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Old 13-10-2010, 08:14 PM   #1
Digiavalon
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[eventual nudity-brests] Sphinx

I've started working on my first full character in Maya and z brush. Below
are the concept images I've created for this project.



I've started a base mesh in Maya below which I've already taken into Z brush, and will post some updates on later. I plan to do more of the hard surfaces stuff in Maya and just the details in Z brush. You can see some of the start up image's below.





As I said I'll update the Z brush wip on the female later, but if you want to see any close ups of anything let me know. Comments and feedback would be loved mythological
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Old 14-10-2010, 12:43 AM   #2
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I'm looking forward to seeing this.
You've put a lot of thought into your concepts. This will and has, helped you a lot with the actual modeling.

Is that a gold mask over her face?
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Old 14-10-2010, 02:18 PM   #3
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Wow, this looks really great. I love how you go into so much detail in the concepts.

I will keep my eyes on this
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Old 14-10-2010, 03:58 PM   #4
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good concept!
i think that maybe you are losing a little bit of form in the 3d version (especially in the hands) but maybe is just because this is really wip.

good work none the less i'll keep following this
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Old 14-10-2010, 04:09 PM   #5
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Really great the concept is nicely done and modeling seems to be accurate atm looking forward
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Old 16-10-2010, 04:18 AM   #6
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Hey, some new screen shots of the edited hat and hand/paw. Its fitted to a low res template of the zbrush body for better accuracy. I plan on starting to detail them soon and would love some feedback.

As a note, no cc on the body mesh, its a place holder to fix some of the metal pieces before bringing them into zbrush and I have a tone of anatomy cc on the zbrush body from my instructors atm so I need to get to those first :P I promise I will be uploading it soon and will really value your feedback on the body then.













@qwed88-yes it is. I really loved this character in digimon, and wanted to do the mask thing. I plan on leaving the eyes and mouth as solid metal, however I will make apparent nose holes, and leave the human ears so its apparent as a mask. I feel the lack of real emotion makes the character more mysterious. I should not the game res topology will be done properly for animation so it don't looks like I used the mask as a cheat, because its not, its a design choice.

@nookie-Its a really hard thing to do because I want a bit of style like in my concepts but I want some realism too. I've changed the hands up a bit as you can will see in the new screen shots, let me know what you think.

Thanks everyone

Last edited by Digiavalon; 16-10-2010 at 04:30 AM.. Reason: forgot a picture
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Old 17-10-2010, 10:29 PM   #7
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Great looking model so far. The only thing I'd say is double check your proportions a bit, her legs look maybe 1 head length too long.
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Old 20-10-2010, 04:42 AM   #8
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So here are two new screen shots of the zbrush wip model. I just went up a level and switched to a new shader, to see sculpting difference, so there are some bumpy parts to smooth. Do feel free to point any out though, just in case I've missed them when I was looking at the screen shots :P

I changed the proportions a bit, hopefully they look a bit better now, and starting to slowly bring in bits of the maya hard surface stuff for sculpting. I hope to have all main parts in tomorrow to start adding some details soon
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Old 27-10-2010, 05:08 AM   #9
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Haven't posted for a bit, but here are some screen shots of all the stuff in Zbrush. It took a wile to get it in and to make sure the top was good.

The colors/texture choices aren't permanent but a way to get an idea of what things will look like, and I need to get some new "golds" because these ones aren't quite right so I'll have to mess around with them at some point.

Anyways I have started detailing, the metals, haven't done much with the body but have plans to keep defining parts of it still I just want to get my details/textures on my metal pieces for now.

Still this is the first character I've taken on in zbrush and I've pretty much been thrown into it so feedback would be loved






snake close up :P still needs some smoothing in places and I'm going to add a bit of scale but not too much, just an idea in the back so its not overkill.
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Old 03-11-2010, 02:28 PM   #10
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Old 03-11-2010, 06:59 PM   #11
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Some more updates, I have some good anatomy shots in here so feel free to critic them. I have a few small things but I'm feeling this is almost it for the high detailed stuff in zbrush.

I think I'll be making the low poly game mesh shortly, which should t be too hard as I stated the whole thing in maya anyways, then move onto texturing I know I'll probably come back and tweak a few things in the high poly but for the most part I'm feeling its getting done and I want to start textured now so I can see if things need to be softened or hardened in details.






here are some close up faces, keep in mind its a mask, just didnt put the gold back on atm

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Old 09-12-2010, 11:01 PM   #12
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Sorry its been a while, had a hell of the time doing a low ploymesh, uving and baking normals and AO's for the first time. Texturing though is going along better, PS and I have a stonger relationship hopefully some day i will have that relationship witrh bakeing so my scenes dont crash ever 2 secs corrupting my old saves and in the end takeing 3 weeks to get all the bakeing done o.o

Here are some wip screening from in maya.





Still have more to do, like reflection maps, and stuff to make the metal look a bit better skin looks odd in maya but better in render, but still needs work. Also gonna give here a simple rig on Monday

Oh ya, low poly is just under 16k
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Old 10-12-2010, 12:21 AM   #13
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Love the concept and the execution man !
Keep at it Great progress overall !!!!
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Old 20-01-2011, 09:14 PM   #14
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sorry for the lack of updates, been busy learning unreel and working on my second demo reel piece...which I should probably start a fourm for soon :P

anyways Just a small screen shot of my t pose model in UDK as I get my lighting and final texture tweaks done. There is a lot of difference in then saturation from maya to here so I have to do some more PS work on her, before I bring in the rigged and posted character for final lighting.

The BG needs tones of work but I have decided for efficacy purposes not to do an more work on it until I get my general camera shots figured out so I don't do unnecessary work.
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Old 05-02-2011, 09:05 PM   #15
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Another little update. Still have a few more things to tweak on the textures, like the gems seems toooo blue in udk, though it feels like everything in udk is super saturated compared to maya...I also still need to mess with the reflections and gloss maps.

i have the pose and lighting very close now to what i want, I had a nightmare over the last few weeks debugging things and learning the p[program, so it wasn't easy. I now have to finish up some small details to the background that I've left unfinished during the lighting phase. Notice how my sand and sky pretty much have nothing too them atm lol.

I think the only thing I'm disappointed in at the moment is i feel the textures in the maya view port look more bronzeie gold, and I don't feel I have been able to get them as close in UDK but for my first full 3d character following the whole game character pipline, and my first time in UDK, I have to say i have learned a lot and am pleased with the outcome thus far.

Suggestions and feedback would still be loved at this point, so please let me know
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