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Dominance War II - Xaltar

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  • rooster
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    rooster mod
    you're probably going to anyway, but I'd rotate the lower eyes inward slightly and the upper ones quite a bit. looks a bit 'stuffed' with them pointing seperate directions
  • Xaltar
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    Xaltar polycounter lvl 17
    hehe yeah it does look a little cockeyed (scuse the pun Rooster tongue.giflaugh.gif ) I'll have to get it all lined up right.

    I've been staring at boobs for the last 2 hours crazy.gif
    Its not as easy as it seems making a good cleavage normal map that works with the design of your armor confused.gif

    I think I got it down in the end tho

    screen1fe1.jpg

    It's just a pitty we're stuck with 900 x 800 for our renders, you can't see the pores I put in frown.gif
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    I dunno about the cat/goat eyes. I think you might be better with something a little more arachnid - Just a single shiny colour like you had on the earlier versions. If you wanted somethign a bit more fancy you ould try a compound typed pattern although being inset in the head like that would kind of defeat the purpose of them.

    She's coming along well though. I'm enjoying watching your progress.
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks smile.gif

    Been pushing around some verts to get a bit of expression into the face. What do you all think?

    screen1gr4.jpg

    Also did the solid color eyes, anyone else care to coment on which is better? I can't decide...
  • Asmuel
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    Asmuel polycounter lvl 17
    Either are fine, but solid look more spidery and suit her better.

    The skin looks a little flat at the moment,I would say jump into mudbox and go crazy with it on the face for like 10 min and see what happens. Just make some veins and bumpy skin textures with soft brush and the preset stamp textures. If it looks like poop then atleast you had a break from texturing. I dont know just my 2c

    good luck Xaltar
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks, so far irs bugeyes 2 cat 0, I think I'll take the hint smile.gif

    I'll give the face a once over in mudbox and see if I can detail it a bit better smile.gif

    [edit]

    Best I can do on this POS PC. I can go 2 sub levels up in mudbox but anything over 300000 polys crashes max... I know its mostly because my system is bogged down with junk but without a backup drive ATM I can't afford to format frown.gif

    screen1hi3.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    OK, fuck this, the spider body is out, no matter how I render the humanoid part won't be visible in all its detail and lets face it, the spider part is horrible. Now I have to dream up a new bottom half for this thing. Thank god for the extention...

    [edit] I think I'll just go humanoid and try and focus on modeling some cool armor with the 2000+ polys I saved by ditching the spider idea. I should have done this ages ago. I'm just not skilled enough to work on such a complicated model yet.

    screen1dp2.jpg

    If anyone feels like being realy nice and doing a concept sketch for alternative lower ends I'd be more than happy to try and model them if they fit the model... I realy need to get better at 2d, been drawing every day since I started this model and I plan to continue to do so until I can concept properly...
  • Xaltar
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    Xaltar polycounter lvl 17
  • rollin
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    rollin polycounter
    if you redo some 3d-stuff -> first scetch than build tongue.gif

    liked the spider body.. so lets see where your going smile.gif

    proportion are looking ok imo
  • Xaltar
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    Xaltar polycounter lvl 17
    Yeah, been drawing all day, nothing worth posting tho.
    Anyone else prefer the spider body? The only reason I'm dumping it is because its really hard to render the whole model without scaling it too stupidly small to see any details...
  • rollin
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    rollin polycounter
    the beautishot is only for looking cool... and you realy can do it with a smaler model-shot .. spider-body-freaky-posing .. looks always cool

    but you are also allowed to include closeup shots..

    only winning pose is one shot (besides the fact you don´t have to show every spider-foot-tip) 80% of your model should be visible

    dropping an idear only bc of render-sice issues is realy... pointpointpoint
    other people would say "solving a problem with a sledgehammer"
  • Xaltar
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    Xaltar polycounter lvl 17
    True, I just got frustrated, I still have the spider body saved so going back to it won't be hard I guess, I also have no idea how to rig it confused.gif

    Heres another Idea I was knocking about...

    screen1yq6.jpg
  • Japhir
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    Japhir polycounter lvl 17
    that is really cool! it makes her more spider like again! great!
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks, I think I actualy have a direction with this now. I was hitting a wall with the spider body as to where it would fit into the brief but with this one I have come up with a whole story behind the character and what it does. Once I'm done with the modeling and texturing I'll write it up for ya'll. I finaly know where I'm going with it and all it took was going back to basics, I did a written concept and from there the graphic just kinda poped into my head smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Done some work on it.

    screen1gg3.jpg

    Doesn't look like much but I have shaved over 1000 tris and tweaked the shape a lot.

    I'm still modeling the new spider arms for it, the ones in the above render were from the old spider body and just for positional and shape idea wink.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Some normal mapped goodness smile.gif

    screen1xo6.jpg

    Still to do
    1: finish modeling spider legs
    2: finish modeling armor for arms
    3: model 2 futuristic Kitanas
    4: complete textures
    5: model beauty shot scene and stand
    6: figure out how the fuck to light and render it all

    laugh.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    4am, time for bed confused.gif

    Blocked out the spider legs, unwrap and normal map tomorow *yawns*

    screen1bz7.jpg

    Crits?
  • Xaltar
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    Xaltar polycounter lvl 17
    Small texture update, need to add the tribals on the arms, unwrap the spider legs and texture them then make sure all my uvs are cool and collapse them all to one sheet. The end is in sight...

    screen1qa0.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    Crap, so much work and so little to show for it confused.gif

    screen1pc6.jpg

    Redone the armor highpoly/normal map and tweaked my UVs around. Crits would be great.
  • Japhir
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    Japhir polycounter lvl 17
    looking pretty cool! try some variations on the head tatoo's and some more colors? also you might want to choose a different skin tone, becouse right now it is very dead.
    cool stuff!
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for the tips and compliment smile.gif, I'll see what I can do to spice up the textures and make them pop better. Still very WIP on the textures I am hoping to get them all done tonight so I can rig and pose. This has already turned out better than I ever could have hoped when I started out smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    OK, I did one better, I redid my highpoly altogether smile.gif I have learned a lot about mudbox since I did the first one so I went back and redid it altogether. Heres the lowpoly with its new normalmap.

    screen1bg5.jpg

    I like it a lot more than the old one smile.gif
  • Wells
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    Wells polycounter lvl 18
    Definite improvement!

    While you've got the mesh open for tweaks, I'd take a second look on those little pedipalp dealies you've got coming out of his head.

    Take a look at Spider Jaws

    They're never spindly things... usually chunky and harmful looking. I think taking a bit more from nature would enhance your piece a lot. Right now they look all but useless and more than a little like retainer headgear.
  • Xaltar
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    Xaltar polycounter lvl 17
    Cool cool.gif Thanks fo the link, I'll have at them and see if I can make them more menacing smile.gif
  • petrol
    Dude! Coming together nicely, can see your work has progressed very well. Was a bit ropey on the first couple of pages of this thread, but that head is actually looking quite 'nice' (lack of better words).
  • Jaco
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    Jaco polycounter lvl 17
    Looking good, much better than the spider body I'd say. I actually liked the previous version of the armour texture more than this latest one. The head is looking nice, just not very female.
    Keep it up!
  • Xaltar
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    Xaltar polycounter lvl 17
    screen1tg4.jpg

    New palps smile.gif

    Its an alien it doesn't have to look female tongue.gif
    Seriously though it will look more female when I do the texture. I'm going for a kinda grey green skintone.
  • rollin
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    rollin polycounter
  • Wells
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    Wells polycounter lvl 18
  • katzeimsack
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    katzeimsack polycounter lvl 19
    mcuh better than before! Some baked ao schould really help this face!
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks guys I'm glad you like it.

    Noob question... Whats Ambient Occlusion? (This is my first normal mapped character confused.gif )
  • Xaltar
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    Xaltar polycounter lvl 17
    Texture color blocking

    screen1fk9.jpg
  • katzeimsack
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    katzeimsack polycounter lvl 19
    http://en.wikipedia.org/wiki/Ambient_occlusion

    noramlly you bake ao into your colormap. It justs helps the normalmap to look even better.
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks for the link. I'd do it but time is rapidly running out and I still have so much left to do frown.gif

    screen2sn7.jpg

    *UT voice*
    Headshot

    Still working on the palps...
  • Davision3D
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    Davision3D polycounter
    Nice looking skin!
    It seems a lot of the normal map is lost in this screen, or is it just the lightning?
  • Sam Hatami
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    Sam Hatami polycounter lvl 17
    Looking good sir! You'll fix it before the time runs out, you have to! ;D

    Good to see you working and extending your skills, very nice...yes very nice.. very nice indeed ;D
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks, yeah thats the sss skin shader killing the finer normal map detail. After all the effort I went to to get the details in there I'm not going to use sss if it kills the detail. Heres a render with nothing but regular spec/diff and normal maps.

    screen1em0.jpg

    Now to redo the highpoly for the arms to make them suit the face better and add some more pronounced bump detail.

    Thanks for dropping by MetalMind. I'll definately do my best to get this done smile.gif
  • Cridder
    In my opinion the new face looks too masculine, probably the new pincer things give an impression of a beard.

    My two-bits, keep up the hard work smile.gif
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks Cridder, yeah it does look a little masculine but at this stage of the game I need to get it done so I'm going to have to call the head and its texture done, at least untill after the competition.

    Final headshot.

    screen1qm8.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
  • Japhir
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    Japhir polycounter lvl 17
    it looks really weird to see a head like that with boobs like that underneath :P nice arms!
  • Xaltar
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    Xaltar polycounter lvl 17
    lol yeah, I havn't gotten to the boobs yet wink.gif Thats next after I redo the uv's for the arms and rebake my normals, they are taking up to much space for me to fit them on my sheet.
  • Xaltar
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    Xaltar polycounter lvl 17
    To do list

    Shoes highpoly
    Spider legs highpoly
    Shoulder pads highpoly
    Texture body
    Rig
    Pose
    Render

    God, I hope I can pull this off on time...

    screen1ff1.jpg

    New armor and arms highpoly/normal maps.

    At this point crits are welcome but its unlikely I will have time to impliment anything major..

    Thanks for all the encoragement guys, it really does help keep me going on this. I have a lot of personal baggage to deal with with my father in law in a coma and waiting for the dread phone call telling us he is dead. My wife is distraught and as a result I havn't had the time to really work on this as much as I'd like..

    I WILL FINISH ON TIME..
  • Xaltar
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    Xaltar polycounter lvl 17
    another small update. I'm going to have to call this done and move on to the pose and rendering. This sux, I lost a week and now I have to cut back...

    screen1jo0.jpg
  • Xaltar
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    Xaltar polycounter lvl 17
    Started my lighting setup and posed the character. I suck at rigging so its very simple but it will have to do. I had hoped I would have finished earlier and had time to learn to rig well enough to come up with a nice pose but I lost a week due to personal issues and that all went to hell. Still I'm quite happy with the model overall cool.gif

    Beauty Shot (WIP)
    screen1es8.jpg

    I'm hoping I'll have time to model my weapon cuz I have a pretty cool idea for it but right now I need to get the model itself done.

    Crits plz smile.gif
  • indian_boy
    hey xaltar man. both of us are in the same tense situation eh? not having enough time to do _everything_ that we wanted?

    nonetheless, ur entry is looking awesome. hope u get it all done on time! good luck!
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks dude, good luck to you too. Lets get these suckers done smile.gif
  • fogmann
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    fogmann polycounter lvl 17
    This has come a long way and I'm very happy to see it at this stage at the finish line! I would suggest that you get rid of the outer glow effect and make the background color a bit lighter. Try adding some glow to specular, not sure how you do it in Max, but that's something that looks "next-gen" and gives some interest to the render. Also, definitely try adding a back light to give a nice bright outline to the character (so you won't even need that outer glow effect, the entry will just pop against the background), and give your lights a slight coloration - and don't forget the shadows. Good luck!
  • Xaltar
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    Xaltar polycounter lvl 17
    Thanks Fogman. Some realy usefull tips, I'll see what I can do cool.gif

    I'm rendering atm so updates soon smile.gif
  • wizo
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    wizo polycounter lvl 17
    I agree with fogmann, this is looking better than ever. My only tip would be to be spend a bit more time on the pose and break the straight line the character has for now. Try tilting the shoulder sideways to get a nice 3/4 view of your char instead of having the shoulders facing the point of view. Great work man!
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