View Full Version : Tarik2d - Army of One - Scavenger
Tarik2d
09-12-2009, 10:12 PM
Hi All,
Im new to this so if ive done something wrong let me know. Did this design tonight, not if its its possible to do put I'll see how it all goes
Cheers
xxxcubanxxx
09-12-2009, 10:44 PM
Concept is looking great dude, keep going.
Perversonality
10-12-2009, 08:47 AM
Definitely looks promising
Tarik2d
10-12-2009, 03:09 PM
Definitely looks promising
Thanks :) here is an update with my design, going to start modeling soon. Can I ask something though, as I have never done this before...... The stages are to make a base mesh that doesnt go over 10,00 tris?,Then make UV maps for it., then take into zbrush say, sculpt away to say 1million polyies? then save out all the maps?
buzz001
10-12-2009, 04:39 PM
The helmet and mask fit him very well, is the left hand mechanical.
Tarik2d
10-12-2009, 04:42 PM
The helmet and mask fit him very well, is the left hand mechanical.
yeah its a mix between a mechanical arm and a sheild, sort of a custom build from bits and bobs
truspiste
11-12-2009, 12:40 AM
Thanks :) here is an update with my design, going to start modeling soon. Can I ask something though, as I have never done this before...... The stages are to make a base mesh that doesnt go over 10,00 tris?,Then make UV maps for it., then take into zbrush say, sculpt away to say 1million polyies? then save out all the maps?
I accept with information: The helmet and mask fit him very well, is the left hand mechanical.
Tarik2d
11-12-2009, 09:03 AM
Thanks, yeah is left arm is slightly mechanical. Ive updated his head design a little bit and I'm on with the base mesh.
Mr.fE
11-12-2009, 09:44 AM
looks intriguing...can't wait for more!
Tarik2d
12-12-2009, 09:37 AM
Thanks, Hopefully get the base mesh comepleted today. Think im going to have some trouble to model all this stuff on him in the 5,000 poly limit
buzz001
12-12-2009, 02:01 PM
You are long ways away before reaching the limit ( 10000k ). So, bring that Soldier of Fortune to life. Oh! thanks for suggesting to add color to my concept; I started doing different things to the concept.
Tarik2d
12-12-2009, 02:05 PM
You are long ways away before reaching the limit ( 10000k ). So, bring that Soldier of Fortune to life. Oh! thanks for suggesting to add color to my concept; I started doing different things to the concept.
but isnt 10,000 tri's 5,000 polys?
Perversonality
12-12-2009, 02:18 PM
The limit is 10,000 triangles
As an aside though, 10,000 triangles isn't necessarily 5,000 polys as a polygon is 3 or more straight sides. 10,000 triangles = 5,000 quads would be more accurate as 10,000 triangles also is the same as 10,000 three-sided polygons :)
Tarik2d
12-12-2009, 02:20 PM
The limit is 10,000 triangles
As an aside though, 10,000 triangles isn't necessarily 5,000 polys as a polygon is 3 or more straight sides. 10,000 triangles = 5,000 quads would be more accurate as 10,000 triangles also is the same as 10,000 three-sided polygons :)
lol,
ok cheers. Im still finding it different to keep the polycount down so low lol.
buzz001
12-12-2009, 02:30 PM
Ah! teamwork that's what all these challenges are for.
BiG ToE-3DT
12-12-2009, 03:45 PM
post some wips, so we can help you.
Tarik2d
12-12-2009, 03:59 PM
post some wips, so we can help you.
Here is roughly where I am, Dont know if this is the right amount of detail i want to be going for or not.
Cheers
BiG ToE-3DT
12-12-2009, 07:56 PM
looks about right, keep going.
Tarik2d
12-12-2009, 08:40 PM
Elooks about right, keep going.
thanks is there a way to bring up a tri counter?
BiG ToE-3DT
12-12-2009, 08:59 PM
in max 9, you right click on the name of the viewport your in. Then go to configure, look for the stats tab then click on the options you want.
Tarik2d
12-12-2009, 09:09 PM
in max 9, you right click on the name of the viewport your in. Then go to configure, look for the stats tab then click on the options you want.
Great ill try that one tomorrow :) thanks
Tarik2d
15-12-2009, 08:48 AM
Here is an update with where I am. Still got the hand, robot hand, and boots to do. Along with the gun and a few bags......along with the rest of the detail. Let me know what you think
buzz001
15-12-2009, 02:53 PM
The model is looking great so far. I love the helmet, it really complements the rest of the uniform.
FrZnChAoS
15-12-2009, 04:20 PM
your character is staying pretty true to the concept so far, keep it up :)
Tarik2d
15-12-2009, 04:23 PM
your character is staying pretty true to the concept so far, keep it up :)
Thanks, I didnt post the finished concept so here is what ive been working off
Tarik2d
15-12-2009, 09:27 PM
The model is looking great so far. I love the helmet, it really complements the rest of the uniform.
Thanks Buzz, Im trying to model his robot hand at the moment. I'll get some updates on once ive got a bit further on with it. Hope its all looking ok
Thanks
Mr.fE
16-12-2009, 10:57 AM
great concept and great model!
keep goin'!
Tarik2d
16-12-2009, 03:29 PM
Thanks Mr.fE
Here is a bit of an update with the legs, boots and hand. How many polys does anyone think you need to model a gun? I wanting something like in the concept I did, cant remember what it was called.
Comments welcome
buzz001
16-12-2009, 06:07 PM
The boots have good detail and balance, but the hand looks to small for his body. Is a good start, the presence of bones under the skin is there but i think the hand can be bigger to complement the rest of the body. Overall love the progress and the concept art looks sweet.
Tarik2d
16-12-2009, 06:10 PM
The boots have good detail and balance, but the hand looks to small for his body. Is a good start, the presence of bones under the skin is there but i think the hand can be bigger to complement the rest of the body. Overall love the progress and the concept art looks sweet.
Cheers, Yeah it needs padding out a lot to be a glove, I'll jump onto that after I get his gun in. Thanks :)
Tarik2d
16-12-2009, 06:52 PM
Here is just the head without the helmet, I have done anything to the face yet or his gas mask.
edit: here is another quick screen grab
buzz001
16-12-2009, 07:07 PM
Now that is hot!!!!. Check out the game_site http://metro2033game.com/en. They did some sick detailing with characters wearing mask.
Tarik2d
16-12-2009, 08:24 PM
Now that is hot!!!!. Check out the game_site http://metro2033game.com/en. They did some sick detailing with characters wearing mask.
That looks cool that, I would luv to have a job doing stuff like that.
Thanks :)
buzz001
16-12-2009, 08:31 PM
I work in the print industry and I can't wait to change. This has always been my love but I could never get a job doing it. I figured the more I practice and the more involved I get with these competitions it can only lead to good things. Exposure goes along way.
Tarik2d
16-12-2009, 08:43 PM
Yeah defo, the more you learn the better. I recently lost my first job in the CG business, finding it very hard to get another job right now
buzz001
16-12-2009, 08:48 PM
Sorry to hear that you lost your job. I hope you find something soon.
VinsanityV20
18-12-2009, 02:32 AM
Hey join the club, Tarik! i lost my job at a game studio in Jersey over a year ago. Figured I'd take this "time off" (that's the nice way to look at it, I think) to step up my 3D skills. Namely, learn some Zbrush finally. I don't wanna go back to working on Wii minigame compilations for casual gamers anyway.
I like this design by the way. He looks "heavy" y'know? All that armor, it's steampunkish. It reminds me of the Helghast soldiers from Killzone. It's all good, man. Your concepting skills are tight too. Gonna be keepin an eye on this thread, and dude - good luck in the future looking for jobs in the industry.
Tarik2d
18-12-2009, 08:42 PM
Hey join the club, Tarik! i lost my job at a game studio in Jersey over a year ago. Figured I'd take this "time off" (that's the nice way to look at it, I think) to step up my 3D skills. Namely, learn some Zbrush finally. I don't wanna go back to working on Wii minigame compilations for casual gamers anyway.
I like this design by the way. He looks "heavy" y'know? All that armor, it's steampunkish. It reminds me of the Helghast soldiers from Killzone. It's all good, man. Your concepting skills are tight too. Gonna be keepin an eye on this thread, and dude - good luck in the future looking for jobs in the industry.
Im sorry about your job, Yeah im trying to go down that way of looking too :)
Thank you very much.
Tarik2d
18-12-2009, 08:53 PM
Im having a bit of trouble using the normal maps, Ive just done a quick test on the boots.
Should the normal map be do more than it is here? when i put it with the displacement map it makes it look worse than just havin displacement and no normal.
Cheers
Tarik2d
18-12-2009, 09:09 PM
Here are the boots with displacement. Are these looking right? ( the trousers and boots still need more work but this is just a test to see if I can get displacement and normal maps etc to work).
Thanks
Tank[NL]
18-12-2009, 09:31 PM
ah. yeah, thats a problem you get sometimes. different engines, be they game or 3d-render engines, handle normalmaps differently.
the easy fix? open the file in photoshop and invert the colors.
the harder way? make sure the render settings in the app you used to make these normals are setup correctly. play with the settings.
hope i helped. if i dont make a whole lot of sense, its cuz i'm on my way to bed :P
gl dude
Tarik2d
18-12-2009, 11:43 PM
;757075']ah. yeah, thats a problem you get sometimes. different engines, be they game or 3d-render engines, handle normalmaps differently.
the easy fix? open the file in photoshop and invert the colors.
the harder way? make sure the render settings in the app you used to make these normals are setup correctly. play with the settings.
hope i helped. if i dont make a whole lot of sense, its cuz i'm on my way to bed :P
gl dude
Invert the colours hey, I'll give that a go this weekend. Yeah going to look into getting more detail out of the displacement too
Thansk for your comments
Joseph Pomeisl
19-12-2009, 10:00 PM
hope your using normal maps and not 'displacement', they aren't legal.
cool stuff going so far so it'd be a shame if a thing like that turned into a problem.
Tarik2d
20-12-2009, 02:11 AM
Vhope your using normal maps and not 'displacement', they aren't legal.
cool stuff going so far so it'd be a shame if a thing like that turned into a problem.
You know what ur a star I don't know why now but I naturally thought u could use displacement. Oh dear I think I need help: ( lol
Buzzy
20-12-2009, 01:33 PM
The first thing I notice is that you seem to be using object-space normal maps. You should really use tangent-space normals.
EDIT: Object-space and tangent-space normals are both perfectly valid and legal, but tangent-space is much more useful and easier to use.
Tarik2d
20-12-2009, 01:47 PM
The first thing I notice is that you seem to be using object-space normal maps. You should really use tangent-space normals.
EDIT: Object-space and tangent-space normals are both perfectly valid and legal, but tangent-space is much more useful and easier to use.
Okay that's interesting ill look up the difference between the two bc I don't anything about it lol :) I'm guessing its down to how I make it in zbrush maybe
Tarik2d
21-12-2009, 01:19 PM
Im at the stage where im not sure if its looking good or not, what do think? Ims till working in zbrush in it and got the gun to make nearly done.
Thanks
Tarik
buzz001
21-12-2009, 02:04 PM
He is looking good, I think that maybe you are beating yourself up right now. The only thing that stands out a bit is the the right side belt bag. In comparison to the rest of his outfit is the only thing that is clean and new. It needs to be a bit more battle warn, the mechanical glove is looking lovely, the shoulder pads are in the right place to support the shield. I really believe that if you complete the weapon, and apply textures just for testing the model you will be happy with your progress.
Tarik2d
21-12-2009, 06:55 PM
Cheers, Im unwrapping him now to try some colour like u say
buzz001
21-12-2009, 08:15 PM
Good, I'll keep an eye for it
mr_lemon
21-12-2009, 09:05 PM
comes out really good,i'll follow that
Tarik2d
28-12-2009, 10:01 AM
Thanks Mr Lemon.
Ive decided my design was a bit to clean for a life at war so the bad times have taken their effect on him and he isnt as nice as he used to be. This is a quick sketch over to where I want to take my character design
Kraken
28-12-2009, 11:27 AM
Harry up man! Deadline is coming!
Tarik2d
28-12-2009, 11:30 AM
Harry up man! Deadline is coming!
lol, Ive got most of him done, well all the modeling and normal mapping. Just in the middle of texturing and making spec and bump maps so should be ok :)
Kraken
28-12-2009, 11:58 AM
Great! Good luck!
Tarik2d
28-12-2009, 12:41 PM
Cheers, and to u too
Martin_x
29-12-2009, 04:54 AM
Common man show us your final high poly and lowpoly with normals
Tarik2d
29-12-2009, 08:22 AM
Common man show us your final high poly and lowpoly with normals
Im tweaking the normal maps still while I do the textures. I can get a very pants render of gigh Res from zbrush.
BiG ToE-3DT
29-12-2009, 02:42 PM
then maybe you should show your texture wip
Tarik2d
29-12-2009, 03:00 PM
Here is where I am so far, still got a few things to normal map and texture up.. Hope u like
Cheers
Martin_x
29-12-2009, 04:45 PM
looks good. His left hand still small
buzz001
29-12-2009, 04:57 PM
The placement of the shield looks better now. The textures are blending in well with the design. I'm really digging the battle warn look.
Tarik2d
29-12-2009, 06:43 PM
Martix_x thanks, i'll make his hand bigger and see how it looks again.
buzz001, cheers, yeah i feel it looks better on the other side. thanks, im a bit of a fan of worn textures
VinsanityV20
31-12-2009, 02:03 AM
Dude he's lookin'g awesome. I love the shield, and the mechanical hand - I don't know why, but I definitely dig the heavy, armored stuff:) He's looking rad; hope you end up putting on all the finishing touches in time to finish man!
And also man, informative thread in general! Always glad to see someone else learning the workflow around here; for us guys who are doing stuff for the first time, there's always something to be learned from what others are doing. Very, very useful info here man:)
Good luck with finishing! And Happy New Years!
TKSDeadly
31-12-2009, 06:21 AM
Super ! loving your entry, reallly diggin the mechanical hand
Regards
Tarik2d
31-12-2009, 06:13 PM
Thanks very much guys, hoping to finish Him off Saturday night an
d Sunday. Glad u like him both also that my thread is useful. I really like 3dtotal for the forum its great. Happy new year too
lampshadehead
01-01-2010, 04:08 PM
Very cool. Is he intentionally missing his boot laces?
Tarik2d
01-01-2010, 10:19 PM
Thanks. He is yeah :)
Tarik2d
03-01-2010, 08:30 PM
My eyes are starting to go, hopefully I can get it all done by midnight. Just got a few textures to sort out then render up all the shots
Tarik2d
03-01-2010, 10:38 PM
Here I am. Good luck to everyone, there is some great work in this comp. well done all
Mclean
03-01-2010, 10:56 PM
dude! sick renders, is that vray? sorry if the question has already been asked :p, good luck to your entry its tight!
Tarik2d
04-01-2010, 08:36 AM
dude! sick renders, is that vray? sorry if the question has already been asked :p, good luck to your entry its tight!
Yeah vray. Thanks, u too
Tarik2d
04-01-2010, 10:51 AM
Ive just looked at my image of the final image and its not been saved out very high at all as a jpeg. I was well tired last night and must have but it to low qualtiy, there is a better quality in my portofolio section,ive just added a glow to the eye but just ignor that everything else is the same but just better quality.
Cheers
edit: here it is
dude! at 1st i thought i was looking at 2d concept. Then i realized it was 3d!!!
Pretty well done! The sculpt is very nice and clean. I like your final render most of all. Its got this old washed off look, tho, i wonder if the grunge on the textures is too much. Still loving it.
What does your textures look like? Seems like your spec map could use a little bit of work.
Tarik2d
04-01-2010, 06:36 PM
dude! at 1st i thought i was looking at 2d concept. Then i realized it was 3d!!!
Pretty well done! The sculpt is very nice and clean. I like your final render most of all. Its got this old washed off look, tho, i wonder if the grunge on the textures is too much. Still loving it.
What does your textures look like? Seems like your spec map could use a little bit of work.
Cheers, thanks for your comments. There are the texture maps further up the page if thats what u mean. Thanks for checking it out :)
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