View Full Version : Dominance War IV - 3d Mini Challenge
BiG ToE-3DT
20-02-2009, 05:26 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/Dom%20War%204/dw_minithreedy.jpg
3D Challenge
http://i55.photobucket.com/albums/g129/DJBiGToE/Dom%20War%204/sculpt_9.jpg (http://www.gameartisans.org/contests/minis/images/misc/alien_bust.rar)http://i55.photobucket.com/albums/g129/DJBiGToE/Dom%20War%204/sculpt_8.jpghttp://i55.photobucket.com/albums/g129/DJBiGToE/Dom%20War%204/sculpt_7.jpg (http://www.gameartisans.org/contests/minis/images/misc/tunk-boboSDK.rar)
It's time to gather up your creativity, pull together your talents, and get ready for a new kind of warm up competition in the Dominance War series - Mini Challenges! Although the theme is separate from the main epic event, world champion standings are assured for the best mini comp entries!
To commemorate a new class of competition, we will be using a modified theme from Dominance War I. So this year's first ever 3D mini topic is:
War General Portraits – SDK!
The rules are simple - artists are to take one of the 3 pre-made unwrapped models and finalize it with details, colors, background and/or an expression. Your war general portrait can be from any time period and any race. As long as he/she/it looks like a war general, has the appropriate team war logo somewhere on the body/clothes, and has the appropriate team colors, everything is good!
Backgrounds are optional. Presentation is optional. Posing is optional. Basically... everything is optional. This challenge is here for those desiring to practice their art before the main event. So keep it easy, keep it quick, and keep it real.
You have 9 days (2 weekends plus 5 days) to finish with the following specs:
- Use only "1" of the base unwrapped meshes supplied to get you started. Altering its form before texturing is NOT ALLOWED. Once you are finished with colors and details, you can then pose the head and alter its expression for your final presentation.
- 1024x1024 of ANY and ALL texture sheet types. Example, one Normal sheet, one Spec sheet, one Gloss sheet, one Glow sheet, etc.
- Optional 500 tris for extra gear like a hat, hair, helmet, etc.
- All lighting solutions from any software package is permitted.
- All shaders are permitted.
Additional Notes:
- Artists can only join 1 team for any event during dominance war IV. If you start with polycount, you cannot enter another mini challenge or the main event with 3dTotal or cgsociety.
- You are not required to enter all challenges. Pick the ones you like, and join.
- Posting your work in progress in this single thread is ABSOLUTLY MANDATORY.
- You can only submit one "up to" 1000x1000 350k max final image. 200w x 1000h is fine. 999w x 500h is fine. This image must include your team logo, your War General's name, and your personal name and/or contact details.
- Only 1 entry per person. Do not create or try to create multiple entries with different user names.
- Final submissions are final. If you upload your final image 4 days before the deadline, do not ask us to change it. Make sure you are happy with your image before you submit it into the system.
- Public voting starts Thursday March 5th to March 8th to find each team's best 5. Each team’s best 5 entries then gather together into a single pool and a grand mini champion chosen and announced with all other Dominance War IV event champions in June.
Final Submission link for 3dTotal team Members:
- http://www.gameartisans.org/contests...tisans_3d.html (http://www.gameartisans.org/contests/minis/join_3dtotal_3d.html)
Final View Entries page for 3dTotal:
- http://www.gameartisans.org/contests...sans_3d_1.html (http://www.gameartisans.org/contests/minis/view_entries_3dtotal_3d_1.html)
deadline for this challenge is March 2nd Monday Night 11:59 Eastern time. Voting Starts March 5th.
Good Luck to all those who enter!
BiG ToE-3DT
20-02-2009, 05:29 AM
Threedy's Logo and colors:
http://i55.photobucket.com/albums/g129/DJBiGToE/NEW_VECTOR.jpghttp://i55.photobucket.com/albums/g129/DJBiGToE/ThreedyTotalLogo09.jpg
Darchand
20-02-2009, 05:30 AM
sweet :)
Pickman
20-02-2009, 05:46 AM
The first link and the 3rd are the same file. But at least you know where my loyalties lie. ;)
BiG ToE-3DT
20-02-2009, 05:48 AM
its been fixed
DeadlyFreeze
20-02-2009, 05:48 AM
errr, so we can have normal maps but can't sculpt it?
Pickman
20-02-2009, 05:50 AM
You can do as you like, but must use the original geo (just the polies, not their form) for the final I believe.....
nm...
um I can't read, nope texture then pose only.
BiG ToE-3DT
20-02-2009, 06:03 AM
I'll find out for sure, but I believe where it says finalize it with details, colors, background and/or an expression, means, sculpting is ok, as it is a way to add details.
but like I said, I'll find out for sure.
Warlock 279
20-02-2009, 06:29 AM
Could you also check on whether we're allowed to change the UV layout. If we've got the budget for a couple extra items, we're gonna need to be able to make room on the UV's right? [Depending on what ya add]
Poor BiG ToE, running errands already. :(
DJdude
20-02-2009, 06:58 AM
In order to participate, do you have to complete all the challenges or can you only do some of them. I would join but I'm leaving to Thailand on Sunday and I'll be gone for five days.
Pickman
20-02-2009, 07:20 AM
k, now that I've looked at the files....
Alien_Bust.rar-solid (I think)
Alien_priest.rar-wrong uv templates/alpha, lacks .max file
Tunk-BoboSDK.rar-lacks uv alpha
But it's all good, can use whats there.
Oh and BigToe, hate to keep you so busy, but if we can alter the geo's form; will it be ok to turn edges on the quads?
TekNeek
20-02-2009, 07:21 AM
I think they're gonna judge each one seperately.
Oh, and mods.. the link to the final submissions thread shows me a 404..
Warlock 279
20-02-2009, 07:30 AM
DJdude - The second note under "Additional Notes" says...
" - You are not required to enter all challenges. Pick the ones you like, and join. "
So, methinks, you need only do the one[s] you want/can do. :)
DaddyDoom
20-02-2009, 07:38 AM
Good luck to the contestants!
lordpisang
20-02-2009, 08:27 AM
It's the war! Good luck men!
Happy to be with you during this battle.
Don't **** in your pants!
Bye!
discmage
20-02-2009, 09:29 AM
- Use only "1" of the base unwrapped meshes supplied to get you started. Altering its form before texturing is NOT ALLOWED.
This is the only bit I don't understand. Does this mean that we can't modify the base mesh at all? eg. This is what the low poly mesh HAS to look like at the end, however what we texture on it (by any means) is up to us? Or do we START with this mesh, but we can do whatever we like with it from this point (an extreme example is taking the brute looking one and making him look like a big human, rather than an alien-ish thing).
This will be the first time I do anything for the Dominance wars, seeing as I check 3DTotal everyday I figure its the one for me (and their win rate is pretty good so far too ;) )
Korda
20-02-2009, 09:53 AM
Hi,
another question when it says only one entry does that mean one final entry or can you start a bunch of wips and then submit one final?
I've been looking forward to this. I just graduated so I was going to make a game character to go in my reel so the timing couldnt be better.
Looking forward to seeing some more amazing work from everyone...
I will settle for nothing less
Darchand
20-02-2009, 09:53 AM
I have the same question because my general I am thinking of is a historical figure and female. Kinda hard to pull off with out changing the mesh slightly. Also as for adding things to the model such as mentioned before like a hat or what ever else do you create another map for your accessories to the model? And if so what size?
Korda you posted while I was posting and I am hoping this might help.
I think you are wanting to try a variety of styles and find the one that fits best that you can submit? There is no harm in conceptualizing but you will still need just one wip thread.
P.S.
Congrats on graduating I just finished up my degree as well :)
Korda
20-02-2009, 10:02 AM
Thanks Darchand
czacen
20-02-2009, 11:10 AM
Hi guys,
I too have the same questions as Darchand and Discmage. Is there any where we can get this cleared up. Also sorry if this is a noob question but where do i start my WIP thread?
Thanks and good luck to all :)
BiG ToE-3DT
20-02-2009, 11:43 AM
ok,
sculpting is good, sculpt away
changing the base mesh: no good, it says in the rules not to change the mesh in any way
number of entries: you can have as many wips as you want, but you can only submit one.
W.I.P Thread: Your in it. Post your wips in here.
Darchand: there is a female base mesh in the works. (just for you), maybe.
I'm working on the rest.
OnAir
20-02-2009, 12:01 PM
Best of luck to all participants. Can't wait to get my hands into it this year, all together. 1st time i'll be entering such a comp.
discmage
20-02-2009, 12:24 PM
Hmmm, ok...could you then define 'changing the base mesh' some more then? :) and what are the limitations of that.
eg. taking the model into zbrush and sculpting a high poly from it will, even in a little way, change the base mesh...at least the overall shape, not so much the poly count and layout etc. This, in turn, could be used to 'sculpt' something quite different from the original base mesh if there is no limitation.
In regards to NOT using Zbrush, how would you make a high poly? make a copy of the original and modify that hoping you could keep it to the exact topology of the original? Seems a little strange in my opinion...clearing this up however and I am so on this comp!! :)
Also, just to clarify...you put all the WIP's in THIS thread? Thats going to make for a significantly insanely long thread...wouldn't it be better to put it in the parent thread with each individual having their own thread...or is that what you meant? I may be stupid, but I also want to make sure I'm doing this right! :)
Cheers for the heads up in advance :)
Krypton
20-02-2009, 12:28 PM
the high poly sculpt would be used to make a normal map to go on the base mesh, not as an entry in itself
czacen
20-02-2009, 12:38 PM
Sorry Im still confused. So i cant move the Vertices of the Model i pick to depict any other shape or form than what it currently is. So even though I can add extra objects to add detail my only design options are big hulk, semi human and weird mon-calamari like guy? The only place i can play with is the texture details/accessories? Is this an accurate understanding?
Thanks.
Ghost-D
20-02-2009, 01:02 PM
discmage - If you really want to normal map the basemesh, just take basemesh to zbrush, do all the detailing, generate the normal map and put it on a basemesh that didn´t go thru ZBrush modifications. In other words, load the file uploaded by admins to your 3d application again and throw the normal map generated in ZB on it. And as the basemesh is already provided with done UVs, the normal map will perfectly match the original uvs of the basemesh no matter how much you change the shapes in ZBrush, because UVs always stay the same (unless you´d mess some settings, but primarly that shouldn´t happen).
Good luck everyone, can´t promise that I´ll participate in this minicomp, but I´ll sure see you on the battlefield in March 12th.
discmage
20-02-2009, 01:04 PM
Yep, just as I thought...kind of...but still think its a little strange to restrict it THAT much...nevertheless I've already got my concept going and I'm happy with where its headed.
Still need to know about the where to post, cos I would mind posting already! I'm PSYCHED!
Ghost-D
20-02-2009, 01:09 PM
" - Posting your work in progress in this single thread is ABSOLUTLY MANDATORY."
*Chandler Bing voice* could it be more clear?
Puckducker
20-02-2009, 01:10 PM
The besh mesh rule sounds strange to me. If we can't change the mesh at all, then it would seem this mini-comp is purely a texturing challenge, as all the models in the end will be the exact same, only with different normal/diffuse/spec maps.
What I would hope the rule is implying is that modifying the topology of the base mesh is not allowed at all, in that everyone has to start with that base but pushing around verts in zBrush is fine. It would seem awkward otherwise, at least to me, as part of the sculpting process is changing your proportions and moving things around to best support your design. Right now all it seems is that we can do superfluous details.
Oh well, I'll see if maybe I can enter, been looking for some nice quick zBrush stuff to do.
Mr. Bluesummers-3DT
20-02-2009, 01:15 PM
Hurray for mini-challenges!
quick question: Do you have to incorporate both team colors and symbol, or is either one fine?
BiG ToE-3DT
20-02-2009, 01:41 PM
as far as base meshes go, you can sculpt it, but, this is a low poly comp, so when your done sculpting, use that high poly sculpt to make a normal map, then apply it to the low poly base mesh.
Do not change the base mesh in any way. Like the rules say, but can pose the mesh WHEN YOUR DONE.
POST YOUR WIPS IN THIS THREAD
Team colors/logo, one or the other is fine.
discmage
20-02-2009, 01:43 PM
OK, those things cleared up I can jump in. I am hoping to go for something unique in regards to the 'obvious' placement of the eyes, however everyone will probably try to be different and, by extension, the same. :) So he has a very low forehead with body plates covering his low eyes. Its not THAT clear to see yet, but I plan on sorting that out.
This guy is General Scarab. He has plate armour and a cape to get that regal general feel going. I'll add lots of fine details to add to that such as chains etc. around his neck.
This is very early, but I just wanted to call dibs on first concept up...or something :)
http://www.neomagination.com/dominance/WIP_01.jpg
RHedendahl
20-02-2009, 01:46 PM
Will join this one if I have time for it :D, sounds like great fun and good practice
Sweet, the morning of battle is upon us. This looks so cool!
Joseph Pomeisl
20-02-2009, 02:36 PM
Warlock: could bust it up into 512's. One 512 is a lot for just a hat or necklace.
When they say any race - is there a specific list for this?
L3XICON
20-02-2009, 02:42 PM
interesting set up for the challenge, should make it fun :D good luck everyone, really looking forward to seeing all your entries
grindill
20-02-2009, 02:56 PM
Good luck to everyone in this mini-challenge. I think it'll be a lot of fun. Wish I has ZB or MBox. :( Oh well, I'll do the best I can with what I've got. I'm not a character modeler by any stretch of the imagination, but, it'll be fun to participate. And, unlike last year, there aren't any restrictions on making things totally armored and hard surfaced. :D At least not for this mini-comp.
TO WAR!!!
Warbringerd
20-02-2009, 02:59 PM
Hey guys good luck, think I will give it a shot, I'm usually just a browser but I gigure now is as good a time to be a participant. (now if I can only pull my self away from some Fallout long enough)
BiG ToE-3DT
20-02-2009, 03:00 PM
This Just In, changing of the UV's is ok. Rearrange away.
as for the texture space, keep it all on one uvw layout. One sheet, keeps it easy and simple. Remember this is just a warm up for the big war.
Race: when it says any race, it means, any race, even the ones you haven't made up yet.
newhere
20-02-2009, 04:07 PM
Hmmm.........i was about to enter this but then i noticed this is not the actual DW4 competition. what date is the real one?
Puckducker
20-02-2009, 04:10 PM
So essentially it boils down to: Zbrush is fine to use, just be sure not to touch the move or transpose tools.
McKronic
20-02-2009, 04:10 PM
It seems mostly everything is cleared up so I'm going to get cracking on this, good luck everyone!
“Aye, fight and you may die. Run, and you'll live... at least a while. And dying in your beds, many years from now, would you be willin' to trade ALL the days, from this day to that, for one chance, just one chance, to come back here and tell our enemies that they may take away our lives, but they'll never take... OUR FORUM!!”
xxxcubanxxx
20-02-2009, 04:27 PM
nice, nice, very nice...I'll give it a go.
Pickman
20-02-2009, 04:31 PM
Its on like donkey kong.....still don't know what that means. Hammers and shtuff I guess...Texturing the 500tri worth of "accessories" is still up in the air though.
edit*
This was added to the GA page:
"-You are allowed to alter the uvs of the base mesh.
- Zbrushers: you can push verts but the overall silhouette must stay intact and no extra geo should be added to the base mesh."
This is where I'm heading. Thinking something along the lines of a warchief/shaman kinda guy
BiG ToE-3DT
20-02-2009, 04:47 PM
the 500 tri extra, get tossed into the same uv/texture space as the base mesh.
czacen
20-02-2009, 04:59 PM
I realize this is the last step of the process as stated by the rules, but i needed to clear this up now rather than later. I want to know if its ok to pose a character as shown in the image. It has resulted in an arguable design change, but it's really the only sensible way to pose the bulky guy's head. Plus having done so has changed my perception of the shoulders and frees up my imagination a bit more. Is this an acceptable change to utilize?
http://img179.imageshack.us/img179/1561/posedpb7.th.jpg (http://img179.imageshack.us/my.php?image=posedpb7.jpg)
BiG ToE-3DT
20-02-2009, 05:10 PM
posing is allowed, but must be done after the texturing.
xxxcubanxxx
20-02-2009, 05:45 PM
Went with the priest bust, has an interesting shape.
http://img16.imageshack.us/img16/3066/render01cw3.jpg
kravo
20-02-2009, 07:00 PM
good day to you all! finally! it has begun!
If only I knew where or how to get those %&@#đ files, the link on DW's website doesn't seem to work...by clicking on "more" I get back to the same screen again and again.
OR I am a complete idiot, and I shouldn't waste my time and Threedy's fame...
Could you please help me?
thx
xxxcubanxxx
20-02-2009, 07:38 PM
Hey, Kravo you can get the files from this very thread you don't need to go anywhere else. go to the beginning pick one from the 3 files that are there, good luck.
Uhh... Kravo, this is a mini challenge... not the actual DW challenge. The base mesh models can be found on the first page of this thread. Right click on the pic of the mesh you want to use and click "Save target as"
I'm in on this me thinks... Now to find some time :)
angry_monkey
20-02-2009, 07:47 PM
Hello everyone!
I am new to this site and to the Dominance Wars competition. Is there any advice any vets could give me about the competition?
xxxcubanxxx
20-02-2009, 08:00 PM
Welcome to the forums angry_monkey, this is my first time entering DW too, the only suggestion I can give you so far is to read the rules carefully, are you planning on entering the competition too?
Loafie
20-02-2009, 08:28 PM
This is my first time also. This get this war on!
angry_monkey
20-02-2009, 08:32 PM
Yup sure am! I know there are a lot of good artists here so good luck to all of you.
I wonder if it was intentional to have war generals as a theme to dominance wars.
Well the first war was a general character, so it seems fitting to have the first mini challenge be the same.
Warlock 279
20-02-2009, 08:50 PM
Warlock: could bust it up into 512's. One 512 is a lot for just a hat or necklace. - We're allowed to re-arrange the UV chart, so, no problems there.
This Just In, changing of the UV's is ok. Rearrange away.
as for the texture space, keep it all on one uvw layout. One sheet, keeps it easy and simple. Remember this is just a warm up for the big war. - Good deal, thanks. :)
Hmmm.........i was about to enter this but then i noticed this is not the actual DW4 competition. what date is the real one? - We've got two 9 day mini challenges first, then the "real" War starts March 12th according to a couple articles that I've seen.
Cloak_nl
20-02-2009, 09:23 PM
Hey guys :D
im not 100% sure of this is allowed so im asking:
"Optional 500 tris for extra gear like a hat, hair, helmet, etc."
is it ok for me to build a face into this ? im using an opacity map so im not modifying the main shape... a Face is not really extra gear, but i hope this is allowed :P
Oh, and GOOD LUCK to you all !
omnicypher
20-02-2009, 09:31 PM
i threw some sculpting down, but im still not sure about this whole "not changing the mesh" idea. it makes this mini comp turn into a texturing comp, which is good for comparison and judging i guess, but its so restrictive that later entries may look liker they are full of stolen ideas. enough complaining from me, heres what i got so far:
BiG ToE-3DT
20-02-2009, 09:40 PM
Cloak_nl: can't do it. But you could cover that face with acessories.
nagrydan
20-02-2009, 09:46 PM
hello evryone.
I did some sculpting but am not sure about finishing this mini comp... I dont like the rule about not changing base mesh.
Heres what ive got so far:
http://i250.photobucket.com/albums/gg277/nagrydan/general.gif
good luck peoples.
thready FTW
Fenixy
20-02-2009, 09:48 PM
Cloak_nl i think face is not somthing "extra", but i have almost same question , shoulder-pads its extra item right?
and mine....somthing :
http://img27.imageshack.us/img27/3861/roflolcopypv2.jpg
kravo
20-02-2009, 09:49 PM
Uhh... Kravo, this is a mini challenge... not the actual DW challenge. The base mesh models can be found on the first page of this thread. Right click on the pic of the mesh you want to use and click "Save target as"
hey cuban, Siah, thanks for the help!
I know it is not the actuall challenge, I'm just too excited. I couldn't work on my entry last year, so I really want to make up for it this time :smug:
GO THREEDY!
Woody74
20-02-2009, 09:56 PM
Good luck ya'll!
omnicypher
20-02-2009, 09:56 PM
anyone try baking normals yet? doesnt seem to work well for me
Fenixy
20-02-2009, 09:58 PM
omnicypher works for me. what problems you have ?
McKronic
20-02-2009, 10:02 PM
I was just playing around with a normal map on the tank character and found with the default uv's that my normal map was getting inverted on the 2nd half of the model, why is this?
mdale13
20-02-2009, 10:05 PM
so we have to texture before we can sculpt? that seems a little bass-ackwards.
EDIT: i posted this wayyy before i realized there were other pages of responses. duhhhh
immm an idiot :)
Fenixy
20-02-2009, 10:15 PM
so we have to texture before we can sculpt? that seems a little bass-ackwards.
hmm, why is that? just import like always mesh in zbrush\mudbox and start sculpting, after bake normals\oclusion and start texturing ...well if you dont want normals you can paint difus from the start..:crazy:
McKronic: chek out PM
BoBo_the_seal
20-02-2009, 10:20 PM
That kicks ass Fenixy!
- BoBo
OMG WTF its BoBo!?! I mean is that kosher, BoBo here? ;)
Cool to see you lurking a board other than Polycount. :D
xxxcubanxxx
20-02-2009, 10:25 PM
Hey, BoBo nice to see someone from Austin in the forums :wave:
Fenixy that sculpt is rocking dude.
well here's another update for mine.
http://img4.imageshack.us/img4/954/render02ac3.jpg
Darchand
20-02-2009, 10:27 PM
That kicks ass Fenixy!
- BoBo
Hey is it really you BoBo the seal?
Just curious because when I was in school your site is one of the ones I was referred to to look at models and such so if it really is you it is very nice to meet you.
McKronic
20-02-2009, 10:31 PM
here is a quick image of the uv problem (not my actual sculpt just seeing how various shapes map onto this geo)
Fenixy
20-02-2009, 10:42 PM
wow BoBo thx man and welcome to 3dtotal =)
xxxcubanxxx nice update, just don't forget that he is "general" he need somthing that can show that he is war freak
McKronic never baked normals in maya, i tried to bake it with Xnormals,works fine.There is no issues with UV
Pickman
20-02-2009, 11:30 PM
Cause' I never know where I'm goin' unless I throw a pencil (or in this case a stylus ;) ) at it first. I'll make a zombie general after my namesake (10 points to anyone who knows what I'm talkin about).
http://img261.imageshack.us/img261/4310/concept01kx6.jpg (http://img261.imageshack.us/my.php?image=concept01kx6.jpg)
Jeez #1 looks like your friendly neighborhood zombie bus driver huh? :haha:
Let me know what you guys think of them.
Fenixy: Dope shizit man! Emblems choppy give it another subdiv if you can.
Tear it up guys and gals, lets show those other "art forums" why Threedy holds the crown!
(disclaimer, you other "art forums" totally ROCK. Post some cool shiznat to inspire me....hurry!)
Korda
20-02-2009, 11:39 PM
McKronik I think the problem is with the uv's not the normal map. only half of the uv's are on the sheet and the other half are the wrong way round. I think they did this to save you time texturing so that whatever is on one side is mirrored to the other but the mirroring looks like its turning the normals inside out. Does this sound right or am i talking out of my ass again?
bruceape
20-02-2009, 11:41 PM
Cause' I never know where I'm goin' unless I throw a pencil (or in this case a stylus ;) ) at it first. I'll make a zombie general after my namesake (10 points to anyone who knows what I'm talkin about).
http://img261.imageshack.us/img261/4310/concept01kx6.jpg (http://img261.imageshack.us/my.php?image=concept01kx6.jpg)
Jeez #1 looks like your friendly neighborhood zombie bus driver huh? :haha:
Let me know what you guys think of them.
Fenixy: Dope shizit man! Emblems choppy give it another subdiv if you can.
Tear it up guys and gals, lets show those other "art forums" why Threedy holds the crown!
(disclaimer, you other "art forums" totally ROCK. Post some cool shiznat to inspire me....hurry!)
Dude, I love the designs of 2 and 3!
W.D.L.
21-02-2009, 12:10 AM
Definitely jumping in this mini comp, the firm restrictions is what really makes this interesting. So excited!
scott242
21-02-2009, 12:11 AM
Pickman's Model, by any chance? Huge fan of him. For the past few minutes I've been trying to figure out if its possible to make some kind of elder god general with the silhouettes provided. Probably not...
Have to admit, I really want to do a zombie general too. Don't want to steal your idea, though-cant wait to see where you go with that.
Cant wait to get started after class tonight.
McKronic
21-02-2009, 12:19 AM
Korda: yah you are correct, here is my recent findings on the problem, if I delete half the model and re-duplicate and mirror it works, but the second I combine it with the other half and merge the verticies the map flips agian, I checked the normals on both halfs and they are the same.....
KaterinaD
21-02-2009, 12:37 AM
looking forward to the challenge, good luck everyone.
Martin_x
21-02-2009, 12:44 AM
McKronic flip normals on wrong half and better use maya hardware renderer, cause mental ray sucks in this situation
VinsanityV20
21-02-2009, 01:22 AM
Cause' I never know where I'm goin' unless I throw a pencil (or in this case a stylus ;) ) at it first. I'll make a zombie general after my namesake (10 points to anyone who knows what I'm talkin about).
http://img261.imageshack.us/img261/4310/concept01kx6.jpg (http://img261.imageshack.us/my.php?image=concept01kx6.jpg)
Jeez #1 looks like your friendly neighborhood zombie bus driver huh? :haha:
Let me know what you guys think of them.
Fenixy: Dope shizit man! Emblems choppy give it another subdiv if you can.
Tear it up guys and gals, lets show those other "art forums" why Threedy holds the crown!
(disclaimer, you other "art forums" totally ROCK. Post some cool shiznat to inspire me....hurry!)
Dude, I know how you're feeling. I don't know where I'm going at all, which is why I haven't posted a 3D WIP yet. I started sculpting a bit, but realized I had no idea what I wanted to do (also screwed up the symmetry in Mudbox), so i decided to do some 2D mini comp general work instead,
Speaking of which, why am I the only one whose checked out the 2D mini comp? I can't be the only one doing stuff for it!?! You sir should put your stylus'ing skills to use and give that a go as well...
In the meantime, I gotta figure out what I want to sculpt...
melvinsqualor
21-02-2009, 01:37 AM
Looks like everybody is off to a good start. Before I start sketching out some ideas I decided to do a speed sculpt of the alien bust to get me warmed up and thinking. Plan on starting concepting some ideas tomorrow.
http://i7.photobucket.com/albums/y273/melvinsqualor/frontFace.jpg
http://i7.photobucket.com/albums/y273/melvinsqualor/sideFace.jpg
http://i7.photobucket.com/albums/y273/melvinsqualor/threeQFace.jpg
McKronic
21-02-2009, 01:40 AM
Martin_x: I switched to Maya hardware and it's working fine, it's so weird it doesn't work in software or mental ray. Do you know why this is? Is there any other fix because it would be nice to render in something other then hardware lol
platypus_green
21-02-2009, 01:50 AM
Started to sketch onto the mesh in zbrush and see what comes out of it.
I'm probably going down the sci-fi route with this one.
VinsanityV20
21-02-2009, 02:22 AM
Alright, went and took a render of the model into Photoshop and played around a bit. Think I found a design I'll like to do, though he is kinda generic/derivative of what others have done. I don't really care, as I really just need the sculpting practice. This'll be the...second or third thing I've ever taken into Mudbox:)
http://i136.photobucket.com/albums/q164/vinsanityv20/3DBustIdea.jpg
Also, I gotta say, for my first time working out ideas by sketching over a render, it was a pretty cool way to do designs...
melvinsqualor: Good lord - that's just for sh**s and giggles? You're not getting really started till tommorow? Damn dude, rock on.
Platypus_Green: Awesome work. I always liked your stuff, from what I can remember from some low poly comps, anyway. Glad to see you in action again!
VersionThirst
21-02-2009, 03:01 AM
I'm going to try and do a large ogre civil war general.
Firehazurd
21-02-2009, 03:57 AM
Real rough right now, but I'm kinda liking this idea and will probably keep going with it.
avtart20
21-02-2009, 04:16 AM
Heres my progress.i havent decided what kind of uniform that hes going to be wearing but i want him to look regal and proud.im going to add some scars and some aging so he looks weathered. and im a little confused about how to enter this competition. is this all i have to do to enter.
Firehazurd
21-02-2009, 05:29 AM
Started working on the texture.
grindill
21-02-2009, 06:05 AM
Not much to show so far since I haven't got a sculpting package. I thought I'd start by adding in my 500 extra tris. My concept is going to be a cross between Lord Admiral Nelson and a Pirate (and an Alien of course). Here's where I'm at so far. Not much since I only had a few minutes. But, it's a start. The hat has just barely been touched so don't worry to much about that. The 3DTotal logo will go on the eye patch. Let me know what you think.
http://i714.photobucket.com/albums/ww149/grindill/DW_MiniCompA/Grindill_MiniCompA_01.jpg
First time joining in, best of luck everyone of 3DT!
Okay no one laugh, this is my first shot at Zbrush...
http://www.alanmecham.com/IMAGES/3dtDominanceWar4/Miniwar/MiniWar.jpg
avtart20
21-02-2009, 07:08 AM
heres an update with the extra peices im adding and some color.
Woody74
21-02-2009, 07:39 AM
Still working on the sculpting but this seems the direction I'm heading in. Great work so far everyone.
McKronic
21-02-2009, 07:50 AM
everything looks great so far, lots of variation between entries, here's mine so far it's still pretty rough but it's coming along.
r0x_my_s0x
21-02-2009, 08:32 AM
Yeye, finally I can post! Here is where I am at as of last night....
:dance:
omnicypher
21-02-2009, 08:55 AM
i think i might wait for the real dom war to participate, im not really liking these base meshes much, and the mirrored uv layout isnt good for normals. plus somthing is wrong, cause whenever i try to bake the normals for half of the model, it randomly makes polygons that arent there, and takes like 5 minutes to spit out garbled blue random chunks all over my model. these bases would be better for just painting diffuse textures in photoshop as an SDK. hopefully the second mini comp will be different, or fun.
markus_omega
21-02-2009, 09:00 AM
here is my war general thingy. this is one of the first times i work with sculpting :P so i'm pretty happy.
http://i71.photobucket.com/albums/i125/markus-omega/tunk.jpg
r0x_my_s0x
21-02-2009, 10:28 AM
Second update, work I've done this morning.
Spiderclaw
21-02-2009, 10:38 AM
Hi all,
I'm new to all of this - new to zbrush and new to online contests. Is this acceptable in terms of the rules? It's only a rough 3d sketch obviously, but it's a start?
katana
21-02-2009, 11:27 AM
Great stuff guys.
BiG ToE-3DT
21-02-2009, 11:57 AM
omnicypher: it's funny that you said that, because, that's what this mini comp is all about. It's not a sculpting challenge, it's a texturing challenge. The sculpting is just supposed to help out I guess. In the end, this really isn't a 3d competition at all.
Spiderclaw: looks fine.
Sathe
21-02-2009, 12:33 PM
http://g.imagehost.org/0523/Nomercy.jpg
LaMonk
21-02-2009, 12:44 PM
Hi everyone. So let's start.
This would be a noble general of a great army in his ceremonial dress. His clothes is something like Japanese kimono.
Here is a "concept". Dress is additional 494 tris.
Loafie
21-02-2009, 01:10 PM
http://g.imagehost.org/0523/Nomercy.jpg
what. the. eff.
Cloak_nl
21-02-2009, 01:30 PM
I've still no clue where this is heading :crazy:
Fenixy
21-02-2009, 01:34 PM
small up.
markus_omega
21-02-2009, 01:59 PM
Sathe: dude thats insain!!! awsome model.
Fenixy: love your model. it looks great especially with those plates on his shoulder.
r0x_my_s0x
21-02-2009, 02:20 PM
Sathe: :wall: I should just give up now :D
Fenixy: Awesome stuff man loving the extra pieces
Keep it up all :dance:
markus_omega
21-02-2009, 02:32 PM
here's a small update. i'm mad slow :P
http://i71.photobucket.com/albums/i125/markus-omega/tunk2.jpg
Sathe
21-02-2009, 02:34 PM
Sathe: :wall: I should just give up now :D
Fenixy: Awesome stuff man loving the extra pieces
Keep it up all :dance:
NO! Fight for threedy!
I'm in this to learn texturing not model shiny spaceships :P
Slap yourself in the face and keep going
xxxcubanxxx
21-02-2009, 02:56 PM
Yes, keep going guys its looking very good...FIGHT B*TCHES, before you cuban daddy has to raise the pimp hand. :cool:
Update.
http://img27.imageshack.us/img27/5009/render03.jpg
r0x_my_s0x
21-02-2009, 03:09 PM
Looking good Cuban, liking the medals. Thought of anything to do with those necklaces yet? I'm totally stumped :D Wish we could -500tris hehe
Cloak_nl
21-02-2009, 03:18 PM
Finnaly starting to look like something :dance:
Sathe
21-02-2009, 03:21 PM
Sweet work Cloak and Cuban
Cloak. Maybe you could use part of the 500 tri's to give him tusks sticking out near the sides of this mouth as part of his row of teeth. Just kinda looks like that type of guy.
Cloak_nl
21-02-2009, 03:22 PM
Cloak. Maybe you could use part of the 500 tri's to give him tusks sticking out near the sides of this mouth as part of his row of teeth. Just kinda looks like that type of guy.
YEAH ! that was exactly what i was thinking :haha:
r0x_my_s0x
21-02-2009, 04:07 PM
I'm on a roll today :D
Having too much fun with this, probably making the bake inpossible for myself but I'll worry about that later hehe.
Heres a couple of larger looks;
L3XICON
21-02-2009, 04:11 PM
hey guys!
really awesome start from everyone, and sathe - holy hell that is a real nice start and design.
I'm still playing with a few ideas, not set on which direction I would take, but playing around in zbrush and seeing what I can do with the sculpt without it changing the form and messing up the result when its baked onto the original mesh. so here's a few screens of a few ideas
bruceape
21-02-2009, 04:20 PM
Dang, there is a lot of amazing stuff in here so far.
Should be a fun week ;)
This is my concept thus far, subject to change of course.
What are your guys' opinions, should I go with 1 which has the lip webbing, or 2 which has without?
Any suggestions?
http://img.photobucket.com/albums/v176/pixeler/horatio3.jpg
r0x_my_s0x
21-02-2009, 04:32 PM
Go for the one without the webbing get those nashers out! :D
People are really bringing their A-game. This will be awesome
Here's my lates screen
Sathe
21-02-2009, 05:03 PM
http://f.imagehost.org/0377/Update.jpg
xxxcubanxxx
21-02-2009, 05:06 PM
Thanks for the comment Sathe, really like your desing. Looking forward to seeing more updates from you guys...we are gotta rock this challenge.
small update.
http://img13.imageshack.us/img13/5350/render04.jpg (http://imageshack.us)
Sathe
21-02-2009, 05:24 PM
Step it up guys STEP IT UP!
Other forums are starting to produce work of the same quality as here so Dig deep.
r0x_my_s0x
21-02-2009, 05:45 PM
Awesome updates Cuban and Sathe, looking great.
Sathe: The only thing that gets me is the peck area when the armour is off. Is it supposed to be skeletal?
markus_omega
21-02-2009, 06:15 PM
awsome work guys keep it up!!
here an update on mine. i'm still not sure what i want to do with the top part.
http://i71.photobucket.com/albums/i125/markus-omega/tunk3.jpg
LaMonk
21-02-2009, 06:18 PM
So the base sculpt. Tomorrow will do small wrinkles.
Warbringerd
21-02-2009, 06:49 PM
only got in a few hours yesterday. Just concepts and stuff, I like what I came up with and I have just added a few extras to the model so far, I hope to get some more timein later today or tomorrow.(So busy with regular life) anyways let me know what you think, I'm not goingto describe anything and I just want to see if you can see what I see in it.
Everything is looking quite stellar so far, good job guys.
platypus_green
21-02-2009, 07:54 PM
Testing baking the normal map in xNormal.
And using zAplink to bake the matcap material onto the texture. Works quite well to start off the texture.
Rendering the low poly model in realtime in xNormal.
Only using 512x512 texture maps at this moments since it's early testing and the high poly mesh is not currently detailed.
http://img6.imageshack.us/img6/8498/xnscreens.th.jpg (http://img6.imageshack.us/my.php?image=xnscreens.jpg)
AutopsySoldier
21-02-2009, 09:31 PM
You guys are going down this year! Yeah...you heard me!....
....there's some pretty sick work here....but that doesn't matter
r0x_my_s0x: That's probably one of the coolest ones of that base mesh that I've seen, good **** man!
r0x_my_s0x
21-02-2009, 09:48 PM
AutopsySoldier: Thanks man, but I think you'll find we're gonna be kicking ass and takin names my friend.
Here an update on the sculpt and a first bake test out of Xnormal :crazy:
Fenixy
21-02-2009, 10:18 PM
r0x_my_s0x that's bad ass!
AutopsySoldier we will fight back!!!
AutopsySoldier
21-02-2009, 10:39 PM
r0x_my_s0x that's bad ass!
AutopsySoldier we will fight back!!!
hahahaha, that's kinda sad!...I mean...you just killed a little boy with his pants down, lol...good luck 3dt!
avtart20
21-02-2009, 10:42 PM
i added more detail to the face and a scar. i also started working on the uniform as well.
Fenixy
21-02-2009, 10:50 PM
hahahaha, that's kinda sad!...I mean...you just killed a little boy with his pants down, lol...good luck 3dt!
happends when you pis on 3dt :halo: good luck as well
avtart20 nice update,i realy like his face. keep it up
avtart20
21-02-2009, 11:14 PM
i added some more texture and age and i also did some more color changes.
goast666
21-02-2009, 11:55 PM
r0x_my_s0x - sweet design, best I've seen on 3DT so far sir. I'm just trolling from GA so don't mind me :)
Puckducker
22-02-2009, 12:00 AM
I didn't like any of the 3 heads they gave us to use, so I looked around and was able to find a 4th head ;)
KaterinaD
22-02-2009, 12:08 AM
Links to my images:
http://img413.imageshack.us/img413/6914/katerinadwipfeb21.th.jpg (http://img413.imageshack.us/my.php?image=katerinadwipfeb21.jpg)
[img=http://img413.imageshack.us/img413/6914/katerinadwipfeb21.th.jpg] (http://img413.imageshack.us/my.php?image=katerinadwipfeb21.jpg)
Fenixy
22-02-2009, 12:13 AM
Puckducker im confused :D
another update from me, started texturing
http://img17.imageshack.us/img17/8006/frogb.jpg
omegamista
22-02-2009, 12:27 AM
ok. I am a noob when it comes to zbrush/maya workflow. I really want to take advantage of DW4 to get me motivated and improve my game. I was just about to start sculpting, but i have a question.
If i were to have parts of the texture be asymetrical like Fenixy's shirt, (by the way Fenixy, that guy is SO awesome!) should i change the uv layout in maya before I start sculpting? Or is there a way to change the layout afterwards or whatev.
Thanks. here's my 10 min of sculpting, just to show my basic idea: rat/dog type general
BiG ToE-3DT
22-02-2009, 12:43 AM
Fenixy: bringing the heat...
Puckducker
22-02-2009, 12:51 AM
omegamista: You can change your UV's after you're done sculpting.
As long as you don't make any mesh changes to the model (like adding or deleting edges/verts), you can edit the UV's or push around some verts on the original .obj file in maya. Export those changes as a new .obj file. Then in zBrush, go down to your lowest subdivision level and import your new .obj file. It'll update your original base mesh with the changes.
So, yeah, when you're ready to start texturing. Import your obj to maya, change the UV's to whatever you'd like, then re-import it back into zbrush and your UV's on your sculpt will have changed.
BiG ToE-3DT
22-02-2009, 01:26 AM
Puckducker/omegamista:you can change your uv's before you start sculpting, you might have the uv's confussed with the base mesh itself, that you can't change at all. But after your done texturing, you can pose it.
3D--HuNteR--
22-02-2009, 01:41 AM
ok, this is my return to this...
maybe a good point to start again :)
i will upload my work...
greetings
omegamista
22-02-2009, 03:24 AM
BiG ToE - nah i was just wondering if i could change the uv map after i sculpt, cause i don't have a plan yet as to whether the clothing or face will have identical uv's or not.
discmage
22-02-2009, 04:02 AM
I'm just about to find that out the hard way Omegamista! :) I'll get back to you.
Looks like lots of good stuff is coming up! I checked out the other forums and its all pretty good, nothing like a bit of friendly competition. Makes us all push for more.
Got a question for the pros out there in regards to quality sculpting...how do you get such fine, smooth lines? If I can find the example again I will post the link to exactly what I am talking about.
I've seen a lot of details out there like teeth and armour and whatnot and the lines are amazingly smooth. Is it just a case of practice and a steady hand, or is there some technique involved that isn't as freeform as how I generally sculpt. The only real tools I use is standard and pinch brush in zbrush...Its difficult to explore other things unless there is a call for it...but unless you know its there its hard to call!
Keep up the good work y'all!
discmage
22-02-2009, 04:11 AM
Yes, yes you can.
Import the base mesh into max (well thats what I used) and add an Unwrap UVW map to it. Don't do ANYTHING else, such as add an edit poly modifier or anything like that.
Modify the UVWMaps all you want. Collapse the mesh. Export to Zbrush as obj (make sure to keep the original file, so make a new one in case). Reimport into the lowest subdivision of your zbrush scene and as you didn't change the actual mesh the vertex and polys should match up and its all good.
This is only after sculpting however...this may or may not work with the diffuse map if you starteed playing with that in zbrush.
Anyone care to back this up so I don't feel fully responsible if it screws up? :)
discmage
22-02-2009, 04:47 AM
And here is my latest...just kind of playing around with things until I get me 'groove'...which seems to be taking its time. Anyway, as lame as the colours LOOK, I'm sure they will come together when I do it properly with real reference etc.
http://www.neomagination.com/dominance/WIP_02.jpg
Trying to put the 3DTotal colours into the model some...the cape and the plate armour. My scarab is more like a knight in fantasy...so I intend on having some really neat detail on the plating as I have never really done that sort of thing in zbrush and it will be a good chance to play with detailed alpha maps.
I also have some really good bug reference now, so looking to see how close I can get to the source.
Trying to think of some good things to do with the extra 500 polys...I think a cool chain with amulet is a start, but that wouldn't take too much so feel free to tell me all your good ideas :) hehe
As I haven't got into this kind of comp before I just want to clear up something on texture sizes. does EACH texture type have 1024x1024 or they all have to make 1024x1024 altogether. Once again might be a stupid question, but just making sure. Would hate to be canned cos of a simple thing like that.
omegamista
22-02-2009, 05:13 AM
discmage - I tested it out and it works, I'm able to export the heightmap and get a normal and it has the new uv layout, but when the new uv layout is imported, you can no longer go into any higher subdivision levels. So once I'm done sculpting, I can get the normal map, but what about the texture map? If i can't go into my details how would I paint the texture on the new UV map?
Harorudokun
22-02-2009, 05:24 AM
Hey guys… I’ve been silently following the development of the war for a couple of days now… and all I can say is “THIS IS THREEDY!!!”
… I’d like to share some of my views…
Sathe,
- you’re a GOD man!!! Your general transcends a great aura of experience, which already commands respect just by the sight of him; the mask provides a mix of mysteriousness and fear of revealing what’s inside as the enemies behold him…
Fenixy,
- a creator of WAR LORD indeed… the expression of your general clearly illustrates his NUMBNESS to FEAR, and GREAT DISREGARD for DEATH… the massiveness of his built is the gripping representation of the battles he have STOOD IN FRONT OF… specially the broadness of the shoulders… stating the great BURDENS a war general HAS TAKEN…and STILL WILLING TO TAKE…
xxxcubanxxx,
- a warmonger not of words… but of creation… your general has that piercing gaze of both a conqueror and unquenchable thirst for victory… it best suits the medals… his command could be felt by his stare…
r0x_my_s0x
- a PROBOS MASTER… your general is well decorated which provides a REGAL description of his experience… at the same time… the beholder could sense a WHIFF of WISDOM from his expression…
… I hope my words had douse fuel to further burn that enflamed creative pride with in the cores of our WARRING HEARTS…
… to those feeling lost in this CYBER BATTLE FIELD of DIGITAL CREATIVITY… let the strength of these POLY-WARRIORS guide our tablets to VICTORY!!!
… once more… “THIS IS THREEDY!!!”
AzoiC
22-02-2009, 05:24 AM
zomg.. everyone is doing such great works already.. hope i can come up with something for the cause.. havent done modeling for awhile.. >.<
Hopefully can get a concept wip up n running tonight.. and will slowly sculpt and texture away a few hours after work during the next 5 days or so.. :dance:
discmage
22-02-2009, 05:28 AM
er...what do you mean...you couldn't go back up to the higher subdivisions AFTER exporting the new unwrapped obj file? If so, how did you get the normal map? I found I could get to the higher divisions.
If you are talking about the diffuse information, I don't know about that...if the diffuse information goes directly onto the texture, which it probably does, then reimporting a different UVMap will screw that up.
In theory I'm sure this reimport works for sculpting and you can continue sculpting high poly as you need to (you may lose some super high detail on this process however, but MOST of it should be able to kept)...i doubt very highly it would be able to convert the diffuse map from a previous UV layout, to a new one...as it would keep that information on the old layout texture...in comparison to sculpting information which would be kept in the model.
All theory of course :)
omegamista
22-02-2009, 05:49 AM
just to make sure i'm doing what you told me:
1. have my sculpted character loaded and active in the window
2. put it in lowest subdiv level
3. under 'tool' click import & select obj with new map
4. the shape of my model changes a bit back into the original shape of the obj.
5. then I can export a displacement map (while still in lowest subd level) and make a normal out of that in Xnormal.
but when I try to switch the subd level higher it says "updating subdivision geometry" and then the object turns into a horrible explosion of vertices. looked like crystal formations from hell.
PS: Thanks a bunch for the help and don't stess about this, I haven't done **** so i can always start over.
discmage
22-02-2009, 06:08 AM
ok, well when _I_ did it like that, it didn't explode. The only difference I did was once I imported the new model I applied the UVR>Txr to check if the new UV's were in place...then I moved it up. That MAY help, but I don't know.
Its strange that you can export the displacement however when you move it up it goes crazy. Maybe slide the subdivisions up BEFORE exporting the information and see if it stays true...just ideas though. Another idea is check the zbrush forums on pixolator...I've heard this issue comes up for many people, maybe there is a way around it...but in all truth you are doing what I am doing.
Actually, what it COULD be, is your import and export setting from your external editor (max in my case) some times the order of vertices can be changed so the model is the same, but the backend details aren't EXACTLY as they were. I will get a copy of my settings from max 2009 up and maybe that will help?
Personally I just use ZMapper to get the normal map out of Zbrush...is there any benefit in using the displacement to Xnormal? I've heard that come up a couple of times during this comp already. Never hear d of it in truth!
discmage
22-02-2009, 06:14 AM
http://www.neomagination.com/dominance/helpfiles/exportimport_01.jpg
These are the settings I use...I don't know exactly what must be set as is and what isn't, but it gives you a guide as to what seemed to work for me. Hope it helps?!
ANOTHER thing, I have a morph target set. Dunno if this could be it, but I'm just wrapping off ideas now.
Woody74
22-02-2009, 06:26 AM
I added teeth as my extra 500 triangle object. I think I'm done with the head. Next is the armor. Let me know what you guys think. Thanks.
Agent-X
22-02-2009, 06:35 AM
Count me in! I'm ready to kick some ass!
http://i143.photobucket.com/albums/r125/extremecreations2001/GeneralFishInspirationSheetcopy-1.jpg
http://i143.photobucket.com/albums/r125/extremecreations2001/GeneralFish1copy.jpg
David Giraud
22-02-2009, 06:42 AM
I just registered on the forum, I decided to participate this year.
There is some really cool work so far!!! :)
This is my w.i.p
AutopsySoldier
22-02-2009, 06:54 AM
just to make sure i'm doing what you told me:
1. have my sculpted character loaded and active in the window
2. put it in lowest subdiv level
3. under 'tool' click import & select obj with new map
4. the shape of my model changes a bit back into the original shape of the obj.
5. then I can export a displacement map (while still in lowest subd level) and make a normal out of that in Xnormal.
but when I try to switch the subd level higher it says "updating subdivision geometry" and then the object turns into a horrible explosion of vertices. looked like crystal formations from hell.
PS: Thanks a bunch for the help and don't stess about this, I haven't done **** so i can always start over.
I'm not sure everything you did...but there's 2 things...
1. You either made changes to the model in max, or maya...if you delete half the model and mirror it it changes the vertex order and zbrush has your sculpt based on that vertex order...you change it, ****s everything else.
2. If you didn't change the vertex order, then your new model is out of place. Make sure you always have a morph target stored in zbrush of the original base mesh, then switch back to that one to get the normals...also, switch to the morph target to replace models with new UV layouts...if it's not in the same position, select the models then go to
Tool->Deformoation->Unify
What that does it moves your model to zbrush x,y,z which can help out if the models aren't aligned.
Hopefully this helps and made some sense.
Edit: another thing...if you did do any changes to the model what you're going to have to do now is project all the high poly sculpt to the NEW low poly with the new UVS...to do this you have to make sure that both low polys macht, then append the new low poly to the high poly start at lvl1...select the NEW low poly and click on "projectall" this will move the new low poly model to match your high poly sculpt, now repeat that throught the lvls and it should work...if you notice that random verts fly out there's something wrong with the placement of the new low poly and the old one.
Agent-X ...thats a cigar..right? cuz...gatta be honest it looks weird for a character called "fish" to have something like that in his mouth...
AzoiC
22-02-2009, 07:01 AM
wow david giraud.. looks pretty sweet the textures..
DaddyDoom
22-02-2009, 07:39 AM
Sa"I Am So Good That Bunnies Die On My Presence"the and David Giraud my favs so far.
DeadlyFreeze
22-02-2009, 08:10 AM
Some good stuff so far. Sculpting is the easy part the real test is to see what your normals hold up.
David Giraud Impressive speed and nice colors. And perfect idea. Good luck!
redonix76
22-02-2009, 08:48 AM
Wow!!! Everyone's work are so awesome!! Now that you guys twisted my arm, I'm in!! To war!!!!!!!!
AzoiC
22-02-2009, 09:22 AM
http://i22.photobucket.com/albums/b309/shaprizal/AlienBust.jpg
Well think this will be what i will try and come up with.. gonna try n sculpt n texture it out b4 the deadline.. woot woot..
Sathe
22-02-2009, 09:28 AM
Azoic, badass concept now make it happen! Yeahhooorrrghhhh!
discmage
22-02-2009, 10:10 AM
Here is my latest...although can't say I'm all that happy with it. In all truth I am just using this as an exercise to figure out all my old tricks again, which I guess is the point of this exercise.
I'm tempted to give my original idea a shot, seeing as noone is seemingly doing it (at least when I was looking about) so we will see how I go tomorrow with this one.
http://www.neomagination.com/dominance/WIP_03.jpg
Loafie
22-02-2009, 10:11 AM
This is my first war, just wanted to throw my newb hat in there. Everybody else's stuff is so amazing already! Hope this will help me brush up my sculpting skills
McKronic
22-02-2009, 10:28 AM
Im still not really sure where I want to spend my 500 poly's, I'm playing around with a horn concept right now its still really rough (my whole sculpt is still really rough) I need to start making some serious progress, here's an update.
Puckducker - your a genius dude, there won't be to many entries even the slightest bit similar haha
Fenixy - Everything is looking amazing so far, no crits yet really just keep doing what your doing
discmage - It's definitely going to be fun trying to incorporate the colors into our bust's. I'm not sure how much of the colors we actually have to use I think my character might look a little weird covered in blue.
Woody74 - very cool idea adding in teeth with your polys, your character looks like he doesn't want to be messed with haha
Agent-X- Like the idea of the cigar and putting the dog tag on that chain.
David Giraud - awesome sculpt and shaders, can you post an image of it normal mapped on the low poly?
AzoiC - Interesting idea you will have to make good use of your 500 poly's to get all those details in, unless you plan to sculpt a lot of it?
Sathe
22-02-2009, 10:39 AM
McKronic (http://forums.3dtotal.com/member.php?u=17791), the horn idea is great but looks a bit unbalanced, maybe go with another two smaller horns near the back of the helmet to even out the distribution of surface area.
But hes gonna be badass, post progress when your done asap.
markus_omega
22-02-2009, 11:41 AM
great work guys. loving the models
McKronic. looking good i realy like the horn. but i agree with sathe.
here are is an update and a normal tryout. i'm pretty happy with the way its looking considering its my first time doing sculpting and normal maps :P
http://i71.photobucket.com/albums/i125/markus-omega/tunk5.jpg
http://i71.photobucket.com/albums/i125/markus-omega/normaltryout.jpg
L3XICON
22-02-2009, 11:44 AM
bruceape - crazy concepts! I agree with r0x_my_sOx, bring the nashers out!
Marv - great start man, the almost turtle shell area on the top of the head really works for me. keep it up :D
Sathe - real nice man :D great use of the extra polies, and really interesting flow to the shapes, especially liking the helmet. I actually like the front area of the chest, it continues much of the forms from the armour, but it could possibly be a little to extreme.
xxxcubanxxx - superb, real love the feel of the character, and very clean sculpting. keep it up man :)
markus_omega - promising start. looking forward to seeing more. maybe some hair or fur on the top part could bring this into a nice organic / mechanic transition.
LaMonk - haha, this guy looks really cheerful to me, those details you've promised should really nail this guy. and interested to see what you are planning on doing with the 'plating' around the neck
Warbringerd - well. I'm not sure what the equipment on his shoulder is yet lol. but it makes an interesting sillouette. looking forward to updates :)
platypus_green - really clean forms and shapes. love it. baking the matcap to the mesh is a stroke of genius for the metal shading. great stuff.
r0x_my_s0x - what can I say, badass detailing! the mouth area is looking a little noisy for my taste, but hoping you can really nail this with your texture. one of the best so far for sure! keep it up.
avtart20 - nice work with the design, it looks unique from many of the ones using that base mesh. the forms could use a bit more love. bring some of them out a little and make them shout :D
Puckducker - lol, great use of the mesh man, be really ncie to see what you do with this!
Fenixy - badass dude, really love the expression on this guys face, and the skin tones are working real nice. could possible use a very slight colour variation in areas were the skin is thicker or thinner. but real nice work man.
omegamista - welcome to the war, there is nothing better than the dom war to inspire learning new tools. the last war was the first time i'd used zbrush too.
Woody74 - this guy has some great character :D a slight grin in the mouth is great. I would say refine some of the detailing in the head, some of it is getting lost at the moment
Agent-X - hey man, glad your joining, nice start on the mesh, and looking forward to seeing the sculpt. is gonna be badass.
David Giraud - awesome! one of my favourites so far. this guy screams evil bionic nazi. colours are already really working for you. great stuff.
DeadlyFreeze - whoa, nice use of this base mesh. the mask is working really well, and love the bionic eye. would love to see some more detailing on the body armour, especially something to give an idea of how the plates are attatched to each other.
AzoiC - nice concept, love the idea of the neck / chin strap armour to bring some shape to this base meshe's huge chin :P look forward to seeing this sculpted.
discmage - I wouldnt be 'unhappy' with your work so far its a good start, you have some real nice shapes and forms in there, some definition and detailing could really start bringing them out .
Loafie - welcome to the war! and great start. the mask has a real creepy feel to it for me. works perfectly.
McKronic - I agree with Sathe, the horn currently unbalances the whole form, as he suggested, other horns or large shapes can bring that back - I love the shapes you have got in the mouth / visor area, and would be nice to see it as the more focal area. good luck!
apologies for those I havnt commented on (zbrush is calling me back :P) really awesome work here from everyone though, there is no way 3dtotal isn't gonna win this!
keep up the fight!
AzoiC
22-02-2009, 11:48 AM
AzoiC - Interesting idea you will have to make good use of your 500 poly's to get all those details in, unless you plan to sculpt a lot of it?
Yea.. most of it was planned to be sculpted in.. i only see the shoulder guards and the belt across the chest to be modeled in with the 500 polys.. which i hope is possible.. but then again i am still undecided about the torso armor at the moment.. but more or less happy with where i am going with the head/neck items.. so those will be sculpted first and tested.. hopefully i can provide updates soon :)
discmage
22-02-2009, 12:14 PM
Does anyone know how you would project onto the low base model with different subtools? I just used subtool master and the high poly comes up better and cleaner, meaning the quality of my high poly stuff can improve significantly, however when I merged them all the original mesh is the new, high poly version. Therefore being able to make the normal map is impossible.
Are we allowed to make these kind of posts here or should I go elsewhere? :)
markus_omega
22-02-2009, 12:50 PM
L3XICON: thanks man. yeah i was thinking about that :). not sure how i can do it though.
r0x_my_s0x
22-02-2009, 02:10 PM
Nice work guys, looking good.
Am having a break today cos I hurt my eye yesterday :P
Cloak_nl
22-02-2009, 02:41 PM
Small update on the props i added. ;P
Time to unrwap and do a zBrush pass.
Sathe
22-02-2009, 02:41 PM
Nice work guys, looking good.
Am having a break today cos I hurt my eye yesterday :P
You still have a spare eye? GTF back to work!
This is war remember.
The_Caveman
22-02-2009, 03:14 PM
First time joining the war and a half hour doodle to see where to take this one. Seems like its going into the direction of a Gorilla. Hope I manage to map it back in the end :).
Good luck to all seen some nice stuff already :D
Are we allowed to use fur on these guys?
Cheers
Jozef
BiG ToE-3DT
22-02-2009, 03:20 PM
you get an extra 500 tris to play with, so if you want to make that fur, you can.
SeveredSon
22-02-2009, 03:20 PM
Here's my dude so far. I'm about four hours into it, so I haven't really sculpted the body yet...just the head. I'm going for the natural armor look and I want him to look somewhat amphibian.
L3XICON
22-02-2009, 03:22 PM
The_Caveman - you can use fur if you like, but you will need to make it with the normals / diffuse etc maps. hair and fur generators won't be allowed. you could always use the 500 additional tri's along with opacity maps to make some interesting fur planes to change the sillouette :D good luck
small update from me, I played around with a number of different ideas and have settled on this fella. still have penty of sculpting to do, and not sure yet on the emblem on the hat...
any crits, comments or suggestions are most welcome.
Sathe
22-02-2009, 03:23 PM
Ok i see alot of zbrush work here, i think its covered so i have swapped over to max and will go the scifi Route and generate the normals in max.
http://g.imagehost.org/0522/Metal_Max_Modeling.jpg
Jojomondag
22-02-2009, 03:51 PM
My tribute so far.
Maybe I should have waited longer too post my wip, only been working about 15 min so far but needed some critique. I am having a problem with the shape, I wanted too make a sexy Soviet army girl general. And now I'm stuck with this heavy monster girl. Somehow I like the big girl and its really hard too create a thin sexy girl with the base mesh. So should I continue on the big bad girl or should I do a new try on the sexy slim girl?
Good luck all! its looking really good so far for everyone!
http://img153.imageshack.us/img153/948/huldaxw6.jpg
Sathe
22-02-2009, 04:22 PM
Sleep time. Laters dudes
http://g.imagehost.org/0755/Raul_Helm.jpg
Sathe
22-02-2009, 04:38 PM
Ok i lied. what ya gonna do?
http://g.imagehost.org/0760/Rauul.jpg
The_Caveman
22-02-2009, 04:45 PM
Sweet updates Sathe :D
thanks for the info on the fur. I'll try and figure out a way. Need to design some sort of armour now to make him the chief he his :)
Cheers
Jozef
RHedendahl
22-02-2009, 04:52 PM
Nice helmet/mask sathe, but don't like the body at all..
goffskullz
22-02-2009, 05:03 PM
Sathe, I think you're my hero...
Jojomondag
22-02-2009, 05:36 PM
I have too agree with Kirgan! The mask is really nice but the rest aint that hot yet. Can you tell some about the ideas behind your concept sathe?
L3XICON Im digging your character it has great potential! keep it up
Sathe
22-02-2009, 05:38 PM
Gotta love the smell of trolls in the morning.
Edit- Redoing the body/face now :)
The guys name is Rauul Pronounced Row-ool
he is a type of necromonger i guess, the mask will be fused with the face and thats kinda all i got so far. just makin this **** up as i go.
Keep going dudes, just took another look at the forums and we are kicking ass but don't let that slow you down.
VersionThirst
22-02-2009, 05:40 PM
Update, base colors only.
bryzol
22-02-2009, 05:48 PM
Hi there guys! I've decidet to join you in the battle. Some great works here!
This is my begining, it's at concept stage yet, hope you like it.
Sathe
22-02-2009, 06:38 PM
I think im getting close to what i think i want. Its gonna be tough to get the basemesh to look like and blend in with the added armor metal. I will probably just model it all highpoly in max and pull somethin out my ass to blend the two. who knows, any help apreciated.
http://g.imagehost.org/0645/Raul_Concept2.jpg
BiG ToE-3DT
22-02-2009, 06:54 PM
Sathe: not sure how your going to get 500 tris to do that, but I'm sure if anyone can, Sathe can
I can not sculpt to save a baies life, so I'm just going to have some fun with this. Making Flavor Flav, his job is to let the enemy know what time it is.
http://i55.photobucket.com/albums/g129/DJBiGToE/Dom%20War%204/001.jpg
Sathe
22-02-2009, 07:02 PM
Time to rip the other forums a new one i assume?
grindill
22-02-2009, 07:28 PM
Wow, there's no doubt about it. We're going to kick some major (or should that be general) buttocks this time around. Everyone's is looking great.
Here's my minimal contribution to the war. I've still got 143 polies left to try and fit a parrot in there somehow. I'll optimize the hat ornament a bit and that should give me a couple more.
http://i714.photobucket.com/albums/ww149/grindill/DW_MiniCompA/Grindill_MiniCompA_02.jpg
BiG ToE-3DT
22-02-2009, 07:29 PM
make sure your counting tris.
AutopsySoldier
22-02-2009, 07:35 PM
make sure your counting tris.
Don't listen to him, make sure you use 500polies, ok?
Nah, I'm just kidding...if you use up the 500 polies you'll end up with 1,000tris...which...is a lot more than the comp allows.
Sathe you sick mother****er! Digging the armor/mask...he aint so pretty without the mask though. You ****ing amaze me with your poly-modeling skills man, I swear dude one of the best IN THIS MATHA****ING PLANET! WOOO!!
...3dt is still going to lose this year, though :evil:
Krypton
22-02-2009, 07:36 PM
gone for a fairly unoriginal idea, but this is really my first proper attempt at sculpting. Still some work do to, did a quick normal map test as well
C&C appreciated
LaMonk
22-02-2009, 07:43 PM
Up!
Have finished modelling. The next step are textures. I have a question:
- how to project a color_texture from colored highpoly to the lowpoly?
r0x_my_s0x
22-02-2009, 07:45 PM
Sathe: My spare eye is for looking at pr0n :P The piece is looking good dude, I wouldn't like to have the job of making 500tris pull off that shape though, good luck with that one mate. Your demigod powers will pull you through.
My eye is better and i've got some energy drink so its a late night of UVing and texturing from me. Keep it up guys!
VersionThirst Looking nice like the face texture!
bryzol Good start! I think the bit on the end of his mask looks a bit like a ballsack though :D
Pickman
22-02-2009, 07:46 PM
LaMonk- with poly paint in zbrush make sure you have RGB intensity set to 100, then click Col>Txr in the tool palette under the texture tab.
Sathe-You ROCK. What help do you need?
bruceape
22-02-2009, 07:51 PM
Alright here is an update!
Been screwing around with sculpting and this is what I have come up with so far. Not too bad I don't think, never really sculpted much of anything.
I don't know how to go about the teeth, any suggestions?
Also, if you guys have any other suggestions or pointers, I'd be glad to hear em :D
http://img.photobucket.com/albums/v176/pixeler/horatio4.jpg
bryzol
22-02-2009, 07:57 PM
r0x_my_s0x - you are right :D, I'm not shure if I like this idea, I think I will begin one more time and try someting a little different tomorow :)
Sathe- as Pickman said: you rock!
FrZnChAoS
22-02-2009, 07:59 PM
Heres my concept, hopefully have time to finish this.
LaMonk
22-02-2009, 08:02 PM
Pickman, I have asked not very correctly. I meant that I have a colored highpoly and a lowpoly that isnt a highpoly's lower divide. And both have different UV-s. And i can't import this lowpoly to the lower highpoly's divide. So I dont know what to do =(
thermometer
22-02-2009, 08:05 PM
Hi there!;P
been watching for a while and decided to enter the DW as well as become ar Threedy member..:roll:
so here is my hiPoly stuff pretty much done, now having some hard time with generating normal maps and using additional tris, bet still trying..:D
http://img502.imageshack.us/img502/4095/showoff.jpg
r0x_my_s0x
22-02-2009, 08:08 PM
thermometer Thats looks ****** awesome mate. Good luck with the bake man.
Jojomondag
22-02-2009, 08:09 PM
http://img100.imageshack.us/img100/7347/hulda2.jpg
Going too add more details well everywhere and some badges and armour.
angry_monkey
22-02-2009, 08:15 PM
Hello! Here are a couple concepts. Let me know what you guys think. If anyone could give me some hints on what color schemes would look good I would appreciate it :)
The_Caveman
22-02-2009, 08:23 PM
Small update here too.
Starting laying out some armour. Main inspiration would be the romans, with a barbarian hammer of war ^^
cheers
Jozef
Fenixy
22-02-2009, 08:25 PM
wow, so much new enteries, great job all, keep owning
thermometer welcome to theedy, good luck with tris ^_^
BiG ToE-3DT i was asking my self whene you will stop slacking and join the fun
Sathe ...no coment
question to ppl who using Xnormals : what the hell is that sh*t ?? its become visible when i moving camera away from model.
angry_monkey
22-02-2009, 08:27 PM
Cave man the face looks good. But does the design match up to the original silouhuette?
The_Caveman
22-02-2009, 08:50 PM
@angry_monkey: Normally it should, didnt touch the base mesh :) hope that with mapping it back it work as well. when I go back to the non subdivided mesh in Zbrush still looks like the base mesh. Thanks for the concerns though I m just gonna pray it ll work out
markus_omega
22-02-2009, 09:13 PM
small update. started on the fur. still needs lots of work. let me know what you think.
http://i71.photobucket.com/albums/i125/markus-omega/tunk7.jpg
BiG ToE-3DT
22-02-2009, 09:29 PM
Fenixy: looks like a video card issue. If it screws up while panning in and out, you may have to use a different program, or change up the viewport settings.
LaMonk: your hi poly model should have the same uv's as the low poly, since you started with the low poly to make the hi poly sculpt. If you changed the hi poly uv's, then hopefully you did it at the low poly stage, in which case, your uv's should still be the same.
Warlock 279
22-02-2009, 09:59 PM
r0x_my_s0x - That's lookin' sweet. I love all the details you've got in the armor. Shouldn't have a problem baking the littler details, since its a 1024² map.
bruceape - Nice sketches I'm think lip webbing is the way to go, no doubt.
Marv - Nice start, I like the doodads on the forehead. Be interesting to see what you do with it from there.
Sathe - Those are some wild armor concepts, and your latest wip is looking pretty awesome. Hopefully you can manage to translate it to the small budget alright.
xxxcubanxxx - That's a pretty cool lookin' alien dude you've got there, I like the little 3DT medals he's sporting, and the what you've done the forehead.
markus_omega - Nice start dude, I think you're heading in the right direction, keep it up. :)
LaMonk - Nice. I like what you've done with the wrinkles so far in the face, should be really cool when you get the rest of the wrinkles in there. I think the scar could be a little uglier yet, perhaps that's just a matter of personal taste tho. Lookin'g good.
Warbringerd - Gonna have some electricity in there? [Just guessing, based on the name and the doodads on his back] Looks cool, looking forward to seeing what you've got in store for him.
platypus_green - Ace sculpt, I love the hard edged armor look. Was a bit worried about how it'd bake, but looks like it worked out just fine for ya. If you've got more deatils planned for the sculpt, I can't wait to see it.
avtart20 - Looks like that boys seen some action, with a scar like that. Looks pretty cool. Is that his nose on his forehead? Wicked!
KaterinaD - Looks good. I like what you've done with the forehead, and the "cracked" look around the back of the skull.
Fenixy - Great start, really dig the armor pieces. Colors look good so far, can't wait to see you finish this one up.
omegamista - We've all gotta learn sometime, no better time than now. Your sculpt suggests you're on the right track. Keep going. :)
Woody74 - That's a pretty mean lookin' dude you got going there. Lookin' great so far.
Agent-X - Looks cool, I like what you've done with the accessories, tho you need need to shift the cigar to one side or the other and angle it a bit, looks a little odd straight out like that.
David Giraud - Welcome aboard, and with work like that, I'm glad you're on the right side. That's awesome! Sculpt and colors already? You're not wasting any time! Love the face mask. Nice take on that base mesh as well, managed to make him look pretty human.
DeadlyFreeze - Awesome job with that SDK. I really like that face, that's wicked. Can't wait to see what you do from there.
AzoiC - Sweet concept. looking forward to seeing the sculpt, should be pretty freakin' cool if you can pull it off.
McKronic - Looks cool. I like the horn, but agree with Sathe, it could stand to be balanced out a bit. Face mask is pretty sweet as well.
Cloak_nl - Lookin' cool, I like the sash, and the mini shoulder mounted weapon.
The_Caveman - Looking pretty good. Certainly looks like a gorilla and I can see the roman influence in the armor. Keep it up. :)
SeveredSon - That's wicked. I really dig that "natural armor" you've got going on. I can see abit of a fish/amphibian look too him.
L3XICON - Looks sweet, if you cant pull off that outfit with the budget, should make for an awesome entry. Nice work on the scarring below his eye.
VersionThirst - Lookin' good, see I'm not the only one that was thinking a general deserves some mutton chops. :D
BiG ToE-3DT - Oh-no! Flavor Flav's gone off to war?!?! Sounds like a fun idea, can't wait to see what you do with it from here.
grindill - Nice, pirates rock. Looks good so far, I hope you can manage to squeeze the parrot in there.
Krypton - I like the rocky look you've got going so far. I think you could work in some smaller crackes and what not yet, and really make this shine. Also, welcome aboard. :)
bruceape - Pretty wild looking sculpt you've got. You could probably use some of the accesories budget for the teeth, seems a popular approach. I'm guessing you'll also be using some of the budget to capture some of the larger lumps/spikes/bumps/what-not right?
FrZnChAoS - I like the concept, nice use of color. That's not an alien aphro he's rockin' is it?
thermometer - WICKED! Welcome aboard. That sculpt looks awesome. I rreally like the texture on the armour.
Jojomondag - Nice to see someone coaxing a female character out of that SDK. Looks pretty good so far, I'm diggin' the hat.
angry_monkey - Nice start. I get the impression you're going for a pig/boar look? If that's the case, some bigger tusks would look good on there.
markus_omega
22-02-2009, 10:14 PM
Warlock 279 thanks :). i'm glad you like it. i just hope i can make the deadline :P
spoiLars
22-02-2009, 11:01 PM
ok, so here is a couple of quick 'n rough concepts I did tonight, not quite sure which one I'll end up using.Guess I have until I come home from work tomorrow to decide.
grindill
22-02-2009, 11:32 PM
Now with super spiff War Parrot. :dance: I used every single one of my 500 tris :faces: to get this in there. Now I just need to Unwrap all the extra stuff (I've already modified the original unwrapping).
http://i714.photobucket.com/albums/ww149/grindill/DW_MiniCompA/Grindill_MiniCompA_03.jpg
Agent-X
22-02-2009, 11:34 PM
Yeah, In the end I will shift the cigar to the side Warlock, thats exactly what I have in mind, its just for modeling purposes currently. Ill post an update soon.
Thanks for commenting, everyone. Everyone is doing an amazing job. Keep up the good work everyone. Ill be sure to help post comments next time I post. Until then everyone keep working hard.
r0x_my_s0x
23-02-2009, 12:22 AM
Just doing a quick test of the bake. No spec map just a quick paint of the skin and colour blocks for all the other parts.
Fenixy
23-02-2009, 12:32 AM
r0x_my_s0x this is awsome :lurve:
VersionThirst
23-02-2009, 01:00 AM
Awesome stuff so far, Threedy has this hands down.
Here's an update, still just base color. hit 500 tris exactly on my extra pieces. Going to start on other maps now.
AzoiC
23-02-2009, 01:25 AM
r0x_my_s0x loving the colors.. cant wait to finish work to start on mine >.<
FrZnChAoS
23-02-2009, 01:31 AM
started sculpting
yoyomon
23-02-2009, 01:34 AM
BigToe: Lol, I can't help but think that your going to transform that dial on his chest into a giant watch.
Fenixy and rOx_my_sOx: Your versions are turning out great :).
SeveredSon
23-02-2009, 01:45 AM
It's interesting to see the progress that everyone is making. r0x_my_s0x is my favorite so far, my only crit would be that he doesn't look like a hard ass war general...maybe it's the eyes?
Here's my update. I decided against the scar on the eye since a lot of people are doing the same thing. I started working on the body, but I'm not happy with it yet...I'll keep plugging away at it. Maybe something will appeal to me as I work on it.
I'm thinking the plates on his head will have to be added to the low poly mesh since it changes the base mesh silhouette. Keep up the good work everyone!
redonix76
23-02-2009, 01:50 AM
Wow great job guys. I'm loving everyone's work so far! I think We're gonna kick some butt again this year!!!!
Here is "General Remus". Base Zbrush is done but will give him the detail pass later on. I'm building some armor and maybe a helmet if I can fit them all into 500 tris. I'll update with the armor hopefully tomorrow night.
http://img6.imageshack.us/img6/9986/remus.jpg
Shot at 2009-02-22
discmage
23-02-2009, 02:02 AM
OK, so I started my OTHER concept today and personally it has more room for interesting sculpting. eg. I will learn more from it. The scarab idea is much better I think, but I don't think it can look as good when this is basically a texture competition, rather than a concept competition :)
So here is the start of my cyclops general.
http://www.neomagination.com/dominance/WIP2_01.jpg
The only catch is that the eye is a subtool, and I have no idea how to bake that into the one base mesh. Any ideas?
ced66
23-02-2009, 02:09 AM
yop everyone :)
some very interesting pieces here !
my turn to put some stuff for this mini challenge.
i altered a bit the global shape but i fixed the design... i'll change the silhouette later to perfectly match the provided basemesh.
still have some details/pattern to add and polishing step to do.
http://www.khalys.net/tmp_image/Sillas_DW.jpg
angry_monkey
23-02-2009, 02:15 AM
Thank you for the critique warlock. Good job everyone!
discmage
23-02-2009, 02:22 AM
ced66:Thats insane! Really cool! I have no idea how you do technojunkl as good as that. Is that all in zbrush?
I have decided I am going a much simpler approach. Once again just cos I'd like to try something different and I also think that for me, at least, a basic idea done well is a good way to build up my skills. So I'm going for MEGA simplistic. The idea of a cyclops in a pretty standard (slightly changed) human gear amuses me...so I'll probably run with that...for now :)
http://www.neomagination.com/dominance/WIP2_02.jpg
AutopsySoldier
23-02-2009, 02:22 AM
-jaw dropped- holy **** ced66
DeadlyFreeze
23-02-2009, 02:30 AM
lol we got some ubisoft ringers, its in the bag
BiG ToE-3DT
23-02-2009, 02:37 AM
AutopsySoldier: wishing you where here now aren't you. Hahahahaha, just give threedy the gold now. why waste time. Tell GA to give up.
McKronic
23-02-2009, 02:45 AM
ced66 - simply amazing I'm totally blown away dude amazing work
Big Toe - Quick question for you, do I only have to model what is going to be framed in my final render? I could save a lot of poly's on my accessories if I delete what is out of frame.
Sathe
23-02-2009, 02:46 AM
http://f.imagehost.org/0288/Tri_Count.jpg
its done. it took a **** load of optimizing but ive got the silhouette i wanted! Now back to the hard surface modeling.
We are kicking ass, autoposy is dissecting himself right now.
Aleks
23-02-2009, 02:51 AM
Cedric Seaut is in da house!!!
Really great to see you on Threedy's side :) Big fan of your work...
Anyway,great work,guys.I might try and make something myself tomorrow.
BiG ToE-3DT
23-02-2009, 02:55 AM
McKronic: you are right, don't waste time or tris on geo that will not be seen.
Aleks, don't tease me.
sourabh devli
23-02-2009, 02:56 AM
gud dude,,,,,,,,,,,,
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i'm sourabh
ContrivanCe
23-02-2009, 03:14 AM
http://img.photobucket.com/albums/v91/screamus/WIP1.jpg
Wish I had read the "must LOOK like a general" part.
Oh well. hopefully I'll fix it with the optional piece.
Still gotta add the logo.
David Giraud
23-02-2009, 03:18 AM
Cedric I just love what you did!!! there is some crazy details and this a great concept, very stiff competition my friend!
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