So if I understand correctly... In the rules when they stated that there would be no casting, yet we could build a highpoly and "use it for diffuse generation." I am guessing that means we can cast an Ao? I assume so because that is what onelunglewis did... It just seemed a little contradicting at first.
i think the deal is we can use highres sculpts ... just do not use them to generate any sort of bump or normal information. AO bakes are totally fine now.
You could probably also use a generated normal map in your diffuse ("fake" normal mapping)
I'm quite sure the rule is simply that you can only use a diffuse in the end and no normals. Whatever you do in between that and the finished product probably doesn't matter too much (ie sculpt it, retopo it, bake AO's etc)
I really wanted to do this pre-contest but I'm just too busy atm, I think I'll wait for the real deal and have a go at that!
@clint Number 4 is great, I liked it in the first round and I still like it now. I think it has a lot of potential and can see it as an awesome character
Hi guys, first time poster here, this is kinda scary. :x I joined specifically for DW5 but I've been lurking at polycount for a while.
I know I'm kinda late... hope I still have enough time to make a proper effort.
Anyway, I had some ideas for all classes, I decided to go with the war general because I just felt the most inspired for that one at the time.
Are these too elaborate for thumbs? I get the feeling I should've kept it simpler and just throw down more ideas, but oh well. Thanks in advance for any comments and crits.
@ Clint: #4 is cool but wouldn't mind #1 too.
@ Bogban : very hot, she will boil their male enemies to death =P.
@ Arkhange: nice progress, looks very solid.
@ rapture, murph, Levus: really fun looking characters like them alot!
@ JFletcher: hehe thought of something similar, looking forward how this turns out
After some more doodling my decision fell on 15A will start on the lowpoly next and see what i can fit into 3000 triangles.
Not happy with some parts and the colors, but the overall forms are there i think.
Hntrluc: looking really good and I'm really diggin the cape swizzle: the textures on the stomach-tank have a really good metallic feel. Looking forward to seeing it on the arm. Der Hollander: keep it up. its getting freaky in a good way. Arkhange: The gloves and leg armor have a cool techy look to them. nice job
Well, damn...every day more and more awesome art is getting posted. Keep up the good work everyone.
My guy hasn't changed too much. I want to just have fun with this guy so I decided to throw a jet-pack on him and see where that went. I still want to give him a side arm. He is at ~2500 polys so I have a bit of room to play with as well as some tweaking room. C&C please!
This is as far as I got with my color palette test...I like the hues, and saturation contrasts are working, values are trickier for me, and light/shadow is harder still....
Im so damn tired, all I see is the polycount logo everytime I blink...im going to bed! ugh...must...sleeeeeeeeeeep.
Oh and Julia, yes I will be getting rid of those Belts! ; )
@Jackablade: I think you've nailed the concept. Consider squishing her head and upper torso down and out a bit. It might be interesting if she were more off-balance from holding the bombs on one side and the propeller umbrella on the other. @SpeCter: Looking good! Proceed. @onelunglewis: Great work so far. The skin doesn't look right because it's too saturated. I assume the flesh is dead, at least around the edges. Take a look at images of necrosis if you have the stomach for it.
@throttlekitty, soda, Sixton: thanks! @throttlekitty: Yep. Add a little Mary had a Little Lamb & freaky mime and you have it. @Sixton: Giraffe legs are inflexible, I'll try deer legs instead. Having bigger hooves does look better. Good crits.
Actually i think it's more efficient, when everyone has his own thread, there are always the same that get visit and feedback / support. With only one thread you are " forced " to see everyone. Of course it's a bit more complicated to post feedback for multiple entry, and it couldn't work with lot of people. But, it's the mini challenge, i think it's a good way to warm up with feedback and get contact with this community.
Actually i think it´s like that because of the rules(i think i´ve read that somewhere).
And this way you kinda "force" everyone interested to look into every work.
And if you give comments&critics to many of the entries it doesn´t feels better if you say it´s bad, it encourages you too improve.
If everyone had it´s own thread it would be like "Wow this is awesome blahblah..." for the good entries and the entries which really need some good feedback suffer, because most likely you will open it, say to yourself that you don´t like it and leave it as that, giving the person who made it no chance to improve.
It doesn´t have to be like this, but according to my experience people seem to look after threads they can droll over and leave others in the corner.
After all, the mini-challenges are more like helping each other and have fun as a whole(at least to me)
IT could be completly the other way around, but looking at previous posts, everyone gives feedback.
Personally i don´t want to crawl through every single thread, for me it´s easier to keep track of everything.
As everything in life everything as it´s positives and negatives, but for this mini-challenge i think one big thread is more fitting.
And both depend on the efford people spend on commenting and posting their stuff, so lets stop this talking(Actually i think i said enough already ) and take Polycount to the win
Hey guys I am new to this forum but I have seen some talented people here so I wanted to join up with this team hoping to get some good crits.
Here is my concept....some things have changed throughout the build of this guy due to poly constraints.
Here is the turn style.....
Right now the mesh is almost at 3,000 tri's. It needs something and I am reaching out to you guys for the help. He looks too naked in the legs? I dont know not sure but some ideas are welcome. On a side note it has been about 6 years since I have done a character and I know unwrapping has come a long way. Does anyone know of a good precise way to unwrap? Anyways I am happy to be here and all the work thus far looks great!
I totally lied, got some more work done on this bad boy... finally starting to take some semblance of shape! Some fantastic looking stuff going on in this thread guys and gals Should probably be getting close to texture time right in time for the weekend!
where did muzz go? I was looking forward to seeing the mounted character.
Still alive and working on it. Just having a hard time motivating myself to work on it when i get home after painting all day at work. Also impulsivley picking up instruments and playing them randomly at home isnt helping much either. (damn you power rangers theme song!)
I agree on how one thread is probably the way to go. Even if your work doesn't get focused critique, it's great to see everyone progressing together. I know it makes me feel behind, and has been motivating me to move forwards, haha.
Think I'm done with forms and am going to move on to modeling now. Got a plan for his left arm to be rusted and mangled, and I'm thinking I finally pushed the original thumbnail enough towards technomage
@ bogdanb14: I REALLY want to see that concept created in 3d... totally awesome!
As for me...
Tightened up the sculpt a bit and nudged some forms around to simplify the silhouette. Also did some work in efforts to unify it a bit more and not have so many different textures going on.
Thinking of painting a new texture on it with this color scheme instead of the old one:
@Ocarian: Looking great! I can't wait to see how you finish off your concept.
@Vorge: Very nice. It looks like you're going to have a lot of room if you want to add anything else.
@IAmTopper: The only thing I've wondered about looking at your design is how are you going to represent Polycount? Don't forget to work in a design with the logo/color scheme.
Update. Its sitting at 2840 tris but I can see a few ways to lower it so I can work in a few more details. Other than that I'm done modeling. Anyone have any suggestions about the wings? Not sure what to do with them. I'd like to keep the asymmetry but I may change one of them
Here is an update. I had so much work to do, so i havent worked on it as much as i wanted, now iam going over to some highpoly sculpting. So we can generate AO maps now?
Ok I got my base mesh done in around 2200 tris. that still gives me about 800 to play with details. I'll be making a few more sketches to figure those out.
@Arkadius: Great sculpt, thumbs up. @Muzz good to here your alive.
I was able to work on my texture map a little more tonight. Will start on the head tomorrow. Everybody is looking great. It is good to see the Polycounters going a little outside the box with their characters.
so not only am I a little late on joining the competition, this will be my first post on polycount. so! forgive me if i say something stupid... anyways, here's my progress from the first couple days.
depending on how many polys I have to work with i'd like to have a crow or some kind of bird that perches on his forearm.
This is my 'shadow' progress so far. I'm pretty much finished with the concept. I decided to sketch the shoulders a bit more to figure out how they would actually work/look. I'll probably start modeling this afternoon once i get ze work stuff sorted. I'm so looking forward to it - and especially texturing!
Sixton: Looks really good, i like it.One thing bothers me though, her tits are as big as her head and her upper arms look like if they´ll brake if you touch them(too thin)
@Sixton - whan I look in this concept I think Yours Shadow can by higher. One more head will be good enought. Think about it.
All look fantastin, but think about proportion.
Sixton: Looks really good, i like it.One thing bothers me though, her tits are as big as her head and her upper arms look like if they´ll brake if you touch them(too thin)
Thanks for the cc Spec. The arms are supposed to be thin and kinda disturbing as i wanted to give them at least some similarity to a spider's front legs. That's why i decided to bend them at the 'wrist' like that as well. I made some slight changes to give the arms a bit more deformed "no, this is not supposed to be normal" -look
Oh and the tits! I decided to make a small change, thanks. I'm a boob fan.. apologies.
Replies
I'm quite sure the rule is simply that you can only use a diffuse in the end and no normals. Whatever you do in between that and the finished product probably doesn't matter too much (ie sculpt it, retopo it, bake AO's etc)
I really wanted to do this pre-contest but I'm just too busy atm, I think I'll wait for the real deal and have a go at that!
I know I'm kinda late... hope I still have enough time to make a proper effort.
Anyway, I had some ideas for all classes, I decided to go with the war general because I just felt the most inspired for that one at the time.
Are these too elaborate for thumbs? I get the feeling I should've kept it simpler and just throw down more ideas, but oh well. Thanks in advance for any comments and crits.
@ Clint: #4 is cool but wouldn't mind #1 too.
@ Bogban : very hot, she will boil their male enemies to death =P.
@ Arkhange: nice progress, looks very solid.
@ rapture, murph, Levus: really fun looking characters like them alot!
@ JFletcher: hehe thought of something similar, looking forward how this turns out
After some more doodling my decision fell on 15A will start on the lowpoly next and see what i can fit into 3000 triangles.
Not happy with some parts and the colors, but the overall forms are there i think.
swizzle: the textures on the stomach-tank have a really good metallic feel. Looking forward to seeing it on the arm.
Der Hollander: keep it up. its getting freaky in a good way.
Arkhange: The gloves and leg armor have a cool techy look to them. nice job
Well, damn...every day more and more awesome art is getting posted. Keep up the good work everyone.
My guy hasn't changed too much. I want to just have fun with this guy so I decided to throw a jet-pack on him and see where that went. I still want to give him a side arm. He is at ~2500 polys so I have a bit of room to play with as well as some tweaking room. C&C please!
Im so damn tired, all I see is the polycount logo everytime I blink...im going to bed! ugh...must...sleeeeeeeeeeep.
Oh and Julia, yes I will be getting rid of those Belts! ; )
maybe i should hop in on this....:shifty:
still 2.5 -3 weeks, right?
Keep up everyone
@SpeCter: Looking good! Proceed.
@onelunglewis: Great work so far. The skin doesn't look right because it's too saturated. I assume the flesh is dead, at least around the edges. Take a look at images of necrosis if you have the stomach for it.
@throttlekitty, soda, Sixton: thanks!
@throttlekitty: Yep. Add a little Mary had a Little Lamb & freaky mime and you have it.
@Sixton: Giraffe legs are inflexible, I'll try deer legs instead. Having bigger hooves does look better. Good crits.
And this way you kinda "force" everyone interested to look into every work.
And if you give comments&critics to many of the entries it doesn´t feels better if you say it´s bad, it encourages you too improve.
If everyone had it´s own thread it would be like "Wow this is awesome blahblah..." for the good entries and the entries which really need some good feedback suffer, because most likely you will open it, say to yourself that you don´t like it and leave it as that, giving the person who made it no chance to improve.
It doesn´t have to be like this, but according to my experience people seem to look after threads they can droll over and leave others in the corner.
After all, the mini-challenges are more like helping each other and have fun as a whole(at least to me)
IT could be completly the other way around, but looking at previous posts, everyone gives feedback.
Personally i don´t want to crawl through every single thread, for me it´s easier to keep track of everything.
As everything in life everything as it´s positives and negatives, but for this mini-challenge i think one big thread is more fitting.
And both depend on the efford people spend on commenting and posting their stuff, so lets stop this talking(Actually i think i said enough already ) and take Polycount to the win
Keep up the good work guys
It reminds me of "Chronopolis" and would make a sweet UT2k4 or q3 character
Nice underboobage man, ahaha
Hey guys I am new to this forum but I have seen some talented people here so I wanted to join up with this team hoping to get some good crits.
Here is my concept....some things have changed throughout the build of this guy due to poly constraints.
Here is the turn style.....
Right now the mesh is almost at 3,000 tri's. It needs something and I am reaching out to you guys for the help. He looks too naked in the legs? I dont know not sure but some ideas are welcome. On a side note it has been about 6 years since I have done a character and I know unwrapping has come a long way. Does anyone know of a good precise way to unwrap? Anyways I am happy to be here and all the work thus far looks great!
Peace
DDB.
I finalized my technomage concept tonight. Time to start modelling the character.
Still alive and working on it. Just having a hard time motivating myself to work on it when i get home after painting all day at work. Also impulsivley picking up instruments and playing them randomly at home isnt helping much either. (damn you power rangers theme song!)
Think I'm done with forms and am going to move on to modeling now. Got a plan for his left arm to be rusted and mangled, and I'm thinking I finally pushed the original thumbnail enough towards technomage
As for me...
Tightened up the sculpt a bit and nudged some forms around to simplify the silhouette. Also did some work in efforts to unify it a bit more and not have so many different textures going on.
Thinking of painting a new texture on it with this color scheme instead of the old one:
Any thoughts?
I think I'm pretty much done with the details, I might make it a bit more stylized and I have to add in the hair planes. its at 2.7 k right now
@Vorge: Very nice. It looks like you're going to have a lot of room if you want to add anything else.
@IAmTopper: The only thing I've wondered about looking at your design is how are you going to represent Polycount? Don't forget to work in a design with the logo/color scheme.
Awesome work guys, all around
Small update before I go to bed, I got started on the sculpting
@Muzz good to here your alive.
I was able to work on my texture map a little more tonight. Will start on the head tomorrow. Everybody is looking great. It is good to see the Polycounters going a little outside the box with their characters.
Slowly but surely coming along....
Here's my latest progress:
@vodkatonic - I like 2 but head from 4
@audi100 - nice insectoid armor
@Borrden - realy interesting character!
@Arkadius - nice sculpt
@JacqueChoi - impressive!
depending on how many polys I have to work with i'd like to have a crow or some kind of bird that perches on his forearm.
p.s. everyone's stuff is looking awesome
This is my 'shadow' progress so far. I'm pretty much finished with the concept. I decided to sketch the shoulders a bit more to figure out how they would actually work/look. I'll probably start modeling this afternoon once i get ze work stuff sorted. I'm so looking forward to it - and especially texturing!
All look fantastin, but think about proportion.
Thanks for the cc Spec. The arms are supposed to be thin and kinda disturbing as i wanted to give them at least some similarity to a spider's front legs. That's why i decided to bend them at the 'wrist' like that as well. I made some slight changes to give the arms a bit more deformed "no, this is not supposed to be normal" -look
Oh and the tits! I decided to make a small change, thanks. I'm a boob fan.. apologies.
@soda: thanks but i'll keep her at this height!