View Full Version : DWIII - 3D- Tank[NL] - Gorath
17-02-2008, 09:19 AM
Artefact: Staff/wand created by his tampering with magics and lust for power
Magic type: Dark/void
Race: Human, once....
ok, more normals...
update no. 12
17-02-2008, 01:02 PM
hey all. i came up with a rought concept just now. mae a quck and very nasty sketch of it.
my character is going to be named Gorath. basically, Go Wrath :D
he is one of the mages. he tried to wield more power then anyone before him. his goal was not to wield one single magic, but raw power, the power magic is based on. he succeded in that he wielded more power then most, but it nearly claimed his life. the powers he sought to control, engulfed him in an infernal fire, brought forth by void magics. his skin burned away and the magic leeched into his every cell.
dying, he had but one choise left to him if he wanted to postpone his death. he summoned all the power he had and found he was far more powerfull then he ever was. he used his new power to re-grow he skin. his new skin was not that of man, but of something else.
in his attempt to wield power, he not only wreaked havoc on his own body. the infernal fire destroyed his family. left with nothing but grief and self-hatred, he had no desire to live. the war seemed a good a place as any to get killed. he might even do something good for his planet.
his new powers enabled him to cast massivly destructive spells. he found a grim new pleasure in his wretched life. no longer bound by grief, but consumed in the pleasure of war, he soon became death incarnate to all those who would stand against him in battle
or something :) :evil:
image removed, cuz it was ugly as hell ;)
17-02-2008, 03:27 PM
ok, new concept, this one, i like a lot. still the same dude, same story.
hope you like, and let the ideas flow:
19-02-2008, 03:16 PM
yeah, new ideas, new "art". aka, new doodles and scribly lines :D
made some big changes. new colorscheme. gonna keep the basic skin color, but his clothes of now pretty much 3dt-colors. bit darker tho. concept for his artefact, a powerfull staff. its gonna be pretty short. not a wand and not a full grown gandalf-sized staff. somewhere in between.
but, im kinda stuck, atm. i could use some creative input :D
( ooh, and nyuu, stop lurking and get yur lazy arse to work :))
19-02-2008, 03:26 PM
This guy's certainly got alot of potential and a sweet mean look to go along with it.. I'm left to wonder what he looks like underneath the robe though.. You've put some detail work into the glove and seal that goes on his forearm(s), but will the robe sleeves cover up all of that??
I think maybe you should try temporarily shedding (or shortening) the robe and maybe you can go into designing what's underneath.. I'm thinking he could have an ornate cloth or leather tunic. Maybe even a cool jewel encrusted vest or something. What about his boots? High leather strappy boots or maybe some small boots that curl at the toes? I'm just throwing stuff out there now.
I'd say overall, work on a detail pass on his robe or what he's wearing underneath that equivalent to what you've put into the weapon and glove/seal.
GO GO GO!! I'm eager to see whatcha come up with!
19-02-2008, 03:32 PM
hehe, thnx akimba.
well, drawing isnt my strongest skill. to answer some questions, i plan on having one glove. the arm with the glove is going to have a ripped and chared sleeve, from the spells he casts. this will let you see more of the glove and his arm. im thinking of some sort of padded shirt with some more arcane symbols/seals on it. not sure yet. so yeah, lots to do :)
hi tank, seems you've been ready for the war since you created your profile at this forum. I think it's important to draw the other half too. It always good to see proportions and it will help you in the future. succes groeten Thee
19-02-2008, 05:12 PM
bedankt thee. thought it was an odd name for someone not speaking dutch ;)
i catuallt have a version with both halves in place, i just only use it for proportions. its kind of a wierd habbit i have to draw just one half
19-02-2008, 05:15 PM
Cool concept sketch. I'm wondering if you plan on modelling him in a pose, rather than rigging later on and repositioning. It might be better in the end, to model him in neutral to a point, then pose him...that way you can model the cloth and robes as though they were hanging in that exact pose.
19-02-2008, 08:12 PM
thnx for the tip, puckducker. i think ill do that. thnx
20-02-2008, 09:33 PM
hey all. i kinda got mental with drawing, so i just started modeling. i really doubt ill change the head much more, atleast the basic shape.
i made a low poly proxy, so i can start sculpting ( hurray for Michael Jensen's awesome tutorials :D ) in mudbox. ill prolly be able to do that during school tomorrow. so, yeah, just a basic head, nothing much. more tomorrow, i hope :D
here's a quick screengrab:
for now, happy concepting/modelling/sleeping :) im off to do the latter.
20-02-2008, 09:43 PM
Nice looking model so far...edge flow look pretty smooth and clean. Might be a little too dense in some area's. I'd try to trim some polys, so that you're not hitting the 9000 limit half way through your model.
Also, the little row of polys that show the end of the cloth around the mouth can go. That little lip is taking up a lot of polys when it's something that is perfectly suited (and will probably look better) for a normal map. That slim edge is also going to make the zBrush sculpt more difficult, try to keep everything as evenly spaced as can be, and if you've got a thin row of polys, try just to leave that detail to a normal map.
20-02-2008, 09:53 PM
hey puckducker. thnx for the tips man, but this is just a model im making for use in mudbox. going to model over the sculpt so it first perfectly. i dont really keep an eye on polycount with this model yet. i just kept it pretty low poly for some added practice :)
Tank has encountered a serious error and has shut down. Automated algorithems active.
Sleep-preparation procedures innitiated.
*ERROR MESSAGE END*
20-02-2008, 10:15 PM
great evil wizard style concept Tank[NL] and the head model so far is looking great, looking forward to seeing it scultped in mudbox :D
21-02-2008, 08:16 AM
well, L3xicon, i had the first few hours of the day off from school, so i made a start on the sculpt, just for you ;)
now, im not the best with mudbox, but it looks ok. pretty much the direction i want him to go. needs more detail. the cloth over his mouth is giving me headaches tho. i cant recall the english word for it, so finding ref is proving impossible. anyway, time for breakfast and school.
21-02-2008, 08:47 AM
nice progress :). its looking realy good. keep it up :).
21-02-2008, 04:09 PM
thnx markus, glad you like.
i made some more progress, but im stuck. i dont know what else to do. wrinkels dont really feel right on this dude and the cloth could use more work, but it feel like he is missing something. anyone have any ideas?
This is looking good! I'm not too sure about his ears though. It could be just the angle. Not sure but how about something to indicate torment since he was once human. The transistion from one to the other had to have an impact on him physically and mentally. Something like self inflicted wounds or rotting. More detail and attention to the eyes maybe is what your looking for. Also, does he have a human mouth or gastly likeness of something. That can help add to the overall look by implying whats beneath the surface of the cloth.
21-02-2008, 08:22 PM
hey que. to answer your questions, the ears are pretty small. i kept the ears human-shaped, but a different size to emphasize that he was once human. as for torment about not beeing human anymore. he's been there and done that. now he just fights wars. he has some loose lingering allegiance and sympathy towards his home planet so he fights on their side, but really, he couldnt care less. he's just in it for the blood.
i added some more detail around the eyes. im leaving the eyes as they are atm. gonna do them later on. as for the mouth, he wears the cloth to hide his hideous mouth, so his enemies wont flee upon seeing it :D
and as for showing it through the cloth, im not that great a modeller ;)
21-02-2008, 08:36 PM
hey Tank[NL] nice sculpting work so far, looking real mean and angry :D
if your still having problems with the cloth, then I would suggest tearing off a rag or something, tie it around your face in a similiar manner then take a look in mirror :) see how the cloth folds and wrinkles. then sculpt that.
good luck mate, will be watching for updates :)
21-02-2008, 10:37 PM
thnx l3xicon. i think ill try and get me hands on some cloth and play a wee bit of pirating, yarr.
anyway, last update for the day. need sleep...
small one again.
22-02-2008, 05:10 PM
hey all, lots of cool stuff floating around here. hope i can keep up with some of you guru's out there :)
got a small-ish update. worked on his hands a bit. im gonna leave the head pretty much as is, gonna tweak the cloth some more, but thats it. i need to focus on his clothes now and his weapon, sigil, etc.
so, yeah, the hands. needs work. more detail, but this is pretty much where im going with them.
C&C always very welcome.
23-02-2008, 01:56 PM
nother update. got more detail in the hands and i got started on his sigil. i based the design on a cool drawing Avatar made. not as much detail tho. gotta keep in mind i still have to port it all into max. the 3 small triangles will glow a nice blue as will the runes/symbols. gonna add some more detail on those straps and the rope around his hand.
hope you all like.
24-02-2008, 12:34 PM
more updates. you might be think why thell im rushing this so badly. well, i can model ok, but i can texture worth crap so the faster im done with modelling, the more time i have left for texturing :)
so, yeah, i've been pretty busy since my last update. i made his clothing, which is basically his whole body. i might redo the cape/hood for the pose but we'll see.
i also made his belt. its got this metal-ish skull on it and runes, things like that. the marking on top of the skull is a messed up version of the polycount logo :evil:
so, yeah, c&c welcome, all.
24-02-2008, 03:31 PM
;607026']the cloth over his mouth is giving me headaches tho. i cant recall the english word for it, so finding ref is proving impossible.
maybe the word you're thinking of is "mask," although there are many kinds of masks out there. "ninja mask" and "face veil" seem to have some luck with image search results.
i wonder if it would be easier to model the mask if you kept it as a separate object from the face.
24-02-2008, 04:45 PM
hey haikai, thnx for the tips. however, those also dont really provide good ref when i search in google. i just went and dug up my "pure pwnage" bandana, tied it in front of my ugly mug and looked in a mirror. the mirror is currently requesting phsyciatric counseling.
anywho, im gonna get on the mouthmask again tomorrow. for now, my pc needs a break. my high poly is in need of an optimize-modifier. currently standing at over 800.000 poly, and i have yet to make his boots and his artefact.
im thinking of dropping the wand/staff in favour of the sigil beeing the artefact. what do you guys think?
I really dig how you place the "amulet" on his hand! Nice!
The face and mask looks badass! What do you want to change on it?
25-02-2008, 06:59 PM
;608178'] i just went and dug up my "pure pwnage" bandana, tied it in front of my ugly mug and looked in a mirror. the mirror is currently requesting phsyciatric counseling.
The sigil on the hand is awesome idea :D and yeah I think that could be a great idea for the artifact, though maybe keep the staff / wand too, even if they arnt the artifact :D
and 800,000 polies! wowza
25-02-2008, 08:50 PM
mr.T: thnx man. glad you like it so far. i, trying to give the mask some more realistic creases/folds. proving pretty difficult. ooh well. no real big changes. just tweaks.
L3xicon: hehe, yeah, well, who needs serious posts all the time, right?
i was thinking of something on his hand to show power. a tattoo was my first option, but that didnt feel solid or ancient enough, so i went for the sigil.
and, yeah, i think i will keep he staff, only because i like its design.
no updates atm. took a small break to do some schoolwork.
hopefully more tomorrow.
25-02-2008, 09:18 PM
Good work so far Tank. One thing that you might consider is to simply run a cloth sim in Maya,Max, Syflex.... etc. The sim will give you the natural folds for the hood and robe and all you would have to model is the cloth on the face. You can find plenty of accompanying tutorials on cloth sims on the web. Keep it up.
27-02-2008, 01:09 PM
polysmooth: thnx, glad you like it so far. as for the cloth sim, yeah, i thought about it, but it felt like the easy way out. i might do it afterall, but for now i want to see how this turns out.
so, update time. i think im done with the high-poly sculpt. maybe some tweaks on the mask, but nothing big.
made a quick render:
hope you all like and as always, england prevails....
wait no, c&c welcome :)
Hey Tank, it looks good, maybe you can now try to give more details
to the cloth? (some more realistic seams) it's just a though tho.
There is a great book about it: http://www.amazon.co.uk/Dynamic-Wrinkles-Drapery-Solutions-Practical/dp/0823015874
29-02-2008, 10:22 PM
Hey all. been busy with other stuff, but i managed to do a little work.
Mr. T: thnk for the tip. im definitely going to take a good look at those books.
as for now, i started on the low poly model. im not going to make any more drastic changes and i should be able to modify the low poly model easily enough.
i made his head and part of the cloak-hoody-thing. atm im sitting at 2400 tris.
still have to keep into account i also have a staff to model. ooh well. i might cut into the face and hood a bit
i think i went a little overboard with the head.
anyway, here is a wire for you guys:
01-03-2008, 09:11 PM
hey all. small update. test really. quick and there for ugly normalmap test on the head of my guy.
havent worked with normalmaps a whole lot. this is mainly due to the fact that i loathe unwrapping. i know, bad tank, bad.
so, well, simple normal map, no post in photoshop or anything. the unwrap itself still has creases and stuff, but, yatta, it works :)
stuff like this keeps me going :D
later all, time for some anime :)
02-03-2008, 12:29 PM
just couldnt stop... unwrapping isnt perfect yet, so these are all just tests, but its fun to do, so why not?
made normals for the body and the robe-thing.
stull pretty ugly, some major unwrapping problems at the shoulders and the top of the head to name but 2. still, it give me a good idea of what to do next and i just love doing this :)
enjoy, i know i do.
and keep up the awesome work i keep on seeing, everyone. we just gotta win this again :D
02-03-2008, 03:57 PM
1. do you plan on posing this guy in the end? If so, those arms need some candle lit dinners. He has no elbow, so when and if he tries to bend his arm, you will get either a hot dog effect, or no bend at all. If you model the arms at a T pose, it will help with the mesh flow and rigging.
2. why is there soooo much topology in the guys torso? The clock thingy and pants seem to have just the right amount, the torso should match. Right now it looks like those pollies might be getting wasted.
And if you made your normal map in zbrush, make sure you flip "I think its the green channel" on the map, if you don't everything will show as being reversed.
02-03-2008, 04:16 PM
hey Big Toe, to answer your questions, i do plan on rigging him and i really should have modelled him in the T-pose. should be fixable, tho. im going to add the badly needed "bendable-topology" as soon as i have modelled his hands and feet. should be easy to put into place.
as for the amount of poly's in the chest area, i hadnt noticed it. ill remove a ton of em, thnx for pointing it out.
btw, when can we expect an update from your end?
02-03-2008, 04:37 PM
I'm working on it, kinda got sick this weekend, which is when I planed on hammering out the head.
02-03-2008, 04:39 PM
rotten timing man. hope you get well soon.
03-03-2008, 01:10 AM
You are so fast, and i love his mask,very original
03-03-2008, 03:20 AM
Looking good. I agree with everything that TOE recommended, it's just good stuff to fix up regardless.
I think you're wrinkles are looking good right now, but they could be given a lot more attention. With a model like this, I think that nice, dynamic cloth is going to be big draw so you should really pour a lot of time in doing the folds and wrinkles in your clothing. You've already got a great start, so you have plenty of time. Just grab some photo's online (or even better, just take some pictures of yourself in nice wrinkly clothes), and sculpt exactly what you see.
Looking good so far though.
18-03-2008, 06:45 AM
it seems like your folds are made with a really round brush, wich doesnt work well with wrinkles. if your using zbrush, you could use the deco brush in projection master, or just use a sharp alpha, like a pencil point, to get sharper details, then lightly smooth everything. and clothing references really help with wrinkle placement and size depending on the material.
30-03-2008, 11:33 AM
hey dudes. been a while since my last update. school has just been crazy. i havent been idle tho. i worked on my sculpt quite a bit. so now i can pose him correctly. the only thing to unwrap is the staff. i already started texturing.
not much yet, just some ambient on the face.
i hope you guys like it tho.
back to texturing now. later all.
30-03-2008, 02:35 PM
Glad to see you're still in action.
Not a bad start on the texturing. He looks a little pink though....perhaps that's just part of your design, but if you're going for typical skin tone look you're best bet is to use some photo elements to help piece together a nice looking skin texture.
Keep the work up though. Got the extra days added onto the end of the comp, so that's just extra time to polish everything up.
30-03-2008, 10:30 PM
thnx puckducker. you, the pink is part of the design. i wanted him to have kind of burned skin feel. that'll be clearer once i get my glow to work right. giving me headaches :S
atm i've got a pretty good base for my textures, so i should be able to power through them. gotta keep in my i still have a staff to unwrap and texture aswell :) .
ooh well... time for bed now. later all.
25-10-2008, 09:29 PM
looking good, but burned, pinky doesn't really imply that, keep the pink, but look at this:
for reference for burnt skin. Add some of that kinda stuff to his face, and that would be awesome. Nice work on model, and texturing so far.
02-11-2008, 05:14 PM
realy nice m8
yes im dutch too :)
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