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DWIV - 3D - Drywall

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I'm so going to get this going. Let's do some conceptin' people!

Latest update: 04/29/09

color06.jpg

Replies

  • alphamole
    High five Dom war buddy! can't wait to see your thumbnails
  • Drywall
    Hell yeah let's do this Alpha! You fighting for Polycount?
  • alphamole
    you know it! as I always say, of all the 3d communities, Polycount is one of them. also home to the best logo.
  • Drywall
    Alright, I've got 2 ideas so far that I like.
    One is a centaur-fire demon, the other, an eel which absorbs others. Both of them are demon lords. The Centaur wields a flame trident, while the eel has a scythe, and maybe a pet of some type. The centaur is covered in armor and flames, while the eel's other person is being stretched to form his own flesh, fingers elongating and digging in. I'm not a great 2d artist, so here's a crappy picture!

    concepts_3_16-2.jpg
  • Mezz
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    Mezz polycounter lvl 8
    Sweet ideas so far :)
    I'm leaning towards the look or the fire demon right now, but I'd be interested to see more developement on the dark demon as well!!


    Good luck!
  • indian_boy
    ye fire demon seems more prominent and impressive
  • TheWinterLord
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    TheWinterLord polycounter lvl 17
    Yup I think the snake thing hardly ever gets cool but that fire guy can turn out awesome! nice to have you with us :P
  • alphamole
    I like the dude strapped to the snake's chest there. personally I like him more than the 'taur. probably because I think those horns are better than the fire guy. also not fond of the scythe.
  • Enderstaley
    snake thing gets my vote, drawings look great! more!
  • Drywall
    Made more thumbs last night, but didn't post them. Call's them as you sees them!

    concepts_3_18.jpg
  • coldkodiak
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    coldkodiak polycounter lvl 17
    A and B. Kinda like f too...
  • Drywall
    Worked on a few more thumbnails tonight, but I didn't really like any, and I think I'm going to develop the snake thing a bit further, also A and B from the last set. Should have a concept I like by saturday (I'm hoping), then gettin' on to the modeling!

    Took some time tonight to revise my darkness demon a bit. Got rid of the guy inside him, 'cause I thought it cluttered the design a bit.

    concept_dark.jpg
  • Mezz
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    Mezz polycounter lvl 8
    A & E look sweet :) Would like to see more of B as well.

    The dark demon lord with the light tips is pretty sweet too :D
  • Drywall
    Thanks for the comments all!

    Finally, an update:
    I decided to go with the darkness demon from concepting, day 1. That was after developing another concept a bit further (A, from the round of thumbs).
    I did a lineart concept for the darkness demon, and decided I wanted it to be a fire demon with a lot of fish influences. This is the concept I'm going with.

    fire_demon_idea.jpg

    Built a base sculpting mesh using zspheres and modo, and this is where I am now!
    basemesh.png

    basemesh_2.png

    Going to finally get to sculpting tonight! yay!

    edit: also must add crown, horns and teef as subtools sometime in the near future
  • alphamole
    I really do love those hands. you going to clothe/armor/arm it in any particular way? i'd love to see him swinging around a large club made of something nautical or something. Really looking forward to this one.
  • Drywall
    Yay! Got some sculpting in! Wanted to define the face a bit, before really getting into the meat of the character.

    head_01.jpg

    head_02.jpg

    head_03.jpg

    He needs horns, so that he doesn't just have those sad, little nubs on the top of his head. He feels inadequate, and needs something to compensate with.
  • alphamole
    Drywall wrote: »
    He needs horns, so that he doesn't just have those sad, little nubs on the top of his head. He feels inadequate, and needs something to compensate with.

    that's what she said...he said? i'm not good at this.

    I like the placement of the teeth and the forehead nose a lot. it's starting to lose the "fishy" aspect from the concepts a bit, not really sure why though. I think it's the eyes, the brow over the top of it reminds me more of a land creature, while the rest of the face is very eel/shark like.

    after looking at it longer, that impression kind of goes away though
  • Drywall
    Thanks for the comment, Alpha. Yeah, he's sort of going in a t-rex/piranha direction with the face, but I'm hoping I can work in the water influences more in the texture, the body, as well as a few tweaks to the face. One thing I'm planning to do with his face, though, to drive that a bit more, is to make the gills by his horns a bit more prominent, perhaps making them come out a bit from the body more, and working in the gills underneath.
  • alphamole
    ah yea, I was going to mention gills, but it slipped my mind. also, I just noticed the angler fish things in his shoulders, neat touch - hope that makes it into the model.
  • Mezz
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    Mezz polycounter lvl 8
    Cool, I'm liking the look and the concept! The face sculpt looks like it's going well :D

    Good luck with the rest!
  • arrangemonk
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    arrangemonk polycounter lvl 17
    unbenannt1kopiee.jpg

    sorry, but somehting evil came to my mind and i couldnd resist
  • Drywall

    sorry, but somehting evil came to my mind and i couldnd resist

    hahahaha nice

    he's so sad, he wishes he was a real demon like all those others with their big horns, but no, alls he's got is little nubbins. :'(
  • woogity
    hahaha i think that a pouty/ sad demon would be a refreshing change of pace, esp with the crown, would be hilarious!


    -Woog
  • Drywall
    Had to travel this weekend, so didn't get to do as much as I wanted to on this guy. He's a lot of fun! I'm hoping that he stays that way, so I can get this said and done with!

    I gave him horns! And started on his other mouths. I still need to really touch on his arms, and his torso.. and his everywhere! But he's comin' along!

    torso_05.jpg

    torso_06.jpg
  • alphamole
    I really like the shoulder/ chest area and with the horns on there it really helps the outline of the figure - it completes the shape a bit more.

    it seems strange to have the arms be fairly unadorned though, I could see it if there was more detail in the hands, but right now it seems like it's a different muscle quality than in the chest. actually, it looks like the muscles below the pecks actually fit the arms. so uh... IGNORE ME
  • Drywall
    alphamole wrote: »
    I really like the shoulder/ chest area and with the horns on there it really helps the outline of the figure - it completes the shape a bit more.

    it seems strange to have the arms be fairly unadorned though, I could see it if there was more detail in the hands, but right now it seems like it's a different muscle quality than in the chest. actually, it looks like the muscles below the pecks actually fit the arms. so uh... IGNORE ME

    I'm definitely nowhere near done with the arms, and I agree, they do feel sparse, even if the musculature was finished. I'm planning on adding bumps and fishy fatfolds on them, once I get the underlying anatomies finished.

    Thanks for the comment about the horns, I kinda diverged from the concept a bit, but I thought it looked a bit front-heavy without the multiple horns.

    edit: I'M NOT GOING TO IGNORE YOU, dumbass, you're givin' good and honest critique!
  • Drywall
    worked on the arm and hand! Tonight: suckers on his tail.

    torso_07.jpg

    hands_02.jpg
  • Drywall
    Yesterday, I worked on the tail area. I didn't pose it first, though, so I might go back a revision, pose the tail, at least to establish the neccissary bend in the mesh, then resculpt the suckers. Shouldn't take too long. This is all kinda prelim sculpting anyway, since I plan on doing a large detail pass over this weekend. Also got some crit on the arms, so I'm going to beef them up more like the concept, to accomidate those huge hands of his.

    Anyway, here's the progress!!
    body_03-1.jpg

    torso_08.jpg
  • alphamole
    those fins seem really thick to me - not very much like fins but more bone or cartilage.
  • Killaball
    loving the suckers and the over all look of it. Not sure if the horns really fit with the over all look of the creature. Don't get me wrong it looks great just a little out of place.
  • Drywall
    Thanks for the crit, Killaball :D I like the horns, but I think I'll look into finding a way to implement them in a more "fishy" way on my detail pass.

    Progress from last night! Posed him more like he would be in a final pose, at least trying to get my stretching outta the way now, before trying to pose him and finding out that my suckers go all to hell. Worked on his sillouette, by changing his wrist up, and giving him more of an "S" shape, especially in the beginnings of the suckers. Also worked on the backfin a little, but it's definitely not final. I'm going to have to merge the backfin subtool with the main body after I finish the sculpt, to make them integrate together perfectly, which'll mean ditching my lower subdivisions. Sooo I'm not doing that until I'm 100% happy with the sculpt.

    Things I wanna do: His tail's lookin a little weak after all this posing, so I'm going to beef it up. There's also the huge detail pass for this weekend. He's still sooo mushy.

    body_06.jpg

    body_07.jpg

    The tools are not at highest division level OH WELL :< you guys get the idea. What sort of weapon would he have? I'm thinking something long, since he is sort of made of longer shapes. Any ideas?
  • konstruct
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    konstruct polycounter lvl 18
    pretty cool- might be cooler if the large spines were on his back, and the smaller ones on his tail
  • SuicideCrotchShot
    The base where all his weight is sitting seems small. anyway, still looking mega awesome looove your concepts
  • Wells
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    Wells polycounter lvl 18
    something long and slender would look silly in his huge mits - you'd be hard up to make it look menacing and effective.

    I think you should give him dual pistols. big ones.

    I'm digging his head, though it's getting a bit lost up there. horns have a nice texture to them, but their shape makes their base look thinner than it actually is, which makes the entire horn look oddly unbalanced. I'd try thickening up the base of them a little. Or, if that was the look you're going for, exaggerate it more and make it seem more deliberate.

    you'll not find a stauncher supporter of fantastical anatomy than me, but something about that fat tube o muscle folding into his clavicle from his shoulders really stands out and looks implausible. the fat roles around his neck could also be integrated a bit more naturally.

    I really like the size and heft of his hands. tendons should be angling in to converge at the wrist, though, not straight back from the knuckles.

    gogogogogo!
  • 408
    Very nice!

    Yeah, I agree with Sectaurs - perhaps you could reduce the fat rolls a bit and give him more of a rough surface. Like a carapace or semi hard surface. Imagine the skin stretched a little tighter and the muscles rippling at slightly steeper angles with sinew tendon like regions tugging them to the bone structure.

    Wonder if he would look cool with a massive stylized razor-edged harpoon cannon. With a chain on it too, so he can reel victims in and bite their heads off. His center of gravity seems a bit uncertain to me, so perhaps a ranged weapon is superior to a melee one.
  • Drywall
    Oh wow, thanks for all the critique guys.

    Konstruct: I agree! So I made the spikes longer in the back, but kept them also on the tail. :)
    Suicide: Yeah, I think you're right, I started to ooze it out a little, like a slug's foot.
    Sectaurs: Thanks a lot for all the great critique. I'm still trying to find the way to get the horns feeling secure, you're definitely not the first to mention they feel unbalanced. I thickened up the base, but I think I still need to go further. I also drained his fat-sacks, 'cause yeah, they were kinda confusing. And his tendons are fixt now.

    408: I'm definitely going to try to get a rougher, harder surface going. I don't think I'll go as far as a carapace, unless its only on small, selected areas. I started trying to stretch the skin more, and provide harder edges, as I started detailing.

    I am also midway through redoing his chest anatomy, 'cause it was wrong in a way I didn't like. Thanks for the support all. Here's my update:

    body_09.jpg
  • Drywall
    Started the detailing pass today! Those side-bone-things he has on his 'hips' aren't done yet at all, and I need to get in there and really crank on his arms and hands. Also tail. I like the direction the body went after I realized my anatomy was effed.

    body_11.jpg
  • Drywall
    Detailing continues!

    body_13.jpg

    Aaaand a test with the backfin merged. Gonna have to wait a bit longer before really doing that, but I liked the results. Needs more work, and cleanup.

    body_14.jpg
  • nrek
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    nrek polycounter lvl 14
    This is kick ass Drywall! Great looking character all around. I don't know if it is intentional or not but his nipples kinda look more like eyeballs right now. Do you plan on doing any kind of weapon??. Keep at it man :poly121:
  • Davidskiwan
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    Davidskiwan polycounter lvl 18
    Looks better and better with each update. The detail really makes it shine ^^, I wasn't so sure about the softness of the fins, but with the detail on the membrane they look a lot better.
  • Spark
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    Spark polycounter lvl 18
    Hey Drywall, tried commenting from my Iphone, but it didn't go through. So I will try again since I am on my computer. Your entry is looking great, though I think you are getting to busy with the alpha work, if you are going to have the wrinkels on the skin, then you might want to make the fins solid to help keep the busy informatino down. Which I would suggest, skin feels more normal to have that detial, rather than fins which are either solid, or have a radial patern out to fold. The way you have the suckers just feel to shallow, maybe try detailing them out and adding more depth to them so that it looks like if they get ahold of you your stuck. Looks great, and will check back on this one!

    Spark
  • conte
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    conte polycounter lvl 18
    really cool stuff, Drywall!
    i like your sense of humour and that sculpting is really neat so far.
    keep going!
  • Drywall
    Moar details/tightenning things up!

    body_16.jpg

    Got rid of the weird crotchpiece I was going for, 'cause I thought it was distracting, and didn't make too much sense. Also toned down the backfins, and made the detail more radial, and thinner.

    Thanks a lot for the responses all. I agree with the crits, spark! I'm trying to mess with the suckers, but they still need a lotta work. also havin' issues getting the mushiness of the stomach to shine through without it lookin' blobby.

    I also got rid of the nipples, he's not the nurturing type I don't think =P
  • Drywall
    update:
    body_18.jpg

    Worked on the suction cups a bit last night, and tightenning up detail. I need to work on where the spikey nubs go into the tail tonight. I also changed his horns, and removed two of the sets of horns he had.
  • Drywall
    I'm working on the topology now, which is boring, so I haven't been posting. I decided to move along, since the normal map is a texture anyway, and I want to get to the fun part, the texturing! Here's hoping that retoping is a button away on zb4.

    Sculpt:
    body_20.jpg

    aaaand topology. TOTALLY not done yet. But, I think just one more freakin' day until I can say "oookay World, no more topology crap, I'm going to UV Town, population: big eff-off fish fire demon.

    toppotengengurlag.jpg
  • Drywall
    update:

    Got through the UVs for this bad-boy tonight, and now I'm to the bakin' stage. First bake of the normal map, before crashing. I need to up the rez on the suckers to 8 around, 'cause the edges are too sharp. Otherwise, I'm pretty happy with the results. Here's a crappy xnormal viewport for you! ITS SO SHINY IT BURNS MY EYES

    nm_bake01.jpg
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    yeah, 8'll be a good choice :)

    other than the mild sucker artifacting he's lookin' pretty nice!
  • Nate Broach
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    Nate Broach polycounter lvl 17
    Im lovin this one man. That final sculpt is awesome. And the bake turned out great with the exception of the suckers like you mentioned :). Once thats fixed thisll be really nice.
  • Drywall
    color06.jpg
    Current Viewport view

    Current progress on the texture maps. Sucker status: still borked. They don't look nearly as effed when rendered, though. (thankfully). Totally running outta time, I still need to make him a weapon and a stand. We'll see how far I can get this week!

    edit: Jesus that screenshot looks over-contrasty and dark on my work pc
    render_01.jpg
    rendered with one crappy light =P
  • jett12
    Hey sculpts looking nice, cant wait to see it with glow maps...

    I was in your ZB class at UTD on Sunday's, sooo... thanks, you taught me a lot! gl
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