View Full Version : Dominance War V - 3D - Avian God- Kaiune
19-03-2011, 04:53 AM
Im a bit new to 3DT forums but need a new community. I am dying to actually finish a comp. Why not start with Dominance War.
My god will be the God of Avian Creatures. Tired of centuries of war and pollution causing the destruction of his creatures. He descends from the heavens to take back control of the skies.
19-03-2011, 07:57 AM
Welcome to 3DT. Best of luck in the great War.
Interesting idea for a god. I like the four eyes idea.
I'm guessing you're just "sketching" in 3D rather than 2D for now? Not attempting to fly blindly thru your high poly I hope, as that can be a treacherous road.
19-03-2011, 09:58 AM
I hope you plan to do a full body concept otherwise you may get lost when working on it.
19-03-2011, 02:31 PM
Oh I difinatly plan on doing a 2d sketch. I just had the idea and had to sculpt it out.
19-03-2011, 07:15 PM
Made a concept sketch. I may change the armor. Ill post some more wips soon. Im surprised the kiddo is letting me work today.
19-03-2011, 07:46 PM
I imported subdivision level 2 head from z brush made some slight changes to the topology for better loop flow.
Made a quick work up of the main body.
19-03-2011, 07:49 PM
Topology looks good for a base mesh but I have to ask are you planning on using this mesh just for concept sculpting or for work toward your final model?
19-03-2011, 08:17 PM
Probably not I just wanted to get the shapes in place. I may keep the feet and definitely the head.
19-03-2011, 09:00 PM
You definitely need to spice it up the concept and loosen up your approach. Right now it's suffering from the multiples syndrome, where you've added in extra parts like eyes and wings without any real reason for them. Make sure everything has a purpose otherwise it's just going to look like you don't have a clear direction.
As for modeling, if you model him in a straight T-Pose with a stiff as a board back, he's just going to turn out looking like a totem pole. Birds are very curvy creatures, you're much better off starting with a pose (like the image below) that represents that. If you find poly modeling is getting in your way, stop! Sculpt it out first with simple block cubes, zspheres, and/or Sculptris.
Last but not least get some good reference. For instance, now this is an intimidating bird.
20-03-2011, 12:54 AM
The more I look at it the more I want to change it, as I really don't want it to look to bipedal. Thanks for the idea Crispy. I'm going to work on a new sketch now I have an idea.
20-03-2011, 02:54 AM
I am much happier with this one.
20-03-2011, 04:18 AM
second idea is looking much better.
20-03-2011, 04:47 AM
The second version kind of looks like a giant rooster. Maybe if you used Liquify in Photoshop to beef the design up. Maybe you can add some armour to the feet, head, back and spine of the wings (not too much, though) to make him look cooler. In some of the Final Fantasy games, you can find some Chocobos in armour and they look awesome. Also, make his wings huge. The size of the wings should be comparative to what would make him able to fly. But, because this is a fantasy character, you can make the size 120% larger than that.
PS: I'll send you a message soon.
20-03-2011, 05:26 AM
I was able to model the main body and some of the armor. I do plan on making some leg and wing armor as well as ma the wings a bit bigger than the concept. I do want to make sure that the wings will fold in correctly. I do plan on playing with floating items like similar to Amaterasu's shield from Okami. Since I don't really want clutched weapons or to turn the armor too much in to a weapon.
He kinda looks like a dodo with out the wings or tail feathers.
The crits are much appreciated thank you.
22-03-2011, 03:03 AM
Made the wings and added some placeholder feathers.
23-03-2011, 03:32 AM
Added more armor Ill probably make the feet armor next
23-03-2011, 04:06 AM
When it comes down to it, it's just a bird, you have to get a lot more crazier with it! like some machine guns attached to it's wings, and a victim in his talons!
23-03-2011, 04:26 AM
yeah, it is looking quite generic...
23-03-2011, 07:46 AM
Don't listen to them, not entirely anyway. Its starting to take a really nice shape. I like where you're heading with the armor. I will agree with them that you can push it a lot more yet tho, the wings can be two or three times larger than they are now, think massive feathers, and you can stretch the tail for half a mile. Stuff like that, DO NOT put machine guns on its wings. Bird-gods don't need no stinking machine guns to do their smiting! Sheesh. :P
23-03-2011, 08:58 AM
Starting to look better but he still has that Dodo bird shape.
23-03-2011, 02:57 PM
I do not plan on using any human weaponry on him. Im currently debating on adding some kind of floating weapon though. Or maybe a sling shot loaded with smaller birds.
Im going to through him into Zbrush tonight and play with the size and form tonight.
23-03-2011, 05:04 PM
I agree with Mix_Mash. Hopefully this can be helpful to the overall design and make it more dynamic and life like. Naturally birds have and inverted knee, so if you give the Metatarsus bone and perhaps the Tibia more of a drastic angle, it will bring the bird to life more. Just a suggestion I think will really help the anatomy.
23-03-2011, 06:02 PM
Like where this concept one is going and the inspiration, dig the god thing, and keep up da good work. (Looking better than first humanoid version)
23-03-2011, 06:30 PM
Yea, stalsby is correct about those legs.
This is the kinda thing I mean, really long and flowing. You kinda had it in your concept sketch but it could still be pushed further. You need something that really says godly/majestic. Check out some of those Amazon/rain forest birds if you're stuck for ideas. I look forward to seeing more, its a nice change of pace from all t he humanoids in the contest.
23-03-2011, 07:59 PM
I sketched a bit during my lunch focusing a bit more on the armor and wings. Good call on the knee I will make sure to exaggerate the reverse bend a bit more.
(sorry not the best scan was using my iPhone)
24-03-2011, 11:20 PM
Added a bit more armor as well I moved the legs back to fix the knee issue. I also made the wings bigger. Removed some unnecessary edge loops. 176781
26-03-2011, 01:37 AM
I was just sifting through some concept art looking for inspiration for my own model and found some things that could be helpful to you I think.
I hope its helpful
27-03-2011, 10:55 PM
I wanted to push the god aspect a bit more so I was thinking on what I could change. So I took out the feathers and added some floating feather like items. I may add in some ethereal glowing feathers around them but I am currently very close to the poly limit.
started to zb the head a bit
28-03-2011, 01:23 AM
Definitely liking the updates to the wings, they are looking a lot more dynamic, interesting and powerful right now.
Cool start on the Zbrush, though I'd suggest concentrating on just getting really nice shapes and forms before you start adding feather detailing.
28-03-2011, 02:49 AM
The feathers on the head were actually a happy accident. I was playing with the clay buildup and it ended up close to the end result I was going to go for with a much more time consuming process.
28-03-2011, 03:01 AM
The new wings are looking very cool.
Don't worry about the poly limit, go ape now. Re-topo and worry about the poly limit later. What you've modeled so far isn't going to be your final low poly mesh.
29-03-2011, 12:05 AM
I did some playing in zb
29-03-2011, 09:27 PM
The rebuilt legs look a lot better!! Keep it going!!!
30-03-2011, 02:37 AM
Happy accidents are one of the best things about zBrush. Love just trying out different brushes in different situations and seeing what comes up.
I'd still say keep that happy accident in the back of your mind, drop the feathers, and just stick with building up a really solid foundation. You know you've got the feather thing down and can add them again when the time comes.
03-04-2011, 01:29 AM
Worked a bit on the main body.
03-04-2011, 02:00 AM
You've got a good start but you should step back for a second and ask yourself what the basic properties of these materials are.
Is it metal or skin, soft or hard and how best to give those visual cues in your sculpting. At the moment you have a lot going on but it's hard to understand whats what. Keep cracking away at it.
03-04-2011, 02:53 AM
Ugh Z brush just froze out just lost half of what I did any one know of an auto save feature?
03-04-2011, 03:38 AM
Hey looking good. Also, there is an autosave script for download on the pixologic website I'm pretty sure.
Good Luck! :dance:
11-04-2011, 01:11 AM
Its been a while since I posted an update had.
12-04-2011, 02:00 PM
Care with two scale levels pattern with geometry/volume.
What I mean, seems you've got big shapes, then just lill' details on it; try get more intermediates sized volumes too, just a personal opinion, KIU!
12-04-2011, 08:28 PM
I think over all its looking pretty good. I like the small spirally designs you've worked in. I think I'd like to see more of those. Keep it up.
14-04-2011, 04:32 AM
Added feathers and other details to the head. 178318
Something oddly therapeutic about hair and feathers in this case.
14-04-2011, 07:24 AM
Feathers look pretty good. I would like to see some "loose" feathers tho. Right now they're all the same "level" if you will, I'd like to see some stray ones sticking out further than the rest.
You may be able to get this variation via some random feathers on a few alpha cards later on, but I thought I'd throw it out now for you to think about.
Overall tho, looking pretty detail intensive. Cool stuff.
14-04-2011, 07:32 AM
you have taken your model to a whole new level of detail with sculpting. greta going. I especially like the way you have brought in the feathers. How do you do that?
the occult shapes and patterns are nice too :)
14-04-2011, 01:40 PM
Warlock - That is the plan, Im going to add in some cocatoo like crest feathers
Drained Spirit - I used the standard brush with a feather alpha set to drag rect and drug out each feather. Im not looking forward to the body but i got about four hours to kill on Saturday.
15-04-2011, 01:50 AM
There are alternatives, you know.
a) You use an alpha that has a bunch of feathers instead of the single one which should cover a bigger area.
b) You can create a black and white texture, convert it into a mask then inflate or just sculpt over your mesh to give you your feathers en masse. Use projection master so you can create lots of feathers at once in Photoshop.
c) Same as above but you use this method to create your initial texture:
Yes, it is one of my tutorials and, yes, it is blatant self-promotion ;P
Hope this helps.
PS: Also, you don't have to do the whole body at once using techniques B and C. You can do it in chunks. And if you are not happy with the resolution, you can still get a decent sub-feather base using techniques B and C. Either way, you should still save yourself some time.
15-04-2011, 02:45 AM
Got to do some color paint overs
15-04-2011, 11:03 AM
Try to match 3dtotal colo scheme and you won't need to put any logo on the design :D
19-04-2011, 01:59 AM
Try to match 3dtotal colo scheme and you won't need to put any logo on the design :D
I may do that.
I re worked the feather blade thing gave it more of a bird shape
19-04-2011, 05:00 PM
Color head => Like n°1 because same as parrot. (4 and 5 are a bit too dark imo). Keep it up man, good job so far!
20-04-2011, 07:09 PM
I was watching a documentary last night called "Birds of the Gods" and I think I'm going to go with these colors.
27-04-2011, 04:08 AM
Its been a few days. Worked on the texture a bit. I need to pick up marmoset here soon since silo doesn't have a renderer.
28-04-2011, 02:52 AM
Changed up the wings a bit The rows of floating blades really cluttered up the orthographic silhouettes. Please help me chose the wings.
04-05-2011, 12:55 AM
Did some quick renders in Marmoset.
On to the pedestal:dance:.
04-05-2011, 10:05 AM
Nice God :) I like the feathers in the wings a lot.
Some posing would help a lot to your model's appeal.
22-05-2011, 12:48 AM
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