View Full Version : Dominace War V-3D-God of Titans-Steban
17-03-2011, 08:56 PM
well, here i`ll post my progress with my God of Titans, i want to create a big and tough character , who will bring the chaos.
17-03-2011, 10:00 PM
Bring da chaos out man, Rage & glory!!!!
18-03-2011, 07:41 PM
here is the first digital scketch of my character
18-03-2011, 08:32 PM
nice each arm could represent each element for the titans
22-03-2011, 02:52 AM
thats a good idea, so i imagine something like this
28-03-2011, 01:37 PM
here is an almost finall scketch, i think i need some kind of help representing elements with the arms
28-03-2011, 03:15 PM
Four arms are always cool! I also like the idea of each arm representing a different element, and you could also bring that even further by giving him a weapon in each hand that also symbolizes each element like a club or big hammer for earth, a harpoon/trident for water, falchion for fire, and a sling or boomerang for wind. or something like that...
28-03-2011, 08:16 PM
Last sketch looks good. He's got nice proportions.
28-03-2011, 08:25 PM
Wow, hi is looking very good ! ! keep going on it! I love the eyes and 4 arms! awesome
30-03-2011, 10:09 PM
here is another scketch, based on my 3d mesh
30-03-2011, 11:24 PM
I would say more muscular or at least athletic. What do you think?
31-03-2011, 04:26 AM
yeah, you're rigth, there is too much work left to do with the mesh
31-03-2011, 07:52 AM
the god of titans should be so buff his biceps have biceps.
31-03-2011, 08:50 AM
Yea, definitely needs more muscle/bulk, I thought you had a really solid look in your previous sketch. The most recent one lost a lot of that "power" of the other one. I'd tray to recapture some of that.
Hmm...you know that loin cloth things, kinda long, I feel like he'd probably trip on it.
31-03-2011, 11:06 PM
here i tried t meke it more tough
31-03-2011, 11:11 PM
better. I would add more beef, but do it in sculpting.
31-03-2011, 11:47 PM
Yeah, definitely really work the muscles for this character. Like this. (http://www.smartweightgain.com/wp-content/uploads/2010/04/30.jpg) I use alot of arnold references when I'm doing super muscular characters. In his hay-day he had perfectly defined muscle structures. Like a living anatomy sculpture
Also, I don't understand where the second set of arms are coming from. They look to be coming from the back of the character, but this seems a little awkward. I think coming from the side would make more sense.
Hope this helps!
01-04-2011, 03:10 AM
Basemesh looks good so far. Lots you can still play with with the proportions. I agree Koyima, he could do with a bit more bulk.
How are you attaching the 2nd pair of arms in the back? That's going to be a pretty crucial part of sculpt, it'll be good to nail down the anatomy of that.
01-04-2011, 04:08 AM
well, here is an image with the back of my character, and i was thinking in using some kind of armorin the legs (or leg), something like the second image
01-04-2011, 04:16 AM
01-04-2011, 05:09 AM
yes, he looks quite tough. The uplifting of the trapezius did it i s'pose. Very intrigued to see the skin texture.
02-04-2011, 03:54 AM
i don`t even know how is it going to be :(, and may be i'll try to put the second pair of arms at the sides, in order to make my rigging process easily
02-04-2011, 04:08 AM
I wouldn't... the arms actually look like they are working back there. Bring them to the side and it's going to look incredibly out of place, like most 4 armed models you see.
Case in Point (http://img36.imageshack.us/img36/5076/animatronicsmortalkomba.jpg). Not that it can't be done, or hasn't been done with this particular character, just that a whole lot can go wrong.
02-04-2011, 04:09 AM
It's interesting how you've got your arms connected right into his back. I think typically when I've seen people do the four armed dude, the second set of arms attach the body right below the first...it's a cool idea to put them in back.
I'd say right now they do feel like they are just jammed in there right now. It'll be tough to figure out the anatomy, but I think if you can get an idea of a shoulder blade and how the deltoid connects up to the body you should be set.
02-04-2011, 04:16 AM
yeah, you are right, i`ve to wrok on this model and see how anatomy works on it, well, and rigging it for posing, the other two arms i don`t know how to create them, if you have an idea please help me
02-04-2011, 06:24 PM
this may sounds stupid but something like a tail, or some kind of (counter balance) volume on his back (low) that will equilibrate the weight and the composition.
Or you can either put it into the legs.
In some way it could even stays like this, not sure it's really necessary.
Keep up da good work!
02-04-2011, 08:03 PM
I really dig the arms on the back. If i were you Id check out some anatomy sites and do a paint over with a skeleton its the best way to figure out if your model makes anatomical since. I definitely agree with Puckducker though you may want to add some room for shoulder blades.
02-04-2011, 08:59 PM
i was thinking in using some kind of armorin the legs (or leg), something like the second image
03-04-2011, 05:53 PM
here there are some possible anatomy (just scketch) and an example of some back support for arms
03-04-2011, 08:21 PM
here is a preview of what i have in mind
04-04-2011, 04:26 AM
liking the gear...more of it and heavier stuff make him look massive and really geared up
07-04-2011, 04:07 AM
here is some Zbrush work
07-04-2011, 06:29 PM
Gettin' nice man, good shapes, keep on this way!
08-04-2011, 06:50 PM
hey, here is a preview of my sculpting process, but guys, can you tell me how can i transfer more details with the normal map?, because i esctracted my normal, but in the low poly mesh it looses too much details in the face and the gear
14-04-2011, 01:53 AM
i was thinking in a good diffuse map, but i don`t know exacly what i want, can you give me some suggestions?
14-04-2011, 04:23 AM
You can try giving the face more space on the UV layout. Also, you can try baking at 2x the resolution and then scaling it down in your image editor, sometimes that captures detail better than baking at the same res. You dude's got a lot of surface area other than the face tho, I wouldn't expect the face to catch a whole lot of detail, so you might just have to roll with it.
His lower right arm [our left], seems little plain? Its needs a little more definition muscle wise or more elemental detail maybe. Otherwise, the sculpt is looking pretty good.
Edit - maybe some wrinkles on his knees?
16-04-2011, 02:06 AM
mm, i look it weird, i`ll think in some other concept (more tough) that shows more dominace and fear. lets see what can i create
Based on your current sculpt you might want to hold off on the textural tertiary detail until after you've got more secondary stuff in there. Looks a little flat with superimposed detail pasted on top. Those gill-like things on his cheeks could be something really cool!
18-04-2011, 04:08 AM
i've this new idea, what do you think about it
26-04-2011, 02:18 AM
here is some Zbrush work
28-04-2011, 03:27 AM
almost finish sculpting
28-04-2011, 07:34 AM
Pump some shoulder muscles x2 or more times in 3d model. The 2d sketch looks pretty cool!
28-04-2011, 07:58 PM
You need to evaluate your anatomical proportion in your 3d, in your sketches you have them really good!
15-05-2011, 04:05 PM
here is the normal map applied and a base for a weapon
15-05-2011, 05:59 PM
I agree with the guys about your character's upper arm. It definitely needs to be bigger to support the massive forearm. Don't want to be replicating popeye ;)
That weapon looks like it's going to be pretty sweet. I can't quite tell what you're going for with the armor, but I like the back-plating idea. From the sketch it looks like it'll be pretty cool.
22-05-2011, 02:28 AM
hi, here is some advance, with diffuse, normal and specular
23-05-2011, 04:24 PM
here it is the god of the titans
24-05-2011, 12:37 AM
24-05-2011, 12:47 AM
Nice Mate! Good Luck!:)
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