View Full Version : Dominace War V-3D-Tehom God of New Beginnings - Korda
30-03-2011, 02:00 AM
Tehom is the void from whence the flood waters came millennia ago and washed away the sins of mankind.
Tehom is a god of dualities he has come to damn those who brought the universe to chaos and to guide the just and the faithful to the great beyond. He has come to bring the end so that there can be a new beginning.
Tehom has deep black skin that is slightly reflective in parts as if it where made from obsidian. He has human eyes but no nose or mouth. His armour is part of him so there are no buckles or straps holding it in place. He is tall and slender but muscular. His sword arm (left) is bare while his right arm is armoured and gauntleted. The gauntlet bears a golden cross on his palm. The cross on his arm is the only colour on him save his eyes as the rest of him and his clothes are made up of different shades and materials of black. He is wearing a wide belt that has the 3DT symbol on it. the belt drapes fabric from the front to just above the knees and from the back wrapping around to join up to the edges of the front and trailing out behind him.
Tehom carries a sword that is long and strait there is another blade that is perpendicular to the sword blade that runs about a 5th of the way up the blade so that when Tehom damns a soul and stabs them through the chest it create a wound in the shape of a crucifix.
30-03-2011, 02:27 AM
Cool back story. Sounds like you've already got a pretty solid visual grasp on the character you want to create too.
30-03-2011, 03:58 AM
Sounds pretty cool. Looking forward to some sketches.
You'll really be pushing your spec and a gloss [spec hardness] maps to pull off that much black. Subtlety will be the key.
30-03-2011, 07:50 AM
Good luck! All that black will be difficult, but if done well will look awesome. When texturing don't forget that black is never really true black, but just a really dark color.
I totally agree with warlock when he says subtlety is the key.
30-03-2011, 08:06 AM
thanks guys! I agree that the black colour scheme nay create some difficulties like warlock said I will be putting a lot of effort in the gloss/spec maps. I am also thinking of having a water motif throughout the costume to help give the character more dimensions. Also the colour scheme wont be pure black but different shades of dark grey like pockets suggested and perhaps some very dark blues. I will hopefully have a concept up on friday to show everyone. Ill be looking forward to more comments and criticism
05-04-2011, 11:56 AM
So here are some updates for my entry first up is concept art
concept art isn't exactly my strength so you can expect a lot more detail in the final character but at least you can tell the direction im going in.
Next I have a base mesh.
I started sculpting the head
Im quite happy with how its looking so far
and finally I have the sword he will be carrying. I need to work on the hilt a lot and add some detail to the guard.
C&C would be most welcome
PS anybody know how to get your pictures in your text without having the attached images down the bottom. its a bit annoying
05-04-2011, 03:06 PM
One thing that grabs my attention and keeps it in the concept is the eyes. I think giving a lot of love to the eyes would go really far for this guy, make them piercing as all hell as if he can look through you as if youre not even there, because to him you arent. That's what I'd like to see in the 3d model, I think that'd be bitchin. Keep at it :D
05-04-2011, 11:55 PM
He looks more like God of Ninjas, hehe!
06-04-2011, 02:30 AM
Cool start. I'd say the forehead of your sculpt is a little too far forward, but it's a pretty minor point right now.
08-04-2011, 04:18 AM
I agree, the hilt of the sword needs some tuning yet, the blade looks pretty sweet tho.
Watch the mass in your sculpt, the proportions, length wise, in your base mesh look pretty accurate, the heads a little tall [stretched on the vertical], but arms/legs/torso all look pretty good relative to one another. But you've got some weird mass issues, like the really skinny legs, inflated upper arms, kinda pinched in elbow. It's all stuff that's very easily fixable in your sculpt, and you're likely well aware of most of it, but I thought I'd mention it just to make sure it doesn't slip between the cracks.
The face sculpt looks pretty good so far.
26-04-2011, 03:01 AM
So no update for a while even though I have been hard at work on this.
I wanted some opinions on proportions because im not quite sure of them. I also have an updated sword. Ive been working pretty solidly on the high poly in maya doing the armour.
18-05-2011, 03:26 AM
18-05-2011, 03:30 AM
18-05-2011, 11:10 PM
18-05-2011, 11:13 PM
final character in gamebryo
18-05-2011, 11:14 PM
18-05-2011, 11:16 PM
19-05-2011, 04:06 AM
Not bad at all, the final character turned out nicely. It would probably be good if you could get him into a bit more of a dynamic pose, but he's pretty solid overall.
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