Greetings Polycounters, I have come to join the polycount's ranks in the Dominance War (aka: I'm new here). I have gone over many entries here and was impressed by the amount of C&C you give your fellow warriors.
I've been working on this concpet inspired by Samwise Didier. C&C is welcome, I hope to have other concept art up soon so to better judge the character.
Replies
Ok I've added some cybernetics and hope to have a turn around down by tomorrow so that my idea can be better understud. Once again C&C is welcome.
Here is a bit of GIF action of my characters Front, Side, and Back view. Once again C&C is welcome.
but where are u getting ur inspiration from? i'm guessing African tribesmen, but ur use of the word 'shall' in the gif suggests india?
if it is indian tribesmen, i have a few suggestions to make him look more tribey... just ask!
once again, awesome work, just be sure not to cross the 20% cybernetics limit!
good luck! and welcome to polycount by the way!
As for 20% cybernetics, I don't think I am going to be adding any more. As you can see from my first drawing I entered this contest at first alittle unaware that the character needed to be futuristic, and I dont want to go to far way from the nature of my first drawing.
when i say indian, i mean Indian indian! as in, south asia, indian-subcontinent indian... lol...
not native-americans! and i am indian indian also, not american indian indian...
(how come columbus' mistake hasn't been fixed in this modern world of today!?)
apart from that, i think it would look cool with the WH40K touch to it... kinda' contrary to the bulky space marines etc. but he would look shit-scary with one of em big heavy bolter type guns... and i agree that u shouldn't move to far from what you have now... it seems realy cool, but maybe the leg region needs some modernisation? just a thought!
But I agree with somthing to one of the legs. I have been fooling around with that, giving him boots and pants, stuff like that. I tried a robotic leg but it made him look over 20%. I also tried thining the legs out making them more skeleton like but it didn't lool like it could hold the machine parts of his body.
Thanks for the suggestions, I'll work with them to see what I come up with.
if sam fisher were a beggar, he would still have his night-vision and thermal goggles...
But enough theology and speculation, I to like my original drawing and thanks for the support for it
<font color="green">indian_boy</font> >>> I wouldn't classify him as a warrior. He is more of a Shaman, witch doctor, voodoo doctor, primal priest type character. In a game he would be considered a support(buffer)/healer, not afriad of going head to head (though a tank would be better) and not bad at healing/buffing (though a healer would do a better job at healing).
Keep working and good luck!
I was going to start figuring out the colouring and do a bit of modeling for this guy when I noticed something from other peoples threds... I seemed to have thrown all my eggs into one basket and kinda ran with the idea. Though I do like the idea I would have to agree that taking the time to make a few others made me really start re-thinking.
So here are a few newer ideas, yes there be only 4 but I am a slow drawer (even if they are rough skecthes) and then making a silowet of them took more time.
I thought that the top right one look more like the sub-theme that was given to polycount in the Read Brief, (EVIL) so I did a could chages to the silowet of the character to see what I could come up with.
So what do you guyz think? Stick with the old or in with a new?
I hope to have the painting done so like <font color="green">Black_Magic</font> suggested, I will be able to see the definition better within the next day or so and then get going on my model.
good luck! i love the concept!
PS: srry about the misunderstanding... by warrior i meant some1 who wrks for his ppl... wrong wrd i guess!
So I've been modeling the skull that will be used for the characters face and scene decorations. I will need to lower the amount of polygons I have, but at the moment this is were I am at.
I'm planning to model the character in pose, so I have built a basic rigg and tried out some poses and filled them in cause I haven't weighted everything properly. What pose you guys think I should go with?
<font color="green">Jaco</font> >>> I'll be Zbrushing the mechanical eye, I fixed the part with triangles attached to the side of the head but the lens really wont have any deformation on it so it will not matter if it has triangles.
<font color="green">Japhir</font> >>> They are posed models though colored over in photoshop cause I dont have proper weighting, so there would have been weird stretching if I posted the screen shots of the model.
I asked my room mates and people at the school and here is what they voted.
4(x4), 9(x4), 10(x2), 7, 3, 5, 6, and the original (x2)
So at the moment 4,9,10 and my original pose seem to be leading. One of my friends reminded me that my guy was on older fellow and probably would not have such an over dynamic pose, and he has a valid point. Once I finish weighting him properly I'll do some more poses so I can here what you guyz think. Thats not to say that none of these poses are valid. C&C is still welcome
Original Pose (The skull in head will be a lower polly skull):
Pose02:
Pose10:
Pose04:
Pose09 (Forgot to rigg a jaw bone, but the character would have a open mouth):
Anyways... heres an update of my base mesh finally finished! And... squeeking just under the poly limit.
Now to spend the night unwrapping so that I can get Zbrushing this guy.
I haven't updated for a while so I thought I should. I have finally finished unwrapping and have started blocking out the character in Zbrush. I still have to work on blocking the hands and feet along with other parts of the body.
C&C is welcome
Did more work on the characters structure, mainly the hands and feet.
Also worked on the skull that will be used for the ones hanging on the scythes chain.
C%C is welcome
Here are some crits:
-The lower jaw of your character must be more in the back because the mouth is opened. Or it is closed and the teeth are still missing?
- His lower leg looks too short to me.
Your Skull looks funny...like hes laughing
- I think the eyeholes and the nosehole could be bigger.
<font color="green">Davision3D</font> >>> Thanks <font color="green">Davision3D</font> for your crits I worked on the eyeholes and nosehole a bit to make them larger on the skull and yes it is laughing As for the characters mouth it is open slightly and the teath are missing, and as for the legs they are thicker like my referance picture of an old man I used to make the base model, but they are porportionally correct to the body.
Still working on the body trying to make the skin droopy in some areas and wrinkly in others. I hope to have him finished today so that I can start texturing. I took the skull and did a normal map test, its not to bad looking but I think I'll edit the normal map in PhotoShop abit.
if u wanna know some parts that could do with a bit of wrinkling / sagging, i'd suggest:
- wrinkle _and_ sag the butt.
- wrinkle below the eye
- sag the 'tits' (they're called pecs right? im forgetting stuff!)
- and sag his earlobes a bit. Has the big earring been removed?
good luck, this is looking to be awesome when finished!
Thanks for you kind words and suggestions <font color="green">indian_boy</font>, and I had to remove the cool earing cause it couldn't fit in my bugget.
So I have been working on the diffuse abit for my character inbetween trying to get the normals working, hopefully I can get rid of some of those patches and creases but some of them are proving difficult to do. I still need to make alot of things like a AO map, Spec map and such, not to mention make Diffuse maps for everything else on the character. I'm still aiming to get this thing done (most of it) on the 19th so that I can have a week of making this guy shine.
Once again C&C is welcome
Little update on my progress, still losts to do.
Once again C&C us welcome
Still kicking the cat, I am most got my diffuses were I like them. Added an AO map and started working on the spec maps. I'll be building here soon and hope to have everything done here soon so that I can spend the next week lighting this guy.
Once again C&C is welcome
Thanks <font color="green">fogmann</font> for your crits they have really helped prioritizing what I need to get done.
I've started giving the metal on the characters head (the skull) more of a metal look. I've added some rust and change the color from green (which I was planning to make like oxydised copper) to more of a iron color. At the moment I hae placed a reflection to try and figure out were I am naturaly creating a specular via my diffuse and will figure out my spec map from there.
I hope to get alot further day on things and have more to show. Once again C&C is welcome
And if u find urself in a span of not getting any crits for a while, all u need to do is follow fogmann's crit... he hit the nail on the head
Seems to zombish, not enough like torn human flesh kinda deal.
What I was thinking was more along the lines of something like how this guy looked
That and the shinyness of the non flesshy pieces dosent feel slimey, just shiney.
I hope im making sense at all on this one?
<font color="green">indian_boy</font> >>> Thanks
<font color="green">seforin</font> >>> I believe you are lost on the idea that I was trying convay, and perhaps I have to much rust on the metal that it made you think that it was mucsel and viens. The skull part of the characters face is metal (rusting metal) and so it would be shinny (perhaps not as shinny as it is right now). But thankyou for the suggestion
I made the character less pasty-white and added views and stuff but for some reason they are not showing. I'll have to brighten/darken them I guess... I worked on the metal around the face abit more to make it look more metal like and less shiny but I'm still struggling to get a spec map of it right. I worked on the stand a bit, still need to finish the normal map get textures going so right now its black.
Oivay... I've still got alot to do, this is going to turn into another sleepless night. Once again C&C is welcome
Getting a little dirty... well bloody. The Bone Doctor just finished some surgery with the help of his scythe, unfortunatly the victims died. I haven't started the dirt yet. Not quite the stage I was hoping to be at by now but I guess I should be extra glad for the extention.
I really got to fix those fingers and toes... amoung other things. As for the blood I'll be adding more depth and highlights to it and adding bumping via an updated normal map once I finished painting.
Once again C&C is welcome
Heres a small update. I've finished makeing the normals for the stand and did a bit of texturing it for it.
Still have to improve the texture on the scythe and fix the blocky fingers. I've been having troubles with making the finger more round cause I dont have that high of a polybudget left to make them rounder. Still tweeking to see if I can pull it off.
Once again C&C is welcome
that cool!
how did u make the blood so nice?
im really loving it. but maybe u shouldn't render against a black background anymore?
<font color="green">indian_boy</font> >>> Thanks for the praise, I'll render render my later WIPs against some other colour, probably grey.
As for the blood this is how I go about creating it. I mix Angry Blue's brushes with my own to get the basic blood look. I'll make multiple layers of blood ontop of blood using layer styles : multiply, screen, and overlay. When I get a good base I select all the layers and copy them and then merge them. I then go to filters and add a Plastic Wrap over them to help give depth. I will then make a normal map using the Normal Map PhotoShop Plugin. I'll then blend the normal map with my old one and when applied to the mesh it helps give the diffuse the bumping needed for the blood. After that I make some highlights in the blood and make a spec map to give it a nice wet look.
Hope that helps
Anyways I'm still kicking the cat. Made a quick turn around to show my current progress. I've worked on the weapons diffuse abit desided to make it dripping blood via suggestion from a friend. I still need to paint on dirt on the objects and play with lights, spec, and reflections but I hope to be finished this by tomorrow morning. It's going to be a nice 26hr day
Once again C&C is welcome
I've been playing around with backgrounds, here are 3 that I came up with. I'm leaning more towards the second one. What do you guyz think?