wow this thing is going to give people nightmares. It is creepy as hell and the detail is supurb... Keep at it. Can't wait to see this bastard finished...
Thx for the feedback guys, and for the good word, I really appreciate it!
I will be fighting with pants and hat more:D
So, next up: chains, polycount amulet and scythe of course!
And the quick posing, trying to get some idea for winnig pose.
his pose looks a little stiff...I almost wanna see him with more s curve in the spine...maybe hes leaned back quite far with his arm out pointing...I think he would benefit from an over exaggerated pose..
That's really cool! I'd love to see him textured in the style of Nightmare before Christmas (like the head in this shot: http://www.cinema.com/image_lib/4154_007.jpg )with very dark/black crevasses and the kind of painterly feel to it. Peppi's entry last year had some of the same going on, especially in the head area.
I agree with Khunez, try to push the pose further. It's such an excellent character.
A little update, skull for the hat and chains on hand. Not good as Spark's skull, but still it's a skull:)
But thx Spark for the good reference!!
Maybe I do some more work with it (whats it's really need)..
Next update, collapsed all new things for check how it's looking.
Friend told me, to cut the jaw from skulls, thats good idea for me, and I probably do this for skulls on the chain.
You've got some sweet stuff goin' on here Levus. The bones and skulls help to show the larger scale, although I'd like to imagine that he's actually just normal size and that he hunts midgets only
But seriously, he's a mean mugging mofo. Good work.
Great job nailing the concept's details. This guy is one of my favorite pieces because it's so different from most other entries in this contest. He's also funny, in a good way I mean because he's bad ass at the same time.
I agree with your friends about the skulls. I'd even try and stylize them a bit more if you could. Their proportions could be exagerated to comedic effect like your character is.
alexk -> Thx!:)
wake -> thx for crit! Some work on the skulls scale right here.
NuclearWarrior -> Thx!:)
aesir -> Thx, its a good point. Maybe I tweak the skull more in final polishing. The proportions same. I appreciate your feedback.
and the hat is much better now
but i would still remove these two .. swirls
and there is a problem with the folds on the pants imo,
the pants should fit more tight around the hips.. the folds where the chain holds the pants are ok and the folds at the bottom too.. but in the hips/crotch area it seems there is nothing beneath the cloth.
(what makes me ask "against what is the chain pushing the pants")
i hope i could make it clear what i want to say
It's looking great, and really bringing out the character of the concept art. Some of the cloth folds look a little bit sharp, especially on the character right leg, thats a fair distance for a fold to stay sharp.
Hey Levus, awesome piece you have going on here, and I think your skulls are on par if not better than mine:) Really love the feel to this guy, and has a great whimsical evil to it that makes me smile. Love the last mat shot you did of this guy, and did you do your quick pose in zbrush with transpose? Keep it up!
The clothes look good, you have definitely made yourself a contender for the top 10. Nice work.
Question tho are you still going to add texture to the cloth?
And if so are are you blending the texture in as a normal map later on? or just adding it into the diffuse texture? DOW3 Entry
kary -> yeah, you probably have right about sharpness on folds. I will try to little hide it with diffuse. Thanks for crit!
Spark -> Nice to read that! Thank you! Yes, pose is done in zbrush with transpose tool.
Slingshot -> Thanks:) I hope you have right:)
About the clothes, I will do not make more sculpt for the clothes to get texture. I will do some more normal bump, when I get some difusse work, to get more properly bump<->color relations with high details (like fabric texture).
Mruk -> Thank you buddy:) It will be done for deadline, I promise:)
scanline (catmull rom) render with 3 omnis:
3ds realtime shots:
and a uv:
..hmm alls those bones together share nearly the same space in uv than the reaper-blades.. this is a bit out of proportion to me. Model looks great, though!
Looks pretty good, but you are getting some glare from your spec map on the alpha planes in the back of the coat. To fix that you just need to make sure that your Specular map is completely blacked out around the alpha objects.
I really like how it's been going from the start, and it looks really awesome right now, but I'm really not a big fan of the green spirits surrounding the blade...but that's probably personal preference...just throwing it out there.
Aldo -> Ah..the spirits are glowing, I will show it on beaty render, I'm 90% decide to show winnig pose as a simple render without emmisive glow-effect, just self-illumination, well, the max render can't support emmisive glow without postproduction or object glow effets, and that is prohibited... Thx for comment!
Replies
I will be fighting with pants and hat more:D
So, next up: chains, polycount amulet and scythe of course!
And the quick posing, trying to get some idea for winnig pose.
for polycount army
nearest recruiting station" !!
Miasma is a great word.
And maybe some low poly flies.
Rick -> What do you mean by "miasma"?
Low poly flies, hm.. cool idea:D
I will think about this:D
I agree with Khunez, try to push the pose further. It's such an excellent character.
Khunez -> I agree with you about the pose, thx!
Mathorne -> sorry, your link is forbidden.. But I know what you mean;)
Thanks for the feedback guys!
Looking very good. Check your private messages please.
.Robert
A little update, skull for the hat and chains on hand. Not good as Spark's skull, but still it's a skull:)
But thx Spark for the good reference!!
Maybe I do some more work with it (whats it's really need)..
but its nice!
Next update, collapsed all new things for check how it's looking.
Friend told me, to cut the jaw from skulls, thats good idea for me, and I probably do this for skulls on the chain.
But seriously, he's a mean mugging mofo. Good work.
I agree with your friends about the skulls. I'd even try and stylize them a bit more if you could. Their proportions could be exagerated to comedic effect like your character is.
wake -> thx for crit! Some work on the skulls scale right here.
NuclearWarrior -> Thx!:)
aesir -> Thx, its a good point. Maybe I tweak the skull more in final polishing. The proportions same. I appreciate your feedback.
Some up:
and the hat is much better now
but i would still remove these two .. swirls
and there is a problem with the folds on the pants imo,
the pants should fit more tight around the hips.. the folds where the chain holds the pants are ok and the folds at the bottom too.. but in the hips/crotch area it seems there is nothing beneath the cloth.
(what makes me ask "against what is the chain pushing the pants")
i hope i could make it clear what i want to say
i love this model! keep going
Thx for crit rollin!
But I like those swirls:p
I've done some work with the pants, that what you wrote about hips was very helpfull, so thx again!:)
And up, its almost done:
And some experiment here:
Great stuff, fun watching it come together
Spark
Question tho are you still going to add texture to the cloth?
And if so are are you blending the texture in as a normal map later on? or just adding it into the diffuse texture?
DOW3 Entry
Hope you'll finish it on time. Lublin counts on you
Spark -> Nice to read that! Thank you! Yes, pose is done in zbrush with transpose tool.
Slingshot -> Thanks:) I hope you have right:)
About the clothes, I will do not make more sculpt for the clothes to get texture. I will do some more normal bump, when I get some difusse work, to get more properly bump<->color relations with high details (like fabric texture).
Mruk -> Thank you buddy:) It will be done for deadline, I promise:)
scanline (catmull rom) render with 3 omnis:
3ds realtime shots:
and a uv:
But if they are separately, I have more control with shading and color.
I will probably do some more work on untouched elements of uv (like crow and souls) to get some place for character's hairs that I was simply forgot
Japhir, Davision3D, kary -> thx guys!
So, the new UV. I've thinked about those bones, thats Rick wrote, but, I leave it as older layout for now.
And some wip with textures:
Next up:
upgraded coat, a scythe and some more mojor or minor tweakes..
I'll try to fix this carefully, but I don't wanna mess my colors:/ Eh...:)
Aldo -> Ah..the spirits are glowing, I will show it on beaty render, I'm 90% decide to show winnig pose as a simple render without emmisive glow-effect, just self-illumination, well, the max render can't support emmisive glow without postproduction or object glow effets, and that is prohibited... Thx for comment!
So, next up:
and xnormal realtime shot here:
Crow in progress:
Next update, crow is done.
I need some more work on textures... but is almost done!:D
First steps for the winning pose....
Thanks for watching.
And very thx for feedback from you guys!