Thanks for the great response guys! As suggested, the middle guy will be the idea im going with: ... update
There are still some thinking to do specially on the artifact side...up to now I am thinking he could use his staff to lure the spirit out the ennemy body and then trap it inside that small urn which serves as a soul combustion device.
I am totally open to any suggestion, maybe ill add in a few different head ideas, and surely put more thought into the staff.
hey wizo, I really love the color study you did on your character. The hues are very rich and he gives off a certain air of royalty about him which greatly compliments his gold skin. I think you can do a slew of iterations on the staff to really set this piece off. A lizardy tail poking out under his cloak might be interesting to see as well.
He is simple, yet seems civilized...like somewhat fantasy-modern-futuristic combined. The colors are inviting, yet uneasy since it is a strange creature, and this visual emotional contrast seems to generate the beginning of a strong character personality. His eyes are covered indicating a disconnection in a trusting relation to the character...yet i want to trust him!
Iterations on the staff to compliment the piece would be nice, I might lean more toward an inviting or smooth looking staff to balance the contrast in evoked emotions even more. Nice work
update!
Thanks for the input guys! The main proportions of the character are nailed down! yay
A little of Zakamir's background; He's a demonic priest that sucks out the remaining essence of a dying creature, and stores it into his artifact(materialized as green liquid). He can afterward infuse the essence back into any given creature to heal it or to bring it back to life.
I am still struggling with the staff/poleaxe's design, any idea or reference would be very appreciated.
aesir : thanks! Ive tweak his proportions so that it makes a bit more sense. He is a snake underneath
Ive been blocking of the main shapes, I wanted something like the 1st concept but with some more majestic shapes. So I model the main shapes of 2nd concept but I kept tweaking the proportions so it retains the elements I like from the 1st one. Its at 4,500 tris now
Blocking is done! everything all togheter is standing at 7000 tris right now, so I ll be spending the rest into polishing the silhouette, and maybe adding some light-weight metallic armor so that the concept reflects the post-apocalypse theme better. Any ideas? I feel there is something missing but Ill need fresh eyes to figure out what exactly.
some refs I'm using for detailing and shader ideas:
im liking it!! its coming alone!
just a little suggestion.. maybe clean up the base mash a little? and make the flow fallow the folds! it will save u tones of poly to improve on other stuff
such as armor or silhouette ect.. and easier to define the silhouette and the pose!!!
good work man!!
BlackB: Thanks, yeah I cleaned up the mesh cause it was kind of messy.
Kakikukeko:Np! hope you like the update.
FightPunch: yeah I agree, it doesnt feel very original yet, I ll push the execution and as far as I can and hopefully it will have more appeal.
Japhir: Thanks!!
rolling: yup, they are the artifact. While the priest makes his incantations, the bells make a strident sound which resonates with the robot creatures and renders them unable to move.
UPDATE:I finally decided to backtrack to the first concept. I realized alot of you guys and co-workers gave me great feedback on it and that I should use that hint. Plus, I wasnt to happy with all the changes I was making, human/iguana face seemed very boring, I decided to stick with a masked demon face. Now the proportions should be "really" blocked in, you can still shot some crits tho, I ll be needing them as I ll need all the thinking juice I can get to finish this in time.
Thanks
Wires: *some base mesh of clothing part got deleted-->sux *
Ill need to make another pass on the clothing and after that, Ill brings the arms and face into ZB3.
I did a zbrush pass on the arms and head, and I modeled a bit more of the cloth which I will be bringing in zbrush very soon. Feel free to drop a line or two of your likes/dislikes
starts to shape up very nicely! I thought you were already doing the folds in Zbrush! I can't imagine how they'll look like then
the head looks pretty good too.. (on "wiptop.jpg" the teeth seems just a little bit small, can't really see on the other views..)
the cloth under the butt (?) looks strange imo, I think it should be straighter , it should fall by its own weight I think..
also a last detail, the string between the bigger bells should be straight line
keep it up, looks pretty good overall!
the shape of the artifact is very interesting too..
Hey again, time for update, hopefully I ll be able to complete this in time... So many of you are already kicking butt with the low polys.... Damn you!
kakikukeko: Thanks for the crit, it is very helpful, I have made the teeth a bit bigger and have reworked the shape of the robe. As for the artifact, I am still making some changes for it will retain some of the shape you liked. Keep the crits coming, thanks again!
Rollin: Thx, so is your entry.
update on the hi poly: (tail's missing, maybe I will do a cloth detailing pass.)
Its not coming as good in max as it is in zbrush, I hope the texturing and shader work with the low poly will make it more readable. Something with the silouette is weird aswell, cant put my finger on it.... anyways
thanks Rick! I've added more of an indication of an elbow but its kind of subtle.
I finally done with the baking (...bout time!) I can finally have some fun with the texture.
Heres the low res with some basic textures, diffuse(with AO) and spec were rendered to texture from materials applied on the hi res.
crrently 8600 tris. Some artifacts here and there, Ill be cleaning this in the first color pass.
Wireframe :
a few ideas popped up today for instance, a spectre make out of alpha planes which I could duplicate 2-3 times, but I might have to ditch that If I run out of time.
I am still debating if should I focus on adding the spectre feature or if I should be spending the remaining time into texturing... a good night sleep should help.
Kaki: Thanks!! , learning UT 3 is certainly taking precious time but I am happy with the results, its really cool to see the model in-game! I posted a couple views below.
Japhir: Ty, I am happy I made that decision too hehe, its not the most original creature ever but I have a lot of fun working on it.
Jaco: Hehe thx.
Update:
I made a subtle dirt pass on the texture and some color variations. I am probably going to add more detail but I have to hurry up and make the rig + pedestal for Thursday. I wont be able to work on this Friday and Saturday.
Unreal 3 renders:
I am having some issues with taking higher rez screen shot than my desktop res in unreal 3 engine.(I am currently "printscreening" the renders) so if anyone knows how to take a custom res screenie, I would be very thankful if you showed me how
Im done!!! Oh yeah! OH YEAH! sry I am overjoyed right now...I barely made it, but I did.Plus, I've learned so much, got some great support-->Thanks Rollin and kakikukeko , I am very glad I could fight the war in the Polycount team, the pool of talent here is incredible. Best of luck to all of you!
I will be gone for a few days to get some rest and finally have a real weekend for a change.
Replies
All of em are awesome though.
look bad ass
and does the first guy have knives for hands. i was thinking it might be kinda cool to have them fused into his forarms.
There are still some thinking to do specially on the artifact side...up to now I am thinking he could use his staff to lure the spirit out the ennemy body and then trap it inside that small urn which serves as a soul combustion device.
I am totally open to any suggestion, maybe ill add in a few different head ideas, and surely put more thought into the staff.
Great work, I am eager to see more!
love the colors!
interested to see how mister raptile turns out though
Iterations on the staff to compliment the piece would be nice, I might lean more toward an inviting or smooth looking staff to balance the contrast in evoked emotions even more. Nice work
Thanks for the input guys! The main proportions of the character are nailed down! yay
A little of Zakamir's background; He's a demonic priest that sucks out the remaining essence of a dying creature, and stores it into his artifact(materialized as green liquid). He can afterward infuse the essence back into any given creature to heal it or to bring it back to life.
I am still struggling with the staff/poleaxe's design, any idea or reference would be very appreciated.
I think he'd look goofy underneath the cloth though.
Ive been blocking of the main shapes, I wanted something like the 1st concept but with some more majestic shapes. So I model the main shapes of 2nd concept but I kept tweaking the proportions so it retains the elements I like from the 1st one. Its at 4,500 tris now
Staff concept:
some refs I'm using for detailing and shader ideas:
just a little suggestion.. maybe clean up the base mash a little? and make the flow fallow the folds! it will save u tones of poly to improve on other stuff
such as armor or silhouette ect.. and easier to define the silhouette and the pose!!!
good work man!!
(and thanks again for your advices )
Kakikukeko:Np! hope you like the update.
FightPunch: yeah I agree, it doesnt feel very original yet, I ll push the execution and as far as I can and hopefully it will have more appeal.
Japhir: Thanks!!
Here's a little update
nice
UPDATE:I finally decided to backtrack to the first concept. I realized alot of you guys and co-workers gave me great feedback on it and that I should use that hint. Plus, I wasnt to happy with all the changes I was making, human/iguana face seemed very boring, I decided to stick with a masked demon face. Now the proportions should be "really" blocked in, you can still shot some crits tho, I ll be needing them as I ll need all the thinking juice I can get to finish this in time.
Thanks
Wires: *some base mesh of clothing part got deleted-->sux *
Ill need to make another pass on the clothing and after that, Ill brings the arms and face into ZB3.
can't wait to see more...
I did a zbrush pass on the arms and head, and I modeled a bit more of the cloth which I will be bringing in zbrush very soon. Feel free to drop a line or two of your likes/dislikes
wizo.
the head looks pretty good too.. (on "wiptop.jpg" the teeth seems just a little bit small, can't really see on the other views..)
the cloth under the butt (?) looks strange imo, I think it should be straighter , it should fall by its own weight I think..
also a last detail, the string between the bigger bells should be straight line
keep it up, looks pretty good overall!
the shape of the artifact is very interesting too..
kakikukeko: Thanks for the crit, it is very helpful, I have made the teeth a bit bigger and have reworked the shape of the robe. As for the artifact, I am still making some changes for it will retain some of the shape you liked. Keep the crits coming, thanks again!
Rollin: Thx, so is your entry.
update on the hi poly: (tail's missing, maybe I will do a cloth detailing pass.)
Its not coming as good in max as it is in zbrush, I hope the texturing and shader work with the low poly will make it more readable. Something with the silouette is weird aswell, cant put my finger on it.... anyways
For those want the zbrush mat: http://rapidshare.com/files/103681104/al10.zip.html
I quite happy with it, even though It was kind of created randomly by messing with mat cap.
Gonna sculpt some elbows?
I finally done with the baking (...bout time!) I can finally have some fun with the texture.
Heres the low res with some basic textures, diffuse(with AO) and spec were rendered to texture from materials applied on the hi res.
crrently 8600 tris. Some artifacts here and there, Ill be cleaning this in the first color pass.
Wireframe :
a few ideas popped up today for instance, a spectre make out of alpha planes which I could duplicate 2-3 times, but I might have to ditch that If I run out of time.
I am still debating if should I focus on adding the spectre feature or if I should be spending the remaining time into texturing... a good night sleep should help.
Ill ditch the spectre idea and replace those by some green smoke effect rotating around the polycount ball.
I got more angles and UE3 shots, but ill be posting them tonight, gotta run to work...
Hope you like it!
Japhir: Ty, I am happy I made that decision too hehe, its not the most original creature ever but I have a lot of fun working on it.
Jaco: Hehe thx.
Update:
I made a subtle dirt pass on the texture and some color variations. I am probably going to add more detail but I have to hurry up and make the rig + pedestal for Thursday. I wont be able to work on this Friday and Saturday.
Unreal 3 renders:
I am having some issues with taking higher rez screen shot than my desktop res in unreal 3 engine.(I am currently "printscreening" the renders) so if anyone knows how to take a custom res screenie, I would be very thankful if you showed me how
Final entry submitted
!!
Im done!!! Oh yeah! OH YEAH! sry I am overjoyed right now...I barely made it, but I did.Plus, I've learned so much, got some great support-->Thanks Rollin and kakikukeko , I am very glad I could fight the war in the Polycount team, the pool of talent here is incredible. Best of luck to all of you!
I will be gone for a few days to get some rest and finally have a real weekend for a change.
winning pose:
Beautyshot:
Flats:
Construct sheet: