View Full Version : DWIV - 3D - KaterinaD - Pain and Panic
22-03-2009, 08:28 PM
I am going with the demon race, abomination. This pic is not concept, only inspiration.
By kateirnad (http://profile.imageshack.us/user/kateirnad) at 2009-03-22
22-03-2009, 08:55 PM
Great, good idea!
similar affinities. Let's see the progress in the next days.
22-03-2009, 10:37 PM
Head of Pain
By kateirnad (http://profile.imageshack.us/user/kateirnad) at 2009-03-22
23-03-2009, 03:07 AM
Cool shape, and the inspiration pic is neat. Not sure what you have planned - but there's a lot of optimizing to be done. Might be better to do it now rather than down the road.
23-03-2009, 03:31 AM
Nice! Looks scary all ready!! Those things from Constantine are really cool and are great references.
23-03-2009, 01:43 PM
23-03-2009, 01:49 PM
Looks promising already.
29-03-2009, 04:36 AM
ZBrush of pain model
Awesome! I like the fact that it has 3 eyes!
29-03-2009, 06:01 PM
I love the detail on your model, it makes my skin crawl in a good way..;). Can't wait to see what panic will look like. I have a question what are you using tonstart-off with? I use Maya and recently purchase ZBrush after researching both Mudbox & Z. Can I great my model in Zbrush and transfer it to Maya or the opposite. I'm trying to figure-out what will be quickest method to acomplish a good uvmap and model using both softwares. Looking forward to panic.
29-03-2009, 06:05 PM
good start, man!
30-03-2009, 11:15 PM
hey i'm gonna try to answer your questions best i can: your first question:[U] I have a question what are you using tonstart-off with? I started off modeling the general shape in max. it's a hi-rez model so there will be enough geometry to work with in zbrush. the geometry is spaced fairly evenly around the entire model. Then i grab the mesh and put a quick unwrap on it, which might be in maya's edit unwrap - mapping - flatten mapping. you don't need to unwrap it before it goes into zbrush but i do it because there are plug-ins for zbrush that require the mesh to be unwrap, and that setting (flatten mapping) will unwrap your char. in a matter of seconds but it should not be used when you are doing your final unwrap on your low-rez character. If i where you i would model your general character in maya, make sure the geometry is clean and your working with quads and then bring it into zbrush and work on it there. also be aware of not making the mesh in zbrush higher than --flat million polys. its better to split up the character and bring in pieces and export them out or burn the mesh in zbrush. with the uvmap for your final model--don't rush it. make sure its a good unwrap, well thought out, so that you can mirror what you need to and hide the seams at the same time. the unwrap is very important. especially for texturing. i'm assuming you already know how to unwrap in maya. i'm sorry if this doesn't answer your question. its a very difficult question because there is no right or wrong way of doing stuff, its just a matter of preference. if you have any other questions or if i haven't explained it well enough please send me another post and i'll try to answer your questions better.
31-03-2009, 12:10 AM
KaterinaD, thank you for your advice will follow this pattern. If you make a high rez And not exceed the 10K limit or are you pushing it to the very last tri. Thanks again very helpful information.
31-03-2009, 02:53 AM
wow! great idea and sculpt so far. Looking forward to more.
31-03-2009, 03:07 AM
31-03-2009, 03:16 AM
My High Rez is far over 10k but the low rez will be probably around 10k. I'm going to use as much as it takes to make the character look good, keep jagged edges off, so i probably will use that amount. I also have panic to finish up so that's gonna push me to the limit for sure.
Wow, very nice work, and welcome to the forums btw.
always nice to see someone else from the GTA in here :dance:
01-04-2009, 08:35 AM
That looks really, really cool so far. That thing is just so demon-y and alien-y and just awesome:)
There's a noticeable seam on the arm right now though; I wonder if that's just cuz it's early right now, or if you're planning on doing sort of a....like, "skin pulled over the bone" kinda effect? It's always hard to tell where people are going when they just pull out sculpting WIP's, but that's also usually really fun as the creature comes together organically...
Can't wait to see more!
04-04-2009, 03:38 AM
Pain and Panic WIP
04-04-2009, 03:41 AM
the seams that you see aren't really seems there just the character in pieces. those won't be seems at the end.
04-04-2009, 07:30 PM
You've got a great Pumpkin Head vibe with this piece. What is the other character like?
06-04-2009, 05:34 PM
08-04-2009, 06:35 AM
12-04-2009, 09:28 PM
14-04-2009, 01:05 AM
The color looks very demonic but you are losing some of the detail that you have worked so hard for. Test a bumpmap and a specular layer to see how the details will react with the light.
26-04-2009, 07:26 AM
Man, this place is a ghost town. We gotta drum up more visitors for you, Katerina! You should poke around other people's threads, and check out other stuff. We gotta stand strong as a team; keep bouncing ideas off of each other, and all.
Anyway, the latest texture looks very realistic. While Buzz001 is correct in that it does wash out some of the sculpt detail, it still looks close to photorealistic. Very dinosaur-like. In that spirit, I think it could use more variety; patterns, blotches - skin just isn't that uniform most of the time. Look at what Mix_Mash did on this page of Big Toe's thread with a dinosaur texture:
Also, as a general suggstion I've made to most of the demon characters, they seem too clean cut; a couple blood splatters - maybe around the mouth? - couldn't hurt. Surely, those kinda touches could add some 'zazz' to the texture.
Still, as far as I'm concerned, the hard part is over. The detail work done so far is excellent:)
05-05-2009, 02:48 AM
Good texture work. You should use a cavity map to bring out your normal maps more and then bake them on to you color texture.
12-05-2009, 12:21 AM
Hey Guys, thanks for the input. i'm just getting back into dominance war. work and a texture test for another company got in the way. i'm hoping to finish but i got tons to do. i know i should really look at whats going on with other people but my job keeps me late and its hard to get back on this thing. well, i'll see if i can peek around within the next few days.
Hey no problem.
And btw. I like your latest progress.
17-05-2009, 11:26 PM
No Prob Katerina! Work always comes first; I remember when I got a interview at a game studio, I stopped everything that I was doing. Called off my then-current job for the entire week 'cuz I wasn't quite sure when my interview was - THAT little move cost me said job, but I got the game studio job in the end:D My point is, no problem - do what you gotta do. Work comes first; especially since this is after all, "just for fun"....earrrghhh...
Man, I don't wanna say that when I LIVE for trashing Polycount:D
17-05-2009, 11:37 PM
remember when I got a interview at a game studio, I stopped everything that I was doing.
he also forgot about all his friends and disappeared without a trace for a week.
I love this piece, i really hope you get to finish it by tomorrow, if not, I'd still like to see it finished in the future.
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