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View Full Version : killadee - Dominance War II


killadee
13-02-2007, 04:43 AM
Please feel free to comment.

The Shroud -- A flying mechanized warrior that came to life from the ashes of the last great war. 500 years old this warrior has seen many battles and carries the burden of the millions of souls he has reaped. His trusty teddy never leaves his side, and is a divine weapon known to vaporizes entire army's with its dark powers.

http://img385.imageshack.us/img385/7295/killasrobototy4cc3.jpg

#Update# I just finished normal mapping.
http://img207.imageshack.us/img207/2163/killka3.jpg

#Update# Almost done with this texture just a few more tweaks and it should be complete.
http://img110.imageshack.us/img110/5/texke3.jpg

http://img249.imageshack.us/img249/1268/kiltexbr8.jpg

#Update# I can see the finish line :crazy:
http://img248.imageshack.us/img248/7292/kilbotxu3.jpg

EvilKnight
13-02-2007, 07:53 AM
I like the concept, but what his he fighting with? Need to add some weapon I think!

Keep up the good work ;)

killadee
14-02-2007, 02:53 AM
Just a quick update, starting 2 ruffed out the low poly shape. I should really add a weapon maybe some kind of glowing mace?

http://img258.imageshack.us/img258/1741/ruffgi3.jpg

gridlinked
14-02-2007, 06:27 AM
Yeah, a Mace would fit in nicely.

EvilKnight
14-02-2007, 07:54 AM
I'd say a huge freaking drill.. You know like those used by Minors... with bunch of spike at the end...

Just my 2 cents ;)

GraphicDragon
15-02-2007, 01:55 AM
Good looking concept. As for the weapon, a bug shaped plasma rifle might work as well.

YdoUwant2know
15-02-2007, 02:52 AM
I like your concept, but he feels really off balance. If you look at his side view it feels like a good wind might blow him over. The front looks a ticked off killing machine but the side looks like he is about to tip. Try beefing up the legs and hips, or maybe lean him a bit more forward.

killadee
16-02-2007, 11:55 AM
Thanks for all the input, i will reinforce the legs and give it some big eagle talons 4 toes. Here are my weapon concepts 1 bug shaped blaster and a centipede mace-->

http://img223.imageshack.us/img223/9758/wepz1ds6.jpg

killadee
18-02-2007, 08:29 AM
just spent some time nutting out my low poly weapon models. I should hopefully have all my models ready for zbrush by the end of the week.

http://img144.imageshack.us/img144/6025/3dwepzyg8.jpg

killadee
21-02-2007, 04:58 AM
I think the base mesh is now complete, i just need to unwrap it and it should be ready for zbrush.

http://img178.imageshack.us/img178/2664/kilbotma5zh5.jpg

killadee
23-02-2007, 02:41 PM
I just completed the unwrap, it may get a few more tweaks along the way and as you can see there is still room for some more elements. I'm ditching the mace and going to replace it with a possessed teddy.

http://img208.imageshack.us/img208/9366/21aw3.jpg

mim
23-02-2007, 10:21 PM
this is really diffrent killadee! n you ran fast!
goodluck for it man, keep it creative! ;)

mim, :haha:

killadee
04-03-2007, 10:11 AM
Here is quick projection test I just did in zbrush. :P

http://img83.imageshack.us/img83/4845/zbrush1hw1.jpg

*Update* started to isolate segments and paint the details.
http://img380.imageshack.us/img380/4825/headfi3.jpg

praveen3d
04-03-2007, 03:36 PM
Great work, keep it up :)

Klash120
04-03-2007, 09:01 PM
How'd you scult those straight lines & such In Zbrush?? I'm having the hardest time trying to do somn like that...

chaosman
05-03-2007, 01:50 AM
use the projectionmaster with displacement on
put the z value on positive or negative (wichever you need)
drop in a box and stretch it
if you got enough geometry it should work nicely
masking parts of a mesh and then using the deformation > size option works aswell

killadee
05-03-2007, 02:48 AM
How'd you scult those straight lines & such In Zbrush??.

I'm using a different process than I have before, to get those mechanical hard edges I decided a week ago that I would sketch out all my details in illustrator as vectors. I'm now using those vectors to mask off areas for sculpting in zbrush + I now have almost a complete outline for my texture map at what ever resolution I like. Once I'm happy with the model in zbrush i then render out the normal map with zmapper.

Haha, chaosman we must have posted at exactly the same time, I didn't see your post. :)



http://img156.imageshack.us/img156/5858/28037813wf1.jpg
http://img251.imageshack.us/img251/4171/46177089nm9.jpg
http://img341.imageshack.us/img341/8108/93262625bn4.jpg
http://img250.imageshack.us/img250/7723/56600585nu3.jpg

Inpw
05-03-2007, 11:57 AM
killadee great idea! I'll use it :)

killadee
05-03-2007, 01:18 PM
My eyes fell like 2 dried out sultanas but it was worth it! My characters normal map is done, maybe I'll make some small tweaks but I'm very happy with teh result.

http://img242.imageshack.us/img242/4137/killerjk5.jpg

Klash120
05-03-2007, 05:39 PM
:O That's crazy! Illustrators & Vectors! Never would of thought... schweet man, thanks, Ima have to look into that now. Mech's looking rad. Though, just wondering if all those vertical & horizontal lines so close & many will cause a swimming effect (noire?) when rendered?

killadee
06-03-2007, 04:43 AM
:O That's crazy! Illustrators & Vectors! Never would of thought... schweet man, thanks, Ima have to look into that now. Mech's looking rad. Though, just wondering if all those vertical & horizontal lines so close & many will cause a swimming effect (noire?) when rendered?

Thats a good point, once I texture all the cables and wires it should break them apart a lot more.

defaultalias
06-03-2007, 05:24 AM
it's reminding me a bit of the matrix, which is a good thing. but it's really, um, blobby i guess, right now. like the metal, or seemingly metal, panels bend and stuff. although if that part of the design, go for it.

killadee
06-03-2007, 02:59 PM
Thanks for the great comments, I just laid down a quick base for my texture and tweaked the shader a little.

http://img149.imageshack.us/img149/5613/shroudtexwq2.jpg

killadee
08-03-2007, 12:17 PM
#Texture update#. I'm not sure what to do next with this texture any suggestion would really help.

http://img222.imageshack.us/img222/4363/killatexaf4.jpg

killadee
09-03-2007, 01:10 AM
I started messing around with getting my render settings right for the beauty renders, just a simple setup using vray and hdri atm.

http://img178.imageshack.us/img178/4816/highba9.jpg

killadee
14-03-2007, 12:26 PM
Haha, an extra week... Hmmm I don't really need another week, but I guess its good. I finished most of the assets, just need to work on the pose.

http://img296.imageshack.us/img296/360/killahk0.jpg

http://img179.imageshack.us/img179/337/killa1qq7.jpg

miezis
14-03-2007, 12:45 PM
wow, the stand is worth a prize by itself, love those bones. though you could work on a specular and glow maps, that usually brings the creature to life!

Agent-X
14-03-2007, 12:52 PM
Cool Mech. I like the design. I like the little tip with zbrush and Illustrator. The stand is cool too. I love the bones. Keep at it bro. Keep pushing with it.

John Inman
Agent-X

shadowbreeze
15-03-2007, 10:21 AM
that is one cool machine you have there and the base is very nice, i also love the technique you used for the high res mesh i'm going to have to try it out some day

killadee
20-03-2007, 01:16 PM
Thanks, for the great comments :)

I can see the finish line :crazy: got some tweaks to make but almost there.
http://img340.imageshack.us/img340/9049/2123ae5.jpg

Inpw
20-03-2007, 01:25 PM
Nice pose. May be light it a bit brightly?

0202742
21-03-2007, 12:14 PM
I honestly had not noticed you before. Great work i am also impressed with the inspirational idea of illustrator useage in your workflow. I think good lighting is a must for your piece to bring out all of those details. Good going.

killadee
22-03-2007, 01:36 AM
Thanks for the comments, i will tweak my render some more to try get the setting just right.

killadee
24-03-2007, 02:38 PM
Here is my updated final pose. *Updated Contrast* *Update Removed aliased edges*

http://img248.imageshack.us/img248/7292/kilbotxu3.jpg

ThatDon
24-03-2007, 02:47 PM
great pose, you should really work on giving the image more contrast, play with your lighting!

killadee
24-03-2007, 02:53 PM
Thanks Don you were right it was a little dull.

ThatDon
24-03-2007, 03:05 PM
holy ****! that thing is poppin now man, good job!

also, it's pretty cliche to use skulls on a stand....but man, those are just done so well that it's a exception to the rule for me :)

edit: another thing that would be cool is if you rigged those little spiky things on his back...break them up a little so they don't look so symmetrical!

gridlinked
24-03-2007, 03:22 PM
Good stuff killadee :)

Although i have to say, the image looks "cropped", you have a weird jagged aura around the character - either the aliasing was off (or low), or it was indeed cropped, i'd fix that. Otherwise, great work! :wave:

BiG ToE-3DT
24-03-2007, 05:45 PM
what resolution did you render that. 2400x3000(8x10) is a great place to start. True it's larger than the rules say, but you can always scale it down, plus having an image that is print ready can't hurt.

killadee
27-03-2007, 05:11 AM
Here is my final submission, Good luck to all that made it to the finishing line. I look forward to the next comp and hopefully I'll be back here fighting for 3d total. Once again thank you for all the support.

Big toe i just rendered it at 800x900.

http://img84.imageshack.us/img84/1939/92602419ix6.jpg
http://img84.imageshack.us/img84/5504/82035391tp9.jpg
http://img141.imageshack.us/img141/1038/84702369tz1.jpg
http://img217.imageshack.us/img217/2345/84640638mb2.jpg
http://img217.imageshack.us/img217/5038/89537613ay5.jpg

bRuDe
27-03-2007, 05:20 AM
Thats pretty cool dude, love the originality of it. Gratz on a nice final toon ;)

taehoon
27-03-2007, 05:47 AM
Very stylized one. great man.~

shadowbreeze
28-03-2007, 05:49 AM
hey i love this ones stylized look, excellent work.