View Full Version : DWIII - 3D - markus_omega - lord draecus
17-02-2008, 11:30 AM
i'll start drawing up concepts today.
17-02-2008, 02:17 PM
Lord draecus. The bound one.
He is one of the most feared of all the dractarians. Even by his own kin.
His power was to great to be controlled. The immense power within him corrupted his mind.
Now he lives only for war and destruction. After almost destroying the entire dractarian race
the elder caste of the dractarians imprisoned him with the most powerfull of magics. They found away to separate him from his berserk rage. And sealed it away in a blade made of the hardest and purest of crystals. But the rage was to great to be contained like that. The only way to keep it in controle is to let it fight. So they deceided to fuse the blade with on of the most powerfull earth artifacts for the time of the great explosion. Forged into a power full double bladed naginata the powers within the blade fight each other constantly. Stripped of his rage, draecus body was bound in chains and belts inscribed with the most powerful spells the dractarians hold.
Now after 1000 years the great threat emerges again. And the caste had no choice but to release draecus. And boy is he pissed. Now that draecus is freed there is only one thing on his mind. Destruction. Given the weapon that had imprisoned his rage for so long. Once he grabbed the blade the rage within the blade senced his master and broke free of the blade an fused with draecus once again.
Although his body is still bound by the powerfull incantantions. Now that his has his rage back its only a matter of time before they to will break. When that day comes nobody will be safe of his rage.
i'll post my first concept soon
17-02-2008, 02:51 PM
and here is the first concept of draecus.
17-02-2008, 05:41 PM
Great start! The name also has a nice ring to it. I feel like our characters should be friends.
17-02-2008, 05:52 PM
thanks :). yeah our chars do fit together :P. mine is still missing alot though. i need to bulk him up more. maybe ad some sort of tail. and offcourse a big ass weapon.
17-02-2008, 06:38 PM
here is my idea for his weapon.
i hope you guys like it. and yes its gonna be as big as it looks :P
17-02-2008, 09:49 PM
17-02-2008, 10:06 PM
thanks Katana i'm glad you like it :)
18-02-2008, 04:18 PM
here is an little update. next i'll start working on the claws and armor.
tell me what you think :).
19-02-2008, 08:45 PM
drawing conpects on paper just isnt working for me. so i dezieded to start moddeling of of the conpect i have and work from there.
i'm thinking about making him nastier by giving him 2 tetacle like arms on his back with huge claws on the ends. i'm also going to make some stone like armor for the left arm.
i started fleshing out the torso part.
let me know what you think so far :).
20-02-2008, 02:19 AM
Good progress! The mesh looks clean and poly distribution is nice. keep it up!
20-02-2008, 07:23 AM
thanks redonix76 i'm glad you like it :).
21-02-2008, 07:54 AM
here is another update on my model.
21-02-2008, 12:50 PM
here's an update on the side. i added a tail. and 2 tentacle thingies on his back .
its going pretty good so far but the legs arnt looking that great but i have no idea what is wrong with them .
21-02-2008, 12:59 PM
hey markus_omega, nice modelling work so far. mesh looks clean and well built :D I agree that there is something ary with the legs, at a glance It would seem that the lower legs (calves and feet) are a little too small and would have trouble supporting the weight of such a beefy monster :)
look forward to seeing your updates, keep it up :D
21-02-2008, 01:08 PM
L3XICON: thanks i'm glad you like it :). i'll change the lower legs a bit. i'll make them bigger and bulk them up a bit. i dont want him to fall on his enemy's :P (yet)
i'll update as soon as i fix the legs :).
From the front it almost seems like it is perfectly thick but the side it almost gives the Incredibles kinda feel to the character with the small feet. But I like the overall build of the character!!
21-02-2008, 01:30 PM
Rych: hehe i guess your right it does look a bit like someone from the incredables :P. feet wise i mean . i'm glad you like it :)
okay so i changed the legs. i pulled out the calf area to make it longer and thicker. and i enlarged the feet as well. i hope you guys like it :)
Man that looks alot better very sweet, You want that big foot look anyway. That way when anyone looks at it they will think holy **** when that thing walks it will echo!!! LOL
21-02-2008, 02:22 PM
i'm glad you like it :)
yeah :P . only one draw back. its gonna be a pain to get alls those machine parts our from between his toes when he is done kicking them to pieces :P
21-02-2008, 02:38 PM
Markus- are you modelling around your skeleton? is that for consistency and easy rigging? i like the idea a lot.
21-02-2008, 02:45 PM
ryvick: will first i started out with the drawings i made. and then i adjuste the sekeleton to that. i made it alot easyer for me. that way it will be good for rigging and the proportions are easyer to make.
i'm glad you like the idea :)
21-02-2008, 06:35 PM
update time :P. i'm working on the head a bit. but it needs alot of work.
front update :
let me know what you think.
21-02-2008, 06:43 PM
Nice progress so far. Enlarging the calves and feet made your model much better. i think his forearm is also a bit small compared to his upper arm.
So are those 2 arm like things on his back with claws just extra arms? if they are I would like to see more arm like shapes such as some muscle structures. those claws seems so large and heavy compared to what it's attached to.
Keep up the good work.
21-02-2008, 07:04 PM
redonix: thanks for the comment :)
i'm glad you like the legs :). your right the arms are a bit small. to tiny for the big claws i want to give him :P.
well about those things on his back. i wanted to make some sort of tentacles out of them but its not looking that great yet. they deffentaly need some more detail. i'll make them a bit more arm like. maybe 2 or 3 joints along the length.
22-02-2008, 12:14 PM
okay a little. up date . i havnt changed the arms on the back yet cause i dont exactly hot to do it yet.
here you can see the idea for the claws. they come out of his back and go under his arms .
and here is an update with added claws but there something wrong with the thumb but i dont know exactly what .
22-02-2008, 02:09 PM
another little update. i have changes the back arms. i;m not sure though. but next i'll start adding some mucsels to the arms to make them look nicer.
22-02-2008, 04:02 PM
nice modeling, it´s geting very good!
22-02-2008, 04:34 PM
thanks DiogoM i'm glad you like it :).
23-02-2008, 05:26 AM
I like how you worked in those extra arms coming around. thats a cool idea
23-02-2008, 12:25 PM
bohacking: thanks :). i got the idea of a praing mantis. its working out pretty good. :). i'll upload some progress later today .
23-02-2008, 02:51 PM
as prommised here is an update.
i tryed to make the arm on his back look a bit better. i also added some toes. and i added eyes and spikes at the back of his head.
i'm going to have to reduse the tri count though i'm already at 8000 and i havtn even finished him and his weapon yet .
23-02-2008, 03:32 PM
I like the head from the front view, but from the side, I think that it should be a shorter snout, like a bull dragon, I think that it would fit his personality better than the elongated snout. Good job so far.
side note: I thought we had an extra 1k for the weapon, or was that last year only?
23-02-2008, 03:46 PM
This year it's 9000 tris for everything other than the Pedestal.
"9000 tris max for everything (everything = characters, glows, effects, artifact, weapons and their effects, steeds, pets, twins, multiple characters, summoned monsters and personal equipment)."
About those thumbs....
If your character's right palm is facing forward (-Y axis in Max) your fingers extrude out the +X axis and curl towards -Y Axis. The thumb should extrude, more or less, along the +Z axis and rotated about 30 degrees counter-clockwise (according to your posted side view) on the X axis. Then your thumb should curl towards -Z in the general directions of the foot. Hope that makes sense.
23-02-2008, 04:11 PM
setschaos: thanks for the advice. i like your idea. :).
platypus_green: yep 9000 tris for everything. but i already found a few places where i can cut some tri's so it should be okay.
Jido: thanks man thats going to help me alot :)
thanks for the comments.
23-02-2008, 05:54 PM
Eliminating tri's in organic models is easy. Generally, you want your poly distribution to be as evenly distributed as possible, so to cut unnecessary tri's simply look at the wireframe of your model and find area's where the wireframe is much denser...in your case, your hand area is nearly double the resolution of your main characters body.
Now, obviously in places sometimes you need a dense cluster of polys to get the definition required...but I think in the case of your hands, there are a lot of fairly flat sections that can be reduced quite a bit. Just by eyeballing it, I'd imagine you could probably remove almost half the polys in your hands, and they'll still look just as smooth.
23-02-2008, 06:11 PM
Puckducker: thanks fo the tip. i'm saving loads of tris on the hands. now i have mor room for weapons and armor.
23-02-2008, 08:02 PM
this is looking really awesome markus_omega really loving the arms coming around from the back, looks great! my only suggestion thus far would be to extend the neck a little.. not too much, but the head seems a bit shrunk into the shoulders to me at the moment. unless that is what you are aiming for :D then ignore me. ;p
24-02-2008, 02:44 PM
L3XICON: thanks for the tip. i wanted to make his mucsels look bigger that way. but it looks much better with the head forward a bit :).
okay here's an update. i reduced the tri count quit a bit. first i was over 8000 now i'm at about 6900. so thats pretty sweet and leave me room for armor and a huge weapon :P. *evil laugh* i also adusted tje thumb a bit and it looks a bit better. i started on the weapon and put an idea to gether for the armor. i hope you guys like it :).
24-02-2008, 08:14 PM
here is a little update on the weapon and a side shot of draecus.
the gem in the middel is going to be the artifact its earth based so i'm goin to try and make the blade look like it is made from stone.
i shortens the snout a bit. this way it look a bit bulkyer.
26-02-2008, 07:30 PM
here's an update on the weapon. i'm not making that much progress at the moment though. i've been realy busy and sick on top of that. but i'm hoping to make some good progress in the next few days.
enjoy :P. next will be the armor.
26-02-2008, 07:56 PM
build him how you would "ideally" like him, then cut back polys later ;)
Lots of fingers will get you every time! I'd focus more polys on the joints and round areas than the long tubular ones. Things like joints, fingers and the tail really show their low poly forms if you don't prioritize them.
26-02-2008, 08:00 PM
Stephan_R: thanks for the advice. :) i'll see what i can do .
28-02-2008, 06:30 AM
hey markus, that weapon is looking pretty sweet. I agree with l3xicon that you should extend the neck out a little bit. you can still make hime look really muscualr with a longer muscular neck. just add some definition to his traps
10-03-2008, 08:12 PM
i'm back :). sorry i havnt updated in a while but i have been realy bussy with school and a job. but i finaly got some time to work on my model.
i tryed to do what you guys suggested. i hope it look a bit better.
i also finaly made some progress on the armor. i found a realy cool tutorial about making normal maps so i started working on the high poly version :). i hope you guys like it.
28-03-2008, 01:16 AM
hey Markus, how are you doing man? Haven't seen updates for awhile.
28-03-2008, 06:02 AM
NIce. work on the neck. And muscular detail. Keep it up.
29-03-2008, 01:10 PM
redonix76: sorry that i havnt posted in a while. but school has been realy busy. but now i finaly got a few days of and hopefully can start mapping draecus and start texturing.
this is what i've got at the moment. and the weapon offcourse.
i hope i can still finish it in time.
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