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Polycount - Generals - [Ninjas]

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polycounter lvl 18
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Ninjas polycounter lvl 18
Here is a start- many iterations to go

I have been training up to do a full fledged, finished, real-time character. This couldn't have come at a better time.

People feel free to use old concepts I have done or request a new one.

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  • Ninjas
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    Ninjas polycounter lvl 18
    Making good progress I think. I could really use some comments to help bring this up to the best level I can.


    I still have work to tighten up the shoes and weapons.
  • gauss
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    gauss polycounter lvl 18
    i think he's looking good so far... about the only thing i can comment on is that his bearing does nothing to suggest real leadership or command. he looks like a scout or a soldier, but gives no suggestion of being command material. other than that it's really a very engaging concept so far, great pose and presentation. just keep building up and refining the character elements and i think you'll have a really excellent entry on your hands in no time!
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks Gauss!

    I had thought about that later... originally I was thinking about solving that with back story ("He was given troops, but he killed all of them in all on one combat, thus deciding that they weren't tought enough to earn the right of being commanded by him") but I think it would be much more interesting to actually make him a commander looking character.

    I thought it would be cool if he was the commander of the assassin squads. That, however, doesn't make much sense. As far as I know there have been tank, army (troop/artillery) and airforce generals. Maybe Mr. Ruggels can give some insight.
  • Slum
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    Slum polycounter lvl 18
    Ooh, nice. I suggest maybe sticking a huge banner on his back, and give him a Cloud Strife buster sword type weapon. Maybe thicker armor, more similar to Warhammer 40k Space Marines. Something to say "hey, I'm the big guy in charge here."
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks for the feedback Slum but I am probably going to abandon this concept. I wanted to make something I was excited to model, but I also want to win DAMNIT!

    Plenty of time left. I think my next concept will be pretty original and fit the idea better.
  • Ninjas
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    Ninjas polycounter lvl 18
    Okay, I did a few other designs but didn't want to do them as much as this one.


    I think this is more or less final. I'm going to do a few detail sketches when I get around to the sword, gun and shoes
  • MoP
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    MoP polycounter lvl 18
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks Mop! I don't know how everyone else feel about this character but I am pretty excited! I'm going all out on this one.

    If I'm not too bogged down by real work tomorrow, I think I may be able to do some iso drawings of the complete final design.
  • aesir
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    aesir polycounter lvl 18
    I think your shit rocks, and frankly, I didnt know your 2d art was so damn kickass smile.gif

    Looking forward to what you can pull off!
  • Jhotun
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    Jhotun polycounter lvl 18
    Yeah, the first one kick ass. As Slum said, a much more big armor would make him even more cool.

    Keep it up!
  • gauss
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    gauss polycounter lvl 18
    don't listen to them, we've got enough 40k references in this contest on both sides already (i'm guilty of it as well). it's really tough getting the General-type look without resorting to the completely stock elements (elaborate uniforms, insignia, saberguards, etc. etc.), but i think your more reason revision with the cloak helps tremendously.

    all generals are going to have not only some sort of unique characteristic, but also show that they have a lot of proven combat experience. so youth is out of the question with few exceptions... your newer sketch does a lot more to address this. wearing medals into combat is silly, especially for a stealthy guy, but if you swing it right it could be a really excellent visual.

    more than anything, i think you're going to be able to express this character's seniority, experience, and overwhelming lethality through how you you represent his kit.

    think of a line soldier: starting out, he's all stock gear, a couple of things just really aren't that good, he doesn't like how his tactical harness fits, his rangefinder is uncalibrated, the springs in his extra magazines are off, etc. etc. now contrast that with the seasoned veteran, which a general is almost certainly bound to be: throughout the years of his excellent service record, he's steadily replaced and tweaked out portions of his gear, so that he knows exactly where all his gear is at all times and that all of his equipment is like a well oiled machine, all dialed in and ready for killing. he's still going to have some of his original kit, but it's going to be older or properly broken in, and a lot of it is going to augmented to suite his individual habits.

    anyhow, i'm sure you get the idea, cause you're on the right track already. if you keep thinking in the above described manner, you'll be able to really bring this character up to a great and obvious General character without necessarily having to resort to the common visual shorthands of generalship. keep up the great work, i know this guy is going to look great at the end of this process.
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks Gauss. I was really starting to wonder if this concept was as good as I thought it was. I have some cool ideas for his weapons. I think in the final execution he will really stand out.

    There were a few ideas I liked but that I didn't like quite as much as this character. I did some sketches for some of these ideas and I thought maybe some of my teammates would like to take a crack at them.


    An idea for a mount... not a character in itself obviously!



    If anyone wants to use these let me know.

    I think I am going to get back to working on my own entry now!
  • rooster
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    rooster mod
    insane. fuckin A!
  • Jhotun
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    Jhotun polycounter lvl 18
    That dino-aircraft-station really kick ass! I do not know it it can be considered a general itself, but it is really original.
    Maybe you could develop some ideas with the dinosaur theme on them. Take a look at some enciclopedias and get a cool dinosaur to mutate. I can think on things like a big cannon inside the mouth or claws like saws.

    Whatever you do, for sure will be one of the strongest entries on this WAAAAR!

    Good luck!
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks for the comments guys! Jhotun, I'm working on a Dino army battle for my portfolio. I'll pimp it when I get it done.

    Here are the weapons I was thinking of... I'm not too sure about the sword. I think the gun will stay the same, but the handle may be wood grain, or ivory in the final version. I'll need to do some color tests soon, but I have a pretty good idea of the color scheme already.

    weapons.jpg
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    Dang, really knocking out some cool concepts Ninjas.

    poop.gif
  • Jhotun
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    Jhotun polycounter lvl 18
    That gun is really cool. The mix between a colt.45 and some kind of Blaster is very attractive.
    I think that the sword looks very cool too, but probably lacks a bit of shape. I mean, from a far distance would look too much like a sable laser from star wars.
    Keep it up!
  • Ninjas
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    Ninjas polycounter lvl 18
    Okay, backstory time:

    They call him The Man That Cannot Be Killed. If everyone in the universe flipped a coin until it turned up tails, the study of statistics tells us that there would be one person who would keep flipping heads until he died of old age. With untold billions upon billions killed, he is the one that had to survive.

    A born soldier, it is his focus on doing "what works" that has allied him with the forces of evil. This way he doesn't have idiotic and self defeating rules getting in the way of him doing his job; killing as many enemies as possible.
  • gauss
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    gauss polycounter lvl 18
    alright man, if you're going evil, you're going evil. though i have to admit that backstory doesn't seem to go with the kind of professional soldier guy in this thread (since last we saw him anyway). if you're going to make that guy as existentially fatigued and thoroughly corrupted as that story suggests, well then i'm very interested to see how you swing it. because that story makes me think of one nasty sumbitch that's even badder than the Bad Dudes, and that's pretty bad. keep us posted! smile.gif
  • Belltann
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    Belltann polycounter lvl 17
    I really like the second version of the ninja. With those renderingskills, things have to be intressting smile.gif

    The only thing I thought about was that the guns barrel seemed to small. A little fatter barrel would give the gun some more wheight, and maby some more bang! Well thats just my taste. smile.gif

    Keep up the great work and CGchat will fall for sure!
  • Ninjas
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    Ninjas polycounter lvl 18
    Yeah, I'm not sure how "evil" us Polycount guys should be. I mean, I don't really believe in evil in real life, but if I did it would have to be something like the above story...
    I tried to keep him with an understanable motive. To be the best at what he does. I was thinking his weapons are used mostly to protect himself from his own troops and to shoot deserters. Really, I was originally thinking of something more heroic (kind of a adventure loving "loose canon" general loved by his troops), but doesn't that go against the idea of being evil?
  • naruSol
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    naruSol polycounter lvl 18
    We're bad guys, but that doesn't make us evil. Ruthless and cruel with some not-quite-stable psycological issues is one thing, training your entire force to rape children is something I cant see the rest of this alliance condoning.
  • Ninjas
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    Ninjas polycounter lvl 18
    Ha, yeah. I can't help imaging the Ancient Alien Robot debating with the Crab Monster if my guy is too evil. I think it would go something like this;

    Ancient Alien Robot: "Buzz buzzuz"
    Crab Monster: "Skree!"
    Ancient Alien Robot: "Buzzzzzz"
    Crab Monster: "Skree! Skree!"

    I have come to terms with my evil character, and here is my final concept. I think I know every inch of this character now.



    Crits and suggestions are welcome, but I am pretty happy with how he is now.
  • MoP
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    MoP polycounter lvl 18
    cool! I say get modellin'! smile.gif
  • Asthane
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    Asthane polycounter lvl 18
    This last itteration reminds me a bit of FFX's Auron.

    That's a good thing wink.gif
  • Jhotun
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    Jhotun polycounter lvl 18
    Hey Ninjas, this concept is awesome! If you get a modeling as good as this drawing is, then your entry is going to be one of the best in the contest!
    Put some badass polys to that babe and catch the place you deserve!

    Keep it up!
  • Snowfly
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    Snowfly polycounter lvl 18
    Damn ninjas you're ripping up this thread with those concepts! Nice work! The details look great on the final concept, he also has a nice 'ninja perched on a spire' silhouette. You could perhaps make him taller, and broaden his shoulders a bit?
  • PaintTheFence
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    PaintTheFence polycounter lvl 17
    Wowie ninjas, that is a really great picture. Also, I've been banned--good times!
  • vahl
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    vahl polycounter lvl 18
    very nice ninjas, as usual ^^
  • Ninjas
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    Ninjas polycounter lvl 18
    Hey guys, thanks! I really busted my ass on this one.

    I have started with the modeling, but I'm a bit slow getting the correct flow on the organic parts (for me), so I probably won't have any updates tonight.

    Thanks again everybody!
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Great concept! Looking seriously bad ass!
    Get modelling!

    -caseyjones
  • bearkub
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    bearkub polycounter lvl 20
    Keep pushing ninjas, this is some great work.
  • killingpeople
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    killingpeople polycounter lvl 18
    he looks really rad man
  • Ninjas
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    Ninjas polycounter lvl 18
    I hope I can live up to the character design! So far so good (Thanks for the advice Snowfly, I'll see how it looks). Update tonight.
  • Ninjas
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    Ninjas polycounter lvl 18
  • Makkon
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    Makkon polycounter
    hey, great mesh so far. Looks supurbly defined and efficient.
  • Ninjas
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    Ninjas polycounter lvl 18
    Crits welcome. Still trying to nail down the proportions.

    turnaround (a quicktime movie)

    4165 tris. Probably I can trim this down to 3800 when I get to cleaning things up.
  • cholden
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    cholden polycounter lvl 18
    I'd like to see you push the profile further with bigger shapes and asymmetry. Maybe loose straps and buckles that stick out, and oversized sections of armor reflecting cultural background, some sort of head adornment (crowd?), and possible a large banner strapped to his back.

    A few more accessories that come to mind: a tall, face (skull) shaped shield, a sword/rifle and pipes coming from his face mask leading to a tank on his back.
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks Chris. I think the concept is coming out a bit generic, and I especially like the idea of the straps to try and pump him up a bit and make him more unique.

    Here is the current version.
    Image

    I'm running out of things to optimize, and I still want to put detail into the weapons. I am still working on the shoes so maybe I can cut some polygons there.

    Thanks for the input!
  • Ninjas
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    Ninjas polycounter lvl 18
    I still have to do a little hair, but this is more or less final. If I have triangles left over after I do the weapons, I will probably add some more detail to him.

    CBK2.jpg

    I was thinking of taking this concept in a 1940's era pulp science fiction direction... right now I don't think I would win with this entry even if I do a great job on the normal map. I am going to complete the character. That is for sure. If I have the time and energy I may revisit the dinosaur general, because I like that one a lot, and with some tweaks, I think it could be a winner.
  • Ninjas
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    Ninjas polycounter lvl 18
    I think I must have entered into the no mans land of mediocrity with my 3D skills. Even with the little response I have gotten, I have been pushing ahead with the normal mapping. The character is coming together, but I think I am going to hold off a little longer until I have something stellar before I post a new update (it will be easier on my fragile ego smile.gif).
  • Mon
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    Mon polycounter lvl 17
    nice strong conceptional work, cant wait to see the next stage smile.gif
    if you get some spare time after you've finished this guy would really love to see some developement on the dinosaur carrier, feels like such a fresh idea, think it could make a really nice talking peice.
  • Ninjas
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    Ninjas polycounter lvl 18
    Update:
    I just started painting the maps today (alpha, normal, color and spec.), so colors etc. may not be final, and I expect it will take me another week to get all the details I want into the maps. Trimmed this down to 4200 tri's. Rendered with 3 lights, no shadows, 20% self illumination. I don't have a decent enough graphics card to get screen grabs. After this I'll do the weapons and if I still have some triangles, I think I will do some extra straps.

    U1.jpg
    U2.jpg
    U3.jpg
    U4.jpg
  • PieXags
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    PieXags polycounter lvl 17
    I really like it as a whole, only thing I'm not diggin' too much is the mouth painted on the face mask. I now notice it in the concept where I didn't before, but PieXags just doesn't get a good feeling from it.
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Windy, or a lot of starch?

    Looking good, but the texture is a tad blurry. I'd go in with the sharpen tool and push some areas, especially the paint chips.

    Perhaps a little more contrast variation in the colour and spec maps will help it sing that little bit more.
  • Ninjas
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    Ninjas polycounter lvl 18
    Thanks for the replies guys. I went back into this and really pushed the maps as far as my current skill can take me. One of the things I especially didn't like were the "cyber sandels" it looked like he was wearing before. I still have 2 weeks to do the weapons and find a pose I like, and tweak anything I am not totally happy with. I don't think I'll place, but I really am happy with my entry. I think this will be my first complete character at game asset level quality and I'm very proud of how it is coming out. Now I want to know what everyone else thinks, especially if you think this is good enough to put in a portfolio.

    gen1.jpg
    gen2.jpg
  • MoP
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    MoP polycounter lvl 18
    You should be proud of how it's coming out! Very nice work, I especially like the cloth folds.

    His head seems a tad big maybe?
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    It's looking very good - but there are a few areas where the level of detail or shapness isn't up to par. We are all guilty of this, it's always the less interesting bits, but I think you owe it to yourself to go in and make a few adjustments.

    The pouches look unfinished and blurry. Did you normal map them in zbrush? I'd suggest cloning that part of the mesh, then making a high poly version of that section and generating your normal maps from that.

    This is a useful technique to clean up areas - just duplicate what you need and fix it.

    Where the black rubbery thigh things join the thigh pads, you might want to indicate how they are attached - studs? Buckles? Glue?

    There are several areas where the texture is blurred between 2 materials. Mike taught us to take there areas where things meet, make sure there is an edge there, and break it in the UV maps so that there is no bleeding on the texture. This will help ont he hands where the gloves meet flesh (or just sharpen the texture), and in the black inlay panels on the chest armour.

    The paint chips on the armour also look blurry - don't be shy in getting the sharpen tool in there.
  • Ninjas
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    Ninjas polycounter lvl 18
    Mop: I had a really hard time getting the proportions just right, so the head may be off. His helmet/thing makes his head look a lot wider than it is. Still, I may scale it down a bit.

    Rick: Thanks for the awesome suggestions! I'll get to work on those areas. Right now I'm not using ZBrush. I painted the details for his belt pouches and used the PS plugin to generate normal map details. I'll see what I can do about the blurry paint chips. I have tried a couple things already, but I'm going to make sure that gets resolved before I'm done.
  • Devoid
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    Devoid polycounter lvl 17
    Really nice work there, porfolio worthy indeed. The only thing that's really bugging me that hasn't been mentioned are his fingers. They need some definition in the texture/normal maps and could stand to use some of those extra polys you have. The way they are built now, they will deform and stretch pretty harshly. The thumb especially needs a bit of love. Also if you have the texture space you may want to put in some color variation and dirt on his cape as it gets to the torn sections. Overall its looking really good. (time for me to get back to work on mine)
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