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DWIV - 3D - DrElu

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  • EvanG
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    EvanG polycounter lvl 17
  • MoJo
    entries like this one is what gets me all hyped up about dominance war.
  • BullSheep
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    BullSheep polycounter lvl 17
    OMG! I missed this one. Cool stuff!
  • DrElu
    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 =)
  • morte
    i think it is unfair that some people dont need to sleep.;)
  • kanga
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    kanga quad damage
    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?

    Very grateful for all hints.
    Cheerio Chris

    Ps. lots of fun at FMX
  • BradMyers82
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    BradMyers82 interpolator
    Hey this looks really good. Nice work! Do you have a online portfolio, I would like to see more work from you.
  • BC3D
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    BC3D polycounter lvl 10
    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...
  • DrElu
    BC3D, thanks for the hint!

    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
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    kanga quad damage
    DrElu wrote: »
    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
  • Helixx
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    Helixx polygon
    Hot damn that's looking great. Spec will really make it pop too.
  • DrElu
    I got an update of the latest progress.
    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?

    nptst.jpg

    I'll be back on Friday evening from FMX and will spend the rest of the weekend on making the final shots.

    Take care! =)
  • woogity
    hey man i kno gameartisans have the logo as a sticky on their DW forum.

    Beautiful work too love the bigger images so much more prettyness, i like your base too i see this doing well!


    -Woog
  • foreverendering
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    foreverendering polycounter lvl 12
    Sick work man... Alien Jai Alai player with a deadly greentooth ball - love it
  • Malus
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    Malus polycounter lvl 17
    Looking awesome DrElu,

    I'm sure you know but just in case, the backface of the skulls can be seen through their eyes.
  • Wicked-J
    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 :(

    Again, nice design and good luck
  • DrElu
    Thank you guys for your comments! =)

    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.

    nptst2.jpg
  • rollin
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    rollin polycounter
    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
  • MoP
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    MoP polycounter lvl 18
    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"! :)
  • DrElu
    rollin, MoP, thank you very much for your tipps! =)
    *writingThemDown*
    Now back to work.
  • DrElu
    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 =)

    nptst3.jpg
  • kanga
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    kanga quad damage
    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 :)

    Well done!
  • MoP
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    MoP polycounter lvl 18
    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.

    Cool stuff though :)
  • onelung
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    onelung polycounter lvl 18
    I agree with MoP. It definitely gets lost in the front render. Badass character, great execution man.
  • DrElu
    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.


    beauty.jpg

    presentation.jpg
  • AimBiZ
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    AimBiZ polycounter lvl 14
    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?
  • ashleyjukes
    Looks awesome DrElu, that's a sweet model. I guess it wouldn't hurt to put an extra logo if your not sure.

    -Ash.
  • DrElu
    Thanky you guys! =)
    I've added another logo to the presentation shot.
  • AimBiZ
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    AimBiZ polycounter lvl 14
    Just noticed, doesn't he lean backwards a bit too much in the presentationshot?
  • DrElu
    AimBiZ wrote: »
    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!
  • DrElu
    doublepost, doublepost ;P

    And the rest of the images

    sketches.jpg
    construction.jpg
    texturesheet.jpg
    textimage.jpg
  • Davidskiwan
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    Davidskiwan polycounter lvl 18
    Man i love everything about this guy, design and execution. Definately one of my favourites.
  • Hourences
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    Hourences polycounter lvl 18
    Awesome work, very nice stuff :)
  • Belltann
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    Belltann polycounter lvl 17
    thats very nice mate. Looks great :)
  • woogity
    awesome work man really cool sheet layout too!


    -Woog
  • MoP
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    MoP polycounter lvl 18
    Nicely done! Good presentation and great model / texture ... good luck, I think this will do well :)
  • clee101
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    clee101 polycounter lvl 18
    Real ace work! One of my favs.
  • Exitrockstar
    Came out sick with the weapon friend...lol
    Props...
    Love the creature ,hope they have for a desktop wallpaper..
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