View Full Version : DWIV - 3D - mix_mash - Zomlord Ghauss
mix_mash
20-03-2009, 06:53 AM
I have absolutely no idea what I'm doing so bear with me on this attempt. I may or may not officially enter the contest but I thought I'd challenge myself to see what I can do. Anyway, I've never really done this before because I have never really completed a 3d project before. I've always stopped after a while so I hope I can complete this. If I discover or use any interesting techniques during the process I may make a tutorial for it.
Anyway, here's my very, very, very, very rough idea.
Name: Zomlord Ghauss
Class: Demon Lord
Element: Darkness (I wanted to do lightning but that wasn't allowed)
So, let's hope I keep my mind on track and get things moving.
Cheers,
Paul
(mix_mash)
mix_mash
02-04-2009, 09:53 AM
Well, most of the things I had to do have been done so I can now focus on this comp. To be honest, I probably won't enter but I will see how far I can go with this. I'll consider it a learning experience.
Anyway, I'm still trying to figure out how to approach the creation and have experimented with ideas. I'm still at the concepting phase, though.
The first two pics are basically low poly rough versions rigged so I can get a feel for the basic idea and pose. I'll use these as a base then draw over them to get a better concept with more refined details and such.
The third picture is just me messing around in Alchemy. The pic took around 10 minutes to do (give or take a couple of minutes). Not the best details in the pic but I didn't want to spend too much time on it.
Anyway, I will post up more of my experiments as I progress. I will still try to make a serious final piece but I'm more interested in challenging myself to see what I can achieve.
Cheers,
Paul
(mix_mash)
PS: I know the pics are crappy but no sense in giving best quality pics at this rough stage.
mix_mash
06-04-2009, 02:14 AM
I don't know if anyone is following this thread or not but I'll still post up my progress anyway.
So, apart from being VERY distracted by other stuff and health issues, I have managed to mock up a new concept in 3d via Zbrush and my roughing technique
(see http://www.youtube.com/watch?v=2oQzY1xRAVg )
It's still very plain and the colours are just a basic visual separator but I'm hoping to use these pics to paint over some details and make him look cooler.
(see http://www.youtube.com/watch?v=eOKq_Sbadbg )
I'm not sure what to put at the end of his right arm but it might be a skull dipped in silver which is melded into his flesh which focuses his dark powers.
http://i711.photobucket.com/albums/ww116/mix_mash/V1_a.jpg
http://i711.photobucket.com/albums/ww116/mix_mash/V1_b.jpg
http://i711.photobucket.com/albums/ww116/mix_mash/V1_c.jpg
http://i711.photobucket.com/albums/ww116/mix_mash/V1_d.jpg
Anyway, let you know when more stuff comes up.
Cheers
mix_mash
06-04-2009, 08:54 AM
Still having problems uploading via the forum so these pics above are from Photobucket.
Don't forget to check out my vids. You may find them helpful in your work.
mix_mash
08-04-2009, 07:09 AM
Just a small texture test. I basically overlaid some photos to give some texture. Not really happy with any of it except the right arm. I got the texture from an animal carcass and it just fit nicely. I need to do some more serious work on this guy and decorate in a better way.
http://i711.photobucket.com/albums/ww116/mix_mash/V1_test_a.jpg
Cheers,
Paul
PS: The tattoo design is not mine and I won't be using it for the final texture. I just put it there for something different. I will use tattoos but my own designs.
Darbruce
08-04-2009, 07:16 AM
this guy is neat. please tell me he bludgeons people with the skull stub. the bicep on the other arm could be longer, it might be a bit too short to function well right now. (elbows usually hit the bottom of the ribcage around your waist.)
your call though.
mix_mash
08-04-2009, 07:27 AM
this guy is neat. please tell me he bludgeons people with the skull stub. the bicep on the other arm could be longer, it might be a bit too short to function well right now. (elbows usually hit the bottom of the ribcage around your waist.)
your call though.
Yeah, it's still a rough but at the same time I can still make the excuse that Demon Lords (according to the contest outline) "do not possess any human characteristics". I might be able to get away with a design with poor proportions ;P
mix_mash
12-04-2009, 02:02 AM
I initially made it clear that in taking part in this contest that I also wanted to use it as an excuse to discover new techniques and speed up my own techniques. Anyway, a few days ago I decided to revamp my character a bit and decided to concept a bit using Zbrush more.
This first picture I made in Photoshop is taken from a male nude anatomy reference I got online. I used the tools to get the main elements that I wanted in my new design. Looks weird, right?
http://i711.photobucket.com/albums/ww116/mix_mash/online_120409_A.jpg
I then went into Zbrush and set this image to an image plane which I subdivided and the manipulated so I could get a better warp/liquify deformation than I could in PS.
http://i711.photobucket.com/albums/ww116/mix_mash/online_120409_B.jpg
There are lots of good reasons to use Zbrush to make the deformations including X symmetry and the smooth tool but I just find it more plain fun to use. And even though you lose details from stretching sometimes, you can always bring it back and forth into PS to add cleaner details and fix things up in general.
Now, I will use this as a basis of re-concepting my design. I think I'll just be happy to get a decent concept done by the end of the comp even if I don't finish with a low poly version.
Cheers,
Paul
mix_mash
12-04-2009, 02:09 AM
Oh, and here's a picture I made just for fun a few days ago. It's unrelated to the comp but I used Zbrush, photomanipulation in PS and compositing in PS to get the result.
http://i711.photobucket.com/albums/ww116/mix_mash/UH-Final.jpg
I could never have hand painted the texture so using photos as a basis of texturing is always a good technique. Use it when you texture and you won't regret it!
Enjoy!
Cheers,
Paul
capitan_popo
12-04-2009, 07:46 PM
ey! that photoshop/zbrush workflow for concepting is a good idea will try it sometime
mix_mash
15-04-2009, 06:51 AM
Hey everyone,
For those paying attention, I haven't done alot but I'm still experimenting. Don't forget that my goal for this comp is to get a final concept and not exactly a final model. If I do get a final model done then bonus for me. Anyway, here is a new technique I'm fiddling with involving pre-textured mesh parts in Zbrush.
Step 1)
Here is a mirrored skull image that I made using a photo I got online. It's not evil enough so I needed to make a change.
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_A.jpg
Step 2)
Using A zbrush plane, I deformed the skull to look more evil. The basic technique is in the last post.
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_B.jpg
Step 3)
In Lightwave, I created a simple mesh to project the skull shape and extruded it. I then applied a planar UV texture and made an atlas UV texture, too.
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_C.jpg
Because Zbrush doesn't like overlapping UV tiles, I had to go into Layout then bake the texture across to the atlas UVs so that the texture could be viewed correctly in Zbrush.
Step 4)
Here's the mesh object imported into Zbrush with the texture applied. Now it is simply a matter of sculpting my mesh around the object I want to attach the mesh to.
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_D.jpg
Step 5)
And here's the final result. Yes, it's still rough and nasty but that doesn't matter. It is a good basis for my concept design.
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_E.jpg
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_F.jpg
http://i711.photobucket.com/albums/ww116/mix_mash/online_150409_G.jpg
Anyway, I hope you guys enjoy this and it's helpful to you. If there's any more tips I pick up, I'll pass them on.
Happy Dominance Warring!
Cheers,
Paul
(mix_mash)
PS: If anyone uses this technique for their entry, I'd loved to see the result.
Sebiomegas
16-04-2009, 04:20 AM
That trick with the skull image is so neat . A real time saver.:smug:
mix_mash
23-04-2009, 09:44 AM
It's funny how easy it is to get distracted in life. Anyway, I was trying an experimental technique thinking that it would be better than just sculpting the model. But while the result was good, sculpting would have been faster. So, here is the result.
http://i711.photobucket.com/albums/ww116/mix_mash/online_230409_A.jpg
This is only part of the model and only partially refined (you'll notice that the front of the legs are more refined than the rest of the body). I plan to still add a hand and a massive monster head on the right arm. His head is actually going to be covered up with a faceplate so I didn't do any sculpting there, just a superficial form. Oh, and I forgot the single horn I wanted to add but that can wait. I also realise that parts of the anatomy are wrong but he's a monster so I can get away with it.
I doubt I'll get this done on time but will try to get something refined near the end of the comp.
mix_mash
30-04-2009, 12:07 PM
I know that by the time I've posted this that it'll probably be swamped by other posts so if you are able to read this, Lucky You! :p
Anyway, I struggled with a technique but I managed to get a decent left hand and right head (?) done. It's not as fancy most entries but my system can't handle heavy polygon counts. So, hopefully, I'll be able to get all the fine details with a bump map.
http://i711.photobucket.com/albums/ww116/mix_mash/online_300409_A.jpg
http://i711.photobucket.com/albums/ww116/mix_mash/online_300409_B.jpg
And a close up of the right head...
http://i711.photobucket.com/albums/ww116/mix_mash/online_300409_C.jpg
It looked so much more cooler on paper, though. ;P
I'll try to get a low res version done this weekend and get textures done next week.
Provide feedback if you want. It'll be nice to here some.
Cheers,
Paul
(mix_mash)
SR_6274
30-04-2009, 12:44 PM
This is looking really cool. I love the head design for the arm. I hope you can finish in time, because I would really like to see how this turns out.
VinsanityV20
03-05-2009, 07:54 AM
How can this thread not have flipped over to page two yet? :D - yes, that's the first thought that popped into my head; I am having a very random night.
Also, I would've checked in earlier - you definitely caught my eye on Big Toe's thread with that dinosaur skin texture thing you did - but I coulda sworn you didn't link your D-War thread in your sig at the time. Anyway, let's get down to business...
I love the style on display here; the PopEye/MegaMan-esque build is a cool way to stylize a demon like this - he is definitely standing out. I love the design, though I don't wanna get too attached since you've made it very clear you're experimenting and won't necessarily finish:( That's cool though - I'm sorta doing the same thing (this comp will have the first model I've ever finished that I did both a high res sculpt and an in-game low poly for). And that technique with the skull? I didn't quite get it - I'm totally slow when it comes to matters like this - but it definitely seems really cool. I'm gonna have to check out your video tutorials sometime in the future...
Regardless of whether you'll finish him or not, it's very cool:D And the skeleton bludgeon-y thing is awesome.
EDIT: Hell yea! Flipped it to Page Two!
Sebiomegas
04-05-2009, 02:32 AM
If you pose him, you could make it as if he is is trying to restrain his arm; like a mad dog or something. The more time you put on this guy the better it looks.
Good luck on finishing if that is your goal.
mix_mash
04-05-2009, 04:50 AM
Thanks for keeping me in the loop guys. I'm currently retopologising the mesh. It's not hard but it is taking a bit of time because of the awkward angle of the right head. The story behind this guy is basically that his power has been sealed with a metal plate (which I haven't done yet but will have the 3dtotal symbol on it) so his power has forced him to manifest his head through his right arm making it his 'actual' head. Because the physiognomy (sp?) of the arm is different, his head does not look like it normally does.
Vin, the purpose of the tutorial was to show you that you could work backwards so instead of modelling then texturing, you would be texturing first then modelling to incorporate the texture and giving more confidence in the sculpting process because you have a visual guide of what to sculpt. It's not a new technique, just a reinvention because I've always seen it used in low polygon weapons and vehicles but never with characters. Even if you don't use the final texture, it gives you a good basis for one.
Anyway, I'll try to post up something new today or tomorrow.
Cheers,
Paul
mix_mash
05-05-2009, 12:08 PM
Aahhhhh! OK, so I created a low poly version of my model but I did it in a more grid-like way rather than a contour way so I'm not happy with the low poly version. This mean that I will have to make a new low poly version which will take too long. Also, I did some normal map tests and some basic posing and the results were terrible.
So, basically, I plan to hold onto my character and learn the best way to get him into his low poly incarnation. If you don't post any more pics here, I will create a new thread in the usual forums once I have something I can post up proudly.
Good luck to everyone in the comp and I'll be there cheering for the team. :dance:
Cheers,
Paul
(mix_mash)
H2olt
05-05-2009, 09:46 PM
well, good luck finishing him up at a later time.that method of smudging images around in zbrush is one i will have to try.
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.