View Full Version : Comp #15 --***((Yin Yang))***-- Comp #15
BiG ToE-3DT
18-06-2007, 02:54 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/YIN-YANG.jpg
Low Poly Mini Contest #15
Subject – Yin Yang
ALL WIPS AND CONCEPTS ARE TO BE KEPT IN THIS THREAD.
Guide Lines:
OK, lets have some real fun. This time around you get to pick between modeling one character with split personalities, and creating two characters that are complete opposites of each other. But here is the twist, you cannot do the typical Devil vs. Angel, you are going to have to kick it up a notch and be a lot more creative. You can create your character in any style you want, its up to you. Compared to the last comp we just had, these specs will be kind of high. For your first choice, 7,500 tris for everything and (1) 1024 diffuse (and corresponding textures) texture maps for everything. For the second choice, 6,500 tris for the GOOD character, 6,500 tris for the EVIL and (2) 1024 diffuse (and corresponding textures) texture maps for everything. I want everyone who voted to start this comp and finish, so start now.
Above all,
Have Fun!
Judging: 3 categories of judging will apply. 10 points possible for each:
Concept - How well your idea fits the topic
Model – How well the geometry is structured, how well it looks like the subject.
Texture – How well the texture space has been used, and how well the texture is painted/applied.
DUE DATE: August 5tht: a Sunday, 7 weeks and a few days from today! 12 (midnight) GMT - SUNDAY
Idea: (pick one)
1. Time to be creative. You need to create 1 main model with an alter ego. So in the end your model will have a good/nice side and then there will also be a bad/evil side. We must be able to tell which is which. . Weapons and such are fine, but should match the characters personality. The style of these models are entirely up to you, there is no right or wrong, so have fun
2. Create 2 models, one that represents GOOD and one model that represents EVIL. You can either make these two models completely different in style and personality, or you can have them relate to each other in some way. Weapons and such are fine, but should match the characters personality. The style of these models are entirely up to you, there is no right or wrong, so have fun
Poly limit:
1. 7,500 tris Total. That’s for everything, you model, which includes both personalities as well as the weapons, if they have any. You can do whatever you want with these, just don’t get carried away and don’t exceed the 7,500 Tri Limit.
2. 6,500 tris, for each character, 13,000tris total. That’s for everything, you model, which includes both personalities as well as the weapons, if they have any. You can do whatever you want with these, just don’t get carried away and don’t exceed the 6,500 Tri Limit.
Textures:
1. (1) 1024 x 1024 diffuse texture and corresponding texture channels. So in other words, you get (1) 1024 diffuse, (1) 1024 bump, (1) 1024 normal, (1) 1024 spec, (1) 1024 opacity, (1) 1024 etc. Textures can be hand-painted or you can use photographic sources. Do what you do.
2. (2) 1024 x 1024 diffuse texture and corresponding texture channels. So in other words, you get (2) 1024 diffuse, (2) 1024 bump, (2) 1024 normal, (2) 1024 spec, (2) 1024 opacity, (2) 1024 etc. Textures can be hand-painted or you can use photographic sources. Do what you do.
Final Pictures:
Required In The Final Post (1 post per entry):
- 1 x Winning pose shot. This image should consist of your character(s) in some sort of a pose.
- 1 x Beauty shot of your character(s). Feel free to put multiple angles of your character(s) or just one big version or your character(s) on this page. Even better, try to composite a nice art piece similar to the ones in the Winners' Gallery. Be careful how you do this though, simple is often better. It’s up to you.
- 1 x wire frame shot of your character(s). Feel free to put multiple wire frame shots or just one big wire frame shot on this page. It is up to you. Must have polycount included.
- 1 x texture sheet that includes all your used sheets squeezed into "one" sheet.
- Concept Sheet (Only if you have a concept)
You must provide a screen grab of your wire frame with your poly count, with the actual model and all its parts selected. Please don’t Photoshop your Poly counter with a bogus count. Make sure you post all work in progress, including final poly counts and wire frames in the work in progress thread. If you don’t show your w.i.p’s, your final entry will not count.
A Final Entry Thread will be up and waiting around the end of the fifth week/beginning of sixth week. Don’t forget to submit your work by posting it in the final thread.
Good luck everyone!
BiG ToE.
omnicypher
18-06-2007, 07:59 AM
my first idea is of a guy in a magic monk's cowl. with the hood down hes normal, but when he puts on his hood it turns him evil. he will probably have a knife or a short sword and possibly some armor. im not sure if hes old or young yet. i might be able to get the nice side to show better if he was an old man. plus it would be a good chance to spend polygons on facial wrinkles.
Spartan-117
18-06-2007, 12:34 PM
Just wondering how you can model a character with split personalities?
Im stumped
Mosmuis
18-06-2007, 12:38 PM
well...it could be something like this ;)
here (http://gameslife.ru/cmsup/wallpaper/683df116caf72050b13284d9d551b78495bae4f3.jpg)
redace
18-06-2007, 01:08 PM
Hummm... i think i have my idea. Maybe a salt and pepper shaker. Salt is good and pepper is evil. HUMMm.....
the_bromox
18-06-2007, 01:12 PM
I'm taking on the idea of a Jedi, two versions light and darkside
Jedianakinsolo
18-06-2007, 02:39 PM
I'm suing you for Plagiarism.
BiG ToE-3DT
18-06-2007, 02:51 PM
well with the split personalities, think swappable body parts. So you could have a nice head, arms, legs, ten have a set of evil, head, arms legs. Or you could do like the guy in the link a few post up, and model a side good and the other side evil. Its up to you.
GSoto83
18-06-2007, 03:06 PM
Doc Jekyll and Mister Hyde idea. Just need to draw them out.
the_bromox
18-06-2007, 03:07 PM
yeah I was thinking of doing that after seeing the prince of persia picture. The main point of the challeneg for me is to practice making models for the new gen consoles using zbrush for normal maps which is an area I have no touched so this will give me a chance to learn alot.
I think I'll get in on this one. . . I 'll go with Option 1 also. . . Though Do they technically have to be 'good' and 'evil' or just the opposites of one another? (Yen and Yang) ;D
This should be fun
Here is my characters. . . Yang and Yenny the fire and ice twins. . .
http://3d.alanmecham.com/IMAGES/3DTotal_LPComp/YenYang_Comp15/Yang_and_Yenny.jpg
concept options:
Hot vs. Cold
Fire vs. Ice
Summer vs. Winter
Surfers vs. Snowboarders
Male vs. Female
Sibling Rivalry!
BiG ToE-3DT
18-06-2007, 05:27 PM
Dhin: that works for me.
freedie
18-06-2007, 05:28 PM
hello guys so i started this weekend little bit sooner when comp 15 started :o So i choose one of my favorite char, my concept is action figurine Nightmare spawn (i buy it right for this yin yang comp) this will be this evil guy and i try to make from him some better one (for this one i make concep by my self)
so here is the evil guy reference:
http://img39.picoodle.com/img/img39/8/6/18/f_nsm_2cd2f88.jpg (http://www.picoodle.com/view.php?srv=img39&img=/8/6/18/f_nsm_2cd2f88.jpg)
and here is my model:
http://img27.picoodle.com/img/img27/8/6/18/f_3dtotal01m_32939be.jpg (http://www.picoodle.com/view.php?srv=img27&img=/8/6/18/f_3dtotal01m_32939be.jpg)
PS: if some image didnt show try to refresh, sry for the english
Smokescreen
18-06-2007, 07:09 PM
i think i'm going to do the 1st Option of the single character with an alter ego (seems more of a challenge). I think i'll do a woman this time around. By day she poses as an Elementary School Teacher, and by night she dons the wardrobe of the Queen of Harlots.
xissburg
18-06-2007, 08:18 PM
I could not finish my entry for the last challenge ;( but this time I'm entering this one since the beginning then I think I'll finish my model, I hope =P. I did not think on what I'll do exactly but I think that the 1st option(one character with good and evil personalities) is the most interesting for me. I'll go with that one. Good luck everyone! cya
redace
18-06-2007, 08:28 PM
Do i have to create my own characters? I was thinking i would make Spy Vs Spy from Mad.
BiG ToE-3DT
18-06-2007, 11:33 PM
create your own characters.
yuriyxxx
18-06-2007, 11:54 PM
Here is mine concept: "global warming" guy VS. "green" guy.
Jedianakinsolo
19-06-2007, 03:41 AM
I was thinking Democrat vs. Republican....
They really aren't opisites, infact they are almost exactly the same. . . Most people just don't admit it. ;)
the_bromox
19-06-2007, 07:12 AM
Here a painting I did of one of my sketches. I like the colurs in this one. It will be for the Light Side. I want to do a few more sketches before I model not sure if I'm too happy with him yet
Mosmuis
19-06-2007, 11:40 AM
hmm wel its about time i join a contest, been watching them for ages! :)
i am stil a big beginner at modeling but what the heck. i might learn something from it .. the idea is simple.. having a random dude. with both good armor and a evil set.. my drawing sucks so i dont know if i will have any concept art. hope thats not a problem? ^^
trying to get my first update tonight :) good luck to all others competing!
Klash120
19-06-2007, 01:12 PM
Jedi Toad?! @. @ I can tell that one's going to be awesome already, LOL :D
HollowReaper
19-06-2007, 02:50 PM
I actually love the idea of Yin Yang, i got so many concepts in mind, hopefully i can get in on the action for once, still working on Michelangelo that im doing for a school project, but i think i might be able to make it. :D
frostsnake
19-06-2007, 03:39 PM
this is will be great!
il have to do some concepts to.. hmm what to do??
the_bromox- thats one cool jedi!
Milo Jones
19-06-2007, 03:39 PM
Greetings,
This will be my first competetion and hopefully ill be able to finish it. Well for my idea i didn't really want to go the cliche way of doing something like Two-face but that's the way i'm heading. If any of you ever played DND there was a prestige class called the tattooed monk. He's found his balance and excepted both good and evil. His tattoo's represent that. Here's a lil doodle im working on. Critiques and suggestions are always welcomed.
http://i136.photobucket.com/albums/q172/iamcrust/Lowpolychallangeidea.jpg
ianchaos
19-06-2007, 08:29 PM
Alright...here's my concept sketch. I must warn you however, my lack of drawing skills may cause some people to go into seizures.
Since my sketch clearly doesn't show what I'm going for style wise I'll preface it by saying that I love the Art Deco style as well as the style of artwork found in children's books from the 1920's-40's, I especially like the works of artists such as Erte, and Tamara de Lempicka. Here's a link to some of Tamara's paintings (http://www.goodart.org/artoftdl.htm) . Not that I hope to ever be able to emulate her amazing style, but just so you have an idea of what I'm shooting for.
http://i125.photobucket.com/albums/p55/ianchaos/yinyangconcept-1.gif
Robbiek1000
19-06-2007, 11:02 PM
Ha, I think I'm going to do something Jedi related. I'm super pumped for "Force Unleashed" I think now would be a good time to get that Jedi addiction out of me.
yuriyxxx
20-06-2007, 12:13 AM
Here is my first sketch - "Global Warming" Guy.
He is fat, rich, and doesn't care. I am going to model him about the same proportions as on the sketch, and than I will make that car to put him into.
yuriyxxx
20-06-2007, 12:40 AM
Here is the "Green" Guy.
Skinny hippy with dreadlocks, who refuses to ride anything but his bicycle.
"Bad for the environment, maaan."
the_bromox
20-06-2007, 04:07 AM
heres another painting I did of a sketch I feel pretty good about the character. I haven't tried to make him look evil just though, I would like to make some models sheets now and move onto sculpting. I have a few things in mmind for making him look evil mainly have a dark cloak which I will save tris for
Allie
Khan's
20-06-2007, 08:32 AM
Hey Guys.
Really nice entries so far.
I am looking forward to participate in this competition.
I will post some drawings soon.
Regards,
M.W.Khan
Hirokugawa
20-06-2007, 09:51 AM
I am going to force myself to make time for this competition.
I've put down my 3D for too long, need to get back in the game since I start at the art institute on July 3rd.
Khan's
20-06-2007, 10:36 AM
I have drawn some rough sketches which I think are good enough for me to model from. But for the comp do we have to make proper photoshop paintings or would the rough sketches work?
BiG ToE-3DT
20-06-2007, 01:49 PM
Khan: sketches are fine. To be honest, you don't need any concept art at all, it just helps you know where you want to go.
BiG ToE-3DT
20-06-2007, 02:04 PM
I'm thinking I'm go in this direction, making one character wit the whole split personality idea. If time allows, I'll turn it into two characters.
http://i55.photobucket.com/albums/g129/DJBiGToE/239390_1173003230_large.jpg
Khan's
20-06-2007, 04:51 PM
Thanks Big Toe
My sketches are ready, I have to do a little bit of editing in photoshop then I will post them here.
Khan's
20-06-2007, 05:46 PM
I had to take photographs of the sketches as I dont have a scanner. So the pics aren't much clear.
Anyhow just the idea for you guys.
On the left is the bad guy and on the right is the good.
The head gives an idea of how the bad guy is gonna look. just more scars, wrinkles etc.
I need comments on the proportions of the ortho sketches.
So please let me know if there are any faults.
omnicypher
21-06-2007, 08:28 AM
i came up with a better idea than my last one. im modelling a scary adult monster and a cute babyform of it for its opposite. this time i started with a quick mesh in max and jumped right in with some zbrush. hopefully this will be my first finished Zbrush model. theres a few things i need to touch up but i should have a picture up by tomarrow.
omnicypher
21-06-2007, 08:38 AM
Wip:
Khan's
21-06-2007, 10:06 AM
Good work Omnicypher. I like how the face is going. Looking forward to it.
I have been able to do basic mesh setup with a little bit of details.
C&C please.
Mosmuis
21-06-2007, 12:35 PM
I absolutly love your concept the_bromox!
here is just something to give a rough idea of how i'm going
http://dev.welo.nl/~mmosmans/screengrab_01.jpg
the_bromox
21-06-2007, 01:23 PM
I finished up my image planes and should be able to get my base model ready for zbrush by the weekend. This competition is so hard for me while working at the same time as i'm sure it is for everyone. I'll try and post frequent updates but its tough.
Thanks Mosmuis, I hope that this will work out. I dont do much low poly modeling and have yet to try normal mapping so this is a big learning experience for me.
I was wondering....
Can someone create a concept for you?
BiG ToE-3DT
21-06-2007, 02:35 PM
Ojah, I don't see why not. Just make sure you let everyone know who made it.
omnicypher
22-06-2007, 02:33 AM
i just started using Zbrush, and i already fell in love with it! it lets me make high poly details without to much effort and it took only 1 day to get the hang of. i still use max to make a low poly mesh, but now i can make a quick sloppy mesh in max and easily fix it up in zbrush without having to edit it vert by vert. the only problem i still have with zbrush is when i work on somthing really small, intricate, and far away from the center of the object (fingers, toes, teeth) its hard to adjust the camera correctly and its hard not to accidently destroy my work. i find that when i smooth a finger, it shrinks it then i have to inflate or push/pull it to try to get it back. i go back and forth until i like it or until i give up and move on.
is there a better way to model fingers or toes more delicatly, or a different way to smooth in zbrush, or maybe a way to smooth a little less drastically.
Robbiek1000
22-06-2007, 05:06 AM
here's a little update of what I'm up to for the contest...haven't decided exactly what the dark Jedi and light jedi's outfits will be but I have started to work on the dark jedi's head. Not to menacing, but once I get a bit of a facial rig in there it should help. I was also thinking about tattoos....not sure though.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP2.jpg
the_bromox
22-06-2007, 01:15 PM
thats awesome rob i'm glad you chose the jedi too!! Can't wait to see how yours turn out your off to a great start
redace
22-06-2007, 10:06 PM
So i have decided the concept and started to work on it. It is going to be Salt vs Pepper. Here is the WIP. There will be weapons. Haven't started modelling them yet.
http://img.photobucket.com/albums/v215/redace25/WIp1.jpg
Going well so far :D
GSoto83
22-06-2007, 10:15 PM
This is the basic body, kind of going for a real cartoon feel, like where there are going to be muscle, the out of proportions, like pop eye.
Still working on the head, but I think I know what it also looks like.
YdoUwant2know
23-06-2007, 12:36 AM
Yes, i was hopping this would win last time, Yin Yang!!!
I have so many idea's i don't know which to pick. Well there goes any chance of sleep i might of had in the next few weeks. I just know this will be fun.
Robbiek1000
23-06-2007, 03:52 AM
OK, built out the basic body structure, but I'm looking for some critique of the proportions...that's something I cant seem to be satisfied with at this point...so let me know.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP1.jpg
Ghosty!
23-06-2007, 04:28 AM
Legs are a smidgen too long... i think lol..
Feet look too big too.
Robbiek1000
23-06-2007, 05:45 AM
thanks, Ghosty!
omnicypher
23-06-2007, 01:50 PM
Robbiek1000 im not sure if its because of the angle im seeing it from, but the breasts look a little high on the chest and from the waist down everything looks enlarged. its hard to tell from the front, but the back may need to be arched a little more to give a more natural look. besides that, it looks like a great model so far. keep up the good work.
Robbiek1000
23-06-2007, 05:01 PM
thanks, omnicypher. Yeah, I kept the breast high just cause I knew i was going to clothe them in something. I thought I might as well keep the lift cause I'm going to need it anyway.
freedie
23-06-2007, 05:10 PM
hi guys here is some little update of sculpting the head its not yet finished
Robbiek 1000 the head look great but i thing the breast and back should be little slimer
http://img31.picoodle.com/img/img31/8/6/23/f_headsculpm_d43b75f.jpg (http://www.picoodle.com/view.php?srv=img31&img=/8/6/23/f_headsculpm_d43b75f.jpg)
frostsnake
23-06-2007, 08:37 PM
nice sculpt freedie!
omnicypher
23-06-2007, 09:20 PM
great work so far freedie. the detail above the eyebrow seems very precise and clean.
i have yet to install photoshop since my last system restore, so for this comp im probably just going to wing it without a concept. it worked out nicely for the adult monster, but for the child monster im going to go for more of a cartoony, pokemon, digimon, disneyesque feel. i might just use the large one, blend out some of the detail, rearange the proportions and enlarge the eyes. or i might just start from scratch. i might even start over and do my third concept of father time and mother nature. if not, ill probably suggest that for a later comp.
yuriyxxx
23-06-2007, 11:21 PM
here is the start of my "global warming" guy.
it is at 600 tris right now.
Robbiek1000
24-06-2007, 12:00 AM
omnicypher - Not sure about the Father Time and Mother nature thing...cause who's really the evil one and good one? There both a pain in the ass if you ask me! LOL
Although, seeing alternate versions of Mother nature (alone) would be pretty damn sweet!
Hirokugawa
24-06-2007, 12:10 AM
omnicypher - Not sure about the Father Time and Mother nature thing...cause who's really the evil one and good one? There both a pain in the ass if you ask me! LOL
Although, seeing alternate versions of Mother nature (alone) would be pretty damn sweet!
Big Toe also said just two opposites of some form can work too, doesn't have to be good and evil.
Ghosty!
24-06-2007, 12:12 AM
I think father time is the evil one...There always never seems to be enough of it ^_^
Still cant figure out what I want to do :/
Hirokugawa
24-06-2007, 01:58 AM
So my idea is to pick one type of creature, then do a eastern and western rendition of it.
So then it's kind of like, eastern and western cultures for my yin and yang.
Hirokugawa
24-06-2007, 02:03 AM
And I think I figured out what I'm going to do.
I'm going to do Death or the Reaper.
I will do the western style of the classic Grim Reaper as a skeleton in a cloak with a scythe.
Then I'll do an asian Shinigami to contrast it, possibly pulling a bit from the design of the Shinigami in Naruto.
Of course, I'll have my own special touch to both.
vongn
24-06-2007, 02:06 AM
http://www.michieblue.com/images/good-cowgirl.jpg
heres what ill be doing, Blondie and Angel eyes, girl versions not totally the same but almost. =D, not too creative, but I really dig the cowboy stuff, and hey good and bad right??
very good stuff so far, this is fun! :evil: :halo:
Hirokugawa
24-06-2007, 03:38 AM
Here's the start to my western reaper:
http://i9.photobucket.com/albums/a84/Hirokugawa/Prev1-5.jpg
Ghosty!
24-06-2007, 08:20 AM
Ok concept sucks but meh. I'm killing 2 birds with 1 stone.
http://www.croc-film.com/files/Chick_Sniper_concept1.jpg
She is the good side. She is a sniper (no gun yet) that has been left for dead by her comrades because of a contagion that mutates people and makes them crazy... got zombie? She is stranded in a city full of zombies but secretly has an immunity to the virus and as such is the heroine in this concept.
The above colours are just basic so far, will probly digipaint the details on tonight after dinner while the project is still 'fun' LOL...The leggins and 3/4 length shirt above are going to be active camoflauge... Its like the camoflauge on the V12 Vanquish in Bond: Die another Day buy not nearly as good.
The Badguy is the scientist who released the contagion on the world creating a zombie army under his command. But he has become infected too and is now a super baddie zombie scientist guy :) .. no concept art for him yet but I have started the low poly mesh for the heroine.
http://www.croc-film.com/files/chick_sniper_wip1.jpg
anatomy is a little off but I dont want it to be perfect. The only thing I will be changing drastically is probably the skinnyness of the lower leg and the size of the feet (They're too big). The tall skinny look seems to suit my character so I will keep it.
Crits are welcome as always. Lets see if I actually finish this project... :)
Ghost-D
24-06-2007, 10:19 AM
Ok. I´m going for two characters. Here´s my first one, representative of evil.
This is going to be a giant character, a drug dealer. He´s going to be equiped with a "pipe" (and as he is a giant, it´s going to be made of a real toilet that he teared out someones rest room), maryjane and a map with marked schools. (Hope this will not be marked as a propagation of drugs or something...)
grabs:
http://img411.imageshack.us/img411/2285/xportgrabs2406yn1.jpg (http://imageshack.us)
wires:
http://img441.imageshack.us/img441/4646/xportwiregrabs2406oo6.jpg (http://imageshack.us)
For the opposite character I plan something like a "multi-preacher". Funny character with garlic around his neck, bible, crucifix aso... (Hope this will not be marked as propagation of religion or something... :))
Good luck everyone!
freedie
24-06-2007, 06:25 PM
hi, really nice work there Ghost-D like it also good conceps ghosty and vongn
posting new update plz tell me whats wrong, what can be better thx
http://img29.picoodle.com/img/img29/8/6/24/f_headsculp2m_8ddffeb.jpg (http://www.picoodle.com/view.php?srv=img29&img=/8/6/24/f_headsculp2m_8ddffeb.jpg)
defaultalias
24-06-2007, 06:28 PM
i think the details are too smooth and shallow. try making it sharer and deeper cut, more edgy i guess.
freedie
24-06-2007, 06:42 PM
Thx man ur right, i try to put more depth (i just started zbrush to learn :wall: )
vongn
25-06-2007, 04:54 AM
http://www.michieblue.com/images/wire-02.jpg
http://www.michieblue.com/images/wire-03.jpg
http://www.michieblue.com/images/wire-04.jpg
Some wips, this is Blondie, going to start adding lines for clothes and boots, make a hat and pistol with holster, 2 g's left on the tri count so hopefully the poncho rag thing won't take so much. then its off to my favorite part mudbox then back to max for normal baking,
i won't be able to work on it much during the weekdays so hopefully get most of it done tonight!
that sculpt is looking real good freedie man! keep it up!
cheers!
HollowReaper
25-06-2007, 05:22 AM
Well i decided on a concept for my Yin Yang, im gonna go with 2 brothers, both with opposite personality and beleives, i don't want to say that one is purely evil and one good, but their definitly not alike. Im basing my work on the Devil May Cry series, Dante and his brother Vergil, and also on the Trigun series, which is with Vash and Knives. I think i'll be able to make something pretty nice with that concept, hopefully i can finish this and make it look good :)
So im hard at work on the base model for now, will post some updates soon enough hopefully
BiG ToE-3DT
25-06-2007, 02:45 PM
vongn: cut down the segements on the eye's, they are throwing off the tri count. I would say you have more tris in the eye than you do in the mesh of the body.
vongn
25-06-2007, 04:08 PM
hehe hahaha, yea those spheres are pretty hefty, they are just default spheres.
Robbiek1000
25-06-2007, 07:50 PM
Heres a little update for my Dark Jedi. So far this is all done in 3dsmax. So next I'm going to fit the low-poly over the high-poly then take the High-poly into mudbox to make it more believable. Then I'll have to refit the low-poly to get the best results from my normal map.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP3.jpg
Also I've noticed some things I want to change in the actually human structure...but I'll have to wait till i'm done normal mapping before I can do that.
D-train
26-06-2007, 12:27 AM
hello everybody, this is my yin yang concept. I was watching afro samurai, that all I have to say. I going to do the best I can to finish this contest. until then, everybody have a good day.
http://img530.imageshack.us/img530/6387/theyinyang3dtotal001coplv1.th.jpg (http://img530.imageshack.us/my.php?image=theyinyang3dtotal001coplv1.jpg)
HollowReaper
26-06-2007, 04:25 AM
Looking real sharp Robbiek! I like the clothing already
vongn
26-06-2007, 05:33 AM
farout Robbiek! can't wait for you next update!
Robbiek1000
26-06-2007, 05:09 PM
OK, so here's the mudboxed version of my dark Jedi. Mostly just added wrinkles in the fabric, but I think it makes it look more believable and realistic. I don't like how the cloth on the stomach turned out...but I tried painting it a couple different ways an it all looked bad....so I'm going to have to do some post normal map work in Photoshop to make it look better. Hopefully you can see a drastic improvement between this post and a my previous post.
Robbiek1000
26-06-2007, 05:12 PM
OK, finished the mudboxed version of my dark jedi. Mostly just added wrinkles and abnormalities to the fabric to make it more believable. Not sure I really like the way the fabric on the stomach turned out so I think I'm going to do some post normal map work in Photoshop.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP4.jpg
ianchaos
26-06-2007, 06:50 PM
beautiful work Robbiek1000. really impressive.
Robbiek1000
26-06-2007, 07:18 PM
Thanks ianchaos, HollowReaper, and vongn that means a lot. I really try my hardest to do the best I can.
The next part is going to be a little more tricky....gotta refit the low poly over the high poly as best I can....and since the high poly mesh is sitting at around 5 million or so pollies..... I'm expecting frequent and reoccurring crashes for max.....*sighs*....
BiG ToE-3DT
26-06-2007, 07:36 PM
Robbiek1000: in mudbox, export like the subd at level 3 or 2 and work off of that to reshape the low poly. Then just use mudbox to create the normal map.
Robbiek1000
26-06-2007, 07:45 PM
I had no idea you could use mudbox to create the normal maps. Big Toe you got any tutorials or anything you know of that could help me use Mudbox better....cause I dont know much about it at all.
BiG ToE-3DT
26-06-2007, 08:05 PM
http://www.cgarena.com/freestuff/tutorials/mudbox/mudboxworkflow/vid01.html
part two goes over the normal process. He is using maya, but the creation of the normals is all in mudbox.
Robbiek1000
26-06-2007, 08:09 PM
Thanks a lot Big Toe!!
the_bromox
27-06-2007, 04:38 PM
ahh really trying to get work done on this but the client is pushing our deadline so thing are really busy here, I will finish this.... hopefully on time
freedie
27-06-2007, 07:45 PM
BiG ToE and plz dont u have ZBrush tutotial too? how to make best normal map on low poly(i mean everythink from sculp to setting)? btw my low poly model is not unwrapped hope this isnt big prob when i start sculpturing already...i followed one tutorial here on 3dtotal that Leviatan tut....thx
Ghost-D
27-06-2007, 09:01 PM
freedie - here´s a great tutorial for normal mapping using Projection modifier in 3DS Max. Hope it can help you:
http://www.cgchat.com/forum/showthread.php?s=&threadid=20424&hig
_____
Slovakia - Zdravim krajana!
Ghost-D
27-06-2007, 09:25 PM
Ok. So here´s my update:
http://img413.imageshack.us/img413/9185/xportgrabs2706qz4.th.jpg (http://img413.imageshack.us/my.php?image=xportgrabs2706qz4.jpg)
And the wires:
http://img413.imageshack.us/img413/8618/xportwiregrabs2706py8.th.jpg (http://img413.imageshack.us/my.php?image=xportwiregrabs2706py8.jpg)
Needs some more work around his feet, but the rest should be okay.
(Btw. it´s 3432 tris so far...)
Glottis
27-06-2007, 09:58 PM
woah! Ghost-D, you´ve really improved in just a few months.
Mind if I jion in? :D
I´m gonna go for a Power-Armoured marine vs a hippie!
Already started modeling though I´ve haven´t drawn out the concept.. I just know the armour is gonna be big, with a big gun!
And the hippy´s gonna be.. not so big.. and carrying a flower (oooo!!)
and.. here´s what I´ve got so far on the marine 1918 tris so far:
-Edit- Thank you Big
BiG ToE-3DT
27-06-2007, 10:18 PM
freedie: sorry man, I don't have any Zbrush tut's yet, I'll keep my eyes open for them though. As for the unwrap, I would go ahead and unwrap it before you start the sculpt. Just to get the unwarp out the way.
Glottis: whatever the brief(first post) says.
freedie
27-06-2007, 11:47 PM
BiG ToE thx, about that unwraping it before u gonna sculp i now but last char when i use to do this way the zbrush dont allow me making small details dont now why so i try to find another way like in that tut on 3dtotal i try to do this way finished this head and tried it if that works i give u now
__________________________________________________ _______________
Ghost-D pecka ja ani nevedel ze tu daky slovak je mas icq? 489 445 284 moje
vongn
28-06-2007, 02:34 AM
hey does anyone know how to apply normal maps in maya?? its real easy in max but maya no so much, i did the bump thing then switched to tangent space normals.... but it dosent look so hot, it looks like its just using the normal map as a bump map..... im using maya 8
=D
max_love4you
28-06-2007, 03:12 PM
hey does anyone know how to apply normal maps in maya?? its real easy in max but maya no so much, i did the bump thing then switched to tangent space normals.... but it dosent look so hot, it looks like its just using the normal map as a bump map..... im using maya 8
=D
hi there you got every thing right in there u use bump map node as normal map tangents thing but in your vew port turn on hi quality rendering under render. Make usre you have a hi end grapphics card or your comp might slow down ofcourse you could set options with the square box next to it. :-)
0sharp0
28-06-2007, 04:02 PM
Hey,
Do these have to be complete characters? like can we do upto the waist?
vongn
28-06-2007, 05:20 PM
hey max_love, thanks man it works, but it looks not as good as max... im going to try and bake it in maya see what happens, i am using the normal i baked in max right now...
max_love4you
28-06-2007, 06:22 PM
hey max_love, thanks man it works, but it looks not as good as max... im going to try and bake it in maya see what happens, i am using the normal i baked in max right now...
Hey man I have not used max since after version 3.0 so i dont know about max any more but if you have lights setup especially spot lights it should look good also try coloring your lights and it should be look better.
carlosf
28-06-2007, 07:24 PM
freedie, Ben Mathis´ web site has a Zbrush 2 and 3dsMax 7 Render to Texture tutorial. In the end of the video he briefily covers normal maps in max.
http://www.poopinmymouth.com/tutorial/tutorial.htm
Zbrush has a normal paint mat, i just can´t remenber where.
hope it helps.
BiG ToE-3DT
28-06-2007, 08:43 PM
0sharp0: needs to be a whole character. So if the charater needs legs, then you need to model them.
YdoUwant2know
28-06-2007, 10:52 PM
Well, i voted for it so now i have to start on it. I am looking at doing one character half and half. I'm not sure if i will turn it into two characters or not. i kind of need extra ploys for one side, and will be shorting the other to pull off what i am looking at. Here is the first WIP. all i have is the face right now. I'm just over 1500 tri's but chances are i will only use half of this head, and make a different second half
http://www.overneathproductions.com/3dtotal/yinyangWIP001.jpg
the concept i am shooting for is flesh and blood, servos and circuits.
Robbiek1000
29-06-2007, 05:20 AM
K, guys heres an update on my Dark Jedi....Right now its a lot of base colors and textures. Looks for some feedback and critique. Enjoy!
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP8.jpg
carlosf
29-06-2007, 01:33 PM
hey Robie, loved the model. But i think the arms are too long and the wrist too thin, or maybe its just the angle.
BiG ToE-3DT
29-06-2007, 02:43 PM
Robbiek1000: yep, arms are a bit long. Maybe shorten the bicep some, also, it would be alot easier to see the proportions from a front view. As for the textures, your on the right track.
Milo Jones
29-06-2007, 06:16 PM
Started modeling the body.
http://i136.photobucket.com/albums/q172/iamcrust/Monk.jpg
Agent-X
29-06-2007, 06:57 PM
Hi everyone. I just thought I would give this competition a try for the hell of it, to learn, and just be a better artist, and get constructive critiscism. I appreciate any comments or suggestions. Thanks.
The character I am modeling is a very tall female warrior. I will include an alter ego to the character so she will have a good and a bad side to her and will get you one character. Overall I am still working on the design of the out fit, but I thought I would show what I have so far with the body. I hope you like it. Thanks.
http://aycu19.webshots.com/image/19658/2003000397630165536_rs.jpg (http://allyoucanupload.webshots.com/v/2003000397630165536)
http://aycu13.webshots.com/image/21212/2003059133428224902_rs.jpg (http://allyoucanupload.webshots.com/v/2003059133428224902)
http://aycu28.webshots.com/image/20907/2003092602866965205_rs.jpg (http://allyoucanupload.webshots.com/v/2003092602866965205)
http://aycu32.webshots.com/image/21271/2003014582509826343_rs.jpg (http://allyoucanupload.webshots.com/v/2003014582509826343)
http://aycu13.webshots.com/image/20372/2003038173701862249_rs.jpg (http://allyoucanupload.webshots.com/v/2003038173701862249)
YdoUwant2know
29-06-2007, 07:42 PM
amazing as always Agent-X.
Proportions look good. you have some great detail there. The palms of the hands look a little heavy. this could just be the angle, but they look too thick.
the elbow and lower arm might be a bit thick as well. it does not seen to taper down at all till the very end. again, this could be the angle.
Otherwise, great work. With you in the competition, looks like i get even less sleep this time.
Ghost-D
29-06-2007, 09:02 PM
Great work Agent-X. Could you post some wire shots?
Glottis
29-06-2007, 11:24 PM
A wee update:
Front (http://conceptart.org/forums/attachment.php?attachmentid=161344&stc=1&d=1183159099)
Back (http://conceptart.org/forums/attachment.php?attachmentid=161346&stc=1&d=1183159116)
Face
(http://conceptart.org/forums/attachment.php?attachmentid=161345&stc=1&d=1183159108)
as of now, I stand at 2884 tris,
.. so, his weapon´s gonna be gargantuan and insanely detailed :roll:
Robbiek1000
30-06-2007, 06:46 AM
OK, heres another update. Probably will be the last one for a bit.
Lets see...I fixed the arms, eyes, feet, wrists, butt, did some more work on the texture, and add an imperial rank to her jacket. Still open to comments and critique.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP11-1.jpg
BiG ToE-3DT
30-06-2007, 02:52 PM
Robbiek1000: how will you be showing her evilness. Glowing eyes, or, some kind of ora that floats around her?
textures are looking good, really like the hair.
Agent-X
30-06-2007, 04:20 PM
Thanks you guys. Yeah, I agree with the hands and the elbows. I shall continue to work on that. Currently I just have the highres model for the body. As soon as I can I will give you guys some wire frame shots of the highres model. I plan to build her clothes by possibly starting out in ZBrush 3 and using the extraction feature. The extraction feature is a wonderful way to build clothes off of the body of the character. If you haven't tried it, I highly recommend it. Its wonderful. I can't wait to get back home to my computer to continue on this one. Once again thanks guys.
Robbiek1000: That is looking absolutely wonderful so far. Keep up the great work. You are a good artist.
carlosf
30-06-2007, 04:33 PM
well, for me i think she has all the evilness she needs on that crest on the back. So my question is, how are you going to show her goodness?
Robbiek1000
30-06-2007, 06:29 PM
carlosf - actually this is just the evil version of her....im actually going to make another jedi...from the same basic female structure and redo everything from clothes to textures.
Big Toe - I hope to make her more menacing through her posture, through a small facial rig, and some lighting....if I cant get the "evilness" that I'm looking for through that...then I'll have to go back an re-work some textures.
HollowReaper
30-06-2007, 08:08 PM
Robbiek - I actually like how she looks as the evil side, the less lifefull skin tone is nice. This reminds me a lot of KOTOR, very nice stuff. Now get the red lightsaber going :D
Robbiek1000
30-06-2007, 10:24 PM
HollowReaper - oh the saber is coming....!!!
BTW
Agent-X - thanks for the comment!!! That means alot.
HollowReaper
30-06-2007, 10:38 PM
Does anyone know anywhere i can find good human body references for modeling?! I've been looking around for some time now for a profile of a male body reference, but i can't find anything. If anyone know any ("free" if possible), please share it with me, i'd appreciate it greatly :)
BiG ToE-3DT
30-06-2007, 11:00 PM
this place has nothing but. But it isn't free. So what you will need to do is save the thumbnail and blow it up. The image will be blury, but its good enough to get the proportions down.
http://www.3d.sk/index.php?id=5&od=36
HollowReaper
30-06-2007, 11:01 PM
Thanks :D That should work
ashleysparling
30-06-2007, 11:33 PM
how long is left on the compertion.
Robbiek1000
01-07-2007, 04:29 AM
ashleysparling - the contest lasts until July 31st....
Tank[NL]
01-07-2007, 01:55 PM
ooh cool, so i got a month left? i think ill join in then. now i just need an idea....
*EDIT*
alright, so i have been thinking about this idea for a few days. didnt have time to really do much with it but i think i have my idea pretty wel defined now.
what are two opposites and how can i twist those around so that bad =good and vice versa...
ooh, lemme take a punk rocker and a hippy and make the hippy the bad guy :D
really fast concept, less then 30 min...
http://www.firstcelestialwar.com/pics/Yin-Yang2s.jpg
hope to have a model soon..
ashleysparling
01-07-2007, 09:30 PM
cool thanks m8 still got time to do stuff. thansk m8
vongn
02-07-2007, 08:18 AM
http://www.michieblue.com/images/norm.jpg
so with and without normals, I'm trying to finish at least her this weekend, got Monday off so hopefully get some more done. got some other competitions I want to participate in.
Ghosty!
02-07-2007, 10:43 AM
http://www.croc-film.com/files/chick_wip3.jpg
Low poly of first character. I still have a lot of tris to add detail. Still have to add a pistol and holster and fingers ^_^ Havent done anything else, I'm starting to fall behind with work and stuff taking all my time...
Revliss
02-07-2007, 02:53 PM
here is my concept art
http://img508.imageshack.us/img508/3841/twinsbs2.jpg
i am doing twins this time one of the girl will look like a nice innoccines girl tha other one will be a Zombie
Tank[NL]
02-07-2007, 03:24 PM
Hey all. made a start on one of the two models. still way below the limit, around 2000 tris now, so i got some work left to do.
enjoy
http://www.firstcelestialwar.com/pics/Yin1.jpg
hi,
the topic for the comptetion is good, but i dont like the "low poly" thing
hey i was wondering if we use the concept arts shown by other members..
can we?
Tank[NL]
02-07-2007, 08:48 PM
you would have to ask them....
defaultalias
02-07-2007, 11:29 PM
hey, Revliss is back. haven't seen you around here in a while
lucashug
03-07-2007, 01:17 AM
hey,
i want to do this funny comp.
and i'll do it.
good job robbiek1000.
and revliss i hope your mode, i like you concept.
i want to make one nature girl and one
technologikgirl.
here the drawn of the naturalgirl...
i don't know how i'll do the other girl.
i begin the modelisation tomorrow
of the naturalgirl.
hope you like it.
but the in 3d go to make a girl more younger...
c and c welcome.
HollowReaper
03-07-2007, 03:01 AM
Bleh, trying to upload my WIP to show my mesh for my base, but for some reason it's not working :hmm:
Tank[NL]
03-07-2007, 10:10 AM
whats the warning? and cant you upload it to your own site, or photobucket or something?
nature girl looks very spikey lucashug. maybe some more leafs. maybe even leaves or grass as hair. just a thought...
gl all
HollowReaper
03-07-2007, 11:19 AM
No warning, everytime im uploading something, it takes forever just to get a white page saying "This page was not found", im gonna try to upload it on photobucket when i come back from work tonight. Could also just be my internet being extremely slow for some reason "shrug"
lucashug
03-07-2007, 01:06 PM
hey,
here the begenning of my caracter.
it will be the base of the both model,
i thing.(4000tris)
the name of the naturalgirl its "hoja".
see you.
SeanBear
03-07-2007, 01:07 PM
Hi all, bout time i tried my hand at another comp....
Here's what i done so far....
My idea for this 'Evil':evil: guy was to have him skinned... his flesh removed but all his muscle fibres are still to be seen. Thought it would work well as a mudbox sculpt.
Somehow something seems to be missing though... ??? ... he needs something like horns or wings, but thats way to unorigional... i don't know??? i thought maybe i should give him the skull of a bull?
I should really plan my work before i start huh!? :(:!!!:
BiG ToE-3DT
03-07-2007, 03:09 PM
SeanBear: the first thing you should do is raise his arms up so the rigging/skinning works out better for you. Then, add flames to the skull. Just a few alpha planes should do.
Revliss
03-07-2007, 04:50 PM
hmm http://img245.imageshack.us/img245/729/twinsyi1.jpg
about to start modeling :D
HollowReaper
03-07-2007, 05:40 PM
Hey, so this is my base mesh without the hands and the head, will finish that off today for sure. If any comment, I would love to hear it.(This is my 1st human model :haha:)
omnicypher
03-07-2007, 05:55 PM
i think im going to change my idea yet again. so far i have a monster, but instead of doing a child version of it (i realized it would be a little too quick and easy just to resize proportions) i think i might go for more of a gears of war, monster vs human in the future kinda thing. but seeing as how my monster is slightly overwieght, i might do the same thing for my human soldier. or maybe ill make him physically fit to contrast the monster. still not sure.
MiyamotoMusachi
03-07-2007, 08:21 PM
Hey i have a idea i don't know if it can work. I will model a twins one is superhero and other is villain does that will work.
Tank[NL]
03-07-2007, 09:09 PM
they are opposites, so should work.
and i have a problem. my good guy is done, currently at 1652 poly.... could maybe add some more detail in the hands and near the nose. maybe the pants. *sigh* a whole new aspect of low poly modelling for me. actually getting to the poly limit...
**Edit**
quick render. enjoy c&c welcome :D gonna sleep now. later all and GL
http://www.firstcelestialwar.com/pics/Yin4.jpg
omnicypher
03-07-2007, 10:26 PM
some work in progress shots. im trying out new workflows, and this time i started in max(guy on the left) then i went to zbrush for some details, then i reduced the polys and put it back in max (guys on the right) where i will add some more details like hands and boots and a better face meshflow. then ill go back to z brush for the final details on the normal map.
HollowReaper
03-07-2007, 10:31 PM
Omnicypher - Looking pretty good, you got any mesh pics?
omnicypher
03-07-2007, 10:42 PM
wip high poly:
omnicypher
03-07-2007, 10:48 PM
mesh pics:
to hollowreaper: man ur mesh isnt defining its gender.. and u should always consider muscles and the way they are placed on our body, while modelling a body but i think proportion is fine
here's a body iam working on. ... i know , way too high poly for the competetion....:blah:
Smokescreen
03-07-2007, 11:35 PM
After some long thought, i've changed my idea to doing opposing chess pieces--namely the queens. I have a Black Queen in a tribal outfit with detachable swords and a White Queen with a staff. The basic color scheme is black and orange for the Black Queen and white, lilac, and powder blue for the White Queen. If I have the poly's left i'll build stands for each character. I've already started modelling and will post those renders by the end of the week.
to smokescreen:Wow.. the chess peice idea is great , and the concept art is real good too (Damn!! why didnt i think of that)
lucashug
04-07-2007, 12:12 AM
hey,
here the finalmesh of hoja.
hope you like it.
c and c welcomes.
i start the high tomorrow.
Smokescreen
04-07-2007, 12:13 AM
Ok so i lied lol i'll post my stuff tonight *shrug*
Thanks um2, i'm glad you like it.
Here is a wire screen capture of the two models. So far they total less than 9,400 tris. The White Queen still needs her staff and they still need bases. I changed the White Queen's hair to an intricate bun. They both share the same base mesh.
HollowReaper
04-07-2007, 12:52 AM
Um2 - I'll see what i can do, im sort of trying to make a young man with some muscle tone, but im not aiming for a bulky guy. I want to be able to animate this once completed also. Any idea what you think should be defined more?
BiG ToE-3DT
04-07-2007, 03:11 AM
HollowReaper: the legs look, ok. But you need to make him some shoulders. Also, make sure you dont go to small with the wrist. If you keep it the way it is now, it will look wrong. Also, the charater has no hips, its like his body it one long tube.
HollowReaper
04-07-2007, 04:44 AM
thanks, I didn't notice the shoulders being off, i knew something didn't look right somewhere around there, good thing you pointed it out. Brought out the shoulders, the hips and made the wrists larger.
Revliss
04-07-2007, 09:49 AM
puff doe with the concept art sine they are twins i zombifiy her later
http://img530.imageshack.us/img530/7163/twin2pp7.jpg
Mosmuis
04-07-2007, 01:36 PM
a little update. stil alot of work to go :p
http://dev.welo.nl/~mmosmans/progress_evil_01.jpg
Smokescreen
04-07-2007, 02:27 PM
Here is how the models stand so far:
------------------
BLACK QUEEN
------------------
Body (including hair and clothes): 5,210 tris
Weapon: 252 tris
Pedestal: 202 tris
TOTAL: 5,664 tris
REMAINING: 800+ tris
------------------
WHITE QUEEN
------------------
Body (including hair and clothes): 3,936 tris
Weapon: 614 tris
Pedestal: 326 tris
TOTAL: 4,876 tris
REMAINING: 1,600+ tris
Any comments and critiques are much appreciated. I plan on starting the unwrap today and maybe the texturing as well. I have a few ideas on where to add the remaining tris but i'll see how things go first.
Mosmuis
04-07-2007, 03:16 PM
wow that idea + models are amazing :O cant wait to see the end result!
Revliss
04-07-2007, 04:32 PM
http://img74.imageshack.us/img74/8421/bodybasicjz5.jpg
weeee got the body here.
Tank[NL]
04-07-2007, 04:44 PM
nice start, revliss. not much to crit about. gl and keep at it :D
i got my hippy almost done. damn its hard to find some good ref for those dudes i need to get started on his hands now. and he needs lips, i know :)
but still, around 2, maybe 2.5 hours of work. im pretty pleased.
enjoy :
http://www.firstcelestialwar.com/pics/Yang2.jpg
BiG ToE-3DT
04-07-2007, 04:48 PM
Mosmuis: I see you got the helmet unwrapped already, you might want to wait and unwrap everything at the same time so that your uvw's don't get all messed up. Also, with the shoulders, make sure he will be able to raise his arms up, without stabbing himself in the neck.
Mosmuis
04-07-2007, 07:42 PM
thanks BiG ToE-3DT uvw wrapping was jut for a test :), this is my first organic model so i wanted to see how the uvw thingy worked :p
As for the shoulder comment. didnt really noticed it myself yet! he probably would have killed himself with those spikes :hurt: (maby even now. wil see how it goes later with some rigging)
as for another (small) update. here is the last one for today. there's stil a few points i need to tweak. and the hands are stil a very big w.i.p (damn those things are hard to get right :(
http://dev.welo.nl/~mmosmans/evil_update_03.jpghttp://dev.welo.nl/~mmosmans/evil_update_or_back.jpg
I liked revlis art .. great
It just dont make sense..... how can i not come up with some idea?:(
well iam thinking of making two warriors representing "Light and dark" both having different weapons and stuff hope it works out.
lucashug
04-07-2007, 10:41 PM
hey,
i finish the unwrap,
and i try to meke an highpoly but i dont like it...
see you.
toomorrow textures...
lucashug
04-07-2007, 10:46 PM
and here the high but i don'tlike it verymuch...
i will keep only the normal of the body...
see you
Ghosty!
05-07-2007, 02:52 AM
http://www.croc-film.com/files/chick_wip3.jpg
I have just under 100 tris left but I am happy (even though i have A LOT of wasted tris)
http://www.croc-film.com/files/chick_wip4.jpg
UVing now and starting character 2.
Tank[NL]
05-07-2007, 09:11 AM
hey ghosty, looks great man. you could add some more detail in the feet and legs. the feet especially look a bit odd atm. gl unwrapping.
the_bromox
05-07-2007, 01:27 PM
ahh you'll be happy to know that I started modeling on the Frog Jedi. I'll post the base mesh for Zbrush shortly. Everyones stuff is looking great!! I can't wait to see all your textures :) (thats what I stuggle with)
HollowReaper
05-07-2007, 03:28 PM
Finally finished off both my Yin and Yang head's, figured i'd post an update of what I turned out with in Zbrush. This is suppose to be my good guy, but he almost seems more evil then my evil guy, i might just switch it around lol (Evil guy is same face, different expression, they are twins)
Revliss
05-07-2007, 03:50 PM
update down size her boos to the proper size
http://img235.imageshack.us/img235/6397/bodybasic2bl8.jpg
wire
http://img524.imageshack.us/img524/2249/bodybasic2wireag8.jpg
BiG ToE-3DT
05-07-2007, 04:17 PM
Revliss: what type of proportions are you going for? More cartoony, or human based? Right now, if your going human based, your models head is too big and the hands a just a bit too small. But if cartoony is the way you want to go, then your done.
defaultalias
05-07-2007, 04:51 PM
revlis, can you do screenshots and not renders with colorful backgrounds? kinda throws the silhouette off they way you have it now.
Revliss
05-07-2007, 05:00 PM
manga proportions which is no proportions :P it sepose to to be the 5 head proportionsbuy i end up with the 6and half proportions
Agent-X
05-07-2007, 06:42 PM
Here is a wireframe of the highres. I will provide more looks when I get a chance, I have been really busy as of late. For sure come next week you will see more updates from me.
http://aycu11.webshots.com/image/21810/2006341283508470446_rs.jpg (http://allyoucanupload.webshots.com/v/2006341283508470446)
Smokescreen
05-07-2007, 07:24 PM
Looking pretty good Agent-X. Love her hair.
Here is a small texture update on the White Queen's head, complete with opacity, specular, and diffuse maps. All textures except the iris are hand painted. I plan on keeping her skin the color in the render to contrast the Black Queen's soon-to-be tanned skin. I thought about giving her ice blue lipstick and eye shadow but I think that would make her look too austere. Any comments would be appreciated.
D-train
05-07-2007, 07:44 PM
AGENT X your model is looking good man, I wish she was real.lol. default Im totally feeling your website and your work that's on it, totally rocking man. I recontruct my characters alittle bit, I need to tighting up my coloring, I will do it later. Im going to finish this contest. but this are my characters yin and yang. I've been watching alot of kung fu flicks, from twin brothers to five deadly venoms, I will get started on the models pretty soon probably tomorrow or tonight. open for comments. everybody have a good day, one.........
http://img259.imageshack.us/img259/3455/3dtotalcontest001yincopgp1.th.jpg (http://img259.imageshack.us/my.php?image=3dtotalcontest001yincopgp1.jpg)http://img292.imageshack.us/img292/9519/3dtotalcontest002yangcoqg3.th.jpg (http://img292.imageshack.us/my.php?image=3dtotalcontest002yangcoqg3.jpg)
lucashug
05-07-2007, 11:19 PM
hey,
its very hard to do the real texture...
but i try.
i hope to finish the texture difuse tomorrow.
hope you like it.
DTRAIN : i like your design, i hope the model...
REVLISS : i understand, what you want a big head,
but for mi its a little too bigger.
c and are welcome
see you.
omnicypher
06-07-2007, 02:00 AM
lately ive been trying to find the fastest easiest way to model a human head with good topology.
i used to use an edge extrusion method, making an eyelid, then a mouth, then connect between them with edge extrusion... but it was a pretty slow, vertex pushing process and errors in proportions are easily made and slowly fixed with tweeking.
this time around i decided to use subdivision box modelling. during the process i realized its alot faster and much better at reducing proportion problems. i made this head in about 30 minutes. but i dont have an exact method for cutting in and forming edge loops yet. but i do know that one exists and once i can find the most efficient method, ill be able to make a rough head in a few minutes.
Revliss
06-07-2007, 02:15 AM
is my model head realy that big ?? i did run it by a few girls and they like it :P
vongn
06-07-2007, 03:20 AM
http://www.michieblue.com/images/box-01.jpg
her face was bugging me so i fixed it up, gonna fix up the low poly and normal it now. any crits would be awesome.
lucas the texturing is getting there man, a little more work. its gonna look real nice.
BiG ToE-3DT
06-07-2007, 03:26 AM
omnicypher: whatever method you use, the more you use it the better/faster you will get at it. I use the edge extrude to model everything, and will never go back to box modeling. On a side note, if you use that head, make sure you round out the back, unless you want that flat look.
Revliss: the head is that big. Normally a body is 3 heads wide, from shoulder, to shoulder. Yours looks almost 2 heads wide. If you scale down the whole head a tiny bit, it would make a huge difference. Just play with it, if you like it, keep it, if you don't, don't keep it.
Revliss
06-07-2007, 03:28 AM
ok i add the hair in then will see if it fir or not
vongn
06-07-2007, 05:05 AM
http://michieblue.com/images/wip-01.jpg
so messed with her head a bit more, fitted the low poly then baked the normals, i like the face now, think im gonna leave as is. played with her vest a bit, made normals. not liking the vest too much... gonna add more too it, i want that wool stuff on the inside. didnt get to spend too much time on this today but ima try and work on this challenge for an hour or two everyday.. cheers
rev i think the head is pretty big man.
vongn
06-07-2007, 05:18 AM
omnicypher hey, are you using 3d max?? i think you are but not sure... you can select an edge and hit the ring button and then hit the connect button to cut an edge loop. i don't box model but thats how i put my loops in my models when i need em. connect is split loop i guess??
if you didn't already know that, hope it helps.
Revliss
06-07-2007, 08:37 AM
here is what i going to do to the zombie vesion :D
http://img503.imageshack.us/img503/1821/twinzmobieqj3.jpg
lucashug
06-07-2007, 09:01 PM
hey,
here i think i have finish the texture,
if you are c and c,
it will be good.
see you.
VONGN thank you, i hope you like it now,
and very nice web.
see you.
i think i will change the text of the eyes...
what do you think about this idea?
HollowReaper
06-07-2007, 09:55 PM
Luca - Looking awesome man, but ya, i think the blue eyes sort of throws it off a bit.
Revliss
07-07-2007, 12:01 AM
http://img103.imageshack.us/img103/619/bodybasic3yd4.jpg
alitle bit more update
Robbiek1000
07-07-2007, 05:17 AM
Ok, its been awhile since my last update...havent really worked on my jedis in awhile and now a new challenge has arose that I need some help with. Heres the update pic first.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP13.jpg
Now the challenge/problem......I'm trying to make the light saber blade look a bit more realistic....on other words more glow-ie! If anyone knows a simple way or can link me to a tut...I would appreciate it!!
And other comments and critiques are welcome.
still playing with lighting too.....looks a little dark with this harsh bright backdrop on the forum
the_bromox
07-07-2007, 03:04 PM
what I did for my concept was in PS. I made a line with the line tool then went to under the layers/layer style and outter glow mess with those settings to get what ya need. I also suggest rounding the end of the line to make it round off nicely.
If you want to make this in 3d I can tell ya how I do it with maya. I first create a cylinder and model the shape of the saber. Then duplicate that and scale it up a bit. For the original cylinder I give it a lambert and crank up the ambient, diffue, and spec all so its white. Then for the new cylinder I make a blinn, set the diffuse to the color of the saber. Go down to special effects, enable glow and click hide origin. This is will give you the look you want. I suggest parenting the white cylinder to the red then parent that to the handle.
omnicypher
07-07-2007, 03:21 PM
to anyone who uses zbrush, how do i get my normals baked from my high poly? preferebly without bringing the high poly into 3ds max as it would crash my computer. thanx
Revliss
07-07-2007, 03:53 PM
get it in to Xnormal, or still get it back to max, go to here http://www.guruware.at/main/index.html and get it obj impoter for max, with that you dont need to wait like 2 hours to import your model
finaly i got the base model done next is for the UVW and spiting it in to section the import it to Zbrush3
http://img465.imageshack.us/img465/1926/bodybasic4ta2.jpg
BiG ToE-3DT
07-07-2007, 04:03 PM
Robbiek1000: if your in max, you can try linking a spot light to your saber. Then set your light to show volume fog. The hard part is playing with the settings to get it right. If you do, you wont need any polies at all in the blade. You will also need to play with the otspot beam and fall off.
I'll play with it, and see if I can get it to work.
Omni: if it's Zbrush 3, your screwed, from what I heard, there isn't anything out yet to help you. But Zbrush 2 has Zmapper.
BiG ToE-3DT
07-07-2007, 04:38 PM
ok, I played around a bit. In the spot light menu, go to the atmosphere effects and open volume light. Then play with the settings:
http://i55.photobucket.com/albums/g129/DJBiGToE/saberlight.jpg
Here are a few renders I made at different settings:
http://i55.photobucket.com/albums/g129/DJBiGToE/004Saber.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/003Saber.jpg
the last render has the noise option turned up to like .5 or so.
here is the max file if anyone wants to play with it:
http://www.mediafire.com/?8muz40mboxy
Revliss
07-07-2007, 04:39 PM
Render out dispasment map in Zbrush 3 bring it in to Xnormal convert it to normal map http://xnormal.net/
omnicypher
07-07-2007, 04:41 PM
its zbrush 2, but im not sure how to use zmapper, or even where its located. does it come with zbrush2 or is it another download/plugin? is it a tool in zbrush or a separate program?
Revliss
07-07-2007, 05:04 PM
down load it form Zbrush web site
lucashug
07-07-2007, 10:14 PM
hey,
i begin the otterside of hoja.
shes name is "tek".
but i think i will be change the names...
ajajajaja
here the design.
the design is a little bit like the clipvideo
of bjork "all is full of love".
hope you like it.
BIGTOE : good idea for the lasersword.
BiG ToE-3DT
08-07-2007, 05:50 AM
going with an nice old lady:
http://i55.photobucket.com/albums/g129/DJBiGToE/004-16.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/008-11.jpg
chaosman
08-07-2007, 03:02 PM
for glows,
if your using 3dsmax you could also try video post effects (if they are allowed)
select wich object you wish to have your glow on
go to properties, set the object ID to 1 for example
go to rendering > video post
add a scene(the button looks like a teapot) its best to use perspective or camera viewports
add a filter, youll be wanting the lens effect glow
use the setup dialog to configure the glow
note that if you want the glow to be in the render use the render option in video post (execute sequence)
the only downside ive noticed so far with this is that if a glow overlaps another glow it ll get intensified (wich usually is quite undisirable)
the upside is the amount of options.
Yaurah7
08-07-2007, 04:56 PM
Im gonna go ahead and enter this one, i have to go to the park to get online so I might not get a chance to post as much as I want.
Anyway heres my concept: A young woman whom studies kung-fu, on her back is that of a PURPLEdragon tattoo (her wild side) and also her strong style. On the other hand she studies Wing-Chun (So Far). This being her soft and sensual side. Also a very graceful technique. This will be denoted by her somewhat modified traditional tai chi apperel.
She lives in a village in the valley of a kingdom ruled by machines in the year 7378 AD.x ....
And that about sumz it up 4 now, ill post some pics, and 3d a little later...
ianchaos
08-07-2007, 06:06 PM
Well I've been struggling to build a human head. This is my first attempt at making a person, and getting it to look anything like the reference shots I'm using has been painful to do in low poly. So I picked up a copy of Mudbox and within a few hours I'd gotten closer to what I was looking for than I had with 2 weeks of pulling verts. I can't say enough good things about that amazing program. Here's the base head...the hair is a separate piece I'm still working on, but I thought I'd post something to show where I'm at.
http://i125.photobucket.com/albums/p55/ianchaos/childhead1.jpg
ianchaos
08-07-2007, 06:11 PM
BiG ToE-3DT I love the style of your nice old lady. Great work.
Robbiek1000
08-07-2007, 06:48 PM
chaosman - yeah, I actually found a tutorial the other day that went over video post....and thats what I decided to go with for rendering out a more realistic looking light saber....looks great too!
D-train
08-07-2007, 11:13 PM
thats looking good big toe, pretty cool man
Tank[NL]
08-07-2007, 11:41 PM
cool design and really good looking mesh, big toe.
really liking what everyone is coming up with.
as for me, i have a small update. im done with unwrapping Yin and started the texture. blocked in the base colors and started on some details in just really wanted to see on him.
enjoy :D
http://www.firstcelestialwar.com/pics/Yin4TexTest.jpg
omnicypher
09-07-2007, 01:00 AM
i tried using zmapper but its giving me all kinds of error messages and im not sure what the problem is. has anyone had this problem before?
Robbiek1000
09-07-2007, 01:24 AM
So I think this will be my final update of General Duvessa. Gotta get started on the Second model now if I want to have any chance of finishing. I'm going to use Devessa's base mesh for the light Jedi, but I'll have to design a new outfit, hair, and over all feel for the character.
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest15/WIP15.jpg
Hirokugawa
09-07-2007, 01:39 AM
Her arms look kinda square...
But otherwise it looks sweet
BiG ToE-3DT
09-07-2007, 01:45 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/012-5.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/016-6.jpg
Nappa
09-07-2007, 06:15 AM
i tried using zmapper but its giving me all kinds of error messages and im not sure what the problem is. has anyone had this problem before?
i have but it turns out all i had to do was place the files in the correct folder
Agent-X
09-07-2007, 06:46 AM
http://aycu14.webshots.com/image/20053/2002702430526128416_rs.jpg (http://allyoucanupload.webshots.com/v/2002702430526128416)
omnicypher
09-07-2007, 07:14 AM
which folder do you put it all in?
revanto
09-07-2007, 04:36 PM
Hi
Omnicypher: I hope you got my first email about Zbrush. I sent it ages ago through the forum. Anyway, If you can't export out your normal map with Zmapper (you might not have the right graphics card for it), you can do it manually. Or, you can always get the displacement model from your model and use the Nvidia normal map plugin to convert your displacement map into a normal map in Photoshop. You can find help at www.pixolator.com for the how-to's
Robbiek1000: I remember a long time ago in Lightwave there was this neat and simple trick in making a good light saber glow (more accurate than what you have) that involves having a copy of the blade polygons larger than the original and the normals were flipped. It also involved incidence angles and luminosity. I can't remember the exact details but is was a good quick cheat that worked well and easy. I might suggest a search on Google. Email me or send a message if you can't find the tute and I'll help you out.
Good luck to you both.
Revanto ;þ
omnicypher
09-07-2007, 07:17 PM
revanto: your probably right about my graphics card, im running it on a pretty old computer. im not really sure how to get displacements from my model. i just started using zbrush a few days ago, and im new to most of its features, i just like it because of the level of detail slider and working relax function.
and as for the light saber, ive seen a similar trick to the one you described to get comic book outlines but instead of turning up the luminosity on the reversed normals, you would just give them a black texture.
lucashug
09-07-2007, 10:17 PM
hey,
i started the modeling of the yang.
but i have 6556 tris...
SHIIIIIIT.
i will working for had the good number.
see you.
imaginart
09-07-2007, 11:18 PM
RobbieK:My teacher back in college, told us that lightsabers are actually made in shake. For the comp, you can make it in 3D or however you wish. But one thing we learned when making those was that the actual saber is white, the glow was the actual thing that gave you the impression that the saber was red/blue/green. I'll post an example in a bit as I don't have access to shake at the moment.
Ghost-D
09-07-2007, 11:34 PM
Ok guys, something new from me. I didn´t like ZBrush, but now I fell in love with that stuff. It´s great, powerful and pretty easy to learn and to work with.
So here´s my wip of hires "bad" guy. Some of the details on his face were added already in Max. Please, keep on mind that this is my first serious attempt in any sculpting program:
http://img515.imageshack.us/img515/1493/xportzbattemptfv8.jpg (http://imageshack.us)
As you can see, his left leg is a bit more detailed in the ankle area. I was working with only one leg unhided and didn´t realize that the symmetry won´t work properly that way.Can anybody help me out of this?
The opposite to this guy is going to be a funny old man. I call him "Inquisition Revival" (I know what piece of sh*t was the inquisition, I just kinda like the idea of adding total uncoolness and freakness to the character), I want to dress him into the historical clothes and give him some interesting equipment.
I´ll show you some screengrabs as soon as possible.
any c&c are welcome
Sebiomegas
10-07-2007, 12:28 AM
I box modeled the body and edge extruded the face.
UV's are not unwrapped yet.
Any comments are appreciated.
http://img254.imageshack.us/img254/689/sebtremblaywip000fg5.jpg
Agent-X
10-07-2007, 12:44 AM
Ghost D: This is what I would do with your case about losing symmetry. I would export the model as an obj to the 3d application you are using. Then inside of your 3d application delete one side of your model and snap it back to the middle. Then duplicate the other half and combine the two halves back together again and merge your vertices. Then export as an obj and take it back to ZBrush. And just continue sculpting in ZBrush. You can always generate your normal maps inside of maya or max or xnormal. I myself dont really use ZBrush for creating normal maps, because I am always changing polycounts of my low res model, so I usually generate my normal maps inside of a 3d application like Maya or xnormal. Do what you will, but I hope this helps. Peace!
John Inman
Agent-X
vongn
10-07-2007, 02:31 AM
Ghost-D hey man you can just resym it, don't have to go through all that exporting importing.
http://www.digitaltutors.com/digital_tutors/video.php?v=718
Agent-X
10-07-2007, 03:29 AM
sweet, pretty cool. Thats very useful. Good one vongn. Hehe, we learn something new every day as they say. Cool deal.
BiG ToE-3DT
10-07-2007, 05:42 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/020-2.jpg
yanglovecg
10-07-2007, 06:24 AM
hi
I box modeled the body and edge extruded the face.
UV's are not unwrapped yet.
Any comments are appreciated.
yanglovecg
10-07-2007, 06:30 AM
please,everybodyadvise
Ghost-D
10-07-2007, 04:13 PM
Thank you guys.
Really appreciate your help Agent-X. Cool idea, but my PC would die working with 500 000 polys in max :) But thank you anyway.
Great thing Vongn, very useful. First I though that there will be something like projection known from Photoshop or Corel Photopaint. Thank you.
the_bromox
10-07-2007, 08:00 PM
finally got past our crunch time!! Here the base mesh of my model so far. Lots of polys to spend as you can see :)
Yaurah7
11-07-2007, 04:08 AM
Heyo
:dunno:I did some concept art, and though the 3d image is different with clothing it will be changed to match the figure. i just did quick basic clothes to play with lighting for sight during construction. sometimes it helps during modeling to add a couple lights to see curvature and shadow in low-poly structures. I think many can relate... also my model is still under 3000 polys so I may Shape her up a little more day by day...any way heres my images::eek:
vongn
11-07-2007, 05:09 AM
http://www.michieblue.com/images/wip-02.jpg
posed, did some normals. gonna do opacity map when I'm all done the normals.
oh yea, the belts are just going to be normals on the pants, not geometry. i am sitting at around 4500 tris right now.... don't think i will go any higher then 5.
Agent-X glad it helped you out.
Ghosty!
11-07-2007, 07:50 AM
Vongn: Wireframe! Top work! Just a thought, why dont you reduce the size of the hat a little and put it on an angle. And bend the brim a bit cause atm its too flat.
squirl
11-07-2007, 12:50 PM
hey, Robbiek1000 why not just put a plane with a light saber image on in, link it to the base and billbord it twards the camera(same way they do fire in half life2). if ur using max i think you can use a look at target and ajust the rotation settings it in the motion menu. prolly a lil late but it might be usefull for later projects. lookin sweet bdw.:D
hmmm. finaly i might be able to do onea these. (im getting off work 30mins eirlier latley which is nice.) i wanna do 'nature vs machinery'. anyone else claimed it yet?
Ghost-D
11-07-2007, 10:06 PM
Ok. Made some tiny work around the good guy. Here´s what I´ve got:
http://img463.imageshack.us/img463/8863/xportyyg110707bn6.jpg (http://imageshack.us)
It´s just a base model - 3104 tris right now (the rest I plan to use for equipment).
According to the head. It´s an old man and as you can see there´s something strange about his mouth. It was an intention - he´s toothless.
Now I´m going to work on it in Z3. Hope I´ll have some nice stuff to show you later.
Rhauk
11-07-2007, 10:16 PM
Just had to comment on that old man.
I think you did a great job capturing the character in the face. I can easily see what kind of man he is just by looking at the untextured head.
Keep up the good work~!
defaultalias
11-07-2007, 10:17 PM
squirl- we have nature vs time, but no nature vs machine yet. give it a go
btw, double posting may not be a forum rule but it looks bad.
Yaurah7
11-07-2007, 10:40 PM
:lame:This is just a quick updated image of Yumi. I changed a couple things, some subtractions, and some additions, but the mod wont be to much hopefully. plus I hope I can remember how to bake the uv map, cause I havent had to in a while, due to the fact that I program games in directX, and now have a exporter that keeps material, and uv info attached quite well...:zzz:
:ufo:heres the image:
lucashug
11-07-2007, 10:41 PM
hey,
i have finish the unwrap of "tek".
tomorrow i will strart the high for the normalmap.
just 6500 polys.
see you.
gosth-D - good mesh. i hope the next step.
defaultalias and squirl - there are technology vs nature, i make it.
but if you want to do with the same idea, its ok.
i hope your view of this idea.:)
Bogimps
11-07-2007, 11:15 PM
@lucashug im seeing some stretching around the ankle, but other than that i like it
@all great work everyone, ive been following these threads for ages getting tips and ideas hopefully ill be able to participate soon!
Ghost-D
12-07-2007, 12:51 AM
Thank you, Rhauk. I´m glad that you like the head. Hope he is not going to lose his character with this:
http://img242.imageshack.us/img242/7114/xportyygzb3110707cf3.jpg (http://imageshack.us)
Took less than one hour. Just a fast sculpting to get some nice shape. I´m planning to go into higher subd. level tomorrow to add some wrinkles aso. Hope my PC´s going to make it.
BTW. I´m sorry for the low quality of the screengrabs. Had to use Printscreen and Windows Painting as my HDD is almost empty of any software since the last (unplanned!) formatting.
defaultalias
12-07-2007, 02:09 AM
lucashug- oh, i thought you we one of the people doing starwars stuff... nevermind then
squirl
12-07-2007, 07:43 AM
yea, sorry defaultalias, i posted it jus b4 i left n i relises on the bus home that it would be a double post. ill re edit it now n post some concepts a lil later. :D
Ghost-D: i have to agree with Rhauk, brilliant mesh.it realy captures the charicter. cant wait to see the finished hi poly mesh
lucashug: thanky, & dont worry, i was guna do two charicters & more along the lines of, for want of a better discription, the gods or persoifications of each. looing good bdw. i think i see some errors on her neck under her chin doe.
omnicypher
12-07-2007, 04:39 PM
heres the weapon i made for my character. im still working on the textures. does anyone know of a way to get zrush normals without zmapper? i cant get zmapper to work on my computer, even with smaller files like this gun. plus i cant reach high enough polycounts, even with zbrush, to make a smooth texture bake anyway. does zbrush use smoothing groups when it does a bake? or does it keep the faceted look? i might just have to stick with photoshop's Nvidea normal plugin.
Revliss
12-07-2007, 04:49 PM
stard zbrushing http://img131.imageshack.us/img131/8195/objrendertw9.jpg
lucashug
12-07-2007, 06:23 PM
hey i have a big problem.
why i have this error when i make my
normalmap???
never i saw this, and why now?
if you can help me it will be very cool.
see you.
Agent-X
12-07-2007, 07:12 PM
Here is my latest. I am at 7500 polygons even. This will probably be the color scheme for my character I will be using.I am starting to snap the low res on to my highres model, and continue modeling the highres geometry on the accessories. Then when I am done modeling and snapping the low res geometry on to the highres I will uv map the low res and start normal and ambient occlusion maps, then get on to my color and specular map.
http://aycu21.webshots.com/image/20540/2001301249697888311_rs.jpg (http://allyoucanupload.webshots.com/v/2001301249697888311)
BiG ToE-3DT
12-07-2007, 09:11 PM
lucashug: may be your uvw map. If you go into the uvw edit window, and scale down the uv's just abit, those black lines should go away.
Agent-X: have you started think about your other model yet, and when will you be fixing those hands. You don't want to get to far along and forget about them.
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