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Dominance War II - Dmoz

polycounter lvl 17
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Dmoz polycounter lvl 17
There's no going back now, good luck to everyone and hopefully I can be of some help.

My idea is for a super sniper; I was trying to show that his jacket shields and camouflages (it blends to whatever it's touching) I added some damage with a beehive structure underneath to try and show this, try to anyway.

5980dualte7.jpg

Replies

  • Davision3D
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    Davision3D polycounter
    I dont know how you will do that carmouflage thing in the final model/texture!? Its a cool idea but the concept looks boring to me.
  • Thurban
    I like the idea alot, but the concept is a little over simplified. Take a look at a sniper's ghillie suit. It's not so much the SS overcoat, but pants and jackets and sleaves that are all customized. A sniper needs a lot of mobility, and jacket would restrain a lot of that. Nice work on honeycomb effect for the concept.

    as far as the end game texture goes, that might be something you need to paint in as if he had taken a hit to the suit and that section doesn't work, or maybe you can pull something off with normal and spec maps.

    keep it comin'. crazy.gif
  • Thurban
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    I do really like this concept, the simplicity works well and if it wasn't in such a hotly contested competition, it'd make for a great model (and still will, it's just not too likely to inspire sufficient interest from the judges).

    You could try the wookie suit which would add some more interest to the silhouette but if you want the fancy augmentation to the jacket fabric, you could try looking into thermoptic/active camouflage. Ghost in the Shell and Predator should be a decent place to start looking for reference and theres some stuff on active camouflage on wikipedia here: http://en.wikipedia.org/wiki/Active_camouflage
    It should be a fairly simple thing to pull off in a still image - just a matter of fiddling with bump and specular maps and then adding some nice techy elements for power supply, controls and whatever else you might like to add.
  • Dmoz
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    Dmoz polycounter lvl 17
    Thanks all, Did a quick update during lunch.

    The active-camouflage is exactly what I was thinking, I might try adding a semi-transparent honeycomb effect to his bottom half.

    5980003rz5.jpg
  • Makkon
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    Makkon polycounter
    Much better! I love what you did with the sleeves.
    But, like many people have said before, don't stick with your first concept until you've tried other possiblilities. Draw is some thumbnails so we see some distinctive shapes.
  • EVIL
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    EVIL polycounter lvl 18
    I personally can't really see this fit into the whole evil concept. Altho snipers look indeed fairly neutral and its hard mo make a humanoid sniper evil without making him totally obvious to spot. BTW, the counting idea is cool! I like that, it shows that he likes killing laugh.gif. Oke forget what I said about not evil enough. .. its a good concept! go for it!
  • Dmoz
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    Dmoz polycounter lvl 17
    I tried some thumb nailing but it wasn't happening (concept artist isn't for me).

    I did a little more though and I'm happy enough to start modeling, I'm sure he'll undergo some changes when I block out the form.

    5980silll2at6.jpg
  • Spark
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    Spark polycounter lvl 18
    Hell of a better direction than your first set of concepts. This guy feel more jungle and better suited to blending into that type of environment. Your first guy, was just a soldier with interest relying on your texture work, which if you didn't pull off well would kill the character. Making more of an interesting silohette is a good way to go, and I think this second attempt suceeds better in that area. Good work, and welcome to polycount.

    Spark
  • Thurban
    wow yeah this is a great progession. I denfinately sense the EVIL in him now, well done. mad.gif
  • Dmoz
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    Dmoz polycounter lvl 17
    Did some quick tests with spec maps and an old model, I need to sort this adaptive camouflage out or my whole concept really falls over.

    suittestxz4.jpg
  • Dmoz
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    Dmoz polycounter lvl 17
    Due to unforeseen circumstances I really doubt I'll finish this in time, but I'll try.

    Low poly done, 5500 tris, leaving 500 for the leafy effect which I'll achieve with planes.

    59803drq5.jpg
  • Dmoz
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    Dmoz polycounter lvl 17
    Being My first high res/normal mapped anything I'm doing it in sections.

    Head:
    headve0.jpg

    Boot:
    bootal7.jpg
  • Dmoz
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    Dmoz polycounter lvl 17
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Coming along well Dmoz.

    The eye detail could probably use a little more work as it'll wind up being a focal point. The thumb knuckles seem a little on the small side too.
  • Dmoz
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    Dmoz polycounter lvl 17
    Your right, I'll fix the thumb and detail up the face a bit more if I get time.

    In the meantime here are some pants, enjoy.
    pantspf9.jpg
  • Jaco
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    Jaco polycounter lvl 17
    The pants are looking good, but the folds should be a lot more pronounced, especially since you’re doing a normal map.
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