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Dominance War II - NuclearWarrior

1
Hey all, I never posted here before - hope the image thing works.
I was hoping to get some input on my silhouettes - any favorites? modifications?
I have some favorites of my own, but I wanna hear your opinions first.
Thanks in advance to anybody who can help.

DominanceSilhos.jpg

Replies

  • kream
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    kream polycounter lvl 13
    Hey there,

    Pretty cool stuff, number 3, and 5 stand out to me. I like 5, he looks like he'd have some fun detail to play with. 3 for the same reason, but i like his lolly pop hammer weapon, kinda different, and not not the standard big guy with big gun. Good luck, and keep us updated!
  • Nilium
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    Nilium polycounter lvl 18
    Favorites would be the same as kream said. The rest are all rather generic, seem messy, or some just don't have that feel that 3 and 5 give off.

    For 3, maybe go in a sort of viking direction with it. Seems a bit odd, but that's what sort of impression I get looking at the fellow. And, as kream I think mentioned, that's not really a weapon you see that often I think.

    I don't really know why I like 5, but prior to kream posting I went over them all and that's the one that stood out the most to me. Generally, it's probably the sleekest of all the thumbs as far as its stance and feel go. Plus it's got a cool weapon.
  • rollin
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    rollin polycounter
    6!!!! love the shoulder from 7 and the weapon from 8

    some awesome thumbs
  • Too_Animalistic
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    Too_Animalistic polycounter lvl 18
    I like number 1 and 4 the best
  • rooster
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    rooster mod
    6, 7 and 3(well his weapon) cool stuff
  • NuclearWarrior
    Thanks to all for comments and crits.

    Kream - 5 (a variant of 4) is the one I have thought about most thoroughly in terms of detail, so I am heavily considering him. Funny you said lolli-pop weapon, I noticed that about it and I knew at least one person was gonna say something about it. It's supposed to be an energy-mace. Just know that it is NOT supposed to be flat like a loll-pop, he he.

    Noel Cower - again, yeah, I am considering 5 heavily. I'll have to flesh 3 out a bit more if I were to use him.

    rollin - several people that I've shown these to like 6. And I'm glad you pointed out the weapon from 8, I think he would be a fun character to do, for myself anyway.

    Too_Animalistic - 4 and 5 are pretty much the same, so I'll make that a vote for 5.

    rooster - another vote for 6. As for 3, people seem to like the weapon more than the guy himself.

    Thanks again guys. I'm going to try to narrow it down to a few, or hopefully just ONE by the end of today - then I can start really designing.
  • Japhir
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    Japhir polycounter lvl 17
    i like 4 best, he looks like a really quick and fast killer laugh.gif
  • anton980
    I like #6 - I'm a fan of big things smile.gif
  • NuclearWarrior
    So I've narrowed it down to 2, and I could use some help deciding, so...

    FatManOrLittleBoy.jpg
  • dfacto
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    dfacto polycounter lvl 18
    Fat Man for sure. There's a lot more substance to the concept, although I'd like to see type of mechanical detail on his left wrist. Something to just give it a bit more punch. A wristwatch? :P
  • indian_boy
    damn these are both real awesome!
    i'd go with Fat Man however, cuz it does have more substance (like dfacto said).
    u should do little boy as a personal project later on, as a concept that cool shouldn't be left to rot!

    oh... and he definately needs that wrist watch!
  • rollin
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    rollin polycounter
    hahaa.. how nice.. make them both.. wink.gif

    they are friends and always fight together.. the lil one is attacking in close combat and confuses the enemy and than the fatboy comes..

    like them both.. so i had to throw a dice...
  • NuclearWarrior
    Thanks for the compliments guys.
    Considering most people liked the Fat Man's silhouette the most, I figured people would pick him.
    Maybe instead of a brand new Rolex I could give him a futuristic buckler of some sort.
    Well, I gotta go to sleep. See ya.
  • Nilium
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    Nilium polycounter lvl 18
    Make the fat guy the little boy's mount.
  • Japhir
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    Japhir polycounter lvl 17
    the phat man is great! love his head! and the way he wears his gun... good job! i'll be watching this thread!
  • NuclearWarrior
    Designed the Fat Man's back. I also put a grenade in his other hand. I also plan to put a few grenades hanging from one of the straps on the front.
    I'm still not 100% sure I am going with Fat Man. He's more unique than Little Boy, but I still feel Little boy has more fun details to work with.

    FatManBack.jpg
  • gauss
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    gauss polycounter lvl 18
    i say stick with the fat man, but while you're at it you might need to give his head a revamp. head is always a natural focus of attention, and while removing a feature always tends to look creepy (pulling out the eyes, mouth, etc.), right now the fat man looks a little too benign, almost verging on melancholy, rather than evil. maybe because i'm getting an elephant trunk sort of feel from him at present.
    so instead of the usual pinhead swallowed up by surrounding flab sort of head, i think you should try sketching out some alternative ways to resolve the head to give it some more punch. that might mean a helmet, might mean a very different head shape and features. but remember, this guy should look evil and degenerate in some fashion--right now i'm not quite getting that from him.
    all that being said, it's great to see you on our team and in our forums--good quality silhouette drawings (shows idea without being too detailed) and very nicely developed sketches. very much looking forward to when you hit the modeling stage smile.gif keep us updated!
  • NuclearWarrior
    Thanks for the input Gauss - super helpful.
    I was feeling that the head was maybe a little too simple - especially in a contest that is completely about a "character".
    I hear what you're saying about trying to make him look evil and degenerate, but I also kind of see him as a slightly humorous character......I just don't know how "seriously" I should take this guy - unless I do a redesign of the head like you said. I'll try and come up with a variation.
    Thanks again dude!
  • aesir
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    aesir polycounter lvl 18
    personally, I really liked the head.
  • Incomitatum
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    Incomitatum polycounter lvl 17
    In my submission I was told that my guy looked like a Cherub from Doom 3. I didn't know what -that- looked like so I found a reference on Wikipedia, and while I don't agree, I think Fat Man looks like this guy; sorta.
    Doom3-mancubus.jpg
  • GameFruit
    I like all of your above concepts. I can see them all together in the shadow army, myself. Wouldn't that be fun? haha.

    Your concepts are so amazing. Can't wait to see the models.
  • struve
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    struve polycounter lvl 18
    You have to go with the Fat Man, he's too cool. I can't believe It, all these awesome artist are coming out of the woodworks. cool.gif Welcome to Polycount NuclearWarrior!!
  • NuclearWarrior
    I honestly had no idea about that Doom guy Incomitatum. The only problematic similarity in my mind is the tube connecting from the face to the body. I was planning on redesigning his head tonight, and now I definitely have to.
    This is more reason for me to consider Little Boy, but aside from the face I feel Fat Man is legitimately different.
    Thanks for making me aware - somebody on ConceptArt.Org said he looks like the Doom guy as well.
  • Spark
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    Spark polycounter lvl 18
    It's hard to not find some similarities in things Nuclear, someone somewhere will say hey that looks like. I also did recognize certian parts of fatman that reminded me of the Doom 3 guy, but I think that how you handle this guy from on out will seperate him even more. I like the direction, and look forward to seeing more of him.

    Spark
  • Noonie
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    Noonie polycounter lvl 17
    I say do both of em together as a team, it will be challenging in the limit but would be cool. Hmm is that allowed?
  • NuclearWarrior
    I did a redesign of Fat Man's head. In the detail of the new head there is kind of a secondary mouth - don't think I am gonna keep that, I was just playing around.
    I also added a quick mock up of a grenade holder on his belly. I wanted to make something different from the way grenades usually hang from clips. In this case they are kind of magnetically held in to the holster. This also covers the belly a bit more, which I thing is a good thing because I felt there wasn't enough there for such a big shape.
    NewHead.jpg

    I also added a quick mock up of a grenade holder on his belly. I wanted to make something different from the way grenades usually hang from clips. In this case they are kind of magnetically held in to the holster. This also covers the belly a bit more, which I thing is a good thing because I felt there wasn't enough there for such a big shape.
    NewFat.jpg
  • Incomitatum
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    Incomitatum polycounter lvl 17
    Holy Crap that is awesome! He looks like a heart muscle to me. I'm loving that.
  • indian_boy
    hell yeah!

    are 2 word posts okay? no! then:

    oh hell yeah!
  • los
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    los polycounter lvl 17
    kinda looks like the baby from dead alive all grown up.

    Dead-babylaugh.JPG
  • NuclearWarrior
    After a lot of thinking, and even attempting Fat Man, I decided to go with Little Boy. I just wasn't digging working on Fat Man for a multitude of reasons.
    Anyway, I'm working on the Hi Res version - just his gear/armor right now. Gonna work on the body later.
    If anybody knows what those dots are on his legs, please let me know. They only appear when the body is subdivided - close up they look like diamonds sort of. It looks like a weird shader problem. I've checked many times and there is nothing wrong with the geometry.
    LittleBoy3D_1.jpg
  • anton980
    This is cool. I liked the fat man, but this looks promissing!
    I'll be sure to watch for updates.
  • rollin
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    rollin polycounter
    looks like some vertices have wrong normals ?!

    but nice to see you back smile.gif
    as far as i can see its going to be realy cool keep on smile.gif
  • NuclearWarrior
    I fixed the problem - I had to lock, then unlock the normals.
    Pretty random that it was just those areas on his knees - really weird.
  • NuclearWarrior
    I'm pretty much finished working on the Hi-Res version of the armor/gear. I'm gonna start working on the body (head, neck, arms) tonight, and hopefully have the normal map baked some time during the weekend - not much time left.

    LittleBoy3D_2.jpg
  • rollin
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    rollin polycounter
    looking forward to the next step smile.gif this is coming along very nice smile.gif keep going.. do not sleep, do not eat .... do not work for others .. wink.gif
  • NuclearWarrior
    I've been exporting high poly objects made in Maya to 3DMax.
    For some reason there are problems with the normals. As you can see from the picture, it's pretty bad. That is not broken geometry because I have flipped the normals in Max and the missing parts become visible. I have tried doing "Unify" with the Normal Modifier and nothing happens. I am sure the normals are correct before I export because I can see the normal direction in Maya.
    Has anybody had this problem, and is there any solution for it?
    MessyNormals.jpg
    Help would be much appreciated. If I can't solve this problem, I either have to bake the normal map in Maya - which might crash my computer, or just give up on the whole contest.
  • Spark
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    Spark polycounter lvl 18
    Hey Nuclear, I have encountered this problem before, actually had it on my skull while the rest of the object was normal. I went back on my object and made sure that the transforms were fine, and re-exported the object which fixed it. This file was obj file from max, going back into max, so I am not sure that this will help you. Good luck, and hope this helps.

    Spark
  • NuclearWarrior
    I think I found the problem. In addition to freezing transforms, when importing into Max I UNchecked the option to "Unify", and the object was fine - oddly enough. Makes no sense to me, but I'll take it.
    A simpler question would be, is it possible to export objects from Max without the triangulation?
    Thanks for the help Spark, and BTW, your entry is looking awesome.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Try exporting in FBX format. I think thats how we got around that problem the last time we worked on a project using Max and Maya, although it was a long time ago so I may be getting confused with some other workaround we were trying. You could just bake your normal maps in Maya. The output textures aren't pretty but they work perfectly well.

    You'll have to model up your Mancubus guy some time after the comp - he's too cool not to.
  • NuclearWarrior
    Thank god for that deadline extension.
    Anyway, I got the hard part over with - finished the Hi-Res and baked it on to the Low-Poly Cage.
    I'm texturing now, still trying to decide on colors, so I don't know if I am going to stick with the orange/green scheme. I originally was gonna do something less saturated - like dark grey, but that seemed kind of like an easy way out. I might revert back to that anyway though.
    The Low-Poly cage is around 5300 polygons. It's kind of a weird problem when you have too many polys.
    Snake_HiLow.jpg
    Snake_LowColor.jpg
  • rollin
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    rollin polycounter
    why the hands not sculped?

    other than that the lowpoly + normalmaps looks realy cool!

    and give him as much spec-map love you can give ... smile.gif
  • NuclearWarrior
    I actually did do some sculpting on the hands, but I don't mess with hands/fingers too much 'cause it usually doesn't show up in the normal map too well.
    Thanks for the compliment dude.
  • NuclearWarrior
    Starting to play with the pose. Now that he is rigged, I wish I had put more poly's into certain areas, because I do have quite a bit unused (around 650).
    I'm gonna try to finalize textures, make pedestal, and possibly work on some kind of background for the beauty shot today, then render tomorrow.
    LittleBoy3D_3.jpg
  • Japhir
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    Japhir polycounter lvl 17
    looking hot! really cool! can we see some wires?
  • NuclearWarrior
    Thanks dude, here's some wires... LittleBoy3D_4.jpg
  • Japhir
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    Japhir polycounter lvl 17
    thanks! nice edgeflow! (especially on the head)
  • NuclearWarrior
    Almost done here, working on renders for beauty shot. I don't have time to make a special background, so I'm just gonna do a composite of different views.
    Here's the texture sheet:
    TextureSheet.jpg
    Here's the Construction Sheet:
    Construction.jpg
    Here's the Winning Pose.
    WinningPose.jpg
    Here's a close up for the Beauty Render....Say cheese:
    LittleBoy3D_5.jpg
  • NuclearWarrior
    I submitted everything. I can't believe I thought I could actually finish this thing WITHOUT the deadline extension.
    Here's the Beauty Shot I came up with - it's more like a beauty montage.
    BeautyShot.jpg
  • Dread_Reaper
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    Dread_Reaper polygon
    OMG... are his eyes like little green mouths? AWESOME! This is one of my favorties so far. All I can say is top notch my man, and now off to war! For polycount!

    -Dread_Reaper
  • Cody
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    Cody polycounter lvl 15
    this looks great. the texture sheets are very clean and well done. good luck man, definentaly a very strong work. ive been looking at your sheets for reference on my own. [hope you don't mind, ive just never fully textured a character like this]. i hope to have mine up tonight. obviously...eek! clean geo as well!
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