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Rusty Wireframe
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O, K,
Heres the latest, Decided to add some larger horns to the sides of the head and sweep around the back and up. I think they really seal the deal in terms of making this guy look more demonic. I dont usually spend this much time on concept, but im havin alot of fun messin around with this guy. As always, crits and comments are welcome ![]()
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http://forums.3dtotal.com/showthread.php?t=65851 Last edited by Holo; 21-03-2009 at 06:36 AM.. |
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#17 |
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Stealing your polygons!
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I like it. The horns around the head look ace. I think you really managed to nail the "crown" effect with them, and I think the longer side ones work well. Nice work. Can't wait to see this guy in 3d.
Yeah, most smoothing/subpatching algorithms don't take kindly to random triangles. No need smoothing here tho, at least not for the low poly mesh. ![]()
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#19 |
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looking for job...
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good work, but I suggest to put a light armor or something that could protect him during the fighting because there he is naked as a earthworm!
(even if it's a demon)
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always try to do better than last time! (sorry for my poor english!) ---> DW V - Deus ex machina *Lightwave User* *Blender User*
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#20 |
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Rusty Wireframe
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Thnanks for the feedback guys.
BiG ToE, i was aware of the logo chamge, was just lazy at the time and just drew in the origional, il change it up eventually, thnx for the heads up anyway, much appreciated. chris_solo, Im planning on adding some armor soon, i want to give him the look of armor that has grown out of him as opposed to him just wearing armor.
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"Despite the High cost of Living, It Remains Popular" -Mark. K. *Lightwave User* VV -- DW IV -- VV
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#21 |
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Rusty Wireframe
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Ive decided to start on my basemesh with the head, and then on to the rest of the "un-armored" body.
I havent finalized anything in terms of armor as of yet, but hopefully once ive got this guy in 3d il get some better idea of where im headed. Heres a pic of where im at, before i continue too far i decided to do some quick uv tests since i havent done much 3d stuff for a while and im a bit out of touch. ![]() nothing u see here is final, and the texture is strictly temporary.
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"Despite the High cost of Living, It Remains Popular" -Mark. K. *Lightwave User* VV -- DW IV -- VV
http://forums.3dtotal.com/showthread.php?t=65851 |
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#22 |
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Rusty Wireframe
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Heres a snipit of where im at with the armor, ive tried countless ideas but i really like this one, the "around the back" shoulderpads give the impression of a heavy cloak (almost) which is great since i want this guy to look more like a leader or high royalty as opposed to a fighting grunt.
lemme know what u think guys. edit: FYI -the gray armored areas just havent been filled in yet ![]()
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"Despite the High cost of Living, It Remains Popular" -Mark. K. *Lightwave User* VV -- DW IV -- VV
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#23 |
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Stealing your polygons!
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Looks like your UV'ing and 3D skills are still sharp.
I'm liking that armor so far. I think its elegant and ornate enough to be more of a "dress" armor than battle armor.
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#24 |
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I love it. Very elegant. Think it's a good thing that you've really developed your character before modeling. I kinda pigeon holed myself by jumping into the sculpting so early.
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#25 |
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looking for job...
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agree with you Crispy4004, yes it's true that we tend to want to make a 3d immediately but spend some time doing a good concept is always better to see and know where you are going
good progress man!
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#26 |
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Right Here
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i'm loving the concept,
i do feel that the mid section could use more, i don't know what tho. |
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#27 |
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Rusty Wireframe
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Thanks for the kind words, coming from you guys i'l consider it quite a compliment.
![]() Warlock 279: Yeah, Thats exactly what im going for, im usually all about the big heavy war machine with massive plate armor, and i wanted to test myself with somethin a little different. Crispy4004 & chris_solo: I hear ya guys, believe me im itchin to get to the 3d work, but as soon as i start doing something (like the head) i realize that maybee some of my 2d concept doesnt transelate so well to 3d, and i jump right back to my drawings to think of something better. Ive just been caught in a tough place too many times because i didnt really understand my concept as well as i though i did, or how i would translate it to 3d. M_Cederstrom: Agreed, I havent given it too much thought because i was going to cover it with clothing, but now i think i want to keep as much of his skin showing as i can, since he will be "lightly armored". I scribled on his arm a bit and i think im gonna give all his exposed skin this look....
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#28 |
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Rusty Wireframe
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Alright, so im finally moving on to 3d.
Now, normally id create a very solid basemesh, almost to the point of completion, and then uze zbrush for detailing only, but in this case i decided to make a basic, well, somewhat basic basemesh and use zbrush's Retopo tools to make everything nice nice afterwards. Ive never done this before but i hear the topo tools i zbrush are excellent, ive played with them from time to time but have never taken full advantage of them until now, i just hope this decision doesnt bite me in the 455 later ![]() but, i digress.. I started blocking in some musculature, and working the overall form to what i need, got a little carried away in terms of detail, but thats just me. ![]() Ive got the base mesh done for the entire top body, but il post it later, its not very preety and i probably shouldve spent more time on it, but it should do fine for what i need it for. EDIT: lol, just realized my eyes are a bit wonky, symmetry must have been a bit off when i colored the eyes, oh well.
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#29 |
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Zbrush's retopo tools are horrible. The only reason I ever touch the topology features is to carry over the details to the new mesh, and even that can be a bit wonky.
Your better off doing the retopo work in Lightwave, or if you have the option Maya's NEX tools, topogun, or 3d Studio's polyboost. Killer time savers, especially if you compare them to Zbrush's interpretation. After that use xnormal to generate the normals instead of zbrush. Last edited by Crispy4004; 26-03-2009 at 07:17 AM.. |
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#30 |
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Rusty Wireframe
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hmm, im a bit confused by what u mean.
would i have to bring in the high poly zbrush mesh int xnormal ? ive never used it before so im not very familiar, im definately open to new option since the results i get from zbrush to lightwave are less than adequate, this is why im now spending so much time on testing my zbrush to lightwave pipeline instead of just doing this damn thing lol.
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