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Dominance War II - Xaltar

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  • Dread_Reaper
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    Dread_Reaper polygon
    Its coming along good, but it still doesn't look menacing. Something about it doesn't seem to fit. It looks less like an insect, and more like a guy with some tusks. I would suggest going over some images of insects for reference images, and then making some revisions based on those features.

    -Dread_Reaper
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for droping by smile.gif

    Rollin - Agreed, done. I'll post an update a bit later once I've got more to show wink.gif

    Dread_Reaper - The "guy" is a "guyette" wink.gif I am trying to maintain an overall human feel to the face seeing as the body is mostly arachnid. I also wanted a hint of sexy in there (the lips, hope it works out). I still have to mudbox it all and add details for the normal map.

    Thanks again to everyone who's stopped by, I'm loving working on this and you guys have all helped out smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    I DID IT WOOOOT. I finaly got my base mesh done laugh.gif Now I can focus on the armor concept and the mudboxing smile.gif

    MUDBOX RULES, its so much easier to use than Zbrush. I have the free trial but I'll be purchasing this one for sure smile.gif

    screen1vm1.jpg

    Well here it is.


    Meshsmoothed version, just cuz it looks cool smile.gif

    screen2qp4.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    Heres a rough concept for the armor. It would be made of a rubbery material and have a very dispersed specular.

    armorok0.jpg
  • Jaco
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    Jaco polycounter lvl 17
    The model is looking a hell of a lot better, keep it up!
    The concept is nice to, it has a Spider(wo)man feel to it.
  • Xaltar
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    Xaltar polycounter lvl 17
    Dunkie Jaco dis good om n ander suid afrikan te sien op polycount smile.gif (sorry bout the grammar, its been over 10 years since I spoke the language wink.gif I am origionaly from Zimbabwe btw)

    Basemesh for the armor smile.gif

    screen1fj1.jpg

    Sitting at 5964 tris smile.gif I'll optimize a bit more and try and scavenge enough polys for a forarm guard too to finish off the look. I'll add the details in the normal map.
  • Xaltar
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    Xaltar polycounter lvl 17
    OK, I have been doodleing in mudbox to get a feel for it and this is what I got when I tried to bake a normal map.

    wtfbp4.jpg

    I exported the mesh from max as an OBJ with preserve uvs in quad, tri and poly modes and all give me the same mess when I edit them in mudbox and try to bake a normal map... I'm pretty sure its something I'm doing wrong when exporting the base mesh. What am I doing wrong frown.gif
  • rollin
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    rollin polycounter
    looks like a problem with the ray-cage.. the lowpoly or the max-amount of the ray-cage are separating the high and not enclose it

    but never baked with mudbox.. maybe there are other which could help you more if this doesn´t help

    ben poopinmymouth´s normalmap workflow out of max

    klick
  • Jaco
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    Jaco polycounter lvl 17
    Yay! Nog 'n Afrikaner!
    A tip for the armour, try using the shell modifier to give it some thickness.
    I wouldn't reccomend using mudbox for baking your normals, as rollin said.
    Also I just noticed that spiderwoman is looking a bit wide, try making the torso and head less wide/longer.
    Keep it up my fellow afrikaner, dit lyk goed!
  • Xaltar
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    Xaltar polycounter lvl 17
    Ja ek het na rollin se link gekyk en dis nie swak nie.

    The issue is with my export from max, the uv's are coming out all messed up (flipped normals) and no matter what setting I use to export it comes out all wrong...

    [edit]

    OK, the uvs are all messed up even when I reimport the obj in max. I'm trying to convert to editable mesh now and unwrap it like that and see how it goes. I read about that somewhere...

    [edit 2]
    That did it blush.gif took me long enough to figure it out confused.gif
  • rooster
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    rooster mod
    try resetting the xform before export?
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks, I figured it out. The "export selected" function was messing it up. I deleted everything but the thing I wanted to export and exported it the normal way. All is ok now.. I think.

    anyway, heres a little mudbox doodle, nothing permanent, just getting a feel for the tools.

    screen1ty2.jpg

    screen2aq1.jpg

    Looks like this in the bumpmap slot frown.gif

    How do I make it render nicely in max?
  • Xaltar
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    Xaltar polycounter lvl 17
    A little fun before bed, messing with some color ideas..

    screen1pt6.jpg

    Tomorow is highpoly day smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Redone my armor lowpoly without any tris, the breasts were pinching horribly in mudbox..

    screen2na2.jpg

    screen1nf7.jpg

    Not bad for my first purely smoothing group smoothed model smile.gif

    I am going to redo the legs with a bit more style tho, round looks crap...

    I have learned 2 very important lessons with this model.

    1. I need to learn to draw better so I can come up with concepts and actually have a planned direction to take. confused.gif
    2. mudbox doesn't like too many polys intersecting at one vertex.. crazy.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Surely this can't be right.. How do you guys render normal maps in max frown.gif

    screen1kr7.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    Displacement map... much better result smile.gif

    Still just a doodle though I quite like it smile.gif

    screen2mo2.jpg

    screen3au1.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    And with a texture.

    screen1zx6.jpg

    If no one has any crits I think I'll keep it like this, it looks so cool smile.gif
  • Ged
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    Ged interpolator
    Ek het mudbox

    haha Im from Durban Kwa-Zulu natal just moved to england 2 years ago still missin it, anyway... yeah Ive never had a normal map like that, is it set to tangeant ? are you using the application supplied ray depth?

    it usually works for me with the default settings given by mudbox and tangeant and 16bit tif normal map.
  • Xaltar
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    Xaltar polycounter lvl 17
    Nog n ander afrikaner laugh.gif

    Yeah I found a tuto on porting normal maps from mudbox to max so I'm happy now smile.gif I had it set to object not tangent...

    Another texture, just having some color fun before bed.

    screen1xg7.jpg

    Texturing is my favorite part of modeling smile.gif
  • Jaco
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    Jaco polycounter lvl 17

    Nice sculpting and textures! I prefer the first one, It looks like skin and flesh, very lekker!

    Yay more South-Africans! looks like I'm the only one still in South-Africa though...Ged, ek bly in Kwa zulu natal!
  • Xaltar
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    Xaltar polycounter lvl 17
    Die eerste een hey...

    I love mudbox, I just used stencils and then added depth with the regular paint tools smile.gif

    Ek bly in Bulgaria met my vrou wink.gif
  • rollin
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    rollin polycounter
    nice but bit wired to look at ... some more clearly worked out muscle structures(even stylised) would help the eye a bit more than these bit random pictures lines and dots all over

    and your max-render problem: seems you have to invert the (i guress) green channel of the normal map
    hope this helps smile.gif
  • caps
    I like the chest armour... Maybe a little rust? or some blood stains... Looking good!
  • mvelasquez
    Are you using normalbump? or just plugin the normal map straight into the bump slot?
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for all the comments guys, you have all really helped me push this smile.gif

    I'm just dumping a displacement map into the bump slot atm, it works OK and I generated both the displacement and the normal map at the same time so I can always put the normal map on later. How would I use a normal map in max? Is there a shader I should be using?
  • Xaltar
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    Xaltar polycounter lvl 17
    New head. I decided to go for a different concept.

    screen1ly2.jpg

    Crits would be great smile.gif I think this one looks a bit more alien and less genetic mistake...
  • rollin
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    rollin polycounter
    cute.. but less spiderwoman like .. more like a fishi u know? .. but like the nose in this version!!
  • Xaltar
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    Xaltar polycounter lvl 17
    Still working on it wink.gif I realised I had gotten trapped by my concept and decided to fix that. Who says she has to have a spidery head? She IS a alien afterall laugh.gif Anyway, I freed up about 500 tris by going this way, now I can use those to add some detail to the legs smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    First update in a while, been down with fucking food poisoning...

    Havn't done much, first few hours out of bed in two days...

    screen1lp3.jpg

    I've started unwrapping it all now and will be on to mudbox soon to work in the details, damn gut permitting.
  • Jaco
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    Jaco polycounter lvl 17
    You've been constantly improving from the start, it's starting to look pretty nice now!
    I still think she's a bit wide, the body especially. But that would be easier to tweak on the low poly.
    Keep it up!
  • Xaltar
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    Xaltar polycounter lvl 17
    This is the low polly, well the body and armor is, the head is meshsmoothed, forgot to take it off for the render wink.gif

    Lowpoly full body shot

    screen1qz9.jpg
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Coming together, Xaltar. I'd be inclined to lose the ear and replace it with the palp you had on the earlier designs, myself.
  • Xaltar
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    Xaltar polycounter lvl 17
    Didn't like the armor so here's a new one. I think it fits the Shadow theme better and it should be more fun to mudbox too smile.gif

    screen1tf2.jpg

    This is just the lowpolly base for it. Unwrapped and ready for highpolification cool.gif

    Jackablade - As you can see, I took your advice on the palps smile.gif
  • rollin
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    rollin polycounter
    jap the body armor got more spider feeling now smile.gif and nice to see the head going in the old direction
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks Rollin.

    Heres the armor all normal mapped and preliminary textured wink.gif

    screen1ai7.jpg

    Now I'm getting to work on the arms and torso normal map.
    Crits or ideas for texture improvements on the armor would be great.
  • rooster
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    rooster mod
    hey man, I know we're running out o' time but I think it would really add to the piece strapping a few more bits of armour to her - maybe the tops of the upper legs, a bit on her lower front and a bit on the spider bulge at the back.. just to tie it all together. its looking good but imo that would boost it some more
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for dropping in Rooster and yeah, I agree, I just have to try and scavenge some polys to add some extra bits. I am already adding a bracer and an armband on the right arm, I'll do my best to add something neat to the butt.

    Anyways, heres the texture for the body, I think I'm done but crits are welcome.

    screen1jh6.jpg

    I have time for this, I have nothing else to do till after the deadline. I made sure I cleared all my contracts and such when I entered smile.gif

    Polycount FTW
  • rollin
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    rollin polycounter
    look at these pics.. some meta-pattern would look cool
    atm you only use very tiny details and pattern

    and if you start texturing the legs, these pics also show how spiders pattern there legs

    keep on smile.gif and search for more spider pic refs!

    1

    2

    3

    something else
    4
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for the reffs Rollin, they helped a lot, I also had a look for a few more.

    Heres my new body armor smile.gif I also fixed up the leg textures quite a lot.

    screen1hw5.jpg

    And heres another angle on the overall model. I still have to finish up the armband and bracer and then I'll just have the head and torso to normal map. I'm not looking forward to making the highpoly of the head smirk.gif

    screen1wh3.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    another update with the textures

    screen1ta1.jpg

    screen2sj0.jpg
  • Jaco
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    Jaco polycounter lvl 17
    I like the new armour. The texture is looking a bit strange though, it looks like ground or grass with some out-of place stripes. You should try to describe the surface a bit better, is it hard, like a crab, furry like a tarantula, leathery? etc.
    There's also some obvious mirroring along the centre of the spider's body.

    Try black, or a colour similar to that of the woman's skin as a base for the texture. And consider adding some nice bright primary colours, insects/spiders/animals often have these colours on them to show that they are badass.
    Also use a different colour on the bottom of the abdomen; it will add some visual interest.
    Keep it up!

    Hehe, you posted an update as I posted my crit of the previous version, this one looks much better, but some of my crits are still valid. Some of the texture still looks a lot like grass/ground.
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for pointing out the grass thing, didn't even see it till now blush.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    OK, I have decided to redo my textures alltogether. Heres why smile.gif

    screen1uj7.jpg

    My first ever normal mapped head smile.gif I have been working on this for 2 days and I think I'm going to call this done. I will need the rest of the time to make my weapon and texture everything, plus I still need to finish modeling the arm stuff. I think I will be able to finish on time though smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Scratch that, I did some more work on it and managed to get the details in from the highpoly I wanted (I had edited the normal map and deleted them because they didn't come out well on the one above).

    Heres the final head.

    screen1yn7.jpg

    Much better smile.gif

    [edit]
    Pulled my second highest sub into max, applied smoothing groups, adjusted my cage and.....

    screen1mj6.jpg

    Makes me feel all warm and fuzzy inside cool.gif

    Thanks to poops normal map workflow tuto.
  • Davision3D
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    Davision3D polycounter
    Looking good but i think your texture of the organic parts needs more sharp details.
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks, yeah. I redoing the texture for the body altogether, I don't like the colors I had going.

    I decided it would be best to start with the head and flesh out my color scheme there. Heres what I have so far.

    screen1pn2.jpg

    Crits would be great, I've never textured a non human before so I'm kinda just feeling my way through this one.
  • Xaltar
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    Xaltar polycounter lvl 17
    Update. I think I like this so far, still have to figure out what to do with the palps though..

    screen1dl3.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    Update 3

    Done the eyes (thanks Poop for the awesome tuto smile.gif )and tweaked the spec a bit, now to add all the fine detail like on the lips and around the eyes/nostrils.

    screen1yo1.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    WOOT, DEADLINE EXTENTION cool.gif

    I was just going to finish this off with textures but now I can make highpolys of all the bits I didn't get to before smile.gif

    I am REALY enjoying mudbox, I downloaded it for this competition hoping it would be easier to use than Zbrush and man I'm regretting I ever baught Zbrush. This is just so cool smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Remodeled the hand and normal mapped it. Sadly my anatomy knowledge sux and even with good reference my mudboxing leaves a lot to be desired..

    screen2nu4.jpg

    Still, its better than nothing and I'm learning as I go.
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