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DWIV - 3D - NuclearWarrior

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  • NuclearWarrior
    Kozlow - Yeah, the polys and just as importantly, the texture space are spared without the dogs.
    indian_boy - thanks. I guess the tail didn't feel little to me, ha ha. I've kept it the same size for now, maybe in the model I'll make it longer.

    So here's some color set ups , pretty straight forward. Not sure which I am gonna go with, but it wont be too hard to change it from one to the other in the texture once I get to that phase. If he is an Ice guy though, I will probably sculpt the details on his glowing hand differently.

    Also, even though it's not here, I'm still heavily considering the staff in example "K".

    DW4DemonPrince_Fire.jpg
    DW4DemonPrince_Ice.jpg
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    was a huge fan of the dogs...I liked the idea of unleashing hell hounds on poor victims and laughing while you sit back. I do agree tho -- you are going to save on your tri count by eliminating them. I am sad that they are gone, but it will make the character look that much more high res.

    As per elements -- At first I was going to dismiss the fire one since everyone immediately associates demons with fire...but then again it compliments the greentooth quite nicely. Would love to see some fire card action on his arm if you go that route.
  • Raider
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    Raider polycounter lvl 9
    do a green version for polycount, something like "unholy". other then that looks sick
  • los
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    los polycounter lvl 17
    dig the rendering on the horn looks nice. nice addition too with the little nubs on his back.
    I dont like that the tail is pretty much uniform the whole way down though, No big deal though just a personal gripe thing. nicely done though. I prefer the the red version I think.
    I too am saddened by the disappearance of the dog, its unfortunate you didn't go in that direction. good shit though.
  • c023dev
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    c023dev polycounter lvl 8
    Like the sense of weight and proportion.

    From those 2 versions I'd say the fire version feels more suitable.

    not to sound bad but I somehow see a bit of the first domwar winner and Imrod in him, was that intended?
    Cool though!
  • woogity
    i like ice out of the two you have up there


    -Woog
  • mifflefish
    i would say ice looks better, his features just seem "cold" to me
  • Davidskiwan
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    Davidskiwan polycounter lvl 18
    I love the ice version, the fire is nice, but its all warm colours. You went with a yellowy green for some details, I think if you'd gone with a more blue/green it would've made the hot skin pop a bit more, especially if you highlighted the skin a little, the red skin is pretty matte as it is, it could use some gloss. The ice version's gold trims are just the right amount of warmth to give the picture some balance along with the purples in the skin.

    Personally, I wasn't a massive fan of the dogs, I think it detracted from the fact you have a very intense and intricate design, I prefered the staff version out of all seen, but i could see it benefiting from a little something extra, maybe an aura from that glowing hand.
  • NuclearWarrior
    r4ptur3 - The extra polys and texure space I am getting by nixing the dogs will be nice, but primarily it was conceptual thing that made me want to ditch them. Thanks for input.

    Raider - I did the "Darkness" thing last Dominance War, wanted to do something more colorful this time around. And thanks!

    los - yeah, I know, the dogs he he. About the tail, I see what your saying. Something didn't seem right to me about it, maybe the uniformity is it. I got some ideas to change that up. Thanks!

    c023dev - Thanks. It was not intentional as I picked this guy from 12 silhouettes, but I did notice afterwords the similarities you are talking about. I think the guy is different enough on the whole though.

    woogity - Thanks, input is helpful.

    mifflefish - Never thought of it that way. Cool, he he.

    Davidskiwan - Much appreciate the the thorugh crit. I agree that if I were to go with the Fire version, it would need more work.

    As for my opinion, I do think the overall color harmony of the Ice is better/more solid. There are aspects of the Fire I like though - namely that it's simply more colorful/saturated.
    I'm still not completely sure which direction I'm gonna go, but I started sculpting in the meantime. All your guys input helps, so thanks again.
    Here's the head. There are some proportional issues with it, but I don't think it's anything so major that can't be tweaked after the bake. This is not finished, but certainly more than 75% of the way there.

    ZHead_1.jpg
    ZHead_2.jpg
    ZHead_3.jpg
  • Ged
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    Ged interpolator
    he looks good, I think to match the concept more you might have to give him more muscle bulk on his neck/lower face
  • NuclearWarrior
    Thanks Ged - that little bit of advice helped out.
    I think the ears could use some "demonifying" looking at it now, but other than that I think it's done enough to the point to start the base mesh of the torso.

    ZHead_4.jpg

    And oh yeah, I'm most likely going with the "Ice" set up, hence the blueish color and some of the harder edges.
  • 408
    FANTASTIC!!

    This is totally awesome man, one of the most interesting ZBrush busts I have ever seen.

    Ice is definitely a good choice too, the hard edge style is working.

    You mentioned desaturation in your icey color palette, this doesn't necessarily have to be the case, neon ice with darker blue shadows in the depths would fly!

    Keep up the good work, I think you've got a winning piece if you stay consistent.
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    wow man, freaking awesome. no crits from me .. keep going! disgusting work.
  • Blk Biscuit
    Hey Ari looking awesome man..i really like the details to the face...it's coming along nice...looking forward to seeing more on this....it would be cool if you did do a pet dog/beast thing for him, but i know your limited to your polys... I would still try to add part of another horn somewhere in there on his head...idk...something to balance out that one....imo...oh that and a red flip flop....lol....keep it coming.
  • NuclearWarrior
    Hey all, it's been a while. Been mostly working on boring basemesh stuff. It was only until this weekend I finally got to have some fun and start sculpting.

    408 - Can't thank you enough for that compliment.
    r4ptur3 - thanks a bunch!
    Blk Biscuit - The red flip flop is coming.

    Here's where I'm at. This is far enough that I'm gonna start working on setting up all the add-on pieces, such as the left forearm wrap, belly belts, chains, armor pieces, etc. These sorts of things will be covering some parts that may look unworked/unfinished in this sculpt.
    The right arm (HIS left) is different from the concept art. It's meant to be an ice/crystal sort of material, even though it may read as rock-ish right now.

    ZTorso_1.jpg
    ZTorso_2.jpg
    ZTorso_3.jpg
  • 55joe
    lookn good. cant wait to see this finished
  • garagarape
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    garagarape polycounter lvl 9
    Looking great!
    I like the asymmetrical design
    and the volume works.
  • konstruct
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    konstruct polycounter lvl 18
    WHoooa comin along!
  • engelik
    great work so far =) he sure have a "icy" feel to it!

    the fire vertion was a bit more colorful, but its also quite a clich
  • woogity
    i really dig the random angle of the bone spurt on his left shoulder, also the scales on the skin are quite interesting visually and lend themselves well to his icy theme. the little stretch marks you have throughout are very nice as well.


    -Woog
  • c023dev
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    c023dev polycounter lvl 8
    really liking the wrist to hand area from the back, very nice sculpt all together, bet you will come far, top 20 at least or even champ if you keep it up !

    coming along very nicely :)

    Wishing you all the best !!!
  • AimBiZ
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    AimBiZ polycounter lvl 14
    Very nice progress but one thing cought my eye. His ears look completely normal which imo feels a bit off.
  • Ged
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    Ged interpolator
    great progress on the body sculpt, I see youve been studying more anatomy and pose since last dom war?
  • Scrumpy
    I never saw you last Dom wars but I agree with GED that anatomy is Awesome....
  • los
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    los polycounter lvl 17
    sweet hands dude pretty good. nice vascularity too
  • NuclearWarrior
    Hey all,

    55joe - thanks, me too he he
    garagarape - thnx, i had a problem last dominance war with making my guy asymmetrical, yet keeping balance. I think this guy does a better job of that.
    konstruct - thanks
    engelik - thanks for the input and compliments. I am really looking forward to texturing this guy.
    woogity - Yeah, I wasn't sure if the horn on his arm would be a little weird, but I liked it in the concept, so I went with it. Thanks!
    c023dev - Appreciate that!, but seeing all the ridiculously good entries on all the sites, I'm not counting on placing. Thanks again though.
    AimBiZ - Yur right about the ear. I was aware of it. Still might put some earrings/piercings in there. Reading this reminded me that I have to go back into his head and shape up the ear a bit more, give it some roughness. Thanks!
    Ged - Thanks. Last year my entry was mostly clothed/armored, so I really couldn't show what I did or didn't know about anatomy, which was rather annoying. On the early/mid stages of the sculpt I used my co-worker's "Freedom of Teach" statue:
    anatomi.jpg
    I think I have a pretty good understanding of anatomy, but having this statue there really kept me on track.
    Scrumpy - Thanks!
    Los - Thanks dude. Yeah, he's been working out ha ha.

    OK, the Hi Res is pretty much done. Obviously, you can see that he is missing a leg. Well, pretty much everything below the belt (and possibly the belt itself too) will be mirrored in the UV's. I think with this guy's design the benefits of mirroring out-weigh the negatives. The proportions are a bit off in terms of arm length/leg length, but I am planning on tweaking after the bake, which will ideally be before the weekend.

    ZHiRes_1.jpg

    ZHiRes_2.jpg

    ZHiRes_3.jpg
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    time for as-hauling!

    you had better finish this guy on time > : )
  • Ged
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    Ged interpolator
    good work, to me he looks a bit short/squashed horizontally, very short legs are not what I was expecting.
  • Belltann
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    Belltann polycounter lvl 17
    Looking really good mate. :) Can really see how much youve improved since last years comp. Keep it up!
  • Kozlow
    Hi,

    Looks cool, good luck with the textures.

    Kozlow
  • woogity
    leg could be a little bit larger, esp with such massive arms and foot structure. Crunch time tho hurry hurry! your concept is a winner so u must finish!!!


    -Woog
  • morte
    wow i missed this one- really cool stuff, but the big belt seems a bit out of place...
  • conte
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    conte polycounter lvl 18
    woah, he is big one!
    nice details, dude, hope you'll get in time.
  • NuclearWarrior
    Thanks everybody!

    Pretty much been working on this guy the entire weekend - good to know I'm not the only one, he he.

    This is my first bake using X-Normal. I had a small problem (that I read someone else had to) where it projected my guys arms onto the side/belly area. This is not that big of deal, but X-Normal seems to grab things from far away and project them somewhere unintended.
    If somebody knows the cause of this, please let me know.

    Here is the bake with normal map and Occlusion map - these are all viewport screen captures.
    I tweaked his proportions some - made his legs longer, his shoulder muscles bigger, and a few other odds and ends. I was pretty happy with the concept, so I am really just trying to match it as best I can. I can still tweak the mesh some if you guys have suggestions.

    Bake_Front.jpg

    Wire_Front.jpg

    Bake_Back.jpg

    Wire_Back.jpg

    Here is the basic color start. It's mostly just the local colors, with a few secondary colors. And oh yeah, with nice cheesy purple spec color.

    Color_Back.jpg

    Color_Chains.jpg

    Color_Head.jpg

    Oh yeah, he's at 10,009 triangles right now. I'll cut those extras out sometime before the end.
  • nrek
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    nrek polycounter lvl 14
    Looking good dude. I really like the transition from modeled chain to textured chain, looks very convincing. The colors you are throwing on the skin look pretty sweet as well.
  • woogity
    nice bakes man, id avoid taking headshots from so close the chains where they go from geo to texture look a little bit strange, or maybe just take them from his left side, becaues the face looks amazing.


    -Woog
  • NuclearWarrior
    Hey all,

    Didn't have time to post any progress shots leading up to this, but here are my finals:

    Text.jpg


    Beauty.jpg


    Presentation.jpg


    Construction.jpg


    Textures.jpg


    Concept.jpg

    Good luck everyone!
    Thanks again to all who commented on my thread!
  • foreverendering
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    foreverendering polycounter lvl 12
    Nice work NuclearWarrior. This is a big step forward from last year.

    Although, my main critique would be that he feels short. I think longer legs would have done wonders for this guy. I realize this project is over, but keep it in mind for the next model you work on :)
  • Davidskiwan
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    Davidskiwan polycounter lvl 18
    Great work man, i really like him ^^ you did a fantastic job moving him from the canvas to 3d.
  • Belltann
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    Belltann polycounter lvl 17
    It turned out really well mate. Congratulations :)
  • woogity
    nice work man textures are great, but after seeing that beautiful concept i would expect so much. grats on completion!


    -Woog
  • Axcel
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    Axcel polycounter lvl 14
    Great modelling and presentaton of work, but pity you don`t worked more with textures, and normal map expecially.
  • NuclearWarrior
    foreverendering - Really appreciate the kind words, and I completely agree with the critique. The short leg thing was something I struggled with with this guy. I must have tweaked his proportions a million times, and I still didn't get it right. It feels pretty right in the beauty shot, but in the presentation one he definitely feels short. I come from a 2D background and I was happy with the concept, but apparently I still have trouble translating stuff to 3D - where there is no where to hide proportional mistakes. BTW your entry is awesome. Don't know why you had such trouble with deciding a color scheme - everything looked awesome on him! Maybe that's why it was a hard choice though he he.

    Davidskiwan - thanks man!

    Beltann - Thanks - nice job on the textures on your guy!

    Woogity - Thanks a bunch man!

    Pussik - Thanks, and ya I think the textures seem a little unfinished maybe. Wasn't sure how to remedy that though.
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    great stuff dude! I've been watching since your first posts :) congratulations!
  • dehebo
    nice character, he looks the part
  • bilbana
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    bilbana polycounter lvl 17
    Nice work, I have to agree though, your modeling was so good and showed a lot of promise that it`s too bad you didn`t put the same effort into the textures. All that modeled goodness is just sort of lost.
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