View Full Version : Comp 27a Healers vs Dealers
14-12-2008, 03:45 AM
Another WIP. He's a healer by the way, just unconventional. Silver bullets and sword, I was playing with an idea of a strap with assorted evil bane relics (stakes, garlic, crusifixes, etc) it's only at 8,106 tris. I can either buff up the rez in the chest like Buzzy suggested or add some more miscellaneous items (or both if I'm up for it...)
14-12-2008, 04:16 AM
i took a break from detailing the guy to start modelling the girl, but i didnt really like what i had so far, so i started making more detailed orthos to work with.
14-12-2008, 05:14 AM
setschaos: looks neat. Speaking of beefing up...I think the handle could use some girth, it looks as if it'd snap if he used it.
Rigged a bit, still needs some more time, as well as the textures. After I got moving things around it was apparent that the occlusion pass is way to harsh in some places - most noteably the butt/inside thigh area. Got to add the shadows, highlights, too. The layout lines should end up going away further down the road.
14-12-2008, 05:26 AM
omnicypher: the side view looks off balance, and the legs seem too far apart in the front of back orthos.
more or less done, will close her down for a few days, then come back to her to see if anything jumps at me.
Low Poly Block WIP.
Hey Guys, Did a little work on it, thought ide post some screen before i turned in for the night.
So far, as it is, its at about 1,800 Tris
14-12-2008, 09:57 AM
heres where im at with the new girl, 1644 triangles:
14-12-2008, 01:03 PM
Ok guys, after much work I have a few shots for you. To all who helped with crits on the overall body shape: you have my thanks and I am reworking that right now. He's looking much better.
I try to tackle the hardest thing first and work down to the easiest so , heres the head which I am very proud of. Let me know what you think of the hair. I figured since thise guy is probably very old based on the storyline (he is slowly becoming mortal again) he would have long-ish white hair.
Also attached is his weapon. The long skinny part is a chain at the end of which will be a cross. I have yet to settle on one particular cross design but when I do one will be duplicated and placed at the end. Nice secondary action when he swings to crush his enemies into jelly. :P
dhin: Looking awesome man. I love the style. Keep it up!
Buzzy: Incredible work with the high pass. Your texturing especially on the metal leg guards is spot on. :)
setschaos: Your model is looking really cool. My only concern (which doesn't really matter cause its all 3d) is that that sword would break in a heartbeat in a real battle. lol But don't get me wrong, I love the design. Really creative stuff man.
BigToe: Looking good. I like the straps but it makes her left arm a little distracting. I think once she is painted it will help to balance it out.
Omni: You sir are a whirlwind of anatomy awesomeness. :) Looks great as per usual. I want to thank you for posting those progression shots. It makes every artist better when they can learn from one another and as a whole we all improve. Pro man, simply pro.
Bust (wires) WIP:
14-12-2008, 02:05 PM
14-12-2008, 03:11 PM
Big Toe: Looking awesome there and you're improving every competition.
omnicypher: The new girl is already looking better, great work.
kirgan: Looking fantastic. The only thing that I'm not sure of is the feet, but I don't have a suggestion for how to improve them, sorry.
Joseph Pomeisl: ok, egyptonize away :P
14-12-2008, 08:32 PM
kirgan: wow, awsome sculpt so far, the line under the pecks seems a little deep, and the top abs a little wide, but it looks amazing! keep it up
14-12-2008, 09:25 PM
Thanks for they head topology link. Here i what i have so far i am a slow modeler hopefully i will get better and faster.
hi all, done some more sculpting... The wings results to be more complicated than I thought. I also started with the shield (almost finished), axe and sword. I tried to apply a normal test to my low poly, but somehow it didn't work, so maybe I will need to use the low poly only... :cry:
kirgan, the upperleg seems a bit long to me... maybe because of the kneecap
buzzy, nice metal...
martin_x, are you using alpha's for those nice details?
14-12-2008, 09:52 PM
havent post much in awhile, been slowly picking away at the model and adding bits. hopefully get a chance this week to sit down and knock off the wings and the hair.
15-12-2008, 01:18 AM
Ok guys one more WIP before bed. This time the armour. He has a tabard on which you can see the ends of it at the bottom. The part that covers his chest will be painted on. C&C Welcome. Let me know what you guys think.
Paladin's Armour WIP:
15-12-2008, 02:07 AM
mies - Not a bad start. I think the calf muscle might be a bit high, at least in the side view. The biceps looks a little thick on the vertical axis as well, and I think, given his build thru the torso, that the shoulders could be ever so slightly larger.
As far as the face goes, the poly flow isn't bad at all. You've got the basic loops there, I would personally extend them another loop or two, but that may be a matter personal taste, and what you've got now should work alright.
As for making it look more Egyptian, when I think of Egyptian faces, I think of more delicate features, I don't know why, could be just a preconception on my part or having seen too many Hollywood movies. Try Google for some "Egyptian faces" and "king Tut", if I remember correctly, a couple years ago they did a facial reconstruction of him, you might turn that up. Round that chin out some too, you've got four row of points straight across, don't think I've ever seen a person with a chin that flat. ;)
lampshadehead - Nice concept. I agree with Buzzy, about which concept to go with, the cloth just doesn't feel as Death Dealer as the armor does. I would carry the horns over to the armored concept tho, Seems to be the signature Death Dealer feature that most of use are using.
Joseph Pomeisl - Ah yes, the frogs. I was working on polishing mine up a little more, but pushed it to the side in favor of new/other stuff.
Scroll looks great so far, maybe soften up the shadow on the inside, its kinda sharp, and I think it could have a longer fade, if you know what I mean.
You could try moving the cape some before baking, so you get softer shadows underneath it, or give the cape some transparency while you bake and then set it back to 100% opaque when you're done. That way you don't get the real dark/solid shadows, but you still get a nice shadowed area. Can't wait to see the rest of them, this one's coming along well.
YdoUwant2know - New wings are looking pretty good with the alpha test on them. Her thumb appears like it may be a bit long, take a peek at that, could just be the perspective tho.
roel - Yeah, definitely a nice start on your sculpt, and the anatomy does look pretty sound. Neck looks a little thick, can't tell for sure from that shot, but I guess the neck would need to be kinda thick toting around that helm all the time. I'm not sure about the skull on the wing. Looks kind of, awkward. Hard to find a means of affixing it there if you know what I mean.
Martin_x - Sculpt's coming along quite nicely. Seems like there's a little bit of a Giger influence in a few places, which is always cool.
dhin - That's shaping up really really nicely. Buzzy hit it on the head tho, feet do look long, and the flow in the torso could be cleaned up. What are you thinking in terms of hair for her?
Buzzy - Looks good, are you planning to have the detailing on the armor the same color or a separate color from the background? Whichever route you go, I'd make sure its easily readable, because its pretty sweet.
setschaos - Looking good, I really like that sword, tho I agree that the handled could use a little beefing up. Also, the gun barrel, com'mon man, that's weak...beef that puppy up. :p Take a look at the S&W 500 (http://images.google.com/images?gbv=2&hl=en&sa=X&oi=spell&resnum=0&ct=result&cd=1&q=smith+and+wesson+500&spell=1) for example, its pretty much the same gun you've got now, with a much meaner barrel. :cool: Coming along quite well tho, keep it up.
BiG ToE - Two swords, no shield then? Looks good, she's got a nice shape. I really like what you did with the toes of the shoes, keeping with the high-heels, but making them battle ready at the same time. I'm taking a couple days off from mine [to start on the pedestal], then coming back to make my final decisions as well, seems a good thing to do when you've got the time to do it.
x99x - Looks like a good start. Is your character wearing mostly cloth, or is a mix of cloth and plate?
omnicypher - You make it look easy that way. I'm not sure what you weren't liking about your last one, only issues I really saw with it were that the feet were seemingly too long, and the upper arm had a bit of an awkward curve to it.
Anyway, looks like you're off and running with this one, thighs might be a little thick, and arms [tho unfinished I realize] might be a little short, but otherwise I think its alright. Keep pluggin' but don't let yourself get stuck making base mesh after base mesh, pick one and go with it, sculpt it, and retopo it if need be. :)
Novian - I like your hammer. I can't tell from your image for sure, but it looks like his mouth is much too wide. [Remember the corners of the mouth should line up with the center of the pupils] Otherwise, looking pretty good, keep going. Latest update looks pretty good, tho the feet seem a little long.
kirgan - Looks great. I like how the face has come along. The fur down around the ankles is looking good. Can't wait to see this finished up, really solid so far.
MiyamotoMusachi - Head topology looks much better, looks like your really studied up on that. Well done.
FrZnChAoS - Looks pretty good. Arms might be a little short, could just be the camera angle tho. Maybe a little dense topology wise between the pectoral and the deltoid, and the skirt could certainly use some more polys, but I suspect you haven't really started to optimize yet. Coming along nicely.
15-12-2008, 09:26 AM
A samurai riding a mother eff'in bear, damn now that's hardcore lol. That one just cracks me up. Cant wait to see him finished, hes looking badass so far.
I finished my base up and still have about 2800 tris to do something with. Also hooked him up with a gun. Top gun is normal mapped ~1000 tris, bottom is highpoly. Threw some quick colors on it for the hell of it.
Hi Deadlyfreeze, cool design. Will he have something on his chest?
15-12-2008, 12:38 PM
Warlock: Thanks very much. Yeah I haven't touched the feet since last time. Trying to get everything blocked in then I will go back and tweak it all. Hope I will have enough time with the move and all. We get our keys to the house today! :)
15-12-2008, 01:08 PM
Deadlyfreeze: Looking really great. Any chance of seeing a wire? I'm having a hard time determining how dense I should be making my mesh.
Warlock: thanks for the pointers ^^ on the ehm chin part, i was thnking a egyptian beard. to put on it. not sure yet if i will but ive seen some very nice, very egy beards. and on the loops, ye i know. its not perfect flow. but im trying to find an optimum for low poly head. its not gonna be animated and not gonna use mesh smooth. thats why im trying with this little loops. though i do want to mention that i think that im gonna have some poly's to spare so that kinda backs up youre point ^^ im gonna look at the sholder arms and upper torso al together. might do them al over again. not very happy with it. the egy face..thats gonna be a big chalange. though with beard i think it would be much more egyptian. also the eye shadow ofcorce. Ill see what i can do.
novian: man u work fast! cant wait to see some textures :)
15-12-2008, 03:41 PM
Hi guys, im new to posting on 3dtotal but have kept track of all the lovely work being created, and it inspired me to join in this competition, so this is my progress so far, i have made a few facial models before but this is my first attempt at full body modelling, so any pointers would be awesome. O and will be adding body armour to this guy in the next couple of days. Going to do a few concepts of a nice looking weapon also.
Its a Dealer btw.
15-12-2008, 04:38 PM
Novian - that is an awesome sledge you got there. Looks well-suited for cracking skulls or laying railroad tracks.
kirgan - Looking great! Not much to say, looks like you know what you're doing and where you're going. But, I do think he needs cloven hooves.
mies - Head topology is looking good for such low poly...I think you could probably add more detail in the face, but looks like you still have alot of other work to do yet. Keep it up.
MiyamotoMusachi - Your proportions are not quite correct, but the topology and edgeflow is awesome. Good job so far!
roel - that's a much better angle to see your model. Looks real good. His wings look kind of "chunky" right now. The rest of the anatomy appears good though.
FrZnChAoS - Overall it looks great. I think maybe the arms are a bit short. Also, your edgeflow gets a bit messy and 'unorthodox' in places...like the shoulders and elbows.
DeadlyFreeze - Really nice. Great proportions, clean model. Can we see a wire? Pretty cool gun too.
g0zzie - Good start for your first attempt at a full character. Keep an eye on your topology. That is my biggest concern. The polys are way too dense down the middle of his body...and not nearly dense enough in his shoulders. Lowpoly game art is all about clean and efficient topology. It is one of the hardest but most important things to learn. Keep practicing though....my first full character was no where near this good, so you're off to a great start!
EDIT: I forgot to mention something. Thanks to those of you who commented on my metal texture. That shader is available to the public here on Threedy - http://forums.3dtotal.com/showthread.php?t=63244 (I couldn't resist a chance to plug my shaders!)
Here is a tiny update for my character. I've been debating what weapon to give him (any Death Dealer worth his salt needs a reliable weapon with which to deal said death). A few of you suggested I give some improvised weapon that exemplifies his size...so what better weapon for a giant zombie that an uprooted tombstone? Here's my quick first pass low-poly (the cross at the top will be where he grips it):
15-12-2008, 06:28 PM
Really cool idea Buzzy. Amazing how much it looks like a club or whatnot. Really cool, great choice:)
15-12-2008, 06:49 PM
Buzzy: lol thanks. It's been a stressful day and that made me laugh. Thanks for the positive feedback. I will be adding a cross to the front of the weapon and one on the "chain" hanging off of the handle area. Other than that its just about done.
gOzzie: Excellent first character first of all! You have alot of the right practices but I do recommend taking Buzzy's advice. Poly flow is important not only in the structure of the character but in texturing as well.
Try to make each edge and poly follow the "flow" of the body. I had a professor in college literally draw edges on his hand in (washable) marker just to demonstrate the point.
Now I don't recommend drawing on yourself as the neighboors might call the men in white coats but imagine those lines. Another trick to keep things as few as possible and still functional is start with one then add as needed.
For example for an arm I usually extrude once from the shoulder all the way to the wrist. Now obviously thats not good enough so then I make a cut at the elbow and set that roughly where it needs to go. Now I have 2 sections and most of the base in play. Then I add more cuts as needed to define the major muscle forms.
Another good tip to making armour is use the existing mesh to your advantage. By this I mean select the chest and then make a copy of that geometry. With that copy keep the major form but now you can add, delete, or edit the shape to look like a chestplate for example.
Finally scale the whole thing out a little and bam, chestplate done. If you are using 3DS Max a great modifer to help with this is the "Push" modifier.
Great start and welcome to 3dtotal!
16-12-2008, 01:49 AM
Update: Fixed the beard/hair. C&C are welcome. Let me know what you think.
16-12-2008, 02:21 AM
Buzzy: Do you write those shaders by hand or are you using something like FX Composer?
Here is the wire for those who asked...
16-12-2008, 03:39 AM
The shaders are written by hand.
Nice clean wires. He's probably thinking "Do these pants make my ass look big?" Yes. They do.
Great work so far!
:S i cant get the abs right..any1 can give me some tips in making them?
16-12-2008, 01:29 PM
mies: A common technique is to take 4-6 flat polys that define the abs area, select all the faces, and (on a per face basis, this is "By Polygon" in 3D Max) bevel the faces out slightly. Now you can make cuts to each pyramid looking shape to better define the outer border. Once you are all done these should faithfully resemble abdominal muscles, especially when smoothed (which you cant do in this instance but you get the idea).
Hope this helps. If not I can create an example tonight for you. Or if one of the guys (Im sure) knows what I mean maybe they can show you.
Progress... Time to start on the hair, and Flute and stuff.
16-12-2008, 05:38 PM
dhin: it could just be me, but her knee area looks to be skinny, like too skinny.
16-12-2008, 06:16 PM
I'm awful at sculpting. Sorry for the lack of updates, been busy with pre-vacation school stuffs.
16-12-2008, 06:19 PM
I pretty much love everything about your guy, default.
Novian: Ye, that was what i figured to when i tried at first but it seems so weird. ima just keep at it and see what i can do..thnx anyway for ur advice :)
Thanks ToE I'll look at them.
Hi all, small update on the death dealer. It's a normal map test and a small color test. The blue will be almost black in the end (with some red tatoos)... I'm not very good at normal maps nor texturing, so critics are more than ever welcome!!
PS sword normal is not done of course.
17-12-2008, 01:45 AM
Roel: Keep an eye on those horns, I think that if you made them quite a bit more slim at the ends, that it would produce a better overall quality. As it is, the first image his left horn (our right) looks a little fat at that angle. Just make it skinnier and you're golden. Keep it up!
17-12-2008, 09:11 AM
I hope all of you can finish on time, because there are a lot of good looking projects.
I will probably not finish this one, cannot get the model to look (/"feel") like I want it to. Still learned alot again and that is the reason I am doing this anyway. :haha:
17-12-2008, 03:10 PM
roel: I think it's time you tossed a smoothi group on your model.
thanks for all the help. setchaos, yes will make the horns sharper. big toe, I set all the polies to smooth 45 (except feet)...
17-12-2008, 09:24 PM
Well, thanks to being snowed in up here in the great frozen north I had time to start a healer character.
I'm going for something a little cartoony...minimal amount of armor, suitable for foot travel, and a few accessories.
I still have around 2000 tris left for additions/changes, so any and all Comments/Crits welcome.
18-12-2008, 03:49 AM
There are a lot of interesting entries so far. Well, itís better late than never. This is my first post here even though itís said I joined in 2006 (I totally forgot that I had an account here). Anyway, hereís some ideas for my healer character. Iím not sure I can finish it on time. Still, Iíve been itching working on new project. The first one was a sketch that I did for DW 3 but I dropped it soon after because there were so many design issues. Not sure if I'm gonna model this one.
The new ones:
18-12-2008, 04:03 AM
ill comment on everyones stuff tomorrow. you guys are too fast for me.
here is my update.
18-12-2008, 05:18 AM
roel - I agree that you need to set everything to the same smoothing group, not just auto smooth. Normals exported from zBrush require the lo-res to have a single smoothing group. Faceting aside, its looking good. The shield looks really cool.
ianchaos - Very nice. I think the arms look a bit crooked, but I really like the character. Welcome to the competition and good luck!
silent_fox - welcome to Threedy! Those concepts are very dope. I really really like that last one. Superb. Good luck in the comp.
ryvick - Looks like you have alot to do still, so I'm not going to comment too much. I definately like the simple cartoony design so far but it doesn't read as a "Death Dealer" or "Heavenly Healer"...just looks like a cool character. Maybe thet will get worked out as you proceed.
Messing with proportions alot. Texturing still not done:
18-12-2008, 10:33 AM
I'm sorry guys and and gals....but i have to pull out of the comp.
Just dont have any time to spare....
learned a lot and i do keep checking on every bodies excellent work.
so good luck to every one and hopefully i can join and finish some other time.
18-12-2008, 01:52 PM
Strict9 : yeah sometimes you start something good but life gets too busy and unfortunately you have to adhere to life's rules. hopefully next time.
Buzzy : yes true i am still working on it, just wanted to show what i have since everyone is running with these things and i am still on the way start. your character is looking really great, i like the armor detailing it has. for some reason he looks naked since there is no armor uptop. maybe a helmet or a shoulder pad? monocle? ;P love the tombstone weapon btw.
silent_fix : just like your name, silent but cunning. those concepts look really cool. would love to see an iteration done in 3d. i can see where it could be too problematic for the first image but still amazing stuff.
ianchaos : i like his weapon thats very unique. his arms might be a bit weird, his biceps part are too round (ballish form) and then the fore arm is too long even though the whole arm length is right. why does the hoody have three layers on his shoulder? is that a special hoody? he has a very evil grin on his face thats a bit creepy for a monk but depends on what his attitude is. the book, the napsacks, the frill the shoes the chest looks in form.
roel : as everyone has mentioned already, smoothing groups to get the best out of your normals. otherwise it looks good, i like the shield.
defaultalias : very cool. wouldnt it be better to make his sculpt with the mouth open? i guess you could do it this way to but then his insides would come out without normals unless u plan to make it into a separate sculpt object.
dhin : your edges are well placed at a lot of points e..g hip curves, feet. i would reword the arms and those knee area. the arms look really thing comign out from the shoulders and the knee area gets a boxy thin look. the clothing and the armor looks well placed. is she going to be bare feet?
deadlyfreeze : thats is really cool. looks futuristic, are you going to pull a final fantasy look to him to have him look mecha but still a holy warrior type feel? very nice edge loops and hidden verts at the joints. i can learn from this good job.
Novian : i think you have more polys to play with than you currently are using. why not invest them more in the face. you have a good shape going but if you add more polys then your hard edges would disappear as well.
gozzie : you got a good character going on for someone who doesnt make characters. i would work on the head to be a bit bigger, right now it seems like a rat n not a wolverine type. the three fingers might make him look like an alien. the feet are made good, the lower legs back muscle (triceps?) have a hard edge going on it, it could work in favor or not depending on what you make out of it (fur sticking out) the middle area on your character has too many polys where not needed, your probably using symmetry so its fine for now but when finallizing try to remove the extra polys there. try rotating the head down a bit to give it a menacing look, more like an animal. keep at it.
Rest of you folks are doing amazing stuff as well. i didnt scroll all the way back to when my last post was to see who i missed but great stuff.
18-12-2008, 03:23 PM
ryvick: Thanks. Yeah I have been making alot of optimizations. I am just about done the actual modeling now it's down to smoothing and getting the mesh ready for unwrapping. Should be an update on Friday, as soon as the cable guy comes and installs it at the new place. My job tommorow is easy; wait around for everything to be delivered. :)
18-12-2008, 04:01 PM
ryvick - I totally agree about him looking naked up top. I've slowed down my updates this week because I've been trying to fix that problem. I tried a few helmets but all ended up looking almost comical on him....I'm going to try a crown today....and maybe a pointy executioner's hood. I would like to avoid more armor covering his body so I've been looking at alot of headgear.
18-12-2008, 04:11 PM
how about a neckgaurd, something like a dog collar. your model wont take a hit from hiding anything that way.
18-12-2008, 04:44 PM
Apperciating all the nice remarks to my project, And soaking in all the advice from you guys.
I have made changes to the number of polys on the chest area added a few to the back and i will be adding more polys to the arms and legs tonight. Ive been testing details in Zbrush for the bump map just so i got an idea on the looks and techniques for the final model.
Thanks again and loving all the work everyone has been doing,
Keep up the hard work <3
Added a few Quick armour models to show the kind of theme im looking at for the armour.
Ive adjusted the height of the head and the scale also, making the neck longer and more broud. I scaled the hands also.
18-12-2008, 04:46 PM
Buzzy: I like the dog collar idea, but I am thinking how about more like a collar with a broken chain bit hanging from it. As if he escaped from somewhere.
He looks like the sort of chap that is under careful watch less there would be a high number of worker's comp lawsuits in the immediate area. :)
18-12-2008, 04:49 PM
i agree with novian, it seems liek he is a trained killer that cannot be controlled.
gozzie : nice fix. i would still work around the head, it sticks out like a pez dispenser and it shouldnt do that. also three fingers? really?
18-12-2008, 04:49 PM
gOzzie: Looking great man! Thats the point is to learn and grow which you are certaintly doing. Your poly flow has most certaintly improved. Everything looks fairly evenly spaced now which is awesome. Looking foward to seeing the rest of his armour.
18-12-2008, 05:36 PM
ok well the reason for three fingers is because i didnt want to make a 5 fingered hand and have it look poor, so i thought a three fingered hand would be an easier start :P. thanks for the comments novian and ryvick
19-12-2008, 12:53 AM
Alrighty! Had a little bit more time to work on the dealer! Coming along slowly.. I haven't done alot of modelling in a while and I'm not sure how many polies to use so I think I'm being a bit over conservative.
Right now we are sitting at about 3257 Tris. I think that should leave enough room for the armour. And the armour should cover the point-ier parts of the body.
Also.. not sure on the best flow to attach the arms. I'm having a hard time picking up how to do it from other peoples screenshots, but I'll give it a try.
Don't be afraid to tell me how to improve this bad boy :D
19-12-2008, 01:53 AM
DeadlyFreeze - Thanks. :) Your model looks great! Looks like the normal for the gun came out rock solid. Flow and shape of the body are looking solid as well.
Novian - Yeah, moving's always a real trip, I hope you do get the time to work on your entry with all the goings on.
mies - The beard will certainly help sell the Egyptian look. The edge loops in the face are a nice habit to get into, even when you don't intend to animate the face.
g0zzie - Welcome aboard. Certainly not a bad start for your first full character by any means. Looks like you've made all the right changes so far, the flow's looking much better now. You could always bump the hand up to four fingers if you wanted, most people won't notice its only got 4 at first glance, and its slightly more poly efficient than the full 5 fingered hand.
dhin - Looking good, I'm looking forward to seeing her gear as you get that modeled. Did you ever decide on a mount or not for her?
defaultalias - I'm sure there's a lot of people out there that wish they sucked as much at sculpting as you do. :p Looking good really, I love those chompers of his.
roel - Not bad, the warm of the orange plays nicely against the cooler blue/purples as you have it now. You might not want to go too dark with the skin, black [or other suitably dark colors] can be difficult to pull off in CG some times.
ianchaos - Pretty cool. You might want to try a larger head. For some reason as it is now, it feels almost like his head it trying to be normal, maybe an even more pronounced jaw would work.
I like his weapon, looks like it'd be equally well suited for whomping some righteousness into ne'er-do-wells as it would be for working on his biceps. I would make the ends of his wepaon a little bit larger to really sell the style of the piece.
[B]silent_fox - Your first design is pretty cool, but it is a bit complicated, maybe too much so, and truthfully, I think I like bottom right of your two new concepts much more anyway. Sweet sketches, I'm certainly looking forward to seeing what you come up with. Welcome to the party.
ryvick - Looks good so far, carry on. :)
Buzzy - Would seem your tweaks to his proportions worked. He looks a bit more weighted now. I like Novian's suggestion on the broken chain collar, and you could always add cuffs to the wrists with broken chain as well if just the neck doesn't balance it out enough. The crown you suggested might be really cool as well, I'm not sure on the executioner hood tho, kinda need the axe to go with it, and you're already got a sweet weapon.
strict9 - Its unfortunate you've have to withdraw, you were off to a really nice start on your mini DeathDealer. :dunno:
lampshadehead - Body looks good. As for ideas about attaching the arms, there seems to be numerous different approaches for that, and they all seem to work different for different people. I think in any case, you'd be better off with the arms either at a 45 or straight out in the "T-pose" [T-pose probably being the easiest]. I don't think I've seen too many people model them in the straight down position. I modeled my samurai's arms a little too much in the downwards position this time around, and I've consequently got a bit of a jumble of polys in the arm pit that may lead to trouble down the road.
19-12-2008, 04:57 AM
Thanks for the comments, guys. I think the first one is too complicated so Iíll probably stick with one of the latest ones. I kinda prefer the left one because it might be simpler to do (I just need to redesign some part). The left one is definitely more interesting but the hair might be tricky.
Buzzy: I know itís not finished but I really like how the armor turns out. Looking forward for the final texture.
ryvick: I like what youíve got so far, especially the head. Looking forward to see more. You could probably define his wrists more.
Ianchaos: Looking cool! I like his weapon but his hands/wrists are probably too long imo.
Lampshadehead: if heís wearing gloves you can just leave the arm like that and extend the base of the glove and make it flared out. Just make sure you hide the gap.
g0zzie: Nice start. You could play around with the proportion more, like extend his forearm to make it look stronger and less stubby. Also, It might be helpful if you change the topology around the pelvis/thigh area to make it look more like underwear line. That will make it easier for posing/deformation. I think you should straighten his legs more because they look a bit crooked. Some people just model the legs straight because in some cases, itís easier to animate and rigg that way. Anyway, you're on the right direction.
19-12-2008, 07:37 AM
Lost my file i have to start all over again good thing i have winter break so i get to work on this. After studying alot of mouth anotomy Here what i have for now until tommorow. Anyone can post a eye anotomy i suck at modeling eye correctly.
19-12-2008, 08:13 AM
ryvick: I was going for a futuristic cyber pop with magic type thing. Ive never played final fantasy so if its like that then yes lol.
finally finished modeling, normal mapping ahoy.
19-12-2008, 09:31 AM
Just a quick post up of the evil twin so far... Lost track of time so I'm going to bed now... God work is going to suck today...:xx:
19-12-2008, 01:40 PM
strict9: that's too bad:( Maybe if you find he time you could throw together the final presentation anyways - hope all is going well with you.
g0zzie: I agree with silent_fox. Keep it up.
YdoUwant2know: ...i forgot that you were doing two...the hotpants don't come off(oh dear) as evil/fiendish. Maybe combine the boddess with them, but with more of a bikini bottom appearance? Excited to see how these turn out.
Cool character, DeadlyFreeze:)
Started working on a couple of dealer characters, think I know which one I'll go with. Still trying to finish the Seven - I'm fond of the concept so I don't want to rush it, it's possible that they won't get entered at all but saved for later.
Keep it up everyone!:)
19-12-2008, 02:14 PM
lampshadehead:take a good look at your characters neck, when it starts to look too long, shorten it. What I'm saying is, most helmets that cover all of the face, come close to touching the chest/shoulder area. Yours has a way to go. If you bring the whole head/neck down a smudge, you should be golden. As for attaching the shoulders, I was told/seen that the flow of poly's coming from under the peck, should flow up and into or over the shoulder. it's not the best example but this (http://i55.photobucket.com/albums/g129/DJBiGToE/030-2.jpg) is also another way to do it. And the back (http://i55.photobucket.com/albums/g129/DJBiGToE/031-1.jpg)
19-12-2008, 03:20 PM
So i decided along with some helpful posts to make a 5finger hand modified from the 3 finger hand. done more of the armour, moved lower legs out more, changed the position of the forearms, now ill model a weapon and take it all into Zbrush for the normal map.
Just like to thank everyone who is taking there time to remarking on the work and giving productive advice, Cheers.
silent fox: thanks for that diagram, i tried adding a 6 pack and muscle geometry to the pelvis area but i didnt agree with my own modelling of is so i scrapped it, i will work on it more tho until i see something i am liking.
I think he needs something around his pelvis area, any suggestions?
19-12-2008, 05:24 PM
Been working away at mine but since i'v been home not had much time and having to move between comps everytime i need the net etc but my char is almost done here's the checkered map just after doing the uv's but shes pretty much finished now so going to start the pedestal.
19-12-2008, 06:32 PM
Thanks everyone, and thanks BigToe for the wires, that helps quite a bit.
@Warlock - I haven't had anytime the last few days to work on her, but yes she'll be barefooted, and I'm thinking I like the idea of a Stag type creature for a mount. Though I am still mostly undecided. I really have to get the time to get back to work on her. Good news is I just started my Christmas Vacation time. Bad news is I'm DMing an Epic tomorrow night and really have to prep for it, (you want death dealers, I have plenty of ideas for them that I'm setting up for that :evil:.)
19-12-2008, 08:32 PM
After a short break... an Update!
Mapping is coming along nicely, if slowly.
19-12-2008, 09:36 PM
MiyamotoMusachi - Shame you lost your files. Can't really see your flow, but the shape of the new mouth is really nice, would seem you've got it down pretty good.
DeadlyFreeze - Before you get too far into the next phase. Take a look at his fingers, they seem like they might be a tad short. Looking good otherwise.
YdoUwant2know - Lookin' good, can't really see anything to crit, tho I tend to agree with Joseph that hot pants might not be working. Maybe one of those skirts, that's about the equivalent of a belt, in conjunction with said bikini style bottom would work?
...it's possible that they won't get entered at all but saved for later. ...a sad day that will be if they're not in the final entry thread. Perhaps if you can't get them all finished in time, you could enter just those that you do. And always keep in mind, if you have to rush them just a smidge to make the deadline, you can always go back after and make 'em pretty later on.
g0zzie - Looking pretty good. That shoulder pad might be a bit cumbersome tho. Might not hurt to scale it done a pinch. You can probably get away without modeling the abs, unless they're super-defined and on the right character, they're not going to break/alter the silhouette much if at all, so they can be just easily done with normal maps/textures. A skirt/kilt type thing would probably work if you wanted, your armor is kinda gladiator-esque.
On a side note, I'm guessing your character is going to carry some sort of shield in his left hand? [Seeing how heavily armored his right side is.]
dhin - Sounds good. I'm looking forward to seeing what you come up with when you do get a chance to get back down to it.
Firehazurd - That looks pretty good. Style seams consistent so far. The bump/normal map on the nose might be a bit much. Deep wrinkles across that part don't seem to make much sense, if you know what I mean. Coming along nicely tho.
19-12-2008, 09:43 PM
...the hotpants don't come off...(oh dear) as evil/fiendish. Maybe combine the boddess with them, but with more of a bikini bottom appearance? Excited to see how these turn out.
I can see your point, but I would be more inclined to actual turn them into full pants than bikini bottoms. I don't know.. I guess I just don't subscribe to the whole "the less they clothing they have the stronger they are" stuff. But I will play with it some and see how it turns out. Never hurts to try.
EDIT: Just saw warlocks post... Um... guess I really should take a look and see what I can come up with...
Right a few things I forgot to wright down at 5:30 in the morning.
I wanted to say thanks to everyone for the suggestions, I did go back and remake the hands a bit. the thumb was a lot worse that I thought it was. I shortened the thumb, lengthened the palm and just all around tweaked the hello out of it. It looks good, and uses less tri so win win. I also redid the wings again. Yeah I know... I'm a perfectionist. Plus I was trying to set them up to be easier to rig. They do not look too much different. I just extended the line of feathers all the way to her back.
Otherwise, I'm calling the healer done for now. I have everything unwrapped (using 2 1024 maps) and should start on the textures such some time next week. I want to try to get all of the base models done this weekend so I have two weeks for high poly/normal mapping and texturing.
Looking at everyone's work, there is not too much I can say that Warlock has not already pointed out (thanks again by the way).
BigToe: It looks like the cloth you have on her left side is 3d. You could cut a few tri by using just a flat plane. You could use those tri to add another few contours lines to it so it will animate more fluidly.
MiyamotoMusachi:That sucks. I've had that happen once. Lost a project I had been working on for several weeks. It was devastating. Since then, I always save multiple versions of my work as a go along. That way worst case you only loose a few hours worth and not everything. Generally, every time i finish something important. I save another version. (currently have about 15 increments for this project alone) At the end of the day I also save the most current version to a secondary source. A bit of extra work, but worth it when you have a come back to a project and find the file somehow corrupted.
DeadlyFreeze I really like what you have so far. The weapon is a nice addition, keep up the good work.
19-12-2008, 10:27 PM
...currently have about 15 increments for this project alone...
I'm pretty psycho about backup and iterations. I believe my most current file is something like "Body52_05c_12" My working folder for this project is probably near 1 gig. I think my barbarian's folder is a few gigs.
g0zzie: Looks much better with a full hand. And that armor is looking cool too.
DeadlyFreeze: Your character is looking really sick. I really want to see some textures and normals.
YdoUwant2know: I see nothing wrong with the hot pants.... a bathing suit-shaped bottom might be better, I don't know. But, she needs garters...in fact, all girls should wear garters.... curse the man who invented elastic nylons! Otherwise, her shapes and proportions are nice and the modelling looks good and clean. Her arms might be a bit short though.
silverflame - looks decent, but its really hard to tell with all the checkers. Can we see and regular shaded version and maybe a wire?
19-12-2008, 11:41 PM
More! Here's some progress. Got some arms on there.. no hands just yet but they will have to be the next thing. Also angry-fied the helmet, Grr! Also threw in a wicked scary axe that's pretty much exactly like Frazetta's.
right now sitting at 2759 tri's with the helmet, body, and axe.
Suggestions or comments always welcome
20-12-2008, 04:46 AM
Well, thought I'd share the other two just in case I end up using one of them. Both are about halfway modelled. I like all three options; kinda why I think there's trouble brewing for me with the deadline.
The big guy needs forearms and hands finished - the girl needs hands and clothing, the top of her head's flat cus of the screengrab. About a 1/7 complete on the Seven.
20-12-2008, 05:03 AM
Joseph Pomeisl: Cool updates! I really dig the big guy. But I think the girl's rib cage is probably too small (not sure if it's intended). Look forward to see more.
20-12-2008, 06:03 AM
After some playing around with the shorts, I turned them into pants. With a slight change to the boots, I think it was the best solution. I Added a few features that are not finalized yet. The idea with the glove and horns would be that they are things that she collected to make herself look more demon like. (hence the different horns) She also has a whip that she can attach to her belt that will look like a tail when it hangs down. While I do have it modeled, it is not rigged so it the significance kind of is lost. The model is sitting at about 4500 tri right now. With what I used for my healer, I have about 20-25 tri left. I can still optimize a few area's if I need more, but I think I am close calling them done.
a bit of explanation on the back. When textured, there will be straps binding the shirt on. I wanted to leave the back as open as possible because of an idea I have for a back tattoo. In addition to the scars from where the wing were cut off, she will have a full back tattoo of wings. well that is the idea anyway. We will see what actually happens.
20-12-2008, 11:01 AM
Here's the clay and wireframe of the model, texturing is done along with normal maps etc but my dads comp blew up yesterday so everything all up in the air whilst i try to sort it :(
20-12-2008, 11:16 AM
its been a while since i worked on this project, ive been busy lately, but i might go in another direction with this. i might ditch the 3 low poly characters for a single high poly character and i might make it tough yet still represent good. maybe a futuristic approach might be interesting, with a big weapon.
20-12-2008, 12:57 PM
i thought about the "using up power until they turn human" idea and it led me to electrical/mechanical assistance. in other words, a hot chick in an exosuit holding a minigun and a ton of ammo. hopefully this idea will waste alot more of the tri budget. heres the concept so far:
20-12-2008, 01:39 PM
Joseph Pomeisl: The big guy is totally cool. Really diggin the spikey bits :) The girl is coming along pretty nice as well!
YdoUwant2know: That's looking really awesome. I think going with the pants was the right move. I can't suggest any improvements, really clean modelling and I like the back story. Can't wait to see it textured!
silverflame: Great Modelling. I like that clay render alot. What is the thing hanging on the chain, an octopus?
omnicypher: lol, that's an interesting idea. Just remember that she'll have to have something that makes her instantly identifiable as heaven's healer ;)
20-12-2008, 06:19 PM
silverflame: Great Modelling. I like that clay render alot. What is the thing hanging on the chain, an octopus?
Thanks :) this is my first organic shape and low poly mostly been doing high res product modelling for uni. Yes it is an octopus well kinda it's more a stuffed toy kind of artifact that couples with the coral staff
20-12-2008, 06:30 PM
YdoUwant2know: the lower leg looks to be bigger and thicker than the upper leg, in the side view.
20-12-2008, 06:35 PM
Here's a quick color test with a hazy normal. I'll sharpen it up with diffuse when I get to the detailed color map.
20-12-2008, 10:30 PM
setschaos: the arms seem too long, maybe the upper and fore arm could use some shortening? Really great sword design.
Finished one today - 6 to go. Painting shouldn't take quite as long on the rest of them; have a descent system now. Plus, I basically painted her twice...I guess we'll have to wait and see how it goes. Bummer, I thought that compression issue had been resolved - could it be from half-sizing the original?
21-12-2008, 01:54 AM
Joseph Pomeisl Looks great man! Keep it up, the only comment I have is that in some of the screen grabs, the breasts look a little low. Maybe try to schooch them up a bit. I took your advice and shortened the forearms, Model is fully rigged now and I'm working on a pose, then ill work on the final texture job. Updates tomorrow.
21-12-2008, 02:07 AM
lampshadehead - Looks like you did a good job attaching the arms, And that is a wicked axe...even if it is the same as Frazetta's, its still really cool.
Joseph Pomeisl - That is a really cool design for the demon guy. I love the horns and the big ears...and his overall shape is cool. Your topology is a bit wonky in some places though, but it works well enough. The finished girl looks great too. Awesome glowy staff.
YdoUwant2know - Looks really awesome so far. Low-rise pants are a good way to go. I love the horns (especially how they're asymmetrical) and she's got cool hair too. Her arms are maybe a little short (did I say that already in my last post?)
silverflame - Pretty nice overall. A few areas could be tweaked - her feet look rather square and her hands seem very flat. That wierd octopus...mandrake root....cuddlefish thing on her belt is cool...what is that supposed to be anyway?
omnicypher - Very cool concept....but its a little late to be starting a new character from scratch, isn't it? Good luck. You'll be my hero if you can finish it!
setschaos - Hella awesome sword! I agree that his arms are perhaps too long...the feet look really big also.
Here's my finished weapon...freshly uprooted from the cemetary. (I realize this is a completely impractical weapon....marble is entirely too brittle....but it looks so cool!)
21-12-2008, 04:28 AM
The way I see it, it'll only take one blast from that thing to get the job done - I'm sure there will be plenty of mileage:) Man, that's the coolest weapon idea...even if it is desacration.
21-12-2008, 04:30 AM
here is my update. will comment on everyones tomorrow.
21-12-2008, 07:57 AM
Here what i have so far tommorow i will be done with ear and body.
21-12-2008, 04:33 PM
i started playing around in zbrush to test out some details and color scheme:
21-12-2008, 08:57 PM
starting to texture:
21-12-2008, 09:44 PM
Started work on this evil guy. Many things on the model are incomplete, but I wanted to throw up what I had.
21-12-2008, 10:54 PM
Hey guys I'm still in this no worries. Warlock thanks for you comment. I'm glad to see some folks are looking foward to my entry as much as I am. :)
Sorry I haven't commented much, been busy unwarpping my model and opening boxes. We got all moved in yesterday and I am so sore. I will hopefully be done unwrapping this week. Looking good guys! This will be a great comp.
22-12-2008, 01:48 AM
Buzzy: Thanks for your compliments :) That weapon IS totally awesome. No self respecting death dealer would be caught showing any respect for the deceased and that club proves it, lol.
Big Toe: I love the texturing and the strips of cloth going around. Getting better all the time.
22-12-2008, 03:10 AM
lampshadehead - Looks good. Looks like you've got the arms attached sans too much further trouble. Axe looks good.
Joseph Pomeisl - Ditch the chick, that demon is freakin' cool! I suppose if you've got something as cool as that demon, letting the seven slip till later wouldn't be all that bad. I'd love to see you manage to get them both wrapped in time tho.
Your mage turned out pretty good. I'm not entirely sure what compression issue you're talking about, but you could always try a little bit of a "sharpen" filter, that works sometimes when you're scaling something down.
YdoUwant2know - Pants issue would appear to be solved. Looking good. I like the idea for the tattoo. Hair looks good.
silverflame - Looks pretty good. I think you could probably take quite a few triangles out of her top, if you were so inclined. Its really a pretty good model for your first attempt at a human figure. Well done.
omnicypher - I like the new idea. I get the impression she'll be a dealer? In which case, I like that take on it. Good to see we have a couple entires that didn't fall into the same fantasy route a lot of us did.
Sculpt looks pretty good so far. You might want to increase the thickness of the armor some yet tho, its looking a little more like body armor right now rather than a power/exo suit.
setschaos - Not bad. I agree, the arms do look a bit long, and I think its perhaps accentuated by the legs being a bit short. Hard to really say from that angle, but I think you should give his proportions a quick once over.
Buzzy - Weapon looks great. I wonder if you couldn't push the contrast between the stone and weathering just a smidge more? Lighting could totally change that tho and it might separate enough, so I guess I should hold off judgment till we see what you've got going on there.
ryvick - Looking good. The neck where it connects to the back of the head looks a little weird. Wrinkles look good. Could use some pockets yet maybe? [Don't know if you're going that direction or not] I like the face so far, simple but pretty cool.
MiyamotoMusachi - Looks good. Nice looping. You could probably clean it up some, there's quite a few edges running down thru the nose, and maybe a loop or two too many around the mouth. I wouldn't worry about cleaning it up yet tho, sort out the rest of the model, then come back if you need more polys later on. Nice work so far.
BiG ToE-3DT - Nothin' to say really, looks like you're off to a good start. Colors are working. Keep going. :)
22-12-2008, 11:04 AM
it was just supposed to be armor, the exoskeleton i will build later as a separate unit that she can disengage from at will. everyone seems to think that she doesnt look enough like a healer, so i might make more of a futuristic nurse in an exosuit. right now im at 3284 triangles.
22-12-2008, 01:53 PM
I so wish to join this comp guys, but its too late now, I wont finish a model in 2 weeks....
well gonna give a try, who knows...
congratz for everybody!
22-12-2008, 11:15 PM
23-12-2008, 11:47 AM
Martin_x: Nice work! Only two things seem a little off to me. The hair on the mane, tail, and the bottom of the legs where it meets the hoof, looks like Play-Dough spagetti a little. I know hair is a ***** in ZBrush though. And something is throwing me about the neck. It might be the angle of the render though. Awesome work guy, truely. Looking foward to seeing this bad buy painted! :)
As a side note, I finished unwrapping the mace. I am hoping to lay down a bse color for that tonight.
23-12-2008, 02:31 PM
funkdelic: 2 weeks, plenty of time, for you.
23-12-2008, 10:36 PM
lately ive been focusing too much on organics and not enough on hard surface mechanical parts. i understand the principles of practical engineering, but i dont know much about the aesthetics of it. ive seen alot of futuristic tech with random polygonal shapes beveled out of the surface, which looks good from afar, but doesnt seem to have much practical purpose. i would like to design a futuristic armor of molded plastic/machined metal parts, put together in a logical/practical way. ive been searching for days, but its difficult to find good examples, so im thinking of turning to actual products, like vacuum cleaners, cars, speakers, desk lamps, and computer mice, then mix some of those features with sports/military armor. the only problem is that the research/concepting phase might waste too much time for me to finish, but then again, it wouldnt be the first time thats happend. plus at this point in my career, learning pays more than doing anyway.
25-12-2008, 06:41 PM
MERRY CHRISTMAS everyone - hope you and your loved ones enjoy each moment together!
26-12-2008, 04:03 AM
Merry Christmas :D
26-12-2008, 07:56 AM
omnicypher - Ah gotcha on the armor/exoskeleton. Looking good. Her feet are lookin' a tad large, in the side view, might want to check them. There's some crazy vacuum cleaner designs out there, I'd imagine you could get things sparked with them.
funkdelic - I hope you can manage to get something thrown together in time. Go, go, go!
Martin_x - I agree with Novian, that you could probably stand to have another go around with the hair bits, but otherwise sculpt looks pretty good.
I think the head is a touch small. I'm not really sure of the proportions of a horse, but I think that may be what's throwing Novian off; it's catching my eye a bit as well.
Christmas is over now. Put your new toys down and get back to work! They'll still be there January 7th. :p
Seriously, tho, I hope you guys have gotten to enjoy your holidays, and a belated, Merry Christmas [etc] to you ya'll as well. :)
Anyway, I got my modeled finalized, I think, mostly, probably. Comes in at 9995 triangles right now, loaded the bear up with alpha cards for fur, hopefully I can do something nice with them.
Got the UV layouts squared away as well. 4x 1024≤ maps: 2 for the bear, and 2 for the rider. Little higher texture res on the rider than the bear, hopefully that isn't too noticeable in the end. Texture time for me I reckon.
26-12-2008, 09:30 AM
Xmas sure sucked up a lot of time that's for sure.
@warlock tex size was max 2048, you going to have to make those 4x512.
preliminary norms and some color...
26-12-2008, 12:08 PM
deadlyfreeze: 4 1024 maps can fit into a 2048 just fine. your sculpting is comming out nice and the textures on the face are looking good.
now that christmas is over, i can get back to work on this project. heres some sculpting ive done for the armor:
26-12-2008, 01:58 PM
Martin_x: I think the problem with your horse is the thickness. Hes a big boy, must be hitting those weights. See if you can slim him dowm some, just in the body. That should help make the head match.
DeadlyFreeze: hop on into photoshop, make 2 new scenes, one 2048x2048 and 1 thats 1024x1024, fill the 1024 with a color. Copy and paste it into the 2048, now see how many you can get to fit in there.
26-12-2008, 02:15 PM
Martin_x: I think that horse looks great and the proportions may be just fine. It could be that the proportions look a bit off because the screenshot is taken with an orthographic camera
26-12-2008, 11:03 PM
this is some sort of witch craft
27-12-2008, 02:10 AM
this is some sort of witch craft
...well, as long as you're not wanting to burn me at the stake, its all good. That could really put a hindrance on my abilities to complete this, and future projects. :p
Your model's looking pretty good so far. Face and gun look fine, can't wait to see how that shield turns out.
omnicypher - Your sculpt is coming along good. I think you've got a pretty good feel for the armor now. I like the use of the red cross on the back, tho, sadly it'll be obscured by any kind of backpack, so maybe you could add it to a few more places?
27-12-2008, 04:09 AM
Here is an update.
27-12-2008, 04:36 AM
testing out the normal map:
27-12-2008, 07:32 AM
nice big toe. Here what i have so far because maya acting gay on me.
really like the normal maps big toe.
im out guys cant work on it anymore. thnx for the tips and tricks and good luck with each and every1's work. its al very nice..
27-12-2008, 03:40 PM
Agent-X: That's looking really nice. Are those wings coming out of his back, or out of the back of his arms?
Big Toe: The normals on the cloth are especially wicked.
On my own model I'm having a bit of trouble getting the armour to sit on the body right. Also I'm having some trouble modelling it so it's low poly enough and still looking good. I got some normal mapping done but when I apply it blender acts a bit funny and the lighting on the model gets reversed... Hope to have another screen soon :)
27-12-2008, 07:44 PM
lampshadehead, yes, its coming out of the back. Heres a back shot.
27-12-2008, 09:45 PM
I'm pretty psycho about backup and iterations. I believe my most current file is something like "Body52_05c_12" My working folder for this project is probably near 1 gig. I think my barbarian's folder is a few gigs.
it's happened to you too then :D
i make a save every third click and an interative save every five or ten of them.
27-12-2008, 11:19 PM
Hey guys I know its been a while since I last updated. We got all moved into the house and I have officially spent more money than I ever care to on it so it had damn well better look awesome! lol
Back to business, here is the shield with base colors. I am slaving away at unwrapping the Paladin. The mace is also unwrapped. Paint updates tommorow night.
As always C&C are welcome. Please let me know what you think and how I can improve:
Hope everyone had/is having a happy and safe holidays!
27-12-2008, 11:50 PM
28-12-2008, 11:29 PM
28-12-2008, 11:31 PM
Hello everyone, hope all is well. Have a nice amount of free time at the moment so I decided to hop into the challenge.
Plan on making a healer character, quick concept :
The models you guys are making are coming along pretty sweet, looking forward to seeing them finished.
29-12-2008, 02:33 AM
29-12-2008, 04:19 AM
havent had a chance to really get cracking on this with the holidays and what not. so heres my current progress. will be tight to finish on time. almost done modeling, just wanting to rework the wings and a few more details and it should be good to go.
all my grand plans seem to have unraveled... hopefully this next week will be better for me. I've had no time to work on mine at all.
Though everyone else is doing excellent. I'm liking what I see.
29-12-2008, 01:41 PM
I've been away the last week on holiday so I haven't had alot of computer access. In fact, I'm still on holiday but I managed to get on the internet. That's why I've had no updates for quite a while. But I should still have no problem finishing my entry.
I don't have a ton of time to comment, but alot of these entries are looking super awesome. Great job everyone so far!
29-12-2008, 08:24 PM
FrZnChAoS: Your entry is looking sweet! Great modeling on the body.
29-12-2008, 10:21 PM
Coming along slowly, need to up the pace though... less than a week left.
Getting a strange artifact with my bump map. The circled area does not fall on any sort of seam and is basically a straight line in the map. I wonder if it's a weird multiple light source thing... Anyway, it's not really a major thing, I just thought it was strange.
Looking good everyone!
30-12-2008, 05:02 PM
Firehazurd, from the looks of things those uvs are wrong because it looks like you projected the shirt from oneside only perhaps. The reason I say this is because those wrinkles are opposite of eachother on the sleeve. You have to project from both the front and back. Either that or flip the uvs on the backside horizontally I believe will fix that as well. Regardles, I totally think it is deffinitely something having to do with your uvs. I hope this helps.
30-12-2008, 05:06 PM
Firehazurd If you could show a screen shot of your uvs for the sleeve, I think we could better help you with that problem.
30-12-2008, 06:51 PM
OK, more modelling and some texturing done. I think I'll have to give this guy some boots before I get too much further. The different sections have some crazy colours on them right now.. he's not going to look like a clown for long :)
30-12-2008, 07:50 PM
Agent-X - I like that sword, that's pretty wicked looking. Rest of the sculpt is progressing nicely as well.
BiG ToE - Normals look good. I think they could be a little sharper/more pronounced on the mask tho. I really like the light blue and white you have in the textures so far.
MiyamotoMusachi - Looking good. Her nose seems like it might be a little bit too broad pushing the eyes further apart than they should be, but otherwise coming along nicely.
Novian - Looks good, maybe the gold could be a little more intense tho, its coming across slightly washed out right now.
W.D.L. - Welcome aboard. Concept looks good, I like the staff. Hope you can get it done in what little time there is left.
FrZnChAoS - Those wings are awesome!
dhin - I hope you can scrounge up the time to make a push to get it finished yet.
Firehazurd - Coming along pretty well. He needs a mouth soon, he's looking kinda creepy without one.
lampshadehead - Yep, he'll certainly need boot sooner or later, or feet at least. Hands might be a touch big, might want to check them. Looking good otherwise.
31-12-2008, 02:22 AM
Thanks Warlock. Here is a small update on my sculpt. I am busy sculpting away here tonight and tomorrow. Then I am off to the races with uvs and texturing. Still have to do my platform. I plan on having skeletons around me with a dirt ground.
31-12-2008, 04:32 AM
Pretty much finished with the modeling, just need to delete some hidden faces and after zbrushing maybe get rid of some loops. At the moment it's a little under 10k tris with the staff and the fairy.
Progress so far:
Now onto unwrapping and sculpting in zbrush and thanks for the welcome Warlock.
31-12-2008, 04:41 AM
Very nice work W.D.L. The low poly model looks good. I can't wait to see the sculpt in ZBrush. Here is my last post for the night. I will post more tomorrow.
31-12-2008, 11:32 AM
Warlock: Thanks for your suggestions. They have been a great help.I will brighten up the gold before the end.
Agent-X: Awesome looking sculpt. Keep up the good work.
Update time guys. Heres the latest base color map is done. C&C are always welcome. Let me know what you think and how I can improve. Thank you for the suggestions so far! :)
31-12-2008, 01:38 PM
Novian: just for fun, you should bring his arms down, then you can see how the should pads will look. If it looks funky, you can either play with the verts so you don't have to remap it, or, when you pose him, make sure his arms are up, in Victory.
31-12-2008, 04:13 PM
OK Texturing progress! This is the first model that I've fully unwrapped and textured. Definately the first character as well. It's alot harder than a box! lol
Let me know if anything looks wrong. I'm not sure about the blood on the leg armour yet...
31-12-2008, 04:42 PM
Lots of good entries. Everyone keep up the good hard work.
31-12-2008, 11:58 PM
After the feedback I spent time on the big guy - now finished unwrapping. Still not sure about what'll do for a pedastal, was thinking something like Guy posted.
The Tri-count is 9,913, noticed it kinda got covered up.
01-01-2009, 12:09 AM
Joseph Pomeisl: Very cool! I like the belts and buckles and fasteners. Can't wait to see the textures.
01-01-2009, 05:38 AM
Agent-X - Looks like you're just about there on your sculpt I think. The wings are pretty cool, are you going to be filling them in at all? They'd look pretty wicked with some torn skin etc hanging off them.
W.D.L. - Well you work fast enough. Looks good. Faithful to your concept, shape looks good, and nothing's jumping out at me as a concern as far as the mesh deforming properly goes. Looking forward to seeing your sculpt. I like what you did with the hair in the back, that's pretty cool.
Novian - I agree with BigToe, might want to drop his arms and see how the shoulder pads sit. Looking good tho, I like the intense white, and black/gold are never a bad combination.
Joseph Pomeisl - Awesome. Looks like he's put that sword of his to use recently judging from the background. That leg armors sweet. So much good stuff going on this character. Can't wait to see textures.
lampshadehead - Texturing progress? Where's the feet progress?!?! ;p Not bad so far. The skulls looks sweet. I think the blood on the armor could work, but its needs to be smaller more splattered looking [like what Joseph has on the background of his image], right now you blood is has too much "coverage" if you know what I mean.
Got a bit of texturing done on this little fella. Just on the bear so far, haven't touched the samurai yet. Seems I'm going to be cutting it a lot closer than I would have liked to the deadline, and will have to abandon my pedestal. :cry: 2753 scales on his armor, in case you were wondering. :xx:
[Ignore the poor composite, the alphas are a little better than that.]
01-01-2009, 06:33 AM
Warlock 279 thats looking good so far, but I see you still have work to do on your transparency map on the fur. The eyes on the bear look cool. But I think if you are going to have them red like that, I recommend maybe some glow to them with reflectivity. I do like what I see. Just a bit more detail on the armor, a good spec map will really make this piece look great. Keep up the good work.
As for my entry on the wings, I plan on having my wings be on fire. I will make my entry be a fire demon reaper.
01-01-2009, 08:37 AM
Here is an update on my progress. This sculpt is taking me longer than I planned, but its coming along slowly but surely. So much detail I want to sculpt in, but my time is running out. Ill have to settle soon.
01-01-2009, 02:13 PM
Warlock: Thanks. I know... he needs some feet. I'm just not looking forward to making them. Since everything has a base texture I will make the feet next... if he really needs feet... lol. The bear looks awesome. Did you hand paint each scale? :D
Agent-X: Coming along nicely, just make sure you can finish on time. I'd hate to see this one not get completed.
Hi all, nice work. There's really not too much time left!!! Here's my update. I worked on the rigging (WHAT a pain!) I still have some stuff to do: the belt is very difficult to rig, it's supposed to be rigid, but then the legs 'intrude' it... I still have some texturing to do too. I'm trying to get some nice skin, but that very difficult...
01-01-2009, 05:16 PM
Question on due date?
In the brief, it says the Jan. 6th... but in the final entry thread it says Jan. 4th Did I misread something or was it just a typo?
01-01-2009, 05:51 PM
it's the 4th. Sunday.
01-01-2009, 05:56 PM
Ok guys heres an update after a few hours painting and screaming and cursing at Biped and Skin/Pyhsique. I'll have to figure something out there. C&C are always welcome. Let me know what you think please so I can improve.
01-01-2009, 06:47 PM
Novian that looks good so far. I would like to see some highres zbrush work and sculpt so you can produce a nice normal map. Or if you dont have zbrush, maybe mudbox. Hopefully you have one of the two. I think for producing really nice normal maps its always best to generate a highres model and project that detail on to your low res model. I would also like to see a transparency map on the hair. For the skin, I would like to see a sub surface scattering shader applied to it. With your eyes and the metal you will want to apply some reflectivity to that. All of these things will help. Ill help advise you where I can.
01-01-2009, 09:05 PM
Agent-X: I'm confused looking at your model. It's like he/it is wearing a cloak, but at the same time, it's his/it's skin. What I mean is, it hangs off the body like a cloak in some areas, but then it is also skin tight in others. How is that possible? If it's a cloak, you should push that idea more. Make sure it hangs off the whole body, then you can play with folds and wrinkles and the whole bit. You can still use the skin tight upper body area, that would still make sense, but the booty and stomach area need to be changed.
01-01-2009, 09:49 PM
I understand what you are saying Big Toe. The cloak will be alive as well, I am going to try to project skulls and skeletons on to it still. I was just using some anotomy in the design as well, Ill go ahead and make more wrinkles and details after I project that stuff on. I am still experimenting, I hope transpose master can project a whole skeleton on to the cloak like I am imagining, but we shall see. Keep up the good work Big Toe, Your entry is looking good as well.
02-01-2009, 01:54 AM
Nice job everyone. I've done lowpoly(about 9k now) and normals but I got a problem with transparency in maya. When I'm using maya hardware it makes everyhing half transparent. Mental ray doesn't render it at all(like there's no alpha). Anyone knows how to make alpha map work correctly in maya?
02-01-2009, 02:09 AM
That kinda stinks; checked due date the other day and it was 6th or 7th - now to the
02-01-2009, 04:05 AM
Yeah, I thought it was the 6th too.. I'm not sure if I can be done by the 4th.. if I go to work tomorrow :D lol
02-01-2009, 04:19 AM
Ya I thought it was the 7th also, this kind of messes me up.
02-01-2009, 05:37 AM
Maya does render transparency in mental ray. You need to make sure you are using a 32 bit targa file and embed the alpha in the targa file. Apply the targa file to both the color and the transparency. This is what I do and it works fine.
02-01-2009, 06:19 AM
Ok, I am going to finish sculpting this thing tonight, and start uv mapping and texturing tomorrow. I hope you guys like this. I am adding long hair to the skulls.
02-01-2009, 09:17 AM
Hope everyone had a good New Years.
Got the all the Uvs layout onto 2 1024's and have started to sculpt:
Hopefully I can knock out the sculpting for the normals and texture by Friday night.
Agent-X: Really digging the skulls, adds a lot of character to the model.
02-01-2009, 03:42 PM
ok guys, i'm going to change the due date to the 6th, it was my fault so i'll have to deal with it. Even though it said Sunday the 6th. It will now say Tuesday the 6th.
Is everyone cool with that?
02-01-2009, 03:47 PM
Thats great Big Toe. Perfect. Gives us the time we need. Thanks.
02-01-2009, 03:57 PM
That will really make things a lot more do able. Thanks Big Toe.
02-01-2009, 04:58 PM
Thanks Agent-X. And what about maya hardware render? Or can I normally render normal maps using maya software render?
02-01-2009, 06:18 PM
If you want to render normal maps use Mental ray. If you use software renderer your model is going to look like total ass. I only use software render for rendering out models. If you want to render out light effects like lens flares, spotlight fog, glow, etc. then use software renderer. You can layer them in photoshop or any compositing package to get the best of both worlds. I havent used hardware renderer. What do you use hardware renderer for?
02-01-2009, 08:10 PM
Thanks Big Toe, that helps alot. You are the man!
02-01-2009, 08:32 PM
I was doing some tests just now with the different renderers using maya, hardware, software, and mental ray. Yeah Maya renders normal maps best with mental ray. If I remember correctly you render particles using Mayas hardware. I am not sure on that, since I am not a particles guy, but that is something I remember being told. If someone knows the answer that please dont hesitate to inform me. Thanks.
Here are my test renders to show what I am talking about.
Maya Mental Ray
02-01-2009, 10:54 PM
Hi guys! I've seen all the post, and i must say, that everyone did a really great job, and this comp was pretty fun for me, just watching it. I did my model today. i've spent about 11~ hours with it. I really want to know what u guys think, and and every kind of "comment" is welcome. I'm pretty sad that i missed this one.
i did a healer figure... the good side never had the best equipement, so my model is poor too.
can anybody tell me where i could set the max to show the faces? (i'm using max 9)
happy new year for everyone:D
03-01-2009, 12:33 AM
Cordero: Your model looks pretty good so far. I really like the asymmetry. The sword looks very interesting too. Are those veins, or some kind of lightning design? My only suggestion is to make it very clear how the half cape is attached. Right now it looks like it is just tucked into the one set of belts; in which case one quick movement and it would likely fall out.
As for your 3ds Max question, if you press "F4" it will show the edges overtop of the mesh. This will in effect let you see the faces. Hope that helps and is what you meant. If not feel free to ask. I also use max and may be able to answer any max related questions.
Keep up the good work, looking foward to seeing your textures, and happy new year to you also.
03-01-2009, 04:59 AM
Render of the normals in max and Tpages which are resized from 1024's :
03-01-2009, 07:55 AM
Novian: Thanks for your comment. The sword design started something like roots in the sword itself. and those roots can also be found under the right leg's upper part. i didn't have time to add some "root like" texture it, but i'm going to do it today. I misunderstood the end of the comp. and i thought its ending today, but i have one more day, maybe i can do the uvws, the texture, and the sculpting..
I not exactly meant it to show it on the model, but with numbers. I mean, as you can see on my pictures in the last post, there is the polygon count on the pic. in the upper left corner. I would like it to show the face numbers. i usually double the polygon number, and i'm near to the face number, but its not a "true" number.
And if we are at this part, may i ask, that what it means to include polycount on the picture at the final entry? i know one plugin called polycount, but i think its not aviable for 3dsmax.
03-01-2009, 08:51 AM
I did some normal map tests and some texture tests on the cloak, I think I am going to end up getting rid of the skulls, because I am not getting the detail I want and its a big hassle. So I am going to resort back to what I had before, which is easier and I think in the long run will look better and Ill be happier with it.
03-01-2009, 11:31 PM
still fighting to finish on time. heres my update. good luck to everyone trying to wrap this contest up.
04-01-2009, 05:01 AM
Nice work FrXnChAos. I love the colors. Heres an update on mine.
04-01-2009, 05:07 AM
For my final I am going to attempt to do my first subsurface scattering shader and apply it to this model, light up the wings on fire, and possibly the sword, we shall see. I have looked at the Gnomon tutorial on subsurface scattering and have folloed it step by step, so I am just going to plug that into my scene and apply it. I hope it looks good.
04-01-2009, 09:47 AM
Final got some time to work on textures. Most of my time has been spent on the Dealer so far. I here is the first pass.
04-01-2009, 04:14 PM
Wow FrZnChAoS, Agent-X, and YdoUwant2know! Awesome work! Keep it up!
Hi all, kinda getting tired of this model. It still has lots of issues (especially the rigging, which I have started to hate), but I think I'll leave it more or less like this... I tried to apply a skin shader on the model. Not to apply it on non-skin surface, I used a multi/sub obeject. Is that how you guys do it??? My next model will be easier, cause I think I made this one too complicated for my poor skill level :>(. Btw I'm seeing some nice stuff here, but the deadline is Jan 6th, so ... I still have the pose (not sure if I will change the current one) and beauty render to do...
WDL, you can use 2048*2048 so four 1024*1024 sheets.
04-01-2009, 06:53 PM
Can someone tell me, how i can turn on the face counter in max9? coz i don't know how many faces i used, only the polygons. I doubled the polygon number, and its around 8,5k, but i need an exact number, if its possible.
Nice work from everyone, i want to see the last version of them, but i don't want this comp. to end, because i just started doing the textures 1 hour ago... no way to finish the way i wanted to..
Hi cordero, right click upper left corner of the viewport, configure, statistics.
04-01-2009, 09:21 PM
Agent-X - Thanks. The transparency problem is because I rendered on a white background and then placed the model on a dark one, so its a problem with the actual render not the textures, and something I'll need to be mindful of for the final image. I was just fooling with the red eyes, so they stood out and I didn't forget to texture them. Certainly if I did keep them red, glow would be in order. :)
Your entry has come along quite nicely. A shame you had to move away from the skulls/skeleton on the robe, that sounded and was looking like it was going to be pretty cool, but sometimes things just don't work out. I'm looking forward to seeing those flaming wings tho, that sounds awesome.
lampshadehead - No, I didn't hand paint each scale, I did end up having to hand place them most of them tho, there were a few places where I could get away with just placing straight rows of scales, all at once but they were few and far between unfortunately. What I did was make 4 base scales, and then I made 3 variations of each one, so I had 16 different scales, then it was just a matter of duplicate and move until I had what I wanted. Then going back over it and placing each rivet. Took about three [very long] days to do them all. :xx:
roel - Not bad, your skins looking alright in your render so far I think. The wings could use some veins yet maybe? They don't need to be too overwhelming, but some nice subtle veins would be cool I think.
Novian - I think your occlusion map is a bit strong right now. Looking pretty good otherwise. Now its down to the little textures if you're doing any of those; battle damage, wrinkles in the cloth, some rivets here and there, etc, etc.
I know you've already entered and all, but since there's a couple days left on account of the clerical error, perhaps you'll get a chance to work on it a bit more. I like your pedestal, not too complex, but it turned out pretty nice.
W.D.L. - You sculpt looks pretty good so far. If you work as fast on the textures as you have the rest so far, I suspect you've got enough time to get it done.
Cordero - Not bad, the arms/torso look a bit long, or else the legs are short. Poor or not, I think he could use a little more protection, even if its just found objects strapped on.
I think the roots/viens on the blade could be cool, but some colors other than RGB for might be beter. RGB [at least in their pure form] has become a bit "loaded" if you will, the same way red/green is.
Including the poly count for the final images, just means placing a screen shot of your software's poly counter [in your case, the thing in the upper corner will do just fine]. No fancy plugins needed.
FrZnChAoS - That's looking really good. Those wing turned out great. I hadn't noticed before, but her sword is insanely long. Looking good all around, best of luck with your final push for the deadline.
YdoUwant2know - Your dealer's looking quite good so far. I think you could use a just a little more variation between the pants and the boots, tho spec/bump might accomplish that for you when you get there. Hope you can get finished up in time.
Got a good bit more done texture wise on my entry. Just about done "painting" everything I think and about ready to start "texturing" things. Bit lost as to what to do with all the gold elements, I wanted a really detailed inlay type thing, but they just don't have the texture space to do it.
I ended up moving the shaft of the naginata back to 8 sides, as 6 sides didn't play nicely with my texture, also made a few other geometry tweaks along the way to help with texturing, so I'm not at 9997 tris.
Only color maps and a quick alpha map so far, no spec/gloss/bump yet. Also need to get some kind of rig into it. So much to do, so little time.
Good luck to everyone whose still trying to make that final push.
04-01-2009, 10:27 PM
Heres an Update. By the way, your entry is looking really good Warlock. I am just about finished texturing the sword. I just wanted to post this so you guys could see where I am going with this.
05-01-2009, 02:53 AM
Heres my sword
05-01-2009, 05:44 AM
Agent-X: Sword looks awesome.
Here's texturing done, considering the deadline coming up. Still need to rig and pose.
What do ya think?
05-01-2009, 06:06 AM
working on the platform now. Lampshadehead you got the modeling part down. I see you got a start on the basic color map, but now you got to enhance the details. I cant recommend zbrush enough. Anyone who doesnt have zbrush in my oppinion is missing out on the good stuff. It has the power to do amazing stuff. Seriously get start working in zbrush and kick some ass.
05-01-2009, 01:44 PM
Agent-X: you got less than a day, when can we see your low poly, with textures?
05-01-2009, 02:40 PM
Awsome work, guys, can't wait to see all the finals!
05-01-2009, 03:51 PM
lampshadehead: great entry overall. if there was any area to focus on it would be the texturing side of things. trying to create a greater feeling of depth & definition. Whether that be by using tools like zbrush/mudbox or by just using your painting software and trying to imagine in greater detail how the characters surfaces would look.
05-01-2009, 03:55 PM
Thanks roel, i found it, and its 'works' perfectly:)
Warlock 279: I think you're right. I scaled the legs, and edited the sword. but sadly, i'm not gonna make it until tomorrow, so i can't post the final entry. next time i'll faster.. thanks for the suggestions.
05-01-2009, 06:37 PM
Thanks for all the comments and the suggestions! I will definately take them into consideration. I am also looking at the model now on my laptop and the colours seem kinda washed out... I will have to see if my other monitor needs some adjustments.
05-01-2009, 07:01 PM
Got the model rigged and textured for the most part, still tweaking my alpha maps and touching up some stuff.
So for the remainder of today Im going to get a few poses and put together the final presentation pages.
Good luck everyone.
i like the amount of character she has! very nice!
05-01-2009, 08:31 PM
WDL : if you don't make my top 3 then you got pushed out by something extremely impressive.
got any facial morphs in there? you know you want to :D
05-01-2009, 09:00 PM
W.D.L. - Very nice....solid clean design.... great simplicity...I like it alot. The face proportions seem a little off...and the hands aren't 100%, but still, really really nice.
Warlock - Wow man....this is looking awesome. I want to see more dirt and weathering, but it looks like its a bit too early in the texturing to be too critical of stuff like that. Great job kicking some butt.
Agent-X - ....images.....too.....huge............can't.....s ee.....anything.....
This is starting to shape up very nicely. The sculpting in the cloth is kinda weird, but overall the character looks good. That sword is brutal. I think overall the textures needs some more variation in the colors.
YdoUwant2know - The girl is a great low-poly model....the textures still need work. Are you planning on using normals? As it is, the tattoo looks out of place. Perhaps its just too detailed for how simple the rest of her texture is.
lampshadehead - I agree with everyone else....looks like you made a pretty nice model, you just need to get some more details into the texture. And more consistent details.
roel - your design is great and the model turned out pretty nice too. Like lampshadehead, I think you need to keep grinding away at the textures. The wing textures do look pretty cool though. Very interesting color choices. And the shield and sword look good too....although its a bit hard to see in that tiny fuzzy image.
05-01-2009, 09:03 PM
BTW....when is the actual deadline now? I'm in the Pacific timezone, so I can never decipher the timestamps on these blasted forums.
Not that it really matters since my entry is in.
I believe that you are 8 hour different from the GMT time zone then, so the deadline for you would be at 3:59:59pm your time. 4PM Pacific should be 12AM GMT.
So as of this posting every one has a day* and an hour and change still... To bad I need at least a week more to finish.
Edit: I just noticed the dead-line change...
05-01-2009, 10:05 PM
So, for Californians, the deadline is 4pm tomorrow afternoon (local time)? Whereas the Britons have until midnight tomorrow night (local time)? Correct?
I think it might be a good idea to post some zone-corrected deadlines for future comps. I'm sure others get as confused as me.
Hi buzzy, this is a nice link I use at work... calculate your hour.
06-01-2009, 12:17 AM
Buzzy- Try this link http://wwp.greenwichmeantime.com/info/current-time.htm , just add it to your favorites and you're one click away.
06-01-2009, 02:18 AM
you can use those links, or the links located in the time zone thread.
06-01-2009, 02:28 AM
Ha! Time Zone thread! Well I'll be a monkey's uncle. Leave it to the Toe to think of these things ahead of time! Brilliant.
I'll try actually reading thread titles occasionally in the future.
06-01-2009, 09:05 AM
Right well time is just about up. I get the feeling I will not be able to get everything to the level that I would prefer, however I should still have something for tomorrow. I really underestimated how busy I was this holiday season.
So this is what i have so far. a quick power nap and then back to work.
06-01-2009, 01:03 PM
I am pulling an all nighter doing this one. I am busting my ass, so I hope you guys like.
06-01-2009, 02:21 PM
Agent_x that's great. Hope you'll finish it in time.
I've finished lowpoly and rig. Textures left and I only got about 3-4 hours then I'm busy all day(((((
Good luck everyone!
06-01-2009, 09:31 PM
as I'm posting this, there is 1 hour and 30 minutes left.
don't try and be sneaky, by posting one image, then after the dead line, you post the rest of the images needed.
If all your required images are not posted by the deadline, I will remove your post, so no one gets confused and votes for you.
06-01-2009, 10:17 PM
Well, got the finals in - still alot that I would have liked to do; se la vi. This was a good competition all the way around.
06-01-2009, 10:32 PM
Out of curiosity, what's the policy on voting for yourself? I don't like doing it because it leaves a bad taste in my mouth...like I just cheated on a math exam...it's the whole 'conflict of interest' thing. Are there any official rules regarding that?
06-01-2009, 10:33 PM
I'm not sure, but someone did it last time...so it must be somewhat legal.
06-01-2009, 11:11 PM
Agent-X - Looking really good, you took it right down to the wire. Shame you couldn't get the flaming wings on there, still solid work tho. Well done.
lampshadehead - Not bad, it came together pretty well for ya. I think your textures could stand to be a little gritty yet, you've got the broad texture down alright, you need to get into the smaller stuff yet tho, and that's something that'll come with a little practice yet.
W.D.L. - Wow, that came together really well, especially considering how late you got started. I like the butterfly, that's a nice touch. My only crit is that she could use a little more color I think.
Buzzy - Aye, it was a bit early for weathering yet. I've was trying out a slightly different work flow this time by painting it all, then "texturing" it all. Let me focus a little more on each aspect I think, and seemed to work alright. Hopefully its suitably weathered for ya now. :)
As far as time zones go, if you use Firefox...check out "Fox Clocks (https://addons.mozilla.org/en-US/firefox/addon/1117)" set one to GMT and you'll never have to worry again. I've missed a contest or two on account of screwy timezone mathematics myself, so I don't bother trying to calculate it in my head anymore.
I agree with you on the conflict of interest points, by voting at all in a contest that you've entered, but if you think about it, everyone gets penalized the same, if no one votes for themselves, so there's one vote each person can't receive so I guess it works out alright.
YdoUwant2know - Looks good. Feathers turned out pretty nice on the healer model.
Nice work everyone, seems like a lot of managed to misjudge just how fast the deadline would come up after the holidays.
Thought I'd throw up just a raw screen cap, as one final image if anyone was interested.
06-01-2009, 11:13 PM
voting for yourself is not allowed. When someone does do it, their vote doesn't count.
07-01-2009, 01:25 AM
dammit....I don't have my glasses, I can't read what you posted up there BIG ToE-3DT
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