03 AM
you mean those alien race? They had asymatirical body. Hm... I am not a big fan of the design on those characters...

Hm...
Asimetry is nice sometimes, but only if used right, come to think of it, humans wouldn't look quite as nice if they were PERFECTLY symetrical right?

Torokun
28-02-2007, 02:21 AM
http://www.alteredstatesmag.com/mar2001/graphics/FFM_4.jpg

this dude... right? yeah, I don't really dig the design.

Human's asymatrical feature is little more subtle than that... ;)

taehoon
28-02-2007, 11:10 AM
New updated, and I rendered with mentalray very quick..~...

now I need to bake the normal map. any idea ?

Does anybody know how to bake occlusion map from high res to low model UV ?

http://www.taehoonoh.com/dw2/dw_007.jpg

ez5k
28-02-2007, 02:34 PM
taehoon, amasing work! what program you use for creating high-res model? in 3dsmax you can use Render to texture for bake normal map, light map, etc...

shinja
28-02-2007, 03:58 PM
hi taehoon.

Here is a tutorial in baking texture maps including occlusion maps in maya. I think your a maya user.....

http://www.game-artist.net/forums/showthread.php?t=1317

I use max and maya so if you need max tutorials its on the net everywhere.

Hope that helps and BTW awesome work.

V3N0M
28-02-2007, 04:45 PM
;;;;;;;;;;;;;;XOX;;;;;;;;;;;;;;;;; *desintegrates, reintegrates, explodes then implodes again then goes Big Bang then super end of universe implosion and then ends all realityes by puting an end to the multiverse*

taehoon
28-02-2007, 10:33 PM
hi taehoon.

Here is a tutorial in baking texture maps including occlusion maps in maya. I think your a maya user.....

http://www.game-artist.net/forums/showthread.php?t=1317

I use max and maya so if you need max tutorials its on the net everywhere.

Hope that helps and BTW awesome work.


You saved me.. haha.... Thanks.. Shinja...That was the best tutorial and what I was looking for..

thanks.........a lot...

Kalango
28-02-2007, 11:03 PM
amazing work so far man, nothing to say :O just keep it up!

taehoon
28-02-2007, 11:34 PM
You saved me.. haha.... Thanks.. Shinja...That was the best tutorial and what I was looking for..

thanks.........a lot...


I found easier and quicker way.... Using xnomal tool is better.. try it

http://www.xnormal.net/

it helps a lot.

taehoon
01-03-2007, 01:35 PM
All right, I made a normal map using xnormal tool. it's awesome easy tool. to bake normal map and occlusion in same time with low and high model...

here is the result

http://www.taehoonoh.com/dw2/dw_008.jpg

taehoon
01-03-2007, 01:39 PM
Another normal map screenshot...

Well. I usually come back home from work around 7:30 pm. and I had a dinner with my wife and started working this project at 8:30 pm, until 2 or 3 o'clock in the morning...It brings myself to the time when I was in the school..... now I need ZZzzzzzzzz....


http://www.taehoonoh.com/dw2/dw_009.jpg

V3N0M
01-03-2007, 01:50 PM
;;;;;;;;;;;;;;;;;;;;;;;;;;X@X;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;; *has nothing more to say*

Tank[NL]
01-03-2007, 03:29 PM
i might aswell just give up now :P

really great stuff.

taehoon
01-03-2007, 11:18 PM
']i might aswell just give up now :P

really great stuff.


Haha..~ Tank.. you are really a good artist too.. let's keep it up........

insect
02-03-2007, 12:48 AM
WOW is the only thing I can say.

No wait, PERFECTION is another.

Great work!

redonix76
02-03-2007, 03:50 AM
I agree with insect-3DT...

Very clean work. Normal maps are on the money. Definitely the one to look for in the finals...good luck man...not that you need it.

taehoon
02-03-2007, 04:29 AM
insect-3DT: Thanks...your comments was too much for my work. but I will do my best effort for the perfect..haha

redonix76: Thanks. .the normal came out very nice. I'm satisfied.. but it's not finished yet. I have to put more fine detail on normal and will start to make color map soon..thanks..~

TheWinterLord
02-03-2007, 04:36 AM
Im just gonna say HOLY!

now I will get messaged everytime the thread updates :P

btw no crits

jjcoolio
02-03-2007, 05:16 AM
Wow, That's one hell of a model, keep it up!!!

I really love the design and also the details.

Beautiful work !! Tahehoon Oh!

-jinwoo-

Kalango
02-03-2007, 06:07 AM
Work of a true master i have to say....no more words...

redonix76
02-03-2007, 08:12 AM
Just checked out your web page. Really good stuff man! I expect nothing less from a senior modeler! Keep up the good work!

ryvick
02-03-2007, 08:21 AM
Definitely a very inspiring work. I don't know how to use normals but looking at your exquisite model I am willing to learn and put some on mine if i have the time.

taehoon
02-03-2007, 11:40 AM
Wow, That's one hell of a model, keep it up!!!

I really love the design and also the details.

Beautiful work !! Tahehoon Oh!

-jinwoo-


Thanks jjcoolio,, you are my great friend and advisor.. keep your eyes on my thread and share with your opinions...... ...Cheers

taehoon
02-03-2007, 11:43 AM
TheWinterLord.. Thanks .. please keep your eyes on my thread.. and give me your comments... haha

Kalango.. No way there are much more greater artist who have to be called MASTER...I'm just learning.. thanks for cheering me.

redonix76 hehe, my homepage are kind of old stuff. Once I finish this project I'll updated my website ... then you can check more stuffs.. thanks for your interests

taehoon
02-03-2007, 11:45 AM
Definitely a very inspiring work. I don't know how to use normals but looking at your exquisite model I am willing to learn and put some on mine if i have the time.


wow I think the normal map is now mandatory.. if you are not familiar. get familiar.. and this link will be helpful for starters..

http://www.game-artist.net/forums/showthread.php?t=43

ThatDon
02-03-2007, 11:57 AM
I strongly disagree with you about normal maps being mandatory.

V3N0M
02-03-2007, 12:00 PM
I think that normal maps are usefull, but not mandatory, for example, the way my char is shaping up he won't need a normal map (update coming soon, having problems with uploading wips) and some models just look better without one.

Torokun
02-03-2007, 01:29 PM
I think what Taehoon means is that if you want to work in the realtime based interactive entertainment industry=video game industry(with an exception of a mobile market... at least for now), you need to be familiar with producing effective normal map.

And for that, I agree.

V3N0M
02-03-2007, 01:35 PM
Oh, well of course if you're a 3d modeler, you have to know how to normal map, good thing that it's not hard at all to learn :P

ryvick
02-03-2007, 05:47 PM
whoa thnx for the awesome tute link. yes if you wanna be in the game industry you have to know this fer sure.

Lord Rancid
02-03-2007, 06:26 PM
whoa thnx for the awesome tute link. yes if you wanna be in the game industry you have to know this fer sure.
Unless you're stuck doing crappy PSP conversions.... :grr: :grr: :grr:

paratrooper
02-03-2007, 08:12 PM
Taehoon,,,you're making another history of CG world here and now. looks awesome so far. I don't know how much I got impression form your artwork again. Carry on! man.

paratrooper
02-03-2007, 08:14 PM
you made me speechless. really cool. render and modelas well as the normalmap.
You did really good job.

taehoon
02-03-2007, 10:36 PM
I strongly disagree with you about normal maps being mandatory.


Right ThatDon, The normal map is not "MANDATORY" for all the part. I just wanted to emphasize how important it is to people who have interests..~ I've been working an game industry for 4 years and it's getting more important and powerful. but especially on organic model. the other hand, hardsurface model doesn't need that much, we can use bump map instead... but still we should know how important the normal map being........ Thanks ThatDon....

redonix76
02-03-2007, 10:37 PM
I agree with taehoon.

I think eventually normal maps will become a standard. It's just the nature of the technology.

But most definitely if you know how to do it, it'll give you an edge over the guy/gal thats also applying for the same job.

Even at my work, we're just barely started to use normal maps and not many people here at work knows how to do it...except me and like 2 others of course!

taehoon
02-03-2007, 10:37 PM
Oh, well of course if you're a 3d modeler, you have to know how to normal map, good thing that it's not hard at all to learn :P

Yes, I agree with you how important the normal map is. but I had some difficulties to get used to it... haha...

taehoon
02-03-2007, 10:39 PM
you made me speechless. really cool. render and modelas well as the normalmap.
You did really good job.

I know you are also good normalmap generator..~ your comments are really cheering me..hehe. Thanks..

ThatDon
02-03-2007, 10:48 PM
I think you misunderstood me, When I said they are not mandatory I mean that they are not going to be the end all decision on if you get hired or not, they are a nice plus but it's the artist that will get hired not their technical knowledge.

i.e. a great artist will get hired over a mediocre artist that knows how to normal map.

Also look at the most popular game out there....WOW it doesn't use normal mapping at all but it still looks fantastic.

ryvick
03-03-2007, 03:01 AM
Hey Taehoon, when i render the normal map out it does not give me the trippy hippy colors instead it gives me the colors from the box color i have as default. do you know why?
EDIT:: sorry to bug you it shows color and then when it saves it, its normal bump. so i solved it ^_^

taehoon
03-03-2007, 03:05 AM
what program do you use?.. usually I checked the normal map in "SHADING > High quality rendering" and it should be okay. but if you want to render the scene with normal map you had better use Mentalray renderer...is it helpful?

ryvick
03-03-2007, 06:23 AM
yeah thnx i got it to work now. i am gonna try using it on my model. again thanks a lot

shadowbreeze
03-03-2007, 08:51 AM
real nice work and i check your site too, OMG your lighting looks soooo good, oh and of course everything else.

uh if you don't mind how did you set up your real cool render? i've been trying to get something like that for along time and well my teachers from last year well :( no comment on their lighting ability.

oh and i'm a big 40k fan myself :dance: yep in brace my inner geek

taehoon
03-03-2007, 10:52 AM
real nice work and i check your site too, OMG your lighting looks soooo good, oh and of course everything else.

uh if you don't mind how did you set up your real cool render? i've been trying to get something like that for along time and well my teachers from last year well :( no comment on their lighting ability.

oh and i'm a big 40k fan myself :dance: yep in brace my inner geek

Thanks for visiting my web site.. it's kind of old stuff. I'll update with new stuffs after this project..haha.. and here is some tutorial I made before about the rendering... try and then if you have any question.. don't be hesitated and ask me... my email is 5taehoon@gmal.com

http://67.15.36.49/team/Tutorials_2/makingof_rhino/rhino_01.asp

thanks.~

Torokun
03-03-2007, 12:53 PM
Gah...

Photobucket site is giving me a lot of grief with "bandwidth exceed" crap.

Tae hoon is uploading each images through his site... It should be fixed soon.

MonteCristo
04-03-2007, 03:49 AM
I think you misunderstood me, When I said they are not mandatory I mean that they are not going to be the end all decision on if you get hired or not, they are a nice plus but it's the artist that will get hired not their technical knowledge.

i.e. a great artist will get hired over a mediocre artist that knows how to normal map.

Also look at the most popular game out there....WOW it doesn't use normal mapping at all but it still looks fantastic.
That's not necessarily true. The transition between the last generation and new/next generation games development kinda does hinge on effective normal mapping. It's not enough to know how to do it, you need to know how to do it well. A lot of people will struggle to make that leap. People need to get their heads around this stuff sooner rather than later. And sure, let's say we have two artists: one who knows how to normal map but is rubbish at 3d and one who doesn't and is really amazing. Obviously the guy who is amazing will get the job, because he can always learn how to normal map...

Let's try a more troublesome scenario, and one which comes up more often. Let's say we have two pretty talented artists. They are both good, their experience differs and they have different backgrounds. They have strong portfolios in their own ways, but neither one is comparable to the other because their experience differs so much. One learned how to normal map, the other didn't. They are both applying for the same computer artist job...

See where this is heading.? :)

Torokun
04-03-2007, 09:58 AM
Montecristo-3DT said it well.

Now, let's end that discussion on this thread.

BiG ToE-3DT
04-03-2007, 10:04 AM
they did hi-jack your thread didn't they. Well, the only way to distract them now would be with an update.

EvilKnight
04-03-2007, 10:11 AM
I agree with Montecristo 110%....

As for this model, I love it.. Although I kinda a feel its a bit unfare to other artists that does everything themselves, and in this case, its teamed up.... Kinda unfaire for the ones that can't draw well, and also couldnt find a concept artist to help them out...

But thats just my 2 cents... I'm from the industrie as well, and I usually don't always do my own creation as well... Except in this case, Its a contest... So I figured out what the heck... I may not be the best at drawing, but its fun to do... The creativity level that goes with this subject is just too immense... Its so cool to see so many talented artist reunite to kick some ass :) Which is why I think teams are the best scenario for kicking asses :) But on the other hand, kinda defeats the purpose of this competition :)

On that word, I say keep up the stunning work man, its gettin crazyer everytime I look at an update :)

taehoon
04-03-2007, 11:45 AM
Little updated for weekend.. I started to paint the color texture.. I finished pelvis and leg part. later I'll paint more details and colors on the surface.

This view is captured with "High quality rendering" in Maya. it shows a color and normal map well...(not bad, I didn't expect much like this)..

http://www.taehoonoh.com/dw2/dw_010.jpg

ThatDon
04-03-2007, 12:01 PM
i'm feeling the dark grease color.

looks like you know about the alt + b trick :)

taehoon
04-03-2007, 12:04 PM
i'm feeling the dark grease color.

looks like you know about the alt + b trick :)


Yes, I know the alt + B in maya to change the background color..the color map is not that dark, but if I turn on the high quality rendering, it gets darker. So I turned the background color black to look this model brighter.. It's getting "alien" feeling...haha..

ThatDon
04-03-2007, 12:15 PM
Ehh, it's working and that's what matters mate. Who cares if it reminds someone of aliens or [insert some reference] :)

ps ctrl + space is another fun one :)

maio
04-03-2007, 05:38 PM
its looking absolutely incredible, i am totally in awe....

Kalango
05-03-2007, 04:35 AM
KICKASSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!
man, you make my day!

shinja
05-03-2007, 11:16 AM
Hey man, Lookin awesome and its only a default pass :)
2 weeks to go buddy and your churning it out.

Well done man I cannot wait to see the final result. It will be so awesome.

taehoon
05-03-2007, 01:45 PM
Yes.. we have two week.. it will be very busy days... and after that I'll be able to sleep as much as I want and get some rests...haha

here is tonight's updates... I finished upper part of body textures..... Any comments?

http://www.taehoonoh.com/dw2/dw_011.jpg

mim
05-03-2007, 02:35 PM
it's just GREAT! ;) welldone! amazing sofar :evile:

mim, :)

ez5k
06-03-2007, 12:36 AM
You are best team! :)

Klash120
06-03-2007, 01:17 AM
I hate you for being so awesome ;p

taehoon
06-03-2007, 01:32 AM
mim, ez5k and Klash120

Hello, buddy. thanks for giving me good comments and cheers... haha...

and Don't hate me Klash120. I'm not that a good enough artist....

Jason-Lavoie
06-03-2007, 02:04 AM
OH MAAAAAANNNN this is look hot guys, awesome awesome use of UV space :)

AimBiZ
06-03-2007, 03:09 AM
I must say, the other forums have to come up with almost a miracle to beat this. ;)

taehoon
07-03-2007, 01:47 AM
Hello Thanks for visiting this Thread..

Now I'm asking you how you render a normal map with a color map in Maya...

Any good tutorials or tips ?

Kekec
07-03-2007, 02:08 AM
Wow awesome! :eek:

ThatDon
07-03-2007, 02:10 AM
Enjoy (http://www.headus.com/au/samples/norm-MR/)

Archeris
07-03-2007, 02:46 AM
You are a nice example of what i want to do later on. I was wondering: How much time are you working and learning in this sorda things and where did you learn it? School? Hobby or something? And can you visualize your own charracters and put them on the paper just like you had them in your mind? I reall yhave trouble doing that. Im now busy with 3DS max for like 6 mounths and I feel like I havent learned a lot. On school however they can barly teach me any stuff about it. Very frustrating because I have to find tutorials and stuff on the web or buy expensive DVD's.

taehoon
07-03-2007, 02:56 AM
Difficult to answer.. I learned computer art (specialized game developing) from university but. I learned from the work mostly... I started the computer art since 1992 with 3d Studio 1.0 or 2.0 (wow, it's a kind of classic..).. but still I'm learning and keep my eyes on to new technology and keep challenging with new stuff.... all I suggest to you and keep what you are doing and develop yourself not your skills. I think you are already a great artist.~~

xissburg
07-03-2007, 03:12 AM
your monstruous robot is really 'WOW!'. awesome, impressive. the only thing I dont like are the lower legs and feet design, very small/weak compared to the rest. Anyway, it is the best with no doubts ;) . good luck

ryvick
07-03-2007, 03:27 AM
Wow Taehoon, i really love the concept and all. seriously bravo to the concept artist first of all because its really a beautifull work done and for you to carry it on to a 3d model without any flaw, its superb as well.

Klash120
07-03-2007, 06:18 AM
RENDERING NORMAL MAPS. I ran into that same quesiton back when I was teaching myself normal mapping... I did find this one site where the artist/aurthor wrote a plugin or somn for mentalray that can render normal maps or somn. I'll do my best to try n dig that site up again!

Klash120
07-03-2007, 06:26 AM
BAMF! After some digging, found it: http://www.pixero.com/ The plugin is called "JS Normalmapper" I havn't really messed w/ it yet, but it sez you can render it w/ maya software, or mental ray (depending on which plugin u get). It's under download, and eithe rmentalray or software depending on what renderer you'r eplanning on using ;p Good luck!

redonix76
07-03-2007, 06:42 AM
I've done allot of research on rendering normal maps and found that there are 3 different ways:

1. Killerroo shader network from "Headus" (I couldn't get it to work properly)
http://www.headus.com/au/samples/norm-MR/

2. JS_Normalmapper (Also couldn't get it to work properly)
http://www.pixero.com/downloads_maya.html

3. Maya 8 - works great...as you can see from my skull render test with Mental Ray.

Believe me it's easier to just get youself Maya 8 and render it...oh yeah, youi can also take it into 3DS Max and render it there...though I'd prefer using Maya to light and render.

Hope this helps!

taehoon
07-03-2007, 07:51 AM
xissburg yes. many people talked about that..the small leg... but It's kind of cool... thanks for cheers..

ryvick Yes. the concept artist is awesome skilled artist. he helped this a lot.. I'm just tool of him..haha.....

taehoon
07-03-2007, 07:52 AM
BAMF! After some digging, found it: http://www.pixero.com/ The plugin is called "JS Normalmapper" I havn't really messed w/ it yet, but it sez you can render it w/ maya software, or mental ray (depending on which plugin u get). It's under download, and eithe rmentalray or software depending on what renderer you'r eplanning on using ;p Good luck!


Thanks Klash120. you are my master...and thanks for your efforts and time.. I checked the website and doing some test. I'll show the result soon..CHEERS

taehoon
07-03-2007, 07:54 AM
I've done allot of research on rendering normal maps and found that there are 3 different ways:

1. Killerroo shader network from "Headus" (I couldn't get it to work properly)
http://www.headus.com/au/samples/norm-MR/

2. JS_Normalmapper (Also couldn't get it to work properly)
http://www.pixero.com/downloads_maya.html

3. Maya 8 - works great...as you can see from my skull render test with Mental Ray.

Believe me it's easier to just get youself Maya 8 and render it...oh yeah, youi can also take it into 3DS Max and render it there...though I'd prefer using Maya to light and render.

Hope this helps!


Thanks.. The first one is kind of old one I knew that from times ago. but it's really essential.. and I picked the second one. it's splendid.. and I'm now trying a hardware rendering.. do you know that. that works good too. Thanks for your help, kindness and efforts...~~~ CHEERS

DDS
07-03-2007, 11:29 AM
looking great, design is awesome!! I can't believe you are already texturing :D

Another normal map screenshot...

Well. I usually come back home from work around 7:30 pm. and I had a dinner with my wife and started working this project at 8:30 pm, until 2 or 3 o'clock in the morning...It brings myself to the time when I was in the school..... now I need ZZzzzzzzzz....




oh man you are so fortunate of having that much time!!!

Torokun
07-03-2007, 09:44 PM
He is a married man. Which means he actually doesn't have that kind of time.

His boss (his wife) is being extremely generous.

:)

shadowbreeze
08-03-2007, 08:11 AM
taehoon check your tut out thanks for that, have been playing around with it, getting some good results too.

oh man this is one bl brilliant entry from the two of you

taehoon
08-03-2007, 01:36 PM
This is a color scheme study from Torokun. This time, I'm painting a color map and it will be very helpful.. Probably, the first one is the right one for this time.... Thanks very much Torokun...


http://www.taehoonoh.com/dw2/dw_012.jpg

Torokun
08-03-2007, 01:55 PM
Thanks very much Torukun...

Sure thing.

Dark, night theme was always the main focus of the concept for our character.

I did others to show more context. Camouflage idea was brought up by Karl.

Klash120
08-03-2007, 05:33 PM
I like the camouflage idea. I say fo with the Camo2 varient ;p

shinja
08-03-2007, 06:27 PM
Hi taehoon,

most of the color scheme is nice but to me the camouflage skin will not work on the character. It is a hardcore technical/mechanical character and it deserves the dark color you had before. But i would add colors down his leg to break up the darkness. I see you had some blue glow things going on your previous screenshots as well. It is a great match for complimentary colors. A lot of kick arse concept artsits use that color scheme all the time.

Anyways thats my 2 cents. Im sure you and torokun willl figure out the right color balance :haha: . Your both kick arse artists so there will be no problems. :)

Kalango
08-03-2007, 08:38 PM
1) Prototype
2) Night
3) Camo2
4) Camo1
nice work man, :P

OnyxIdol
08-03-2007, 10:24 PM
I think the night color scheme fits the Charakter best. The Prototype looks somewhat unfinished. Though I also think a little more color won't hurt.

So, I suggest an "urban combat" Camo, being a camouflage of grey tones. And since its urban the different areas could be angled instead of the organic look of the usual camouflage.

redonix76
09-03-2007, 12:29 AM
I agree with OnyxIdol.

I like the night one the best. Although I'd play with the shades and values a bit more so that you don't loose precious details of the normal map.

taehoon
09-03-2007, 01:09 AM
I agree with OnyxIdol.

I like the night one the best. Although I'd play with the shades and values a bit more so that you don't loose precious details of the normal map.

Actually that was issue. if the color is darker, the normal map doesn't show that much. but this character should be dark.. right.?..

redonix76
09-03-2007, 06:48 AM
I would stick with the darker color. It looks the best in terms of style. You'll have to adjust the values and not make it so dark.

The second one feels a bit plain and the last 2 are cool, but tend to think that the camouflage will take too much attention away from the mechanical details.

With the darker colors I think it give your robot a much more powerful feel. You'll just have to also play with the specular map and lighting to bring out any hidden details in the end.

I wish you luck with which ever choice you decide.

Torokun
09-03-2007, 09:49 AM
Sorry if I didn't make it clear.

For the final submission, our character was always designed to be presented in the "night" dark color scheme.

Others were created to give the character more context.

yes, darker color and normal map is not a perfect match.

But, the concept behind our character is to kinda go against what is so dominant in the gaming industry today. I had a long discussion with Taehoon about this as well.

many characters in the games today really lack the context it belongs to. On the design side, it's mainly because the characters were usually conceived and designed separately from the world it belongs to. Another big part is the artist's own desire to show every little details that was put into work. But, there are characters that are not meant to be shown every nook and cranny of its details. And ours definitely falls under that category.

If this is hard to understand, think of characters like Borgs from Star Trek series or even Aliens from Alen movies. You know their body is full of details. But, it is their silouette and presence that really makes those characters terrifying. You only get to see the glimpse of the details by shiny surfaces on their body.

This is kind of feeling I would like to pull of with our character.

gridlinked
09-03-2007, 12:39 PM
Awesome work guys! I agree, the dark scheme is the best one, just make sure it isn't too dark.

redonix76
10-03-2007, 12:28 AM
I most definitely understand what you guys are trying to achieve.

My issue with the too dark of colors is that in reality, the details has to be apparent in any lighting or situation. It wouldn't make sence to texture a character just to accomidate one setting.

If for some reason he is put into a lit room with lots of ambient, the darker part of the textures will show it's flaws.

Like you said, with the alien and the borgs, the details are there...it's the lighting that gives it the style and mood.

But anyways, you guys are doing a really solid job. Hope to see this character on the top 10.

Torokun
10-03-2007, 05:37 AM
I most definitely understand what you guys are trying to achieve.

My issue with the too dark of colors is that in reality, the details has to be apparent in any lighting or situation. It wouldn't make sence to texture a character just to accomidate one setting.

If for some reason he is put into a lit room with lots of ambient, the darker part of the textures will show it's flaws.

Like you said, with the alien and the borgs, the details are there...it's the lighting that gives it the style and mood.

But anyways, you guys are doing a really solid job. Hope to see this character on the top 10.

I hear you.

I just wat to emphasize the fact that virtual world in video game context is sort of an interactive movie set. So, my goal isn't to make a color design of the character that is in the real world. I want the character to be in specific situation and have the specific look. Just like what you pointed about how the lighting affects the Borgs and Aliens.

This is actually an interesting subject. I can probably give a lecture about all the issues involved here. It would be an interesting study.

Anyways, I also have another color study that is not posted here that explores what you are talking about as well. I pu the dark color version of our character under day time setting vs. blue-lit movie set like night setting to show how the details would show up differently depending on the lighting.

Since we are thinking about a very specific "scene" for the final pose, I don't feel like I need to make the character's color scheme too universal.

ThatDon
10-03-2007, 05:44 AM
Would you mind posting this other color study?

Torokun
10-03-2007, 12:38 PM
Hm... that image is not really made to be shared... It was more to explain a point. So, it is not really in a presentable level of work...

oh what the heck.

Taehoon, can you post that image?

Edit: Jut saw Taehoon posted the image.

ThatDon
10-03-2007, 12:44 PM
hehe, you know this is a "wip" thread ;)

I'm sure no one is going to think any less of your outstanding work.

taehoon
10-03-2007, 12:52 PM
Here is the color study between night and daytime...~

http://www.taehoonoh.com/dw2/dw_013.jpg

Torokun
10-03-2007, 01:11 PM
Just so it doens't become an issue later... background images are from Gears of War and Terminator 2.

:)

ThatDon
11-03-2007, 06:25 AM
would one of you nice fellas mind posting a screen shot of the back of the character, just what's happening back there ;)

taehoon
11-03-2007, 07:51 AM
Today, I got a new information about the rule. I totally misundertood about the texture size. I though we could make all different texture in one 2048 x 2048 texture..(like four 1024 x 1024 texutures) but Actually, we can make 2048 x 2048 texture for each map. Wow.. I'm now working with 1024 x 1024 map..that's really big problem for me.. especially color map.. (I don't want enlarge the size and loose the details...Ummmmm). Does everyone know this fact..?

and one more thing, the deadline will be the 19th of March 11:59 pm in (ET)..
All right another sleepless night..

And thatDon..I'm still working on back part..now what I have is not good as the front. but I'll show you soon.. thanks~~

ThatDon
11-03-2007, 07:58 AM
hey no problem man! I'm sure it will look great when you get too it, and good luck with the new texture sizes :)

BiG ToE-3DT
11-03-2007, 08:02 AM
true you do have a 2048 map to work with, for very map slot, but that is for the whole model. So if you where to cut your model up, you would then need to cut that 2048 map up as well.

Tim Appleby
11-03-2007, 09:42 AM
this is some cool work, obviously you really have to sell the piece with a great texture! :)
impressive so far

taehoon
13-03-2007, 12:19 PM
Now. I'm more dealing with making a pose and creating a base...I'm not sure how I will crop the scene with model.. and this base will be a little bit big much.. of course, I'll focus on more character. so we can see only small part of this base... Cheers...~


http://www.taehoonoh.com/dw2/dw_014a.jpg

Klash120
13-03-2007, 04:22 PM
Amazing as usual ;p

shadowbreeze
13-03-2007, 04:29 PM
oh dam now you have done it raise the bar for the stands now, all jokes now i'll have to re think mine :crazy:

goat
13-03-2007, 04:29 PM
here is a link about the texture size.

http://www.gameartisans.org/forums/showthread.php?t=67

and looks like the date is now march 26 for a deadline. scroll down to the bottom

http://www.dominancewar.com/2/readbrief/index.htm


great work by the way. To bad about the texture size confusion. It still looks good.

Torokun
13-03-2007, 08:01 PM
What?

WHAT?

Mar 26th?

grrrr....

xissburg
13-03-2007, 08:24 PM
nice job man. your pedestal is awesome, nice colorscheme, it works with the robot's colors. keep it up.


What?

WHAT?

Mar 26th?

grrrr....

Didnt you like it?! really good news:D! maybe I'll have enough time to finish mine :drool: !

taehoon
13-03-2007, 08:50 PM
What?

WHAT?

Mar 26th?

grrrr....


Well... it's good news for most people, but not for people who managed the schedule tight.....^^

Torokun
13-03-2007, 10:25 PM
Well...

I find a lot of the contest rules sort of bitter sweet... But, I will keep my opinion to myself.

It gives us more time to work on some of the stuff we canned because of the time constraint.

Bad news for Taehoon though.... I get to nag him for one more week!

:D

shinja
14-03-2007, 02:58 AM
Well... it's good news for most people, but not for people who managed the schedule tight.....^^

Very nice stand taehoon, The most detailed ive seen.

Totally agree with you with the schedule, its good we get more time to polish things up :),
but yes we killed ourselves for 6 weeks to stick with schedules and plus we work rediculous hours.

Anyways lets kick arse.

younglion
14-03-2007, 03:00 AM
amazing work man love the work, good luck in the competition.

taehoon
14-03-2007, 03:05 AM
shinja: Thanks Shinja... the schedule pushed me a lot with stress, and I tried to do my best for this certain period. but since they extended one more week. I got more free time to add more detail.. Another motivation...haha.. good luck for your character too... you are a good man.. (sorry, if you are not a man.^^)

Younglion: thanks for visiting. and I'd like to see you more and want to see your work. too.~~~

Kalango
14-03-2007, 04:33 AM
woooow nice! loved the details man, looking realy great :)

Agent-X
14-03-2007, 12:31 PM
Wow! Nice work. Keep it up. Great stuff.

redonix76
14-03-2007, 11:26 PM
You're insane Taehoon...I don't know how you do it man. You must not sleep or something...

But your quality of work really inspires me to do better and to push myself harder. As far as I'm concern, you're the one to beat. Don't know if I can, but I'll try my best!

Can't wait to see it all finished up in 2 weeks.

taehoon
15-03-2007, 02:02 AM
Haha.. I updated a new rendering of high res models... but the final one has a big gun on right hand and will add more pipes

http://www.taehoonoh.com/dw2/page_11.jpg

Klash120
15-03-2007, 02:10 AM
That model gets more awesome everytime I see it.

ThatDon
15-03-2007, 02:54 AM
I love the design of this bad boy but he isn't very functional, I honestly can't see him moving his legs without breaking off the flaps on his pelvic piece.

http://img.photobucket.com/albums/v245/JohnyKnoxville/problem.jpg

With the quality of work you guys are doing I can't imagine how this got past you fellas.

Best of luck.

Torokun
15-03-2007, 03:29 AM
I love the design of this bad boy but he isn't very functional, I honestly can't see him moving his legs without breaking off the flaps on his pelvic piece.

OMG!!! I totally missed that!

just kidding! :evil:

He is supposed to walk around with his legs apart and bent knees. Other than when he is standing straight up, he will most likely never have his legs up in 90degrees.

Although... I am rethinking this direction. If we need to, we can put a parting lines in that detail and say that thing bends when his legs are in its way.

considering how much clipping and collision happens in the video game world, I bet people won't even care. Sigh... few things really bother me about the video game art...

ThatDon
15-03-2007, 05:31 AM
This isn't a clipping issue, it's a design issue.

I would know...after remodeling my ankle joint 3 times....

anyways, if you don't care then you just don't care, just wanted to point this out as it might come up when the judges look at it...form over function is a pretty bad stand point.

BiG ToE-3DT
15-03-2007, 05:51 AM
I don't think the judges will care, at all. These models are meant to look good. Placing these models in a game, that comes second.

shinja
15-03-2007, 06:06 AM
LOL i know what you mean torokun. Even my character has to be re adjusted with the side flaps clipping when i did the rigging tests. but had to fix it. even the damn normal mapping :(.

Big toe 3D: i think the judges will care on all forms. They are Art directors and they are top of the rank artists it seems. It is not just about looking good and putting it in game second is what i do not agree with. Game art directors will always think to put this in game first and foremost that is why it is a game art competition.

Sorry taehoon i dont mean to barge in your thread.

BiG ToE-3DT
15-03-2007, 06:33 AM
I could be wrong, wouldn't be the last time.

Torokun
15-03-2007, 07:44 AM
Rest assured.

It's really a minor issue. We alredy tested leg movement. and it's fine.

from the pivot of the leg from the pelvic part, there should be enough distance and curves on the inner thigh to clear it if I want it to be perfect.

But, for this contest, it's fine.

If I want to be that picky (which I am at work usually...), there are tons of other issues with this character that needs to be worked out.

But, considering the work load, we have to priortize what is most important. Taehoon only has certain number of hours to work on this bad boy. And I have to optimize his time to the max!

0202742
15-03-2007, 08:07 PM
S**t hot, can't wait to see how the low poly one with mapping turns out. Well done guys. I have to agree with that don to an extent as i cannot tell how the limbs would have full flexibility, i think that the best way this model could be improved would be to focus on the joints and there movement, ohh and a big shiney gun ;).

Torokun
15-03-2007, 08:55 PM
S**t hot, can't wait to see how the low poly one with mapping turns out. Well done guys. I have to agree with that don to an extent as i cannot tell how the limbs would have full flexibility, i think that the best way this model could be improved would be to focus on the joints and there movement, ohh and a big shiney gun ;).


All in good time my friend.

About the low poly model with normal map applied, it's been posted for over a week now. It's a screenshot instead of a proper render... But, it's there.

ThatDon
15-03-2007, 10:26 PM
Hey guys, I just wanted to make sure you know that i'm not coming in here trying to be a know it all. I just saw something that I thought you may want to fix, wither or not it actually does need fixing I don't know. I do know that my intentions were only to BETTER your piece.

Good luck with the rest of the process

taehoon
15-03-2007, 11:56 PM
Hey guys, I just wanted to make sure you know that i'm not coming in here trying to be a know it all. I just saw something that I thought you may want to fix, wither or not it actually does need fixing I don't know. I do know that my intentions were only to BETTER your piece.

Good luck with the rest of the process

Of course man Thatdon, your comments are always good enough to check model back. and interests and encouragement are also always welcome.... Thanks.~~

Torokun
16-03-2007, 04:32 AM
Hey guys, I just wanted to make sure you know that i'm not coming in here trying to be a know it all. I just saw something that I thought you may want to fix, wither or not it actually does need fixing I don't know. I do know that my intentions were only to BETTER your piece.

Hey man, don't worry about it.

I hear you.

All comments are welcome! And much needed. There are many things I might miss. And fresh eyes are always important to the project.

taehoon
19-03-2007, 12:25 PM
This is updated color texture and the gun itself.. and today is my 32nd BIRTHDAY.~ haha.. this competition are very meaningful for me and Torokun, because he had a new baby during the competition... Congraturation for us.. haha....

http://www.taehoonoh.com/dw2/dw_016.jpg

ThatDon
19-03-2007, 01:20 PM
I know i'm a pain in the ass but can I see this bad boy with a brighter background, I now you have amazing things happening and I want to see them!

miezis
19-03-2007, 01:24 PM
+1
i'd like to see something too. put atleast dark grey if you guys like the darknes so much! :)
and a happy birthday, and congratulations to you both!

0202742
19-03-2007, 02:05 PM
Exactly, give us light. Happy birthday.

shinja
19-03-2007, 02:53 PM
This is looking nice. With light this is 10x better i can already see it :).
Anyways congrats to you both. We will finish soon guys :) Im sure you will both be rewarded at the end. Good louck !

shadowbreeze
19-03-2007, 03:17 PM
happy birthday, and this justs keeps getting better

taehoon
19-03-2007, 08:51 PM
Thanks Everyone. I think my monitor at home is brighter than usual. I'll change the background and brightness after work at home.. and thanks for you guys' blessing.~

Agent-X
19-03-2007, 09:43 PM
Happy Birthday Taehoon. And yes, that is one freaking awesome model, the whole presentation and everything is absolutely amazing. Bravo, bravo. I know you will be a winner for sure.

John Inman
Agent-X

taehoon
20-03-2007, 07:53 AM
I made a helmet. sometimes, it will replace the head part...This helmet will protect this character's head from any hit or attack.. how about this idea ?

http://www.taehoonoh.com/dw2/dw_017.jpg

Torokun
20-03-2007, 08:53 AM
GASP!

You revealed our secret weapon!!!

;)

Well, the head is supposed to "submerge" into the body a bit in order to put the helmet on.

Taehoon, you rock.

Happy birthday buddy. Don't worry about being 32. You are one of those weird asian guys who looks like 21 all the time!!!

ThatDon
20-03-2007, 10:49 AM
awesome, and good job on the textures so far.

younglion
20-03-2007, 04:34 PM
is the helmet a separate piece or is it attached to the armor, like it is hidden somewhere and deploys on command.

Kalango
20-03-2007, 07:30 PM
AH! AH!AH!AH!
You impress me every week man!
I think the covered "face" idea is better, but you could put some different look like the one of that Metal Gear Solid robot-ninja guy....if you know what i mean...

OnyxIdol
20-03-2007, 08:13 PM
I don't like this featureless helmet. It takes away all the charakter and leaves the viewer without a point of focus.

Torokun
20-03-2007, 09:02 PM
It takes away all the charakter and leaves the viewer without a point of focus.

You are absolutely right about losing the point of focus with the helmet on.

For obvious reasons (the rule of this contest), helmet will not be on the character for the final submission. We are supposed to show 20% or less of organic flesh. And face is the only organic part of our character.

However, it just didn't make sense to me that a character built for frontline combat would leave one of the most vulnerable spot wide open. So, for context sake, we designed a helmet.

It will probably make it to the beauty shot.

:)

OnyxIdol
20-03-2007, 09:49 PM
For obvious reasons (the rule of this contest), helmet will not be on the character for the final submission. We are supposed to show 20% or less of organic flesh. And face is the only organic part of our character.


I understand it that way that you are to display a MAX of 20%, I think you can also show none at all if you don' t want to. After all, we are the machines.

BiG ToE-3DT
20-03-2007, 09:58 PM
right, 20% flesh was a max for us, but you don't have to have flesh if you don't want any.

On a side note, you guys make a great team. I would be shocked if you didn't get in the top 10. Hope you guys stick around after the war is over.

taehoon
20-03-2007, 10:14 PM
OnyxIdol: Thanks for your comments and worries. we are in robot's world but as they suggested some organic as a part. we like to draw a bio-mechanic model in 3,000 AD. and we believe that this model should be fine or better.~ and the helmet will be removed at the final pose. this was just IDEA..
haha~...

BiG ToE-3DT: I hope 3d-total team to get most awards from top 10... and I believe so.~

DDS
21-03-2007, 07:38 AM
wohooo that's great!!! Awesome job man. Helmet looks good, ehm...different? I don't really know what's better for the contest. You should psychoanalize the judges somehow man haha

Torokun
21-03-2007, 11:33 AM
wohooo that's great!!! Awesome job man. Helmet looks good, ehm...different? I don't really know what's better for the contest. You should psychoanalize the judges somehow man haha


DDS/ I do have to admit that my direction for our character is a bit counter to what is common in the video game character design these days.

It's probably my reaction to being tired of working on game characters that has to have candy colored parts and are lacking any sense of design integrity. It's a way to vent in one way... and in another way, make a point about the fact that a dominating character on videogame doesn't have to look like they are in the middle of changing into a clown suit in order to draw more attention.

In any given screen shots of different games, you are going to see that most of times, it's really tough to point out one character from the other (including the main character). Most of art side of the production only concentrates on how to make every elements pop out (including the background and props).

What's funny is that usually, this kind of design plan backfires. And this usually results in having a very busy screen.

I do have to say that with the new consoles (PS3, Xbox360), I do see more and more games that are finally utilizing a basic rule of how to maximize character presentation on screen. Mass Effect comes to mind... (although... there is another issue of bone based facial animation that bothers me... but, that's another issue for another day...).

Long story short, I am not so sure if my intent has been reflected well into the design of our character. I sure do think both Karl and Taehoon did a great job making this character. I wish we had more time to fine tune the character. But, it is what it is.

I don't think our character is the most original character out there. But, I think our design is consistant with the visual reference I was refering to in the beginning of the project.

My primary goal was to come up with a character that clearly shows a context of world it belongs to. And from what I see so far, I think we've achieved that goal. So, I am very happy.

I can't wait to get the final pose and the beauty shot out.

:)

maio
26-03-2007, 04:29 AM
good look team biggun, you have a fantstic chance of winning this

Dave_UK
27-03-2007, 12:42 AM
Really awesome job you done there from start to finished. Top stuff!!

ryvick
27-03-2007, 12:45 AM
The helmet on it was like cherry topping on an already delicious ice cream mmm... sweet flavoured ice cream...

taehoon
27-03-2007, 03:05 AM
Maio : Thanks for your comments. I saw your character and it looks it has a lot of power.. thanks man.

Dave UK: Hellp buddy from UK... Thanks for your comments..~ ^^

ryvick : welcome back..the helmet one doesn't have cherry on top but he like to eat cherry. I'll post some more images about him... thanks Ryvick..

Torokun
27-03-2007, 08:03 AM
http://ic3.deviantart.com/fs14/f/2007/086/e/4/temp_temp_by_torokun.jpg


Here is a little service shot!

Hang tight until we are loading our final entry shots.

This was one of the concept image for our beauty shot...

taehoon
27-03-2007, 08:27 AM
Unfortunately, my web server doesn't work well. (Maybe, too much downloads) I can't access the website.. Well. I'm bugging the webhosting company. Once I figure out I'll post the images. Either midnight or tomorrow morning. BTW. Torokun you are really a good concept artist.. clever..

ryvick
27-03-2007, 09:07 AM
guys my mouth is drooling to see more of this superb stuff

that little teaser shot is incredible

shinja
27-03-2007, 04:56 PM
ok. Im just gonna say it.. even withought seeing your images and only from that small thumbnail....your in the top 10. Always knew from the start that u guys will make it there. :)

Very well done and congrats on finishing... oh BTW you better buy ur wife some roses or take her out for spending 7 weeks on this.

ez5k
27-03-2007, 07:35 PM
WOW! left character is a perfect!.. i love it.

taehoon
27-03-2007, 09:12 PM
Thanks for everyone. and The server is back.. I guess the most images in file is unnecessarily big. I reduced the file size and now I can post "BIGUN" images...(Finally it revealed) Thanks for all of your encouragements and comments. it made this character cooler....


Winning pose and Beauty shot

http://www.taehoonoh.com/dw2/dw_020.jpg

Construction and Textures

http://www.taehoonoh.com/dw2/dw_021.jpg

Concept Sheet (By Torokun, Karl Ostlund)

http://www.taehoonoh.com/dw2/dw_022.jpg