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DOM WAR IV - 3D MINI - WAR GENERAL PORTRAITS

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  • StefanH
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    StefanH polycounter lvl 12
    cool stuff snefer and rooster.

    detailed the highpoly mesh and did a first bake

    heres a little teaser.

    have to do proper spec map and light rig next

    domwarmini3.jpg
  • Vidar
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    Vidar polycounter lvl 17
    StefanH: Nice colors! :)

    I feel a bit like Im spamming the thread, but I think I'm about done with the highpoly now. Just some minor changes and details left, so I will start my texturing now!

    cryo_general04.jpg
  • Snefer
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    Snefer polycounter lvl 16
    The only thing I don't like right now about your highpoly is the parts just below his face, the three plates on the sides there, they look abit to "zbrushed" for my liking, but maybe they look better when baked. Anyway, only minor crit I have to give, otherwise its looking ace!
  • ETA
    col.jpg
    I try to texture my model.
  • solar
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    solar polycounter lvl 18
    Still working filldling around with stuff but this is where I am at the moment...


    Lion_Gen_001.jpg

    viewport grab.
  • Kovac
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    Kovac polycounter lvl 18
    Ooo, pretty colors there, solar! Are you planning on doing anything to break up either side? As of now my only major crit is how mirrored he feels.

    I suppose that goes with the fact that I haven't looked at the base meshes unwrap (which I recall you cannot tweak), but if the face is not mirrored it'd be cool to see some kind of tattoo or eye scar that is on one side of his face.
  • RazorBladder
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    RazorBladder polycounter lvl 18
    Cracking stuff Solar, easily one of my favourites, it's come so far for what I initially thought was a joke sculpt at the first preview. :D

    Good luck with the baking process, Vidar! :)

    Looking forward to seeing the texture work in the final stage, Snefer.

    I've baked the normals down, here's a taster, armour will follow shortly and then I can begin the texturing phase *fingers crossed*.
    I'll need to move a few verts around on the additional 500poly mesh to get a smoother sillhouette but that's an easy small fix.

    tunkrender1.jpg
  • morte
    Vidar-really great idea, and even better execution!
    Solar-very cool character, i love the expression of his face

    my try with texturing-wip. To be honest i suck in this.
    text1.png
    screengrab from x normal
  • BoBo_the_seal
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    BoBo_the_seal polycounter lvl 18
    Very nice work guys!

    Solar - love it!
  • dur23
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    dur23 polycounter lvl 20
    solar wins!


    Flavaflav?

    maya real-time. just finished baking.

    don-mega01.png

    WTF? Why pictures no mo?
  • Inpw
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    Inpw polycounter lvl 14
    Mostly done with hi-poly. Need to boost up.

    Inpw_WIP03.jpg
  • Bal
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    Bal polycounter lvl 17
    Great work guys, keep it up, only 3 more days left. :)

    Snefer - very nice, really looks great! I can't help being a bit distracted by those losange shaped pieces on the lower straps, they look a bit strange. Still, yours is one of my favs!

    Solar - he looks awesome, very original.

    I'm still working on mine, have lots of stuff to do on my textures, and not quite sure how I'll render him in the end. These are done with xnormal, and I've been messing around with Pico a bit (but it's damn slow on my machine, not sure why...). Might give UT3 a try if I find the time.
    Still have a little under 100 extra polies left, gotta see if I can think of any other little detail to ad.

    redtooth_05.jpg
  • Wendy de Boer
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    Wendy de Boer interpolator
    Painting this is going epicly slow, argh. :poly122:

    DWIV-3Dmini01-DemonPrincess-wip04.jpg
  • DynamiteDill
    Got a late start on this Mini ...

    Here's my doodle:

    dill_dom4_mini02sub01.jpg
  • rooster
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    rooster mod
    keep at it princess!
  • Goz
    Finally started to texture the model, still needs a spec map though and fixing some seams.

    dw_mini.jpg
  • Skiffy
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    Skiffy polycounter lvl 15
    Quick update before I pass out once again and get ready for the mad art weekend.
    Still need to smooth out the armor on his back area and do some subtle dents and random things for the main armor. Teeth could use some love but I dont think I have time for it sigh... But baking is required and a texture pass beckons me!

    I could get lost in Zbrush for a few more days if I dont watch myself hehe

    Hog_General_details.jpg

    Solar: the Highpoly was looking so wicked. But I think you will need to be very carefull with the texture. Its getting lost in all the little details and color ranges. Hope it turns out nice though.

    DemonPrincess: Looking nice. Curious to see what things you will be doing with the cloth and little details for this one.

    Snefer: Nice work! :) I like how this one is turing out lots!

    StefanH: cool colors. Looks very bug / plant like. Though I dont read general / commander type character from it. some deco to sell that part of it maybe?

    Keep up the war effort everyone!

    Regards

    Skiffy the Junkyard monster lumbering into the darkness.
  • DynamiteDill
    Messing around with designs, added some clothing...

    dill_dom4_mini02sub02.jpg
  • Funky Bunnies
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    Funky Bunnies polycounter lvl 17
    so much awesome work everywhere. this rocks.

    solar, that kicks all sorts of ass. I do agree that his armor may blend into him a little too much from the color, though.


    and thanks a ton jox :)
    I refined a little bit and added more bacon but this is probably all I have time for for the sculpt
    PS, we don't have to use both necklaces on this base, do we?

    mini1_try4a.jpg
  • Rory_M
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    Rory_M polycounter lvl 10
    working on some other stuff so i don't know if ill be able to finish this, but I'm having fun with it. Might change the color scheme.

    progress3.jpg
  • Abboy
    Hello Polycount-ers,

    I have joined this very late, but here's what I started last night for my entry. Still working on the sculpt, details and refining.


    Would love your thoughts.


    826108565_02282009_1.jpg
  • Drywall
    ooooooh it is so time for bed. Here's tonight's progress. I need magic to happen tomorrow, and finish this sculpt, else there's no chance!

    wip-7.png

    aaaaaand obligatory test nm on the lowrez. Still need to adjust the UVs to allow space for clothes.

    wip-8.png
  • coldkodiak
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    coldkodiak polycounter lvl 17
    wip8.jpg

    Did a bake test the other day, seems to work well enough.

    Interested in seeing how yours end up Inpw, seeing mechanically you're going in the same dir.
  • Snefer
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    Snefer polycounter lvl 16
    Inpw, really nice highpoly. will be fun to see how it transfers to the lowpoly :]

    Funky Bunnies, yours make me laugh everytime I see it ^^ No, you can alpha away the necklaces if you want to, like I did with mine :)

    Skiffy, great sculpt, now get the texturing done! :D
  • ru4it
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    ru4it polygon
    just a quick question, besides zbrush, mudbox, and blender. what modeling program are you using?

    Nice models from everyone its really looking sweat!
  • Sa74n
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    Sa74n polycounter lvl 18
    dur: how did you get shadows and bloom to work in the maya viewport?
  • InProgress
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    InProgress polycounter lvl 14
    Blocking in colours and trying to make opacity maps for the eyebrows. They do go into the transparency slot of a shader, right? (using Maya).

    wip0010.jpg
  • kite
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    kite polycounter lvl 17
    awesome work guys, shaping up to be lots of good entries. That's particularly nice skiffy, lots of character and sweet silhouette

    started baking stuff out from zbrush and did quite a radical colour shift as befits an underwater creature, but i thing he's getting a bit too monotone. Paintover shows where the design is going with glowy bits. Got to shift up the straps and rebake the normals on his chest, maybe add a little bit of mesh for the cloth on his back. Wish I'd thought to add barnacles and hanging kelp

    edit: ged - cheers! yeah i baked out the material from zbrush using a displacement map and with col>tex did the same for the polypainting. Applied both to the hires meshes in xnormal and then baked those down to the lowpoly. the spec is just a a nice high contrast cavity metal material baked out from zbrush too.

    warwhale2.jpg
  • Jonas Ronnegard
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    Jonas Ronnegard polycount sponsor
    kite: awsome work! can i just ask u what viewer or engine ur using?
  • daprato
    Hi all, I already tried to do the 3d-character DMIII the last year, unfortunately I was too late. I don't have much time for this one but many firends (wizo, ced66-3dtotal and mojette) are participating so I'll stress my skills to sketch a general in ~12hours.

    Here is my 3d concept - Zbrush of course.
    quick 2 hours to determinate my shapes, forms and main idea.
    I'll try to divide my short time like this:
    • 4 to 5 hours for Highrez + 500tris modeling
    • 2 to 3 hours for baking, twealing uv, all in place
    • 2 to 3 hours for textures (diffuse and spec, I'll try to put cubemap on it to be close of Zbrush rendering, I'll render in 3dsmax basic scanline).
    • and finally, ~2 hours to render and tweak details.
    Good luck everyone :)

    concept.jpg
  • StefanH
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    StefanH polycounter lvl 12
    nice stuff kite. i have a question though.

    how do you bake a material in Zbrush? i only know how to bake polypainting...
  • Abboy
    Theres some excellent entries on here. Having trouble getting mine posted for some reasion.
  • kite
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    kite polycounter lvl 17
    thanks jonas, it's just a max scanline render - 4 standard spots with mid-range ambient light
    stefan - thanks stefan, there's probably a simpler way of doing it with zbrush 3 but my process is - create a 16bit displacement map, open that in photoshop, save as psd, Import that as an alpha, select your material of choice and in the alpha pop up window select cropandfill document. It's not ideal as it bakes in some lighting information, so you need to overpaint to avoid clashing. good for spec though!
  • MoP
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    MoP polycounter lvl 18
    Abboy: Your posts should be showing up now.
  • cMac
    This is low poly with occolusion and normal map, rendered by standar maya hardware engin. I want to do quck color texture now and sclulpt a bit more details later on. Additional geometry (brush ond the helmet, mustache, polycount log and sash) contain 496 tris.

    screen02.jpg
  • dur23
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    dur23 polycounter lvl 20
    Sa74n wrote: »
    dur: how did you get shadows and bloom to work in the maya viewport?

    Bloom is post :( sorry.

    For the shadows its just a spot light with shadow maps enabled, the viewport>lighting>shadows. That is truly all i did. I have found that special materials in maya don't take the shadows though. :|
  • Mynki
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    Mynki polycounter lvl 17
    Getting close to baking time, I'm just going to try adding some little birdies to his back to see how that looks. Here's the latest in ZB:

    TunkZBWIP2.jpg
  • rooster
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    rooster mod
    I was about to say it looks lovely, but looking at those nips, lovely is not the word :P
    looks gruesome :)
  • killingpeople
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    killingpeople polycounter lvl 18
    The bird is a brutally genius touch, Mynki.
    I really love yours kite.
    Really cool DemonPrincess.
    I'm liking where yours is going Rory_M.
  • Wahlgren
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    Wahlgren polycounter lvl 17
    dur23 wrote: »
    Bloom is post :( sorry.

    For the shadows its just a spot light with shadow maps enabled, the viewport>lighting>shadows. That is truly all i did. I have found that special materials in maya don't take the shadows though. :|
    We allowed to do post stuff? Hmm. Would be nice if so. :o
  • dur23
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    dur23 polycounter lvl 20
    We allowed to do post stuff? Hmm. Would be nice if so. :o

    I don't think we are? But you can use scanline renderers if you wanted to and go absolutely nuts if ya wanted to.
  • Ryan Hawkins
    dur23 wrote: »
    I don't think we are? But you can use scanline renderers if you wanted to and go absolutely nuts if ya wanted to.
    Can i do Post work?

    Yes but you need to keep it to a bare mininum.






    .
  • Inpw
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    Inpw polycounter lvl 14
    Normals and AO done. Hope a day will be enough to finish diffuse map

    Inpw_WIP04.jpg
  • Skiffy
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    Skiffy polycounter lvl 15
    Copy pasted from page one which has all the rules..... sigh

    - All lighting solutions from any software package is permitted.

    - All shaders are permitted.

    So this pretty much allows you to go crazy with presentation and render of the final image. Now get back to making awesome!


    Regards

    Skiffy the Junkyard monster wandering the wastes
  • Sabel
    Just uploaded my final image. Ill post it here to.

    WarGeneralPortraits-SDK-3D-polycount_3d-WarGeneralPortraits-SDK-84-img_784ff2a90.jpg
  • Jonas Ronnegard
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    Jonas Ronnegard polycount sponsor
    great work guys!

    update from me,, dont mind the face that much, i have a hood to put over it :P,
    need to speed things up a bit if i want to get any colors on this.

    ahh btw, nice one oscar ;), and u still got your box here, if there isnt more then one oscar at funcom :P

    90821527.jpg
  • fei-rukawa
    update, spec and gloss maps needs tweakings. It's far less detailed than most of cool stuff posted here... but at least i made it showable~

    WIP_Grotah_Fei_05.jpg
  • rooster
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    rooster mod
    hehe jonas I like the helmet hood :) good idea
  • daprato
    Here's a wip. Time is running... I have to start the textures soon if I want time to tweak and polish.

    Mynki: Awesome, I love it, can't wait to see your final post.
    Jonas: Nice one !

    highwip.jpg
  • Lirana
    So, hopefully I get to finish this since I'm just starting today. I present, General Tso.

    tso01.jpg
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