Wow! Thank you all guys for your motivating comments! That really means a lot to me
I'm currently working on the presentation shots and try to finish this by Monday since I'm going to be at the FMX next week. So stay tuned I'll post new stuff as soon as I can
Crikey well done DrElu!
Good to hear about your passing the exams
Right now this is probably the most extreme transformation from Hi to Lo poly I have seen in the comp so far. What I find most attractive (apart from the design of course) is the complex overlapping elements. Stretching the organic parts over the hard modelled pieces works like a dream. That gives so much more depth to the figure as far as details go. I can imagine your comp protesting ha ha.
I would love to know a bit about your strategy. Did you reorganise your subtools so the overlapping pieces were one tool for the extraction of the normal map onto the uved bits? Did you later organise the model into legs, arms etc to stop your computer from throwing a tantrum?
Looking excellent! I love the model and the claw design is sleek. For the colors I would try picking something different for his outfit, like the straps, to make them pop a bit. They currently blend in with the skin and you're losing some of your really well sculpted details because of it...
BradMyers82, thank you! Unfortunately I don't have a fully working portfolio yet. But you can see some of my works in "The Ball". A mod for UT3 for which I created a temple guardian and a mummy.
kanga, thanks for your comment! Yes, I organized the subtools to have the organics and hard surfaces separated when sculpting. For the normalmap I rendered the guy in pieces. Like the throwing arm, the hand, the head and legs.
kanga, thanks for your comment! Yes, I organized the subtools to have the organics and hard surfaces separated when sculpting. For the normalmap I rendered the guy in pieces. Like the throwing arm, the hand, the head and legs.
Ah,... thanks for the reply, thought that might be it.
Still, a great mix of hard and soft design. Tha ball looked very good btw.
Dude, nice job on this character. I missed this one entirely and I wish I hadn't since we both based arm design/throwing defense on Jai Alai. If I caught this earlier I would have rethought my design but it's too late now... Oh, well
And yes, Malus, you're right with the backface issue
Anyhow I completely retouched the pedestal because I wasn't pretty happy with it.
It had some nice details but it was really to overloaded with stuff and more eye catching than the character itself. So I kept it pretty simple.
Some of the artists at FMX adviced me of that issue.
On the other side one of my friends said he's now standing on an apply pie XD
So I'm pretty unsure how I should design/create the pedestal ...
If you have any suggestions don't hesitate to tell me
I'm going to tweak the stone textures a bit more and finally upload the other images to complete this entry.
hi drelu.. you have some realy cool character there but you´re not showing him..
why?
- your pedestal roof texture is very bright and draws away attention (still..)
- your light setup is flat .. it does not help to pop out the silhouette and details of the model
- the bright "lights source" spot in the background does also only drain away attention and the grey of the background does´t have enough contrast to you model
- the force shield gets also too much attention for it´s role of being just an asset
.. you see
give this model a presentation it deserves!! bc it rocks
Have to agree with rollin here - I really like your model and texture but currently the lighting setup is really flattening it out, and as rollin said there are some less important elements (the shield, the background, the base) which are drawing more attention than the character itself!
It should not be too hard to create a better lighting setup and darken down the base and shield textures, to allow the guy himself to take "centre stage"!
Ok, I retouched the textures and made them darker. Besides I made a new light setup.
Just let me know if it still needs to be tweaked to become a good presentation
Holy crap man that is an enormous improvement. The lighting is poping the s**t out of the character now. Colour palet is way improved. Looks like you got some super advice from your buddies here
Yes, this is way better! He stands out a lot more now
I might be tempted to increase the contrast of his power-ball thing (with the polycount logo) to really make that stand out from his hand, too. It might just be the pose / camera angle of the left-hand image, but the hand that is holding the ball, and in fact that whole arm, seem to lose their shape and volume, it's just a mass of mid-tone and shadow. Maybe if his arm was rotated out a bit more and the ball was more contrasty, it'd help show what's happening there.
Alright I think I call him finished
I'm not sure if I should put an extra greentooth logo on the presentation shot like on the beauty shot to meet the rules.
Wow, love the beautyshot. About the logo I think you definately should put one on the presentation shot just to be sure.
How it's presented on the beautyshot should be enough I think, perhaps make it a bit bigger just in case.
EDIT: In the beautyshot, perhaps have his shield reflect incoming projectiles of some sort?
Just noticed, doesn't he lean backwards a bit too much in the presentationshot?
Well it's the same pose as in the data sheet of the beauty shot.
The centre of mass is correct. But thank you anyway! You're paying attention
edit:
Finally I committed my entry.
And the best price I could get from this competition was experience and more self-confidence.
Thank you all for your comments, tipps and suggestions! You rock, folks!
Also thanks to Pesti who kinda forced me to join this contest.
Long live Dominance War!
Replies
I'm currently working on the presentation shots and try to finish this by Monday since I'm going to be at the FMX next week. So stay tuned I'll post new stuff as soon as I can
Good to hear about your passing the exams
Right now this is probably the most extreme transformation from Hi to Lo poly I have seen in the comp so far. What I find most attractive (apart from the design of course) is the complex overlapping elements. Stretching the organic parts over the hard modelled pieces works like a dream. That gives so much more depth to the figure as far as details go. I can imagine your comp protesting ha ha.
I would love to know a bit about your strategy. Did you reorganise your subtools so the overlapping pieces were one tool for the extraction of the normal map onto the uved bits? Did you later organise the model into legs, arms etc to stop your computer from throwing a tantrum?
Very grateful for all hints.
Cheerio Chris
Ps. lots of fun at FMX
BradMyers82, thank you! Unfortunately I don't have a fully working portfolio yet. But you can see some of my works in "The Ball". A mod for UT3 for which I created a temple guardian and a mummy.
kanga, thanks for your comment! Yes, I organized the subtools to have the organics and hard surfaces separated when sculpting. For the normalmap I rendered the guy in pieces. Like the throwing arm, the hand, the head and legs.
Ah,... thanks for the reply, thought that might be it.
Still, a great mix of hard and soft design. Tha ball looked very good btw.
Cheers
It still needs some tweaks though.
Hope you like it
Btw does anybody happen to know where to get the DW4 logo to put on the pictures?
I'll be back on Friday evening from FMX and will spend the rest of the weekend on making the final shots.
Take care!
Beautiful work too love the bigger images so much more prettyness, i like your base too i see this doing well!
-Woog
I'm sure you know but just in case, the backface of the skulls can be seen through their eyes.
Again, nice design and good luck
And yes, Malus, you're right with the backface issue
Anyhow I completely retouched the pedestal because I wasn't pretty happy with it.
It had some nice details but it was really to overloaded with stuff and more eye catching than the character itself. So I kept it pretty simple.
Some of the artists at FMX adviced me of that issue.
On the other side one of my friends said he's now standing on an apply pie XD
So I'm pretty unsure how I should design/create the pedestal ...
If you have any suggestions don't hesitate to tell me
I'm going to tweak the stone textures a bit more and finally upload the other images to complete this entry.
why?
- your pedestal roof texture is very bright and draws away attention (still..)
- your light setup is flat .. it does not help to pop out the silhouette and details of the model
- the bright "lights source" spot in the background does also only drain away attention and the grey of the background does´t have enough contrast to you model
- the force shield gets also too much attention for it´s role of being just an asset
.. you see
give this model a presentation it deserves!! bc it rocks
It should not be too hard to create a better lighting setup and darken down the base and shield textures, to allow the guy himself to take "centre stage"!
*writingThemDown*
Now back to work.
Just let me know if it still needs to be tweaked to become a good presentation
Well done!
I might be tempted to increase the contrast of his power-ball thing (with the polycount logo) to really make that stand out from his hand, too. It might just be the pose / camera angle of the left-hand image, but the hand that is holding the ball, and in fact that whole arm, seem to lose their shape and volume, it's just a mass of mid-tone and shadow. Maybe if his arm was rotated out a bit more and the ball was more contrasty, it'd help show what's happening there.
Cool stuff though
I'm not sure if I should put an extra greentooth logo on the presentation shot like on the beauty shot to meet the rules.
How it's presented on the beautyshot should be enough I think, perhaps make it a bit bigger just in case.
EDIT: In the beautyshot, perhaps have his shield reflect incoming projectiles of some sort?
-Ash.
I've added another logo to the presentation shot.
Well it's the same pose as in the data sheet of the beauty shot.
The centre of mass is correct. But thank you anyway! You're paying attention
edit:
Finally I committed my entry.
And the best price I could get from this competition was experience and more self-confidence.
Thank you all for your comments, tipps and suggestions! You rock, folks!
Also thanks to Pesti who kinda forced me to join this contest.
Long live Dominance War!
And the rest of the images
-Woog
Props...
Love the creature ,hope they have for a desktop wallpaper..