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Dominance War II - CheeseOnToast

greentooth
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CheeseOnToast greentooth
Better late than never. With the prospect of our company going out of business any second, motivation to get some new portfolio-fodder has ramped up a notch.

Anyhoo, just a first bit of noodling around. Going for a close combat specialist with a bit of a gladiator feel.



dw_update3.jpgdw_head1.jpg

<font color="red"> </font> **UPDATE 28/02/07**

sculpt_update1.jpg

Replies

  • Jaco
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    Jaco polycounter lvl 17
    Nice concept! The armour is looking good. A futuristic gladiator could be very cool. Maybe you could give him a gladiator/roman styled helmet or shield. Looking forward to more.
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Very nice, it has a fantasy with a twist of sci-fi look and feel.

    -caseyjones
  • rollin
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    rollin polycounter
    nice *G* like the mix from alien head and gladiator mask
  • Por@szek
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    Por@szek polycounter lvl 18
    This strainer on an eye reminds me all gnomish stuff like warhammer and else. The face is greatly done.
  • CheeseOnToast
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    CheeseOnToast greentooth
    Started sculpting the organic bits while I work out exactly what to do with the rest. I want to get more asymmetry in the armour and make the silhouette more interesting, as well as coming up with a decent looking weapon. Im thinking of adding some kind of banner/trophy poles to his back, to hang *things* from laugh.gif

    HeadWIP-1.jpg
  • clee101
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    clee101 polycounter lvl 18
    Hey CheeseOnToast, looking great so far. Have you already finished building your base model and unwrapped it? Or are you skipping to mudbox and flesh it out there?
  • CheeseOnToast
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    CheeseOnToast greentooth
    I've built a base model, at least for the organic bits. Something screwy is going on with with my photobucket links. I've lost the concept images from my first post although I've still got the image tags in there. Anyone with a bit more web-savvy than me got any ideas how to fix it?
  • gavku
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    gavku polycounter lvl 18
    Not sure what you mean dude all images are showing up for me.......Nice concept too btw.....might becool to put a barrel between the axe blades so it can function as both a distance weapon, as well close range...cool so far.
  • CheeseOnToast
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    CheeseOnToast greentooth
    The polearm thingy is very much placeholder. I just wanted something in there for now.Just checked at work and the images are showing here too, very weird.
  • gauss
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    gauss polycounter lvl 18
    feeling the fantasy/orc vibe a little too heavily right now, but i'm sure you'll resolve the issues favorably. please keep us posted smile.gif
  • killingpeople
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    killingpeople polycounter lvl 18
    very cool dude!
  • clee101
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    clee101 polycounter lvl 18
    I see. Which route do you prefer? Unwrapping it first then take it into Mudbox or Mudbox first then unwrap the textures?
  • CheeseOnToast
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    CheeseOnToast greentooth
    Updated :

    sculpt_update1.jpg

    Pretty much finished detailing the organic bits, give or take a fingernail or two, the horns and fixing up the neck/collarbone join. Only the head and bits of arm need the full works, but it's hard to resist detailing the rest (I'm totally in love with Mudbox now, this is my first real crack at it on a full model).Crits welcome at this stage.

    -Gauss : Yeah, definitely agreed. Some of the problems will be resolved with the materials used, but overall he does need teched-up a bit.

    -Clee101 : I'm not quite sure I follow you. My workflow is to build an all-quad base mesh in Silo, sculpt it up in Mud, add any hard surface doodads, again modelled in Silo. Finally, I'll export a mid-level of detail from the sculpted mesh (something workable in other programs), and re-topologize it in Silo to make the final in-game mesh. That will be the one that gets UV mapped.
  • clee101
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    clee101 polycounter lvl 18
    Oh, ok I understand now. Before, I would model the low-poly quaded base first then unwrap it and take it into Zbrush. But now I learn from you that I can also unwrap it later. Thanks for sharing your steps.

    As for your model, it is looking great. Good structure and anatomy, tho I think the shoulder and arm area(where the biceps meet the pecks) could use a bit more definition. Also, I think the horns look the same shape all throughout. Maybe if you can give it some thickness where it meets the head. Could also use a bit of chipped and war-beaten non-symetrical details on the horns so that it wont look so perfect and clean. Other than that, its looking great, cant wait to see the tech armor stuff.
  • ghib
    Really like this concept Cheese, especially the face concept with his downturned mouth. Only thing I would crit at this moment is the horns. I love that they're protruding horizontal but I'd maybe make them very slightly thicker at the base. There is some bulging flesh around the opening but doesn't feel like there's enough bone to push it out like that.

    Other than that it's looking Great.
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