i agree. you can do this, and you can do better
when i'm "thumbnailing" in photoshop i like to open up an image as big as my desktop resolution, and start a new layer and just start sketching, but big. once that sketch is done, hide that layer and start a new one... that way you don't get caught up or influenced by the previous thumbnails that are crowding the page, helps you push different ideas onto the "page". hope that helps you put together some ideas.
with how good your models have been looking recently, i think you're a shoe-in for the compo. don't get stuck with all this WH40k type horseshit, your spider princess doll character was really well considered and i know you can bring that kind of juice to this compo. you better!
thanks gauss. everything else in my world is on hold to focus on this.
the bic pens didn't work out for me, so I tried the silhouette method again in photoshop.
I was convinced to try a female character for the idea I was building. She's a bit vague, but I'm getting a clear idea of what I want now. I've gathered lots of reference to work with for the next few concepts.
i think i see where you're going with this, keep it up. the method looks like it's working out for you. it might help to try block out larger areas so that the design doesn't look quite so busy, but you've already done some of that between the first and second versions. i think she looks quite promising, really. keep us updated.
Thanks guys.
Still another small update. Sorry for them, but I'm not as great a concept artist for these types of characters as I'd like to be. I want a solid design before I model as too avoid so much trial and error in the 3D phase.
Actually, I'm getting a little lost now in details, and could use some suggestions. I'm making lines that don't serve a purpose, and aren't too pleasing for the shape. I'm trying to avoid doing anything too familiar and boring(no batman spikes), but still add elements that work well. Perhaps I should spend more time looking at good examples of these types of biomechanical designs, and work more off anatomy.
I have a body shape now I can start a base mesh with while I keep sculpting the suit. I'd like to use the same style to possibly construct a weapon as well. Gonna go all out.
Well maybe make the design a little simpler, and add some differentiation in some color, As it is, there is nothing wrong with it, but it doesn't stand out, you know/ it's looking a bit like the senior necromongers from Chronicles of Riddick, as in gothic, rather than future. but you have nailed that look well.
Thanks scott. She was starting to look Necromonger-ish. The outline trick wasn't letting me see the shapes I wanted. I decided to stop there, and begin painting.
Here's where I'm going now, and I've picked out a name.
I think this is the longest I've spent trying to flesh out a design. I'm already falling behind my own schedule, but I like where this is going.
Any backstory? It's easier to give suggestions if we know what her intended duty is. Also like I constantly asks, any weapons?
I like it so far, you got, as you pointed out yourself, lines that doesn't really do anything but I think it gives it a cermonial/ elite troop look which is fitting of a general. A little wear and tear or imperfections could suggest that she is some sort of veteran renegade warrior-priestess.¨If you want to further this look you could add some sort of cermonial ritual-knife or some sort of sacrifice (CGshats).
Lucretia! Good choice of name and Megadeth track. Nice and classical name too.
I like this design so far, keep it up
Reminds me slightly of the borg queen from ST: First Contact, which is no bad thing.
Cubik: I'll think of a backstory when she looks awesome. If I have space left, there's an old weapon concept of mine I'd like to remake for her to match the suit.
Mop: A figure of Greek Mythology, and a rockin track. The Borg queen is actually in my references. I liked her character. And, the best villain entrance ever.
I will not settle with being pushed into the second page...muwahaha!
Update, yo:
I'm getting behind schedule, so modeling modeling must be done quickly. In fact, it's going to hurt. I need to design her back, and other areas that aren't layed out, but I have enough to begin modeling I think.
I plan on modeling an evil looking face mask, as the concept shows, so I'm not putting much more time into the face, except minor shape changes. I think she has more of an african look in face structure, which I think I'll keep.
I woke up this morning and realized the image above sucked. But, a lot of first times with this. More progess.
Just a reminder, the eyes are placeholders atm. I still have a long way to go. My goal was to have high poly modeling finished by Sunday. I need to get my rear in gear. I start sculpting out the body and mask tomorrow.
its a good start, but it looks like the mouth is too far forward and too pert(?) the outer edges of the eyelids also look like they are pulled back too far. Keep it up cant wait to see more progress on the rest of this girl.
You guys are right on. I started reworking the mask, but lost that progress. I know how I want it now, but I'll just touch on it as I work on the body. I'm having a lot of trouble with this character. I started making certain peices of the suit in subD, but then realized that workflow sucked for a character with this detail. If I didn't mention it already, I plan on using this for a normal map, and also use a map for the glowing areas, such as the eyes of the mask. I like what some of the other polycounters are doing with grouping areas together in simple shapes, then working in the details with Zbrush.
Here's is the body shape so far.
This is all a learning experience I was overdue for.
Coming along slowly, while trying to get better results. Lots of mistakes and such.
Eventually she'll have hands. I don't think I'll be able to get as much detail that is implied in the concept. I'm running out of time. I was suppose to be finished with the high poly phase tonight.
that waist is waaay too small right now, especially with how youre going with big muscles everywhere else. Right now, it looks like youre just modeling in every single piece of the armour and what not on a single mesh. Try overlaying pieces. Lots of different objects. Its makes things soooo much easier.
You're very right, aesir. The waist is too small because I was planning to detail shapes out from it. This has been a crash course for me. From this, I agree, blocking it all out as separate objects is a better plan. Maybe it's not visible, but the head, mask, neck guard, chestplate, breast, and shoulder pads are all separate objects. I tried sculpting out details from a single object, but it just wasn't working. I'm stretching my own high poly deadline by two days. Tomorrow, solid shapes. Tuesday, details. I gotta consider the gun and pedestal as well.
Basic shapes of the whole body. There are areas I wish I could do better, but I'm out of time (and practice) for this. I have to sculpt out details from what I have so far, then move on. I made a mistake and lost several hours of work yesterday. This has really been a test of motivation.
You may be right Timex. The suit is a little busy in areas. If I could go back and redesign the concept to make things a little more consistent, I would. I'm just concerned with finishing right now, and working with what I have so far. I'll learn from these mistakes. My scene's polygon count, and my systems specs killed my ability to work on this, so I had to install XSI's 30-day trial of version 5. It gives a little more optimization for geometry this thick...atleast for my system. I need an upgrade.
It feels like something is missing around the arms, so I'll add a brace below the shoulders. I little touch up on the head and mask again. And I'm going to add padding details to the body so it's looks more like an undersuit. I think the worst is behind me.
rooster: yeah, hoping the maps will really help out.
Just a small update. This is where I'm calling the high poly finished. And just now I realize I forgot to duplicate the shoulder straps over to the right side. Oh well, you get the idea.
I reckon I'll ease up a bit for the next two days, maybe concept the weapon and base. I'm a bit burned out from modeling atm. Think I'll play some BF2 tonight to celebrate.
edit: btw. it was pointed out that my thumbnail reads as
[ QUOTE ]
ElysiumGX
By: General Lucretia
My low poly. I think I lost focus last night, it seems I have too many wasted edges. I dunno, I want the normal map to look as good as possible.
It looks like there's too much geometry around the foot, and some faces are hidden behind the leg that I can delete. It's right at 5000 polys. So whatever I can take off now will go towards the weapon. Yay for time extension.
Looking great, Elysium, I really like your most recent detailing. The metal stuff is very nice, it feels almost like some sort of futuristic exoskeleton.
I don't have much knowledge of anatomy, so I could be wrong, but the hands look very small to me. I think you should scale them up a little. The low poly could be optimized a good deal, but it's great so far. Can't wait to see the weapon.
Oh, and do you think I could see your shader tree once you get the normal map applied? I'm not sure if the mod tool supports it, but I'm curious as to what the proper setup is.
I'll send you an example sometime soon, Zcubed. I've noticed with version 5, Ultimapper creates the tree for you after generating the maps, with slots for depth, ambocc, surface...all the goodies. I often use that, a preset from Netview, or simply render it in MentalRay. I'm no export at writing shaders.
It's right at the poly limit. I took away some to leave room for a weapon, then I had to add a few to help the normal map result. Now that the normal map looks ok, I'll start taking away some more to make room for the weapon. I'll try to fit that under 300 polys. Normal mapped of course.
The maps need lots of adjusting in photoshop, but here's where it's at now.
The steps up to this point have been so messed up. At least now I know what NOT to do from now on.
Replies
[DELETED...muwahahaha!]
it's still early, i can do this. i can do better. CGchat going down. time to use the Wacom.
when i'm "thumbnailing" in photoshop i like to open up an image as big as my desktop resolution, and start a new layer and just start sketching, but big. once that sketch is done, hide that layer and start a new one... that way you don't get caught up or influenced by the previous thumbnails that are crowding the page, helps you push different ideas onto the "page". hope that helps you put together some ideas.
with how good your models have been looking recently, i think you're a shoe-in for the compo. don't get stuck with all this WH40k type horseshit, your spider princess doll character was really well considered and i know you can bring that kind of juice to this compo. you better!
the bic pens didn't work out for me, so I tried the silhouette method again in photoshop.
I was convinced to try a female character for the idea I was building. She's a bit vague, but I'm getting a clear idea of what I want now. I've gathered lots of reference to work with for the next few concepts.
today's attempt. i'm going to try something different and see if I can do better. the plan is to have a detailed final concept by thursday.
Still another small update. Sorry for them, but I'm not as great a concept artist for these types of characters as I'd like to be. I want a solid design before I model as too avoid so much trial and error in the 3D phase.
Actually, I'm getting a little lost now in details, and could use some suggestions. I'm making lines that don't serve a purpose, and aren't too pleasing for the shape. I'm trying to avoid doing anything too familiar and boring(no batman spikes), but still add elements that work well. Perhaps I should spend more time looking at good examples of these types of biomechanical designs, and work more off anatomy.
I have a body shape now I can start a base mesh with while I keep sculpting the suit. I'd like to use the same style to possibly construct a weapon as well. Gonna go all out.
Scott
Here's where I'm going now, and I've picked out a name.
I think this is the longest I've spent trying to flesh out a design. I'm already falling behind my own schedule, but I like where this is going.
I like it so far, you got, as you pointed out yourself, lines that doesn't really do anything but I think it gives it a cermonial/ elite troop look which is fitting of a general. A little wear and tear or imperfections could suggest that she is some sort of veteran renegade warrior-priestess.¨If you want to further this look you could add some sort of cermonial ritual-knife or some sort of sacrifice (CGshats).
I like this design so far, keep it up
Reminds me slightly of the borg queen from ST: First Contact, which is no bad thing.
Mop: A figure of Greek Mythology, and a rockin track. The Borg queen is actually in my references. I liked her character. And, the best villain entrance ever.
Update, yo:
I'm getting behind schedule, so modeling modeling must be done quickly. In fact, it's going to hurt. I need to design her back, and other areas that aren't layed out, but I have enough to begin modeling I think.
I plan on modeling an evil looking face mask, as the concept shows, so I'm not putting much more time into the face, except minor shape changes. I think she has more of an african look in face structure, which I think I'll keep.
Just a reminder, the eyes are placeholders atm. I still have a long way to go. My goal was to have high poly modeling finished by Sunday. I need to get my rear in gear. I start sculpting out the body and mask tomorrow.
Time to shape out the body.
Here's is the body shape so far.
This is all a learning experience I was overdue for.
Eventually she'll have hands. I don't think I'll be able to get as much detail that is implied in the concept. I'm running out of time. I was suppose to be finished with the high poly phase tonight.
as an example, I'll let you gaze upon the glory of my entry. All the clothes and armour are just seperate objects I've put on top of the mesh. http://www.cgchat.com/forum/showthread.php?s=&threadid=23826&perpage=15&pagenumber=2
Anyways, just keep blocking things in, then refining, and blocking again. You'll get to a nice looking finished product eventually.
Here's where I'm at:
Keep it up
this really is the scariest woman I've ever seen out of a 3d site... huge departure from the usual walking tits
[/ QUOTE ]
thank you
It feels like something is missing around the arms, so I'll add a brace below the shoulders. I little touch up on the head and mask again. And I'm going to add padding details to the body so it's looks more like an undersuit. I think the worst is behind me.
Just a small update. This is where I'm calling the high poly finished. And just now I realize I forgot to duplicate the shoulder straps over to the right side. Oh well, you get the idea.
I reckon I'll ease up a bit for the next two days, maybe concept the weapon and base. I'm a bit burned out from modeling atm. Think I'll play some BF2 tonight to celebrate.
edit: btw. it was pointed out that my thumbnail reads as
[ QUOTE ]
ElysiumGX
By: General Lucretia
[/ QUOTE ]
It looks like there's too much geometry around the foot, and some faces are hidden behind the leg that I can delete. It's right at 5000 polys. So whatever I can take off now will go towards the weapon. Yay for time extension.
I don't have much knowledge of anatomy, so I could be wrong, but the hands look very small to me. I think you should scale them up a little. The low poly could be optimized a good deal, but it's great so far. Can't wait to see the weapon.
Oh, and do you think I could see your shader tree once you get the normal map applied? I'm not sure if the mod tool supports it, but I'm curious as to what the proper setup is.
Progress with normal mapping.
low - low with normal map - high
The maps need lots of adjusting in photoshop, but here's where it's at now.
The steps up to this point have been so messed up. At least now I know what NOT to do from now on.