View Full Version : Comp 24--- Animal Warrior ---Comp 24
24-08-2008, 11:39 PM
no problem man. :dance:
now thats what I'm talking about great job, light setup is looking good aswell keep it up. :drool:
25-08-2008, 02:56 AM
Hello everyone! Finished skinning and unwrapping...glad it's finished. Here is a screen with tri-count. Changed the concept to get something more warrior like - I like this guy more (I had finished the model from the original concept and didn't like it that much).
Warlock: Really like your character! The battle's on...:)
Keep up the great work all!
25-08-2008, 03:12 AM
Joseph : Hey, I like you character, he look great. I'm waiting to see more with the texture.
25-08-2008, 06:16 AM
Well i decided to make a spartan octopus, because i figure with all the monstrosities and crazy delicious ideas, why not a spartan octopus. Based of the movie 300 of course.:smug:
Oh and any advice on the eyes i am not used to modeling characters.
25-08-2008, 06:50 AM
great work everyone. It's such a shame that i can't participate right now. I will try to get max running asap though.
25-08-2008, 03:33 PM
Ok, another quick update, I took a break over the weekend so back to grindstone. I added a few more edge loops here and there on the limbs and such. I felt guilty not being close to the max amount of tri's and I'm going to use the mace as his weapon, and now I really am going to start unwrapping this time.
25-08-2008, 03:48 PM
take a little break too in the week end, :P so here what iv'e done.
C&C always welcome and I think I will begin the UV, but if someone have suggestion on what I can put more thing before on him, go ahead, I will check that. :smug:
25-08-2008, 06:39 PM
working the texture, here is a small preview.
25-08-2008, 06:55 PM
Nice stuff around.
naime Nice start on the textures. Still laking some light information, no real light source defined, but I'm sure you are working on that ;)
Dubreu I'm liking it a lot, looks very funny so far. Those fingers/claws kill a bit the cute look he has overall, I'd give him some classic Disney 4 finger gloves or something.
Daddy OH Looking better. But I still have the felling that is could be optimized, some loose polys all around that should be removed.
Joseph Pomeisl Are you using Mesh/Turbosmooth? That is wrong on gameart, even if you are on the triangles limit you are allowing the machine to automatically create triangles without giving you a chance control where or where not to use them. On games you cannot give yourself the luck to waste triangles as that.
IdiotOnComputer Looking cool. Is that your lowpoly model or is the highpoly source model for later baking the normal maps? As the same as Joseph stands, meshsmooth isn't a good practice for realtime models.
And today's update from me. I think it is getting to it's end finally :D Things to do: fix some seams on the diffuse map, finish the arrows, work some more on the specular maps. I'm still undecided if I do weapons or not. I don't have much triangles left.
Max viewport screenshot:
Any comments are extremely welcome at this point.
25-08-2008, 07:33 PM
Victor : Thanx for the comment, I will try that.
As for your work, I very like it and this character look like a real killer. When I look that,I tell myself that I really have to begin to work with Zbrush and to understand normal map. :smug:
here my new hand
25-08-2008, 08:26 PM
Daddy OH - Looking good. The mace was the right call in my opinion. That fits well with his armor design.
Gnome - Good start. You really nailed the shape with the minimum amount of polygons. Looking forward to how this progresses.
IdiotOnComputer - Not a bad start, I think the idea lends itself to some cool things down the line. You need a lot more segments in those tentacles tho if you're going to want to get any kind of usable deformation outta them.
You might want to designate a couple tentacles for mobility and a couple for weapons, or whatever, soon, so you can sort of tailor the amount of segments and the shape of them to the need of each tentacle.
Vicban 3d - The new snake head is looking better than the old I think. I agree with IdanI tho, I'd widen the back of it more like the poisonous species have. The fangs are kind of tricking tricking you some I think, because the fangs would actually fold into the mouth rather than being fixed and protruding at the sides. You could fix that with the rig, or by just keeping his mouth open a bit all the time.
Vitor - That's really starting to look good. You know, might be a good idea to add some trickles of blood running down from those arrow wounds. You know, I'm still seeing him in need of a weapon, maybe even more so now that he's got the really ornate armor. He seems pretty battle weary at this point [arrows stuck in him, blood everywhere, broken armor, etc], so how about a broken sword to go with it all?
Joseph Pomeisl - Your new concept/model is looking pretty cool so far. Indeed, that's battle is on, you might have the advantage tho, cause you're frog's looking a little more technologically advanced than mine.
Dubreu - Looks good so far I think. If you're looking for more things to add, how about one of those "skirts" the romans wore, with the flaps of leather? I agree with Vitor, the claws kind of send a mixed signal, I think regular fingers might work better, I don't know as the romans were ever much for wearing gauntlets anyway. Hmm, I see I got crossed up while I was typing with your update, so yeah...fingers...better.
naime - Small preview indeed, looks like its coming along well tho, keep it up.
26-08-2008, 09:09 AM
Dubreu i am changing up my idea to make it look more cartoony, forget sparta...for now. But looks nice, the duck at least
26-08-2008, 02:53 PM
Vitor: Just NURMS Toggle - does this create the same problems?
Dubreu: thanks! I like your idea, looking good:)
DaddyOH: Nice work. Keep it up...
Warlock: thanks! he's not too advanced, though - well, maybe in weight...
Began painting, still lots to do... I'll post something when the diffuse is done I think.
Good luck to everyone!
26-08-2008, 03:40 PM
Quick Update i am up to 5k tris and i have a well modelled character with hands and helmet. ALso i have a very rough spear.
26-08-2008, 04:53 PM
Joseph Pomeisl It's the same thing almost. Everything that automatically subdivide your model should be baned from your workflow when creating a lowpoly model.
26-08-2008, 08:37 PM
heres a heavy armor concept from a paint over in photoshop. it might be too heavy, so i might make a few more concepts with less armor.
26-08-2008, 09:08 PM
i wouldnt say meshsmooth has no place in low poly work. you could always use super low poly to get the major shapes down, then subdivide it to work on the details. but you should never leave it like this. instead you should then collapse and weld non essential polys, and refine everything for better topology. in my opinion, it could be used, as long as its not the final step. my triceratops will probably use a modified version of the second subdivision of its base mesh, and ill use subdivision again to get nicely rounded armor shapes.
27-08-2008, 05:12 AM
Well i forgot to put a render up earlier so here it is.
27-08-2008, 08:25 AM
i seem to be in a predicament with texturing. Every time i look up tutorials i either don't under stand what they are talking about or it is someone selling pre-made textures, does anyone have a good tutorial or can anyone tell me what to do.
27-08-2008, 01:10 PM
IdiotOnComputer: If I understand you correctly you are having trouble getting started. I can share with you how I go about texturing :
1.) I break the model into sections or areas. Use the Polygon ID to do this. For example you know that you want say the torso to be one area, select all those polys and set them as ID 1. This will help you to select them later.
2.) Apply an Unwrap to each area. Use the IDs to select the areas and apply your unwraps in a way that is condusive to the shape. For a leg use a cylinder, for the face use a Planar, etc..
3.) Once all the sections have been unwrapped you want to make sure that in the Unwrap window all of the checkers are even. This is very important so that the texture does not appear distorted. So you may have to pull, push, pinch, and move the verts, polys, and edges untill all looks like its in place.
4.) Now each of these pieces have to fit within the texture area. Resize, move, scale, rotate untill everything fits nicely. I recommend making any piece that will have more detail (in the texture primarily) larger (i.e. give it more room) because this will help alot.
5.) Finally export the UV map as a templet file (jpg, bmp, whatever) and use it as a guide in Photoshop or whatever paint program you prefer to paint your texture. Then load it into Max, Maya, Blender, etc.. and see your work. Most of these programs will auto-reload when you switch back to them so you can check your work quickly. If not just hit the refresh maps button and you should be good to go.
As for tutorials www.3dtotal.com has many tutorials that are excellent for a variety of skill levels. Start small and work your way up.
For a little encouragement: "Every artist was first an amateur."
Ralph Waldo Emerson
P.S. excellent work all. I'm sorry I couldn't take part this time around. See you all next comp!
27-08-2008, 01:35 PM
Dude, i dont think anyone could made any clearer and if they could ok my bad, but thanks this is going to help me a lot. Now one question what format should i save the template as for max 9.
27-08-2008, 01:46 PM
IdiotOnComputer: Your very welcome. Any questions just ask. :)
As for the format I don't think it makes too big of a difference. I use .jpg or .bmp for the texture templet. If you use Photoshop I suggest putting the UV Templet on the top layer and set the Layer Mode to Screen this will allow you to see through it to paint the lower Layers. Note though that your colors will be slightly off when looking through the screen so turn it off to preview the texture in it's "true" state before saving out and throwing it into max.
I plan on writting some small tutorials on Max stuff soon. If you have any other things you want to know about let me know and I can work them in if you like.
27-08-2008, 03:23 PM
decided to redo the head, looks more vicious :]
Hi all, after redoing the zbrush detailing 4 times due to all kinds of issues, I finally got something to show. It is still not too detailed, so changes can still be applied, I think... Haven't done the head yet btw. It has been a much harder job than I first thought.
to do: head, hair with alpha maps, uniting normal, bump maps (working with subtools), diffuse (blue coat, white belts, brown bag)...
Concerns: hands (3), seems
Critics are very welcome!
PS very nice posts so far, keep it up!
28-08-2008, 01:13 PM
Well thanks for the help so far to everyone, for starters,
Second: Tetsuya-very nice, how do plan on smoothing it though?
Third: Roel- I had the same problem modeling my hand either increase the number of joints on the thumb or you can move the skin between the thumb and the other fingers more inwards, giving a nice curve on the hand.
28-08-2008, 01:19 PM
Roel, I think you need to go back to the base level and start over slowly. It seems that you want to quickly move up on the subdivision levels without working almost on them. It is a heavy highpoly model now but it isn't showing much more detail that it was on the lowpoly, you still have the same hard edges, lack of an interesting silhouette, the anatomy looks wrong. Zbrush isn't meant to be easy, you really need to study first anatomy and practise a lot. The hand for example, you made it really like a box, the secret on hands is to follow it's archs, make it curve, but for that you need to check some anatomy books first.
Anyway, keep working on it and hope this helps ;)
28-08-2008, 04:02 PM
ROEL: especially gorrilla hands, there almost always in a fist. also the body should be in a more natural position where hes balanced. if you made both arms normal, and made him symmetrical, it would be easier to get it right, then you could always detatch and replace the arm with a cannon. in the final pose, will he be upright using the cannon? i cant imagine him shooting it without loosing balance, maybe you could put the cannon on his back instead.
IdiotOnComputer: you should never leave an N sided polygon before smoothing, like you did on the hands, instead its much better to continue the grid pattern with quads. your acctual model has twice as many edges as being shown, so those hands have alot of polys compared to the body. i estamate both hands add up to 3000, which is half of your poly count, so alot of those edges could be collapsed to even things out.
28-08-2008, 06:36 PM
i think for large, brutal characters, as far as armor goes, less is more. with too much armor, he didnt seem as much of an animal. im still not sure if he will be green, brown, or a mix, and i dont have a particular weapon in mind yet. probably a mace or a club, somthing melee and violent. i dont know if a triceretops warrior should have so many baby triceretops skulls on his armor, but it does make him very brutal. im currently at 7172 triangles, and i have room for optimization.
28-08-2008, 08:16 PM
Omni: I'm loving the shoulder pads. They really fit nicely with the theme and they create that badass looking collar effect. Well done!
28-08-2008, 11:53 PM
Ok, here a update of my work. Ive begenning the texture (Just put a simple color) but this where I lack the most and I have done most of the body rig. I want to have comment on my UV layout too. I messed a little on it but I think i'm on the good way :P. Anyway...
29-08-2008, 06:30 AM
entering late, but i just got my wisdom's pulled so i think I'll have the time.
Here's my naked mole rat night, soon to be clothed in shining armor.
this is my concept sculpt of the rat, and the start of my model.
29-08-2008, 08:15 AM
I know I still have a lot of time left, but honestly at this point I want to move onto something else, rather than polish this...guy.. anymore.
The submission thread isn't up yet (at least I haven't seen it anywhere if it IS) so I'll just go ahead and post it here, if thats allright with yalls...
and Concept (or lack thereof):
This was fun, good luck to everyone still hammerin 'em out! :-)
29-08-2008, 08:17 AM
-O yeah, was gonna mention; his shell is detatchable so he uses it like a shield.
..I dunno if that's obvious..
29-08-2008, 03:45 PM
An update, I'm almost done with this one, I hope. Still not sure about the color of the snake.
29-08-2008, 04:06 PM
Well, I'm about to call mine done too. Getting tired of it for real now. Just a couple more fixs I still want to do and then organize the final images layout. I'm still not sure if the shield and the axe adds or hurts the final model.
29-08-2008, 04:14 PM
The shield looks very good IMO, I'm not so sure about the axe though, it's just too massive.
29-08-2008, 05:49 PM
slightly larger preview?
29-08-2008, 07:41 PM
I dont know how to screen grab in Zbrush, but I keep trying to import my model and im getting some weird (minor) alterations to my model, it kind of indents in random spots. :wall:Does anyone know what this may be a result of? its fixable, but i'd rather not have to fix something that shouldn't have gone wrong in the first place. Any help would be appreciated. Thanx!!
NAIME you character looks like the cover to the old slayer album Show No Mercy
29-08-2008, 08:00 PM
vitor: your model is comming out great! the axe seems like a 2 handed weapon, and the shield seems slightly large. are you going to put him in an axe swinging pose? right now his stance is kinda weak.
daddyoh: has this happend to you before? it might be a problem with the way you made the model, or it might be the settings on the export. to screen grab, just hit prtscrn and paste in photoshop.
30-08-2008, 09:56 PM
I'm in.. started this character a couple days ago in the low poly WIP thread.. and noticed that the theme for this comp is animal warrior, he fits the category perfectly so I decided to enter him in the comp..
here's my progress so far.. looking to finish by deadline..
31-08-2008, 03:14 AM
Hey guys Amazing stuff. Pogimonz I LOVE you character! Great job!
Heres some progress stuff.
Its at 7784Tris
Ill get to The UNWrap and texturing this week! Let me know what you guys think so far so i can fix the problems. Later!
31-08-2008, 06:07 AM
Pogimonz: Wow mate, what is that? what a kickass character! my favorite so far :D, its a mix between a tmnt and Shredder :P great job, I will be wacthing...
Calcuttason: mate, the concept art was amazing, the lowpoly is coming out really nicely, and I´m sure that you will do a kick ass texture, keep it up!
31-08-2008, 09:58 PM
Calcuttason: thanks man!... wow! your character is pretty bad ass too, I love the concept art you made for it, very nice proportions and a solid design.. will u be taking him to zbrush? you've got a great mesh going right now.. can't wait for your next update.. keep the great art comming..
Fundelic: how you doin buddie? yeah. I was just messing w/ forms and armor on him and finaly came up w/ the samurai design for this guy.. I'm glad you like it.. I'm working hard to get up to your level yah know, haha..:smug:
fighting w/ the bakes right now, each one takes too long and I get multiple max errors arrggghhh!!!, but still enjoying the learning process ;P
here's a lil WIP right now..
31-08-2008, 10:56 PM
No way in hell i thought i would ever finish this comp (still don't), but i thought a little update was in order for at least inspirational purposes. Enjoy and good luck to all!
31-08-2008, 11:27 PM
Pogimonz: get down to my levl you mean right? this is just awesome mate! I couldnt do any better, really.... keep that up dude :),. the normal map is really cool, and the AO seems to be doing its job... want to see some colour work now :D
Robiekk: gathering some trophies? :P cool start mate, if you give that a boost you might finish :P
01-09-2008, 07:01 AM
fundelic: don't be too humble, we both know you have a kick ass portfolio, haha.. your work inspires me, truly.. ok! nuf complimenting each other, lol.. hey! post some new work for us buddie, inspire!.
Robbiek1000: 4 low poly TROPHIESSS!??? dang.. that's impressive! I checked out your entries, they're great.. u deserve it.. well I hope you finish.. I'm trying hard to finish as well...
updates: Ok took lots of trial and error, but finally finished the Normal Map.. I'm pretty happy w/ the outcome so far.. enjoy!
Pogimonz: looking totally awesome :dance::dance::dance:
There are some fantastic entries, can't wait to see the final entries :drool:
01-09-2008, 03:59 PM
6412 tris including pockets and grenades, 3624 tris without. im still havent decided on my concept, and im running out of time. i might add some kind of boots, or guantlets, but im not sure. i might turn the handle of the mace into a bone. i decided against using the second subdivision, as it would be better to just modify the first subd until the silhouette works. i might use fabric or leather wrappings around the wrists, which could be done in the sculpt and texture, but wouldnt add any geometry in the low poly. anyone think this would look better with more fingers?
01-09-2008, 04:37 PM
Got a pic to show these defects, if anyone can help. I exported from max on quads setting. Anyone know how to fix this? Max to Zbrush.
01-09-2008, 05:55 PM
daddy oh:when you use quads, it still uses triangles to calculate the render, it looks like you have a few quads turned in the wrong direction. in max, while in polygon selection mode, on the right side panel, under edit polygons, there should be a turn button. hit that and it will display a dotted line representing the direction of the triangles that make up each quad. click on the problem areas, and it should fix your problem. btw your forearms seem a bit short and your biceps a bit long, moving the elbow up a bit might fix this.
01-09-2008, 09:15 PM
I'm back :P
Never done hands before (as you can probably see :D), so I'd be most happy to get some suggestions. I think I'll have to make the fingers a bit longer so they allow holding a weapon, and I guess they need at the very least one more edge loop so they can bend around it.
I hope the Naga look goes away once the legs are in place :D
1086 tris so far.
01-09-2008, 10:55 PM
There's some awesome entries so far!
Here's all the work I've done on my shark concept guy since yesterday. I kept wanting to post as i worked, but didn't want to stop! So I've finally stopped and here's my progress.
first the concept=
I'm still playing around with srmor ideas and weapon ideas.
Here's my low poly=http://theqiwiman.com/Documents/sharkWIP_Low%20poly.jpg
Heres a couple ZBrush sculpts=http://theqiwiman.com/Documents/sharkWIP_SCULPT.jpg
made a quick pass at colors in ZBrush too=http://theqiwiman.com/Documents/sharkWIP_Zcolor.jpg
created the normal map on the low poly and the diffuse=
and started the low poly armor=
*phew* Sorry so many posts in one, I'll try to post more regularly so they don't back up like this! :xx:
01-09-2008, 11:07 PM
i made my arm proportions more realistic, and now im retopologizing everything. i take back what i said about subdividing, it really doesnt belong in low poly work. i thought about reworking my second subdivision, but it was alot easier to just build onto the first sub division. the calves and tail could use some more loops and im trying to rework the face topology more humanly. as far as the mace goes, im not sure if the spikes are too long, too short, or too straight but i do think the weapon type fits this character well. hopefully, if i have time to pose it, the mace could add alot of motion to the render. since its a 1 handed weapon, i might make a shield for balance.
01-09-2008, 11:40 PM
Lookin good Omni! I'm really diggin the overall weight and proportion of this guy. Couple things I'd think about changing though.
First, his tail has the common mistake of comming out of his booty, rather than his tailbone extending from the base of his spine. (here's my crappy 3 second doodle of your man's skeleton showing the correct placement of his tail.
and closer to how it should hang, extending from his spine:
Other than that, I'd try to fill in the skull a bit more, behind the crest. Right now it looks just kind of blobby, defining the back of the skull could make it look more like the crest is extending from his skull.
Can't wait to see this dude ZBrushified! :)
02-09-2008, 02:31 AM
funkdelic: Thanks! Ill do my best!
pogimonz:Thank you so much!
I dont know if i want to do the Full painted textures. Or if i should do normal maps from Z-brush.What do you guys think will Go Better With the Character Concept?
02-09-2008, 03:15 AM
gnome: good job so far... it wouldn't hurt to add more loops in the finger area for bending deformations. Don't hesitate to add more polys to improve it overall, the comp has 8,000 limit..
De evolving man: I'm liking your shark, he looks ferocious! specially in the concept.. I'm waiting to see how you tackle the armor.. great job!
Omnicypher: very clean mesh and solid design.. Can't wait to see it textured.. also the tail anatomy is unoticable to begin with, but I think THeQiwiMan's suggestion wouldn't hurt, it actually improved the sillohuette in my opinion.. ur call though...
Calcuttason: your welcome.. Man! I would love to take your character to zbrush, such a clean mesh endless sculpting possibilites, haha. The only problem is the deadline, it's due in a week.. If you're willing to put in the time you might actually pull it off; sculpting the character, baking the normals, painting the textures, rigging, and then finaly the post presentation work.
What I did since I've only started working on my character less than a week ago, I've laid out a pretty good schedule for me, I really want to finish by deadline..
Here's my schedule suggestion for yah. If you follow it You'll finish for sure..
Monday (today): Sculpting in zbrush or mudbox
Tuesday: Finish Sculpting
Wednesday: Retopology and Unwrap UVS
Thursday: Bake Normals and optional:Ambient Occlussion maps
Friday: Texture Work
Saturday: Rig and Presentation work
Sunday: Nice! you finished!!!.. final clean up and turn in work.
That's how I've been doing it all this time; one task a day. 4-6 hours a nite.
hope that helps..
02-09-2008, 03:20 AM
started texturing today.. trying to find color harmony... very much a work in progress.. I plan to finish the textures by tommorow..
02-09-2008, 03:34 PM
Thanks Pogimonz, I dig the armor you got goin on with your turtle, but isn't the turtle mesh just your ninja turtle? I'm going to have to call shenannagins on that crap! :roll: Come on, dazzle us all with a new model, not an "already dazzled us" model! ;)
02-09-2008, 05:46 PM
De-evlolving Man: I'm really liking your concept and work thus far. I thikn the only thing that makes me shake my head is the commitment to the ZBrush. It's a very nice sculpt, I just think that you shouldn't cut out the diffuse all together, relying on your normals all the way.
The hands are one area of interest, being a warrior, he should have more scars there than anywhere, I really like the detail in the scars of the face, try mirroring those around the body.
You also have the first step of making your skin look good, and thats the splotchiness, but try dragging the sponge tool around it a bit and tossing in a few very light color changes around the darker sections of skin to make him look more experienced and realistic.
Just my ten minute explanation of my two cents <.<
02-09-2008, 06:54 PM
Hello, everyone... Came up with a final presentation; waiting for Final Submission thread. Not gonna post anything til then....Good luck to all!
pogimonz: great character, like it alot.
02-09-2008, 07:15 PM
Good stuff all around.
I've been busy with a lot other stuff, and for my surprise I won't be able to use my computer for the rest of the week. So I had to rush it all a bit to still be able to send my final entry. I hope everything is correct, first time really submitting a entry for this lowpoly competitions here.
As I said already, I got disappointed how this model turn out. I can't deny it was a great learning experience how to organize my personal projects. I wish everything could have an art lead asking to change every tiny bit :dunno:
The winning shot:
(resize from 2048*2048)
Best of luck for everyone :D
02-09-2008, 07:49 PM
aww man its looking good but I think you should take the extra time left and revise a few things such as the weapons ( they look way to big for him to swing around) and I also think you rushed a little with the posing man :hurt: maybe take a little break and try again later.......right now it looks like the only thing you have posed are the arms and head while the legs are still in neutral position I just think that this could be a winner for sure if you just tweak it a little more as well as it will be a great piece of artwork for your portfolio. keep it up :dance: :dance: :dance:
unfortunaley I'm not ver lucky because my system crashed while working and I have lost a great deal of data So I'm desperatley trying to finish this entry. :wall:
02-09-2008, 07:49 PM
theqiwiman: thanks for the suggestion, i was never really sure how to attatch that large of a tail on a biped, and your paintover definitly improved the silhouette :Þ and im still not sure how the back of a triceratops head would look, all the pictures i could find were from the front and sides. great model by the way, but the lighting seems a little dark, some areas are hard to see.
pogimonz: those textures are comming out great! alot of turtle shells have coincentric rings following the contours of each plate/section, and it could add alot more detail to the back of the character. also the pouches and sword handle seem very boxy when compared to the organic nature of the other elements. and the head band could use a few more loops to smooth it out.
devolving man: awsome concept and model. it kinda reminds me of an old cartoon called street sharks, but yours is much more realistic. the paint job looks great. maybe you could add a few scars on the unarmored shoulder like the ones on the face.
02-09-2008, 07:56 PM
Ok, I finally figured out how to import a cleaner model, i threw a turbosmooth on then exported to zbrush and that cleared up the problem, so i found a way around it but didnt fix it. Omnicypher, I did what you said with the edges even before you advised that and still no change, anyway thanks for you help. UGH!! now onto sculpting wahoo!!
02-09-2008, 08:24 PM
Pogimonz thanks so much for the advice and the schedule. im ganan go for the Full painted style tho. So ill pretty much be doing the same things you listed with a few changes.
Heres my final model. I hit 8000 tris ( not sure how)
Im unwrapping today.
02-09-2008, 09:32 PM
Thanks Pogimonz, I dig the armor you got goin on with your turtle, but isn't the turtle mesh just your ninja turtle? I'm going to have to call shenannagins on that crap! :roll: Come on, dazzle us all with a new model, not an "already dazzled us" model! ;)
My entry is being questioned for this comp.. So no body else brings this issue up. I'll go ahead and break it down for yah.. I don't want anyone to feel I'm cheating my way into the comp.. I started this project 8-27-08 the deadline is 9-07-08 which gives me a week and a half to finish before deadline.
I don't know if anyone's taken notice but I've been posting huge updates everyday since I've posted here. Forum posts: DAY1 CONCEPT, BASE MESH, SCULPT DONE, DAY2 RETOPOLOGY, DAY 3 UNWRAPPED UVS, DAY 4 BAKED NORMALS AND AOs. One task a day pretty much was the goal. There's no secrets here, I put in 4-6 hours a nite on this since I started.. I do my best to work fast and efficient.
All base mesh for this project are NEW. Though I did use the old ninja turtle sculpt to do a retopology on and projected some of the details from it to get the basic muscle forms. I then had to put in a lot of work to change his proportions and to add fine details. Then there was the concept art and the armor work then the sculpting and etc...
if there's anymore doubts or questions: just PM me about it thanks!.
here's some pictures of the work for this project
02-09-2008, 10:40 PM
going to sleep. :D
02-09-2008, 11:26 PM
i fixed the tail position, hand topology, and head as best i could, and i added a few loops here and there. while messing around in photoshop, i came across a cool black and gold colorscheme i might use for the armor. body=2060 tris, armor=1268 tris, weapon=918, total=4246 tris. i think its about time i started sculpting this. i might add boots and shield in the end.
03-09-2008, 01:43 AM
Pogimonz- Hey I meant no disrespect at all. Its obvious you have a lot of talent, I was just wondering why you'd re-use an old model rather than create a new one for this comp. Was anyone else bothering you about using your old model?
For those of you who don't know what I'm talking about:
But this is just my opinion, which means absolutely nothing, I mean its not plaigerism or anything because its your own work, and as far as it being legit to use old models for this competition, sounds to me like thats a question for the moderators, not me.
Omnicypher- Thats looking good so far, nice even flowing topology. Only about 5 days left so I'll be cheering you on to get 'er finished!
setschaos- Thanks for the great critique! I knew the diffuse was bothering me for some reason, and you definitely hit it I think. I'll be sure to make him look a lot more battle-worn as well, per your and omnicypher's suggestion. :)
Calcuttason- Dude I can't wait to see textures on that bad boy! Thats looking SICK!
We all gotta bring our "A game" to give Vitor a challenge, right? ;) That blood-covered Rhino's one sexy mama!!
03-09-2008, 03:00 AM
I started the Samurai Turtle Thread in the Low Poly WIP section in the threedyforum it was never meant for the competition to begin with.. A friend told me about the Animal Warrior comp, and so I decided since my character fits the category might as well enter him in comp which will give me a challenge and motivation to finish him on time..
I see your point about making a totaly new character idea for the comp, but like I said the samurai turtle was never made for the comp to begin with, he just so happened to fit the category. As far as using an old idea and polishing it, I see no problem w/ that at all, as long as all the work are done from ground up on the new one.
What I'm trying to stress is that though the idea was already there, no technical/pre-made work from the previous ninja turtle project was used to make my samurai turtle. I still had to make a new body base mesh to support the detail I wanted on him since the old mesh didn't have the topology I needed for the sculpt.. In other words every single polygon for the samurai turtle was made from ground up nothing was recycled from the old project.
but hey De-evolving man, thanks for bringing it up, no hard feelings I promise. No one's bothered me about it or anything, but I 'm sure the topic has occured to other peoples mind.. just dont want anyone feeling they're being cheated or anything =)..
but great job everyone.. I'll post my updates and crits soon..
03-09-2008, 03:19 AM
fat or strong? im not sure which direction to go with this. right now im looking at sumo wrestlers, but i cant seem to find a good half way point for a reference.
03-09-2008, 07:57 AM
omnicypher, check out Pedro Toledo’s fat pirate (http://forums.3dtotal.com/showthread.php?t=60986) in the 7th sculpting challenge. Like the sumo, is a bit on the heavy side but thought it might help, if not still an awesome sculpt.
and here's my update, haven't made much progress, but i've finallized my concept. I'm leaving my mole rat 100% rat, 0% human on this one, so most of the fighting should be done with his mouth, and i don't think armoring the sides will be necessary because they live in tunnels... and im just running out of time.
03-09-2008, 09:25 AM
De-evolving Man: thank you. i really like the flipper on your character instead of legs with webbed feet. Very strong character design .
UVs done! its 5Am IM going to Bed!
03-09-2008, 01:30 PM
Sad news; lost my texture and wire sheets in hasty deleting:wall:(was hoping I never had to use this little guy). But, recovered wires with polycount from an earlier post. Too bad really, but some things aren't meant to be. It was my fault anyway. Well, good luck to everyone in the coming days...Don't make the same mistake I did...
Think I'll still post the images in the Final Entry forum. No reason not to right?
Wish that I would have kept postin WIP as the Final Entry thread suggests! - would have solved this issue.
03-09-2008, 09:24 PM
Started sculpting on the head today. My progress thus far. Don't mind the spikes, I'm gonna get the normals through a turbosmooth and photoshop. They're just there to get an idea of placement while sculpting on the body.
04-09-2008, 05:23 AM
Doing the photoshop thing. This is ganan take a while!
04-09-2008, 06:52 AM
Still working on armor ideas -
The black around his mouth is just me playin around. My wife didn't wanna see him covered in blood so I told her it's ink from a freshly eaten squid. :-P
Trying something with the spec map to get more of a shark-skin feel. I cilorized the diffuse map a bit more and added some scars here and there, I'll post more probably tomorrow. Gettin close to deadline!
04-09-2008, 12:52 PM
pogimonz / de-evolvong man : The bar is raised. those are sweet models chaps
I'm in for the next one of these :D
04-09-2008, 07:39 PM
Naime - Looking pretty good, I'm looking forward to seeing you getting it packaged up and entered.
pogimonz - Your turtles pretty cool. I'd like to see a couple extra segments in the head band tails tho so that they could be a little smoother. Sculpts really nice, and resulting n-map looks good, solid start on the textures as well. I agree with poopipe, you and De-evolving Man have certainly raised the bar.
Calcuttason - Model looks good, textures look like they're off to a good start, getting the fur right's probably going to be a bit of a challenge, but you warrior should look awesome when finished.
Robbiek1000 - I hope you get it finished, you've got an awesome start on the textures.
omnicypher - The sculpts looking good around the face. Sumo wrestlers are a nice mix of fat and strong, and that would work for your character I think. His feet are looking kind of small, might be worth playing with their size a little.
gnome - Shapes looking good, and you've still got oodles of polygons left to spend, keep it up. Yeah, your fingers could use a few more loops and a little length.
De-evolving Man - Your shark is excellent. Shape looks great, flow looks great and the textures are rock solid so far.
Vitor - Looks great, I do think the axe is a little large for a one handed weapon, but that's a minor point. Texture look good, final images are a little dark in my opinion. I think this turned out to be a really solid piece, well done.
omegamista - That's a pretty cool choice, and I like what you've done with it so far. Keep it up, time's runnin' out.
Daddy OH - Looking good. Keep going, you've got a great a base, it'd be a shame to see you not make the deadline.
Yeah, I'm still working on my frog, kind of. I really need to get on my horse, err, I mean frog, tho if I wanna get this finished up. Just about half a diffuse map so far, and a long way to go yet. :(
04-09-2008, 08:10 PM
Warlock: That diffuse map is ******* gorgeous. Amazing work guy. Keep it up!
04-09-2008, 09:35 PM
thanks pogimonz and Warlock 279, you guys are right about the triangle limit, I will definitely spend more for detailing - if I have time, and I'm not sure if I'll finish in time. :hmm:
For now I guess I should rather focus on getting the equipment done. And now I'm contradicting myself - spent the evening on getting a high-res mail that I can bake to normals....
Warlock 279: I have to agree with Novian, the coloring is really great!
04-09-2008, 10:27 PM
guys, this challenge has turned out really competitive, awesome works and development around here!
04-09-2008, 10:59 PM
There just arent anough hours in the day any more :dunno: this is were i have got to so far still going to be up all night to try get this in on time. Im loving the way this Umiko is turning out. If i dont get this in on time im still going to finish it to learn more about zmapper and normal maps. No mace in the image below as i didnt import it to Zbrush yet. Well i wish everyone the best of luck :dance::dance:
05-09-2008, 12:41 AM
Nice progress all around.
Vitor: you have a great model!, no doubt.. I really hope you work on the winning pose more (I'm sure you already doing that), the poor winning shot is taking away the awesomeness of your character. Looking forward to see the next update.
Omnicipher: You're right about the weapons being too boxy, I added subdivisions to make it more rounded.. It really improved the model, Thanks so much, really appreciated.. Anyway, the sculpt is looking good, definitely one of my favs, but man! time is ticking, I really hope to see you at the finish line..
Calcuttason: Real good start on the texture.. just keep at it! I want to see the next update.. not much to crit atm for me..
Poopipe: thanks meng! yep I'll see you in the next comp if i join, we'll see..
De evolving: good progress.. I really want to see the armor updates..
Warlock 279: Real nice colors on your character. I like the circle placements design. I think maybe adding lighter colors to the face will defenitely make it stand out more. Cuz right now the body is looking prettier than the head.
Gnome: REALLY AWESOME armor plates.. HOW THE HECK DID YOU DO THAT?? did you place them one by one? crazy!.. anyway good progress, hurry up and finish..
Identity3d: nice update from the last.. hope to see you finish..
05-09-2008, 12:44 AM
Ok.. here's where I am atm.. No work today so I could devote some time to this project..
Got the rig done last nite and started the composition today.. I'm going w/ the corny fantasy look, haha.. Modelled a quick rocky stage for my guy and the background is painted in photoshop.. Nothings final though I might go a different direction if this one turns out to be a mess..
constructive crits are always welcome and highly appreciated..
oh yah! I recycled the swords and made a bow, used the head band cloth as the string.
05-09-2008, 03:15 AM
heres a small update :) back to work!
05-09-2008, 12:22 PM
Stunning work everyone!
I didn't have time to do anything this week so I decided to just leave it as it is, so this will be my entry(please let me know if I did something wrong).
05-09-2008, 02:38 PM
Finished in Zbrush had great fun using zbrush just mesing round with masking i came up with the skin details now so here he is. Few different views now on to the fun parts :P
05-09-2008, 08:35 PM
i found some problems with my mesh, a few unwelded verts and some bad topology, so i had to zproject my old work and lost some of the facial detail in the process. lately i havent had much time to work on this, and im not sure if i will finish. im thinking of adding big boots to my concept. is my tail too long?
05-09-2008, 10:49 PM
i might change his feet to a more human shape, and give him human boots. im still not sure about the color scheme yet.
06-09-2008, 02:00 AM
omnicypher: I would push the normal map more. I get the feeling that you don't want to add too much detail, as it might get covered up, but I say, go for it. Add the little skin folds, and bumps, and scares, and all that other good stuff. Who cares if it gets covered, you never know, the design may change as you get further into it.
06-09-2008, 02:23 AM
****ing whew! I tried to bake the mail into a normal map for a test, and it was a complete mess, stuff was split along triangles and partly flipped and UGH!
Turns out that the symmetry modifier messed things up, and it works fine if I delete it or apply it to the mesh.
Ah well, 04:20am here, going to sleep. updates tomorrow, I hope :)
- addendum: vicban3d: You need to post your entry in the final entries thread ;)
06-09-2008, 03:55 AM
bigtoe: your right, im saving the small details for the end, right now im unwrapping and adjusting everything in max, and finalizing the armor design and color scheme. i could spend forever on the anatomical details, but i only have 2 days, and i dont know if i will have much time to work. im about to start modelling boots, so the lower leg sculpt wont change much from where it is now. also i might make a scales layer in photoshop for alot of the small detail. im thinking wrist bands might even the armor out a bit, maybe even broken shackles like an escaped prisoner, which would add to the beast side of his character. at first i spent alot of time trying to make a concept, but i got alot more done just jumping in.
06-09-2008, 04:11 AM
Omni: I don't know why but the "shoes" remind me of slippers at the moment. Maybe you could try and make them just like plated armour like:
And if you have the polys I think he would look cool with some arm greeves too.
Just some thoughts.
06-09-2008, 04:26 AM
warlock: pretty impressive I´ve got to say, I cann see a lot of improvement on your texture work since the last comps.. congratulationz and keep studying mate :)
De-evolving: Really cool shark, the texture is coming out really nice, keep going...
pogimonz: the bg is awesome mate, but I didnt like the composition aswell, think the 1st image is better!
06-09-2008, 04:33 AM
yeah, those slippers were just to test the footwear concept, now im making more normal boots, and i will add belts with gold buckles, and a spikey gold knee pad, possibly attatched to the boots. but the bracelets will have to go...
06-09-2008, 05:19 AM
still Textureing. Probably ganna cut it pretty close.
06-09-2008, 05:26 AM
vicban3d: make sure you post your images in the final entry thread.
06-09-2008, 03:05 PM
been busy building the equipment. on the left a high-res sword I'll be using for normals.
character 1936 tris, swords 224 each, belts 76, mail 154, arm pieces 48, totalling 2662 tris so far.
still missing the main weapon, something like this: <link> (http://www.dunkelart.de/dunkelblog/index.php?/archives/65-Elegante-Zweililie.html).
other stuff to model: face details, some pouches, high-res belts for normals. note to self: must not forget whiskers. :D
06-09-2008, 07:07 PM
Warlock: That diffuse map is ******* gorgeous. Thanks! :D
gnome - Coming along really good, that plating is really nicely done. Maybe try baking just on plate to one quad and then placing the baked plane's all over?
Identity3d - Looking good, I hope you get it finished in time. Are those bits of seashells for his armor?
Warlock 279: I think maybe adding lighter colors to the face will defenitely make it stand out more. Cuz right now the body is looking prettier than the head. Yeah, I've been looking at options for that. Seems when I add to much color tho, the head gets too bright to fast, and looks blown out a bit.
Your Turtle looks great, I like the clever use of the headband as the bow string. I really like your colors on the armor, the turtle himself looks a little washed out/too white, next to all the color in the armor tho. Very cool entry. Well done. :)
Calcuttason - Thats starting to come together really well and looks cool, time for that last minute push.
vicban3d - For a first time low poly character, and first time uv'ing and painting textures, and from where your textures started on this, you've come along way, and really put in the extra effort re-doing stuff per suggestions along the way, and this has turned out to be pretty solid piece all around.
The snake's head's a little too dark in my opinion, hard to see the detail, and you could push your bump map a little bit more perhaps, particularly on the head, get some high bump values on some of those big scales. Excellent work tho, if you improve half as much on your next project as you did during the course of this you're making great progress. :)
warlock: pretty impressive I´ve got to say, I cann see a lot of improvement on your texture work since the last comps.. congratulationz and keep studying mate :) Thanks! It feels like things were coming together a little better for my textures on this. I'm getting more comfortable working with/around UV seams, and my tablet I think. Hope to see you back in action for the next challenge.
omnicypher - Keep at it, if you really push I think you can get something pretty solid finished up in time for the contest.
Update - Mostly finished up the color maps for the frog, still a little bit left to work on the weapons/clothes/stuff. So today's agenda is to finish the color maps for the accessories, work out a couple seams in the frog, paint spec/gloss/bump maps for everything, and see about a making a pedestal/texturing a pedestal. Should be a busy day. 17 hours to go.
omnicypher: getting together quite nicely.
De-evolving Man: love it, can't wait to see the detailed armor
Vitor: love the whole piece, how did you get those normal maps so sweet? Love the texturing.
TheQiwiMan: my favorite, love concept and sculpt
Hope to see more things around soon.
For me, I've been playing around with normals (didn't work that well), texture and the biped (couldn't get it to work too well, but let's say that the vert move with the correct bone). Zbrush3 didn't work for painting somehow, so I needed to paint it in 2D, causing quite some seems I'm afraid (used pictures and maps I found on the internet and re/overpainted)...
Critics are very welcome....
06-09-2008, 08:47 PM
Hey guys good job everything is looking good. unfortunatley for me I wont make it this time............. again:wall:. My hard drive crashed on me and I pretty much lost everything I had on it. So now Its time for an upgrade :dance:. anyway good luck to everyone and I'll see you when the next one starts. :wave:
06-09-2008, 08:54 PM
good saturday morning! alright! just turned in my final entry.. I'ts my birthday today (sept 6). I guess this project is a little present to myself, I had a lot of fun making it and defenitely learned a lot from it..
thank you all, and looking forward to see everyone's final entries..
good luck, and good day!.
06-09-2008, 08:59 PM
Happy birthday man and a great looking model all the way from A-Z. as far as I'm concerned this model has winner written all over it. congratz on finishing. :dance:
06-09-2008, 10:11 PM
happy birthday pogimonz, and great job on the turtle!
my AAAAARGH!!!!1 of the day: wasting more than an hour trying to find out why blender keeps complaining "NO IMAGES FOUND TO BAKE TO". Turns out I had the 'decimate' modifier on the target mesh, which must have knocked it off.... that modifier is meant to reduce the number of polys, but it produces tris and displays the number of them, so when configured to keep 100% of the faces it serves as triangle counter; otherwise blender only displays the number of faces....
06-09-2008, 10:18 PM
Yay mate, Happy Birthday to you, sucess, wealth, health and peace!
you got a really cool entry mate!, I would just ask for some different pose, but its great. congratz!
07-09-2008, 04:02 AM
Okay, just so everyone's now in on it- I'm both De-evolving Man AND TheQiwiMan! After my first model, I realized none of my co-worker buddies were giving me any criticism, so i figured if I made a model and they didn't know it was mine, I'd get some nice, brutally honest critiques from them!
It worked. :)
So I've already let BigToe know about my double entries, and he said it'd be fine to submit both models as long as I realize I might get less votes. But since this is all just for good fun anyways I'm gonna go ahead and post both models.
Its been fun! Theres some excellent work here, as well as some excellent progress in artistic talent. Hopefully more people will be able to submit before the deadline!
07-09-2008, 10:16 AM
pogimonz Great job. Happy BDay
Warlock 279: Thank you i ll do my best. I like the poison frog and the amazon style clothing. Your textures are out of this world
De-evolving Man: im not sure who you are. But i like both models
Im done rigging for now.
and i just have only so much time left to texture. so ill do what i can.
07-09-2008, 11:26 AM
Great entries guys im glad to see so many put in final entry. Im annoyed with myself coz i missed the deadline :( but i couldnt do anything about it Maya crashed on me on sat afternoon and couldnt get it back working so had to reinatall it this morning. Anyway best of luck to you all.
07-09-2008, 01:06 PM
last update for today (aside from the final, of course. if I make it in time, that is :hmm:)
updated my graphics driver and tried a newer blender build, resulting in much better wiewport textures. good news for a change. :D
still a load of work in front of me. :ugh:
07-09-2008, 03:26 PM
i didnt have any time to work yesterday, so i guess i have today to try to cram somthing out.
07-09-2008, 03:35 PM
you can do it. All day long. Just keep your eye on the time, justa few hours left.
07-09-2008, 04:12 PM
I will not be able to make the deadline, I didn't have enough time to even start my textures. Here's my final zbrush sculpt as of now, I ran into a whole slew of problems along the way and this was also my first zbrush character so the learning curve didn't help either!! Ugh, Im F'n pissed!:grr: good luck to all.
also one question when i exported my normals I had strong green tones any idea why?
07-09-2008, 07:58 PM
heres where im at:
07-09-2008, 08:08 PM
De evolvingman: LOL! just saw your entry.. pretty funny stuff dood, that's awesome haha.. but isn't your shark a dood too? well you can't really tell my entry's gender since I used some fruity colors on it, haha.. either way fun stuff, and thanks for the shout out.
You did well, great model, texture, funny poses. Sick presentation and wow! the use of UV space is second to none, couple words-canned sardines!.. well done!
idan gnome and fundelic: thanks for the b-day greetings.. I had a fun day yesturday..
fundelic: I totaly agree w/ the poses. My rig wasn't too good, I was getting a lot of stretching in the armpit area aw well as the tighs, I had to improvise w/ what I had. I know, excuses excuses, haha, I promise to rework it later on for practice. Hey just saw ur latest model on deviant art, awesome stuff dood.. how's work btw?
calcut and omni: aaahhh! please finish.. you guys are sooo close... time's ticking, looking forward to seeing your finals and everyoneelse who's fighting time. Best of LUCK!
07-09-2008, 09:42 PM
just to be sure, what time is it?
07-09-2008, 11:47 PM
roel - Not bad, given the difficulties you had with the normals/texturing. Looking forward to seeing you progress some more in the next challenge.
pogimonz - Well done, and happy birthday mate. I think your entry turned out pretty awesome and the more saturated green works a lot
De-evolving Man/Qiwiman [Whoever you are... ;P] - Truthfully, I'd have never know that they were both yours. I kinda felt the textures on the snapping were kinda muddied and confused, didn't really follow any kind of scheme. The shark's pretty ace tho, worlds better on the textures I think.
Warlock 279: Thank you i ll do my best. I like the poison frog and the amazon style clothing. Your textures are out of this world Thanks! I tried to push them as much as I could, while still keeping them somewhat realistic.
I hope you got your entry finished up, or that you at least finish it on your own and post it, because its looking cool.
Identity3d - Sorry to here that. One of the pitfalls of working digitally I guess, the price we pay for the "undo" button. :/
gnome - Looking better each time. Hope you manage to get it finished.
Daddy OH - Your sculpt turned out really nice. Looking forward to seeing what you come up with for the next challenge, now that your more familiar with the work flow.
omnicypher - Good to see you got it finished up in time. I think you could have pushed the skin texturing a lot more, with wrinkles/scales w/e but, pretty solid model none the less.
Final dump from me, already in the finals thread, but I figured stick 'em here as well for talkin'. Didn't get it as completely finished as I would have liked to. Some texture stuff like the fur/loin cloth, the spec/gloss could use a little tweaking in a few places, and the bump map in a few others. I'll be wrapping that up on my own in the next couple days, making a proper pedestal and finishing up the rig for him, my first rig in a while that didn't implode on me.
08-09-2008, 06:11 AM
heres the alpha i used for the belt buckle: in retrospect, i should have used the rule of thumb "no details should be smaller than the tip of the characters thumb." these thin lines and lettering would work better if this was a coin or a giant door.
08-09-2008, 02:32 PM
Joseph Pomeisl - I dig your model, the colors are fun too. Don't you need to post your texture sheet?
vicban3d- I like the snake's accessories. The problem with choosing a snake I think is the simplicity of the design, but it feels like you really amped it up with his accessories, balanced it out nicely. One question, though; did you model him in that pose? If so it might be kinda tuff to skin him for animation.
Pogimonz- :-) Had to give ya props! Its so schexy even the male models are falling in love with it! Excellent execution with that model of yours. Pretty much the one and only thing I'd change is put the bow string on the inside of his arm, rather than the outside. Very clean model, great textures and lighting. Wish you woulda showed more poses though.
Naime- I've said it before, but it bears repeating; I dig the color scheme. Absolutely fantastic job on all the poses too, really makes it come to life. Very sultry clean textures as well. Great job overall, one of my favorites.
Roel- I love the idea of a bionic gorilla! Presentation's a little too boring in my opinion though, I'd love to see him in some kind of jungle-type environment. Try saving as much space in your UVs as possible, theres a lot of wasted pixels. I don't know if its because of the GI lighting but the normal map is barely comming across at all, its hard to see the details you put in so well on the sculpt. I dig his pose too! :-)
Vitor- One of my favorites from the get-go. I absolutley love all the subtle detail in the sculpt. Very nicely done armor as well. The final presentation is a bit too simple for my tastes, but i seem to recall you saying you were out of time, or had computer issues or something. The only critique I'd say is that in my opinion, a character as big and bulky as him would need stronger legs. Right now it looks like his sheer weight would cripple those little ankles. It might give him a little better sense of weight as well. But overall, very very shmexy entry!
Warlock 279- I'm totally digging the diffuse on your frog. Very clean, vibrant. Its nice to see you were able to pose him as well, it truly does add a lot. Only real critiques I could give is to tone down the bump map some, his skin is looking less like skin and more like sand paper at the moment, but you alreasy posted that was something you'd tweak. Also his leaopard skin loincloth is pure win, but I'd dirty it up some, give it more fraying and holes. Its reading a bit too clean for something that dangles between the legs of a jungle-inhabiting warrior frog! (also, just gotta say; your Ghost Rider makes me giggle every time i see it!)
Omnicypher- Glad you were able to finish! I dig your beefy tricerotops. His diffuse is way too plain though, its basically just 2 shades of green. Kinda flattens out your character in my opinion. Sculpt looks nice though and it looks like the normals transfered well. I'd just push his textures further if I were you. Also, I guess you ran out of time, but it doesn't look like you spent much time on the presentation, but hey you got it in at least, that more important than not submitting anything in my opinion!
gnome- cant see your final! :-(
This is my first model, wasted too much time with the (full) biped, so needed to do the background too quick (like 30 sec) :>( On the normals: when I tried to increase the depth in max, the model kind of inflated... Maybe i need to adjust the depth in Zbrush? Not sure. Will do better next time! Seems like we're going for something spore like... Can't wait!
08-09-2008, 03:40 PM
WARLOCK Thanks for the compliment. I realized one thing that would've made dramatic improvement for my normals would've been to import different segments of the model indivdually to get more detail out them. Also when I had to import with a turbosmooth on my character to get rid of some weird artifacts in the arms I realized that also didn't let me subdivide as many times as would've like to in Zbrush.
08-09-2008, 03:59 PM
EDIT: gnome- cant see your final! :-(
I can see it now, good job! That is one adorable warrior! I dig the armor. In the future I'd say try to use as many polys as are allotted to you, he's a little too low poly for this competition's restrictions. Nice fur texture too!
08-09-2008, 06:21 PM
Yeah so i guess i learned my lesson.
Heres what i got done.
I plan on touching it up some more but C&C are Very Welcome and needed!
Great Job Everyone!
Till we meet again!
Best of luck!
09-09-2008, 02:23 AM
Just saw where it says we need to upload the finals here too!
There are definitely some great entries, good job everyone that finished on time. For those of you who didn't, next time; BRING THE HEAT!! :-P
09-09-2008, 08:01 AM
Just saw where it says we need to upload the finals here too!
09-09-2008, 07:21 PM
no, you don't.
09-09-2008, 10:44 PM
oh.. could have sworn it said something about posting the final wireframe and texture sheet and stuff in the WIP thread...
O well, I guess I'm going crazy after all. Fun fun. :-)
10-09-2008, 04:26 AM
oh.. could have sworn it said something about posting the final wireframe and texture sheet and stuff in the WIP thread...
O well, I guess I'm going crazy after all. Fun fun. :-)
hm, there IS this:
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.
note to self: cast vote when I get back from work....
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