hehe always around to fight for the black and green colors !!!
ok so basically what I plan to do is some kind of vampire/succubus queen with some huge weapon, dunno yet if this will be a gun or a sword, but I'm more in the swords mood these days, so I may go for this...
So you can expect dead meat, horns, blood, metal and tits, of course.
I'd also want to fit the polycount theme for the armor colors, and I'll certainely put that polycount sign somewhere on the armor.
will try to get a basic concept sorted before sunday
I'm not doing an anime stuff hawken...it's just that this type of drawing/coloring is barely all I can do, sorry if it looks anime, but trust me, the model won't be anime, I'm more aiming at quake4/Doom3. I can try to make the coloring more realistic but I will lose time on the model, which I don't want, but don't hesitate if there's any problem.
I wouldn't worry about it vahl, I don't think your concept screams anime. I've seen some manga artists that resemble your style but their work is generally more realistic than a "cartoony" anime style. You should be fine.
looking very cool v, i like these elements you're incorporating, they look to be flowing very well together. i think her body is looking freak'n sweet, i love the arrogance in her eyes, i'd rather a more confident sharp-jawed expression from her. i'm diggin your concept, i look forward to the real deal v! good see'n you're in black and green!
thanks a lot guys, it's taking a lot of time because I keep experimenting stuff so I spend most the time erasing parts and re-drawing them...anyways, only the forearmes and the weapons left.
KP : thanks man, the arrogance is really something I want to transfer to the winning pose, showing her rank. the sharp jaw will come in the model, already have the ref I'll be using for the head, so this will difinitely be there
I'm really liking where this is going, especially the legs. I think right now the weakest part is the face. It's kind of a caricature of a female face, which is where I think the anime coments are coming from. If you have reference picked out I might try to redraw it using it as a guide. I think that would really amp this concept up another level. Looking great though buddy and I can't wait to see your entry.
Poop : I have the ref I want for the model ( whith the facial features I want and all), don't want to spend too much time on the concept tho so I think the face will stay as it is now.
Killingpeople : haha yah, found it was better here than on the shoulder ^^
The girl looks a little unbalanced but I'll get to that in a minute.
Love the sword, a little mercury drool would not look out of place though. Had an idea of it biting down, shoving a second innermouth (yeah, I know) and making the blades, by forming a tight V, crush/slice whoever is too close. To make it possible you would have to move the jaws a bit close and make them open even wider. And make that grip hingeable which might make to whole thing appear flimsy...
The girl looks a little unbalanced right now. It's good to see that you have made her right arm a beliveable size to swing that blade around, but she would need some sort of weight or heavier armor on the left side (her left, that is) to balance it out. Perhaps some back and extra leg enchantments are on their way? Would prefer her without hair, I personally think that a bare skull would fit this concept better.
Good start, don't slack off now soldier! I know that cake looks mighty temping but you are fighting a war here!
Ikraan : when I first had the idea of the mouth, it wasn't planned ( hence the position and all) but straight after posting the full concept I though that would be cool if the mouth could close when the girl hold the weapon to create some kind of hand guard or something...I even though that would be cool to merge the sword and the girl...but I though she would lose a lot of agility then so I trashed that idea...but the guard one will stay, for sure !!!
Cubik : I will see how the model turns out, as I said I quite suck at drawing and my proportions will be more balanced on the model, so I will fix this once everything will be done.As for the hair, I didn't want to make a bald girl this time, mainly because I want the "horns" to go through the hair and be " attached" on the back of the head
Anyways, got my arse moved tonight (and will shake it this weekend) to start on the model, so here are the legs, obviously without shoes
How'd you do that? Sub-d's? Nurbs? I feel as though I've been left in the dust when it comes to highpoly modeling. It's people like you that should bemaking the tutorials out there, because I could genuinly learn some real skills from you.
It's not just a tasty start, it's good enough to make me feel upset. That's hard to accomplish.
I really enjoy the concept as a whole, the only thing that confuses me a bit is the wicked huge sword. It's a little difficult to tell from the image we've got, but it seems like it would be hard to wield in battle with only such a small rod in the middle to hold on to, just enough to keep it in one hand all the time.
[ QUOTE ]
I really enjoy the concept as a whole, the only thing that confuses me a bit is the wicked huge sword. It's a little difficult to tell from the image we've got, but it seems like it would be hard to wield in battle with only such a small rod in the middle to hold on to, just enough to keep it in one hand all the time.
[/ QUOTE ]
When did that ever stop anyone?
But seriously, she has a cybernetic arm twice the size of her head, I think she can handle it
vahl: Fair enough, looking forward to how the final model will look .
So far it's looking sharp! Very good likeness to your concept. But will those smaller round indents really make a impact on the normalmap and lightbake? Haven't had a lot normalmapping experience.
And, if you don't mind, a final question: is there anything workflow related you should think of when you use floating geometry like that?
Those will definetly show up. Looks like you're floating the details. That's a great way to speed things up and keep it clean. Very solid modeling on this one, looking forward to the final result!
thanks for the comments guys, I'm happy to see that you like it so far ^^
Solar/Cubik : that should be ok, I already worked with that level of detail and rendered it on 1024's and 512's and that was quite fine, the different colors help a lot to pop out the fine tetail too, and the mirroring will help a lot aswell, so I think it's ok.
PieXags : indeed, she has cybernetic arms, legs and spine to support that weight, so that should be good ^^
Makkon : I use the xsi geometry approximation, I think it's subdivision surfaces, at least it works the same way.
floating details help a lot adding a lot of sharp parts while keeping a very clean mesh and low density ( the model smoothed at 2 iterations is under 500 000 tris)
Okkun : there is not much, you just have to be quite careful with bevels, as they have to be round enough to catch the light and more with outside edge, which has to be as parallel as possible to the surface the detail is applied on. What I usually do is create a "detail set" and just copy/paste the detail where I want it to be, it's quite close to copy/pasting details on photoshop, except that you don't lose definition while scaling.You can also use smoothing groups for very small details, but I think it's better to directly put them in photoshop with the NM filter.
another good thing with the floating details is that you can remove or add them the way you want and it doesn't take hours to detail a part of a mesh ( I'd seriously wouldn't want to carve all this detail in the mesh...)
worked a little more on it today, and some more will be done tomorrow ^^
I want the metal/cyborg parts to be as clean and sharp as possible, I will decorate them with some fine gold details engraved into the metal., but overall, I really want to create a contrast between clean, sharp and classy metal and very detailed organic parts, I don't want to go too far into the strogg mood either.
I find that rendering the details to a displacement map works better when you're working on curved surfaces. That way your outer highlight can blend with the surface behind it.
Also, my computer gets cranky with all those sub-d objects so anything I can overlay in Photoshop helps.
Great stuff Vahl.
Can we see the wires of the low poly cage? What Im wondering is how you did the indented cirlces. I can do them but they make the rest of the mesh around them look a little messy.
Makk- the details are overlayed on top of the mesh. Check the rest of the thread out. Hey Vahl how does an ambient occlusion bake come out with those details floating on top, does it work?
Love the concept and the model is turning out great so far. I really dig that double sword, thinking a little bit bigger teeth on it might look cool. I feel for some reason the horns on her head arnt doing her justice. Keep up the good work.
little progress and rough pass in zbrush, I don't think I'll go further in the zbrushed details, as the computer I have here can't handle more and I'll add all the extra detail in photoshop
Replies
ok so basically what I plan to do is some kind of vampire/succubus queen with some huge weapon, dunno yet if this will be a gun or a sword, but I'm more in the swords mood these days, so I may go for this...
So you can expect dead meat, horns, blood, metal and tits, of course.
I'd also want to fit the polycount theme for the armor colors, and I'll certainely put that polycount sign somewhere on the armor.
will try to get a basic concept sorted before sunday
http://wip.global-illusions.com/WarGeneral/wargeneralconceptwip01.JPG
started giving some metal love to that chick
keep it up!!
-LD
looking very cool v, i like these elements you're incorporating, they look to be flowing very well together. i think her body is looking freak'n sweet, i love the arrogance in her eyes, i'd rather a more confident sharp-jawed expression from her. i'm diggin your concept, i look forward to the real deal v! good see'n you're in black and green!
Keep it up!
http://wip.global-illusions.com/WarGeneral/try09.jpg
KP : thanks man, the arrogance is really something I want to transfer to the winning pose, showing her rank. the sharp jaw will come in the model, already have the ref I'll be using for the head, so this will difinitely be there
As for the face, as poop mentioned, it looks a LOT like the art style in the manga / anime Berserk, which gives it an "anime" feel, IMHO
Poop : I have the ref I want for the model ( whith the facial features I want and all), don't want to spend too much time on the concept tho so I think the face will stay as it is now.
Killingpeople : haha yah, found it was better here than on the shoulder ^^
EQ : show yours, suckah.
update, need to find a cool weapon ( probably futuristic looking sword).
http://wip.global-illusions.com/WarGeneral/try10.jpg
update, need to find a cool weapon ( probably futuristic looking sword).
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Yes, you really need to finish drawing that 'weapon'...
...or not, you could leave it as is, I'm sure the judges would get a kick out of it
[edit] Oh, and I'd suggest more contrast with the cybernetic half of the body, it kinda blends with her top, I thought it was armor at first
the sword...the nouth is meant to be alive (you know soul shit and all) added a noted version
http://wip.global-illusions.com/WarGeneral/try12_notes.jpg
I'll cetrainely put something on the sword to cover all that blank space...ornaments mebbe, dunno yet.
Lovely work vahl, is that avartar always saying happy birthday?
If not Happy Birthday !
Happy b-day!
Love the sword man, now get to modeling!
The girl looks a little unbalanced but I'll get to that in a minute.
Love the sword, a little mercury drool would not look out of place though. Had an idea of it biting down, shoving a second innermouth (yeah, I know) and making the blades, by forming a tight V, crush/slice whoever is too close. To make it possible you would have to move the jaws a bit close and make them open even wider. And make that grip hingeable which might make to whole thing appear flimsy...
The girl looks a little unbalanced right now. It's good to see that you have made her right arm a beliveable size to swing that blade around, but she would need some sort of weight or heavier armor on the left side (her left, that is) to balance it out. Perhaps some back and extra leg enchantments are on their way? Would prefer her without hair, I personally think that a bare skull would fit this concept better.
Good start, don't slack off now soldier! I know that cake looks mighty temping but you are fighting a war here!
Ikraan : when I first had the idea of the mouth, it wasn't planned ( hence the position and all) but straight after posting the full concept I though that would be cool if the mouth could close when the girl hold the weapon to create some kind of hand guard or something...I even though that would be cool to merge the sword and the girl...but I though she would lose a lot of agility then so I trashed that idea...but the guard one will stay, for sure !!!
Cubik : I will see how the model turns out, as I said I quite suck at drawing and my proportions will be more balanced on the model, so I will fix this once everything will be done.As for the hair, I didn't want to make a bald girl this time, mainly because I want the "horns" to go through the hair and be " attached" on the back of the head
Anyways, got my arse moved tonight (and will shake it this weekend) to start on the model, so here are the legs, obviously without shoes
http://wip.global-illusions.com/WarGeneral/DWG_hi01.jpg
more to come tomorrow ^^.
It's not just a tasty start, it's good enough to make me feel upset. That's hard to accomplish.
I really enjoy the concept as a whole, the only thing that confuses me a bit is the wicked huge sword. It's a little difficult to tell from the image we've got, but it seems like it would be hard to wield in battle with only such a small rod in the middle to hold on to, just enough to keep it in one hand all the time.
[/ QUOTE ]
When did that ever stop anyone?
But seriously, she has a cybernetic arm twice the size of her head, I think she can handle it
So far it's looking sharp! Very good likeness to your concept. But will those smaller round indents really make a impact on the normalmap and lightbake? Haven't had a lot normalmapping experience.
And, if you don't mind, a final question: is there anything workflow related you should think of when you use floating geometry like that?
Solar/Cubik : that should be ok, I already worked with that level of detail and rendered it on 1024's and 512's and that was quite fine, the different colors help a lot to pop out the fine tetail too, and the mirroring will help a lot aswell, so I think it's ok.
PieXags : indeed, she has cybernetic arms, legs and spine to support that weight, so that should be good ^^
Makkon : I use the xsi geometry approximation, I think it's subdivision surfaces, at least it works the same way.
floating details help a lot adding a lot of sharp parts while keeping a very clean mesh and low density ( the model smoothed at 2 iterations is under 500 000 tris)
Okkun : there is not much, you just have to be quite careful with bevels, as they have to be round enough to catch the light and more with outside edge, which has to be as parallel as possible to the surface the detail is applied on. What I usually do is create a "detail set" and just copy/paste the detail where I want it to be, it's quite close to copy/pasting details on photoshop, except that you don't lose definition while scaling.You can also use smoothing groups for very small details, but I think it's better to directly put them in photoshop with the NM filter.
another good thing with the floating details is that you can remove or add them the way you want and it doesn't take hours to detail a part of a mesh ( I'd seriously wouldn't want to carve all this detail in the mesh...)
http://wip.global-illusions.com/WarGeneral/DWG_hi04.jpg
worked a little more on it today, and some more will be done tomorrow ^^
I want the metal/cyborg parts to be as clean and sharp as possible, I will decorate them with some fine gold details engraved into the metal., but overall, I really want to create a contrast between clean, sharp and classy metal and very detailed organic parts, I don't want to go too far into the strogg mood either.
I find that rendering the details to a displacement map works better when you're working on curved surfaces. That way your outer highlight can blend with the surface behind it.
Also, my computer gets cranky with all those sub-d objects so anything I can overlay in Photoshop helps.
started on the arm
Are you building this to an ortho drawing or are you just modeling it up from scratch?
Can we see the wires of the low poly cage? What Im wondering is how you did the indented cirlces. I can do them but they make the rest of the mesh around them look a little messy.
little progress and rough pass in zbrush, I don't think I'll go further in the zbrushed details, as the computer I have here can't handle more and I'll add all the extra detail in photoshop
getting closer !!!
http://wip.global-illusions.com/WarGeneral/DWG_hi07.jpg