Hi,
so I´m in too... working on a female warrior, not sure yet which category it will fit in...
so this is the concept, thanks to zlide for this beautiful, sexy concept!!
one question to mixamo:
what would be better: to create the weapon shown in the concept and submitting it in the "beast" category? or should I create daggers instead and submit it to the "assassins" category?
will post some highres sculpts soon!
edit: FINAL SUBMISSION + ANIMATION:
14998 tris
I have rendered out a walk cycle in marmoset, just to see how it works; here´s the result:
mov:
http://www.storage.maehring.at/CGpics/120901_MC_walkMarmoset_01big.mov
zip file:
http://www.storage.maehring.at/CGpics/120901_MC_walkMarmoset_01big.zip
rigged and animated with mixamo tools
11.7 MB
the movie seems to be too big to show the playback controls; so it doesn´t play in google chrome (at least on my machine); firefox plays it automatically; best thing is to download it and play looped
Replies
I found it while looking for reference; in the first place I thought I would just use it as inspiration, but then I wanted to recreate it...
we´ll see if I can make it...
Taking a random awesome already-made concept is prohibed, verbotten, vietato, interdit.
Don't know how many times I said that ^^.
this is not so obvious in the rules:
"By submitting to the Mixamo Fantasy War Character Contest you agree that you did all the hard work and didn't buy the character online or steal the images. Submitting stolen images or a copyrighted character is in direct violation of the rules and probably some serious laws. Doing so will get you disqualified, and totally shamed by your peers."
another quote from mixamo:
"A new character is recommend and starting the WIP is assuming your starting after the contest has begun. If you have an older work there is no rule "against" it but to be far it would be nice to start something new."
I asked Zlide if I could use the concept, she said yes and did further conceptual work (backside, weapon etc.). Just to get things clear.
"A new character is recommend and starting the WIP is assuming your starting after the contest has begun. If you have an older work there is no rule "against" it but to be far it would be nice to start something new."
This was an answer to Airborn's question about taking an ancient character of his own instead doing a new one, it's not about taking an ancient concept...
Well, I suppose that Mixamo could clarify this but they don't really look to care about fairplay. And I suppose I have nothing to say too.
I'm just amazed to see how many people try to "cheat" because they lack the skills/time to create something, as it's a character creation contest. Everybody could take an awesome character, ask the permission and say "oh yeah it has been made by a friend some years ago but it's ok".
At least you admit to be unfair.
anyhow, I like the character, looks cool, hope u finnish in time, you dont have much left, so the already finnished concept might be the only way you can finnish in time anyways.
i started the character about 3 weeks ago
hope you like it!
there´s so much i would like to improve (most of all porportions and modeling of head and hair) - but i will try to do that as soon as the lowres is ready
crits and comments are very welcome, of course!
We know each other a bit longer now and i'd call us friends. I can confirm that he neither stole it from me, nor "bought" the concept - he had my permission from the very beginning. It's true, i did not draw it especially for that contest but i'd instantly redraw it just for him and the contest, if that's the only problem.
my only crit COULD be the face, since its not anime style, but my guess is u didnt wanna go for that. she DOES have some sort of armor/paint thingie on the face wich actually looked quite awezome, I think you should ad that.
i want to do the lowres now as quick as possible (where the hell did pixologic put the transparency/backface settings for retopology using zspheres????) and then tweak head and everything else using the lowres, at least that´s the plan.
also zbrush keeps crashing during retopo, i might have to do it in maya...
it´s really a shame that pixo won´t provide a proper documentation as well as these so important basic functions like backface culling adjustments for retopo...
edit: the transparency/backface settings for retopology using zspheres are placed within the preferences>draw menu
i did the retopo in topogun, normal map baking in xnormal
and some highres updates:
added some detail and corrections before starting to bake
i am going to tweak proportions and expression using the lowres
btw, on your armor, what is it, textures? or just matcap?
this is amazing
@ kenkennang (from connecticut?:)): I have put just some basic colors on the model while sculpting; so most of what you see is a matcap shader; if you like, I could post it here.
i just have auto rigged the character with the mixamo auto rigger... wow wow wow!! this really works like a charm; as my basemesh consists of quite complicated geometry i wouldn´t have expected such a compelling result!
for me as a modeling and texturing artist it is an incredible tool; and the free maya control rig plugin works just as fine as the online autorigger.
here is a screenshot with the automatically generated rig controls:
and here is a quick playblast (walk cycle, play looped):
http://www.storage.maehring.at/TEMP/120829_MC_PB_01.mov
next step: posing:
this is what i have in mind (now shape corrections at this point):
http://www.storage.maehring.at/TEMP/silver_material.zip
thanks for your kind words; today I am going to concentrate on texturing and finishing the new daggers. unfortunately it is all one map and the new daggers have way too much UV space...
cheers
oh. i see, but i think you can separate the daggers map? (oh well thats only me) LOL. well your fantastic work uplifts us keep up your greatworks!
so here´s what i submitted, hope you like it:
nice work no baking all that!
how many separate objects u got in her?
@ Evanescfan: The character consists of 26 separate geometries; since I wanted to create a very detailled shape, I had a lot of extrusions (decorations etc.) for which I had to cut apart the UV-shells. But I have to admit, I like creating UV-layouts ; but I changed the daggers in the last moment, so it is not as efficient as it could be.
Somehow I was not able to get a controllable effect from the glossmap with marmoset; I guess, I also was a bit worn out already, so I will push texturing and glossmap stuff next time.
I have rendered out a walk cycle in marmoset, just to see how it works; here´s the result:
mov:
http://www.storage.maehring.at/CGpics/120901_MC_walkMarmoset_01big.mov
zip file:
http://www.storage.maehring.at/CGpics/120901_MC_walkMarmoset_01big.zip
rigged and animated with mixamo tools
11.7 MB
the movie seems to be too big to show the playback controls; so it doesn´t play in google chrome (at least on my machine); firefox plays it automatically; best thing is to download it and play looped
Can't blame ya, I'm guilty myself :P
its cool and everything, but the diffuse and the render are a letdown.
a bit more then just flat color*AO would have inproved your model in a big way.
also its hard to make an asset shine on a white background.
during the creation i ran into a common problem: texturing and rendering are the last steps, and my color/spec/gloss-texturing pipeline didn´t live up to the highres and i just didn´t have the time to get that right.
but i am so happy with the rigging and the animation, and all the tools that i have added to my pipeline (xnormal, topogun, marmoset and the mixamo tools) that it was quite a successful project for me.
will post some updates here sooner or later