It weighs in at 2996 tris including a few special effects planes I've got hidden. I ditched the pauldron he had on the skull since it didn't add that much to the silhouette. On top of this I think two faces is enough. I also added some shackles to give his feet some more interest.
Ya'll guys are crankin' out some awesome stuff!
IAmTopper: I think the new color scheme is stronger than the old one, but think I'd lighten up the dark purple there a bit. Otherwise, it's looking great so far.
Borrden: That's a really nice lighting set up. How'd you achieve that effect? Did you use any GI?
onelunglewis: It's coming along nicely. That skin texture looks nice and meaty. Lookin' forward to the next update.
JacqueChoi: That's looking awesome, man. You have a lot of really nice consistency on the ornate areas. Everything looks so sharp!
@JacqueChoi
very nice but i feel like you are overdoing the highlights a bit. Give the eyes some place to rest and the remaining strong highlights will pop more.
weisheng : Impressive one ,your work have a really nice " draw " feeling. I like it.
JacqueChoi : That's disturbing, i really don't know how you can get some sharps details like that. Bravo !!
Saxton : Well dude, start the 3D now (lowres i hope) your concept is an artwork now! I think the soulder part is a bit too large. It's giving her a " male " feeling, but your design is really cool. Good luck !
Small update for me, I've continued the texture and changes some details on the belt. And i tried to add some warm coloured details as someone suggested.
Thx for the advices, and good luck everyone. (Feedback plz!!!!)
Ithoual, I would say, keep doing what your doing. just keep working those brush strokes (unless thats what your going for then i would say add more tones). great concept btw
Sixton, Love it, if you execute on that concept I say huzzzah!
JacqueChoi great work, style reminds me of a game i worked on a LONG time ago, thanks for sharing your progress.
Borrden: I love the proportion of your character. The hands are really nice and bring a lot to the character.
Weisleng: Your character is really cool. It reminds me of a naruto character.
Muzz: I love your new ideas on your concept. Can't wait to see it in 3d.
@Muzz: That is awesome and I can't wait to see that modeled.
So much kickass stuff being made here.
I was wondering as far as representation of polycount is concerned, what liberties are we allowed to take with the logo?
I was reading on the rules that you could either do just the color scheme just the logo or both.
So far what I've seen in 3d is the polycount logo as an object itself either as a medal or a banner but are we allowed to actually sculpt the logo into the character and blend it in or distort it in any way?
These are two sort of ideas of what I'm asking about.
I saw someone draw up a bad ass helmet what had the polycount logo with sections cut out of it to make it work as a helmet but I haven't seen it as a 3d model yet, which is why I'm wondering if distortion of the logo is ok.
Furthermore, would it be ok to distort the logo if the polycount color scheme was there but not ok to do if it wasn't?
If the polycount logo has to be stamped in and unaltered then I'm just going to go with my original energy array idea with the logos being points on a design.
Once again, awesome work from everyone and to anyone who can answer my questions thanks ahead of time.
I believe as long as you can clearly tell its made by a polycount forum member(grey and green colours) it should be fine. However I don't think that either of your "smiley face" designs fit with the character. Try adding a bit of tech or alternate placements.
But overall I am digging that colour scheme. Keep it up.
Heh, yeah. Those were just for the sake of illustration to try and make my post a lot less wordy. The logo will likely not be on the character itself in anything but a subtle way and the colors will be the main "this is from polycount!" force.
Changed up the concept. A lot. I couldn't get what I was looking for in a shadow so I'm going for more of a War General approach. Plus, this is more my style and will probably be more fun because of it. Anyhow:
Still needs a little work to tell that he's the leader but I'll figure out the details during the modeling. Keep up the good work everyone!
I'm rather partial to 1 simply because I like the idea of a head in a jar inside a giant cyborg killing machine, but I think it could use some more iterations before I nail the design.
#1 is HORRIBLE! Don't do it. lol, bah, that was the first idea I had, then I saw your sketches... Ah well, I suppose there will be alot of similarities with all the peeps involved.
-edit
OK, I thought I posted early but see I'm at page 20ish... late to the game.
I'm glad to see your progress, my idea is quite a bit different than where you're going. Your progress is looking pretty sweet btw.
Everyone else's work is looking pretty good too, don't have time to scan the entire thread right now though.
I'm in on Team Green. I actually like the no normal idea, might help me out some.
(geez, when did this start, this is the first time I've noticed).
@samhakem: thanks man! I'm definitely gonna put some more time into it. Still not satisfied, haha. As for tips, I found it a lot easier to paint baking my Ambient Occlusion from my high res model, so i know where everything lands on my Geo. Most of the detail is put on from that.
Just put in as much time as you need to make it look badass!
which is why I'm wondering if distortion of the logo is ok.
Furthermore, would it be ok to distort the logo if the polycount color scheme was there but not ok to do if it wasn't?
The way i interpreted it was you could have EITHER colours OR devices OR both. I'm going to edit the PC logo a little to feel more appropriate to the surrounding design, and it should be ok i think because it'll still be recognisable as polycount and not some other forum, and to clarify further i've used a strong green and black scheme.
I could be wrong, but I think, based on how specific the rules are in other areas, they would mention the purity of the logos if it were an issue.
Samhakem, Sauron, Pleased to meet you too! Thanks for response and let's keep in touch
Woogity, Hi! I remember you too ))) you chess pieces was really great! Nice to meet you here.
My work with the textures really are not as good as I would like, but I'll try to do it well
Sauron, I could be wrong, but I think, hips can be wider and buckles with different sizes, it will be more interesting
Samhakem so far is so good, keep going
Sirdelita, very interesting concept. Can't wait to see more )))
IAmTopper I'm not sure about logo, but great texturing anyway!
Sirdelita : I just enjoy your concept, the kind of stuff I'd like to make in 3D hehe :]
Premium : Your concept is cool men, nice personality, i think you've lost it a little in 3D, maybe the head is not enough between shoulders , you should try to push your attitude a little.
I have not actually been part of any competition here but I've been monitoring the activity on Polycount for quite a while haha . So I thought, "Why not?" and decided to enter into this competition. I am hoping the colours portray Polycount sufficiently!
I'm happy to represent Polycount in this instance and I hope that you enjoy what I will be producing from this point onward. I certainly have enjoyed everything I've seen so far .
So many beautyfull work.
I`m near to finish model, I use 2245 polygons for now. I plane use 300 polygons for sword and 455 for legs, I think I fit in limit 3000 tris.
OK, time to sleep
Doing some preliminary painting. Even though I am looking at a lot of references, I am really struggling to get the metal texture looking right, mainly because specularity is what defines metals and I can't get the lighting direction to look right or natural.
A character artist, I am not. I'm finding this a massive slog. The Idea of what I'm making keeps changing in my head and this dude is taking far too long. I am never not working from concept art again.
Here's my start:
the transparent mesh underneath is an old model I'm using as reference. Helmet is a placeholder. urglebluglebluuu I need more motivation
Got the base mesh done, sitting at 2,999 tris. Yay. Had to downres the face ALOT. Starting to sculpt now, will update with some ZBrush goodness soon...
Replies
It weighs in at 2996 tris including a few special effects planes I've got hidden. I ditched the pauldron he had on the skull since it didn't add that much to the silhouette. On top of this I think two faces is enough. I also added some shackles to give his feet some more interest.
Ya'll guys are crankin' out some awesome stuff!
IAmTopper: I think the new color scheme is stronger than the old one, but think I'd lighten up the dark purple there a bit. Otherwise, it's looking great so far.
Borrden: That's a really nice lighting set up. How'd you achieve that effect? Did you use any GI?
onelunglewis: It's coming along nicely. That skin texture looks nice and meaty. Lookin' forward to the next update.
JacqueChoi: That's looking awesome, man. You have a lot of really nice consistency on the ornate areas. Everything looks so sharp!
Just posting a quick update on my War General. I'm loving all the work going on in here guys.
I'm especially impressed with yours Choi, keep it up!!
@JacqueChoi
very nice but i feel like you are overdoing the highlights a bit. Give the eyes some place to rest and the remaining strong highlights will pop more.
JacqueChoi : That's disturbing, i really don't know how you can get some sharps details like that. Bravo !!
Saxton : Well dude, start the 3D now (lowres i hope) your concept is an artwork now! I think the soulder part is a bit too large. It's giving her a " male " feeling, but your design is really cool. Good luck !
Small update for me, I've continued the texture and changes some details on the belt. And i tried to add some warm coloured details as someone suggested.
Thx for the advices, and good luck everyone. (Feedback plz!!!!)
Did some more work on the concept side...
Sixton, Love it, if you execute on that concept I say huzzzah!
JacqueChoi great work, style reminds me of a game i worked on a LONG time ago, thanks for sharing your progress.
Cheers
@Jacquechoi -- seriously....wow. your textures are so sharp!
So much great work on this thread, victory is coming for the poly peeps :P
I blocked out the shapes for my general - still have about 1k tris to play with but think I need to refine a lot of parts so its gonna be tight!
Also ideas on how to make it more futuristic. :poly124:
Weisleng: Your character is really cool. It reminds me of a naruto character.
Muzz: I love your new ideas on your concept. Can't wait to see it in 3d.
Here's my evolution for the modeling part.
So much kickass stuff being made here.
I was wondering as far as representation of polycount is concerned, what liberties are we allowed to take with the logo?
I was reading on the rules that you could either do just the color scheme just the logo or both.
So far what I've seen in 3d is the polycount logo as an object itself either as a medal or a banner but are we allowed to actually sculpt the logo into the character and blend it in or distort it in any way?
These are two sort of ideas of what I'm asking about.
I saw someone draw up a bad ass helmet what had the polycount logo with sections cut out of it to make it work as a helmet but I haven't seen it as a 3d model yet, which is why I'm wondering if distortion of the logo is ok.
Furthermore, would it be ok to distort the logo if the polycount color scheme was there but not ok to do if it wasn't?
If the polycount logo has to be stamped in and unaltered then I'm just going to go with my original energy array idea with the logos being points on a design.
Once again, awesome work from everyone and to anyone who can answer my questions thanks ahead of time.
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I believe as long as you can clearly tell its made by a polycount forum member(grey and green colours) it should be fine. However I don't think that either of your "smiley face" designs fit with the character. Try adding a bit of tech or alternate placements.
But overall I am digging that colour scheme. Keep it up.
Thanks for the info!
I shall now stay my course.
First couple of hours modeling.. this is what Object Plane001 looks like right now.
@Ithoual: i love that techmage! great texturing.. and your advice is duly noted, i'll fiddle with stuff like that later, for sure.
Changed up the concept. A lot. I couldn't get what I was looking for in a shadow so I'm going for more of a War General approach. Plus, this is more my style and will probably be more fun because of it. Anyhow:
Still needs a little work to tell that he's the leader but I'll figure out the details during the modeling. Keep up the good work everyone!
really dig the concept, keep it up!
#1 is HORRIBLE! Don't do it. lol, bah, that was the first idea I had, then I saw your sketches... Ah well, I suppose there will be alot of similarities with all the peeps involved.
-edit
OK, I thought I posted early but see I'm at page 20ish... late to the game.
I'm glad to see your progress, my idea is quite a bit different than where you're going. Your progress is looking pretty sweet btw.
Everyone else's work is looking pretty good too, don't have time to scan the entire thread right now though.
I'm in on Team Green. I actually like the no normal idea, might help me out some.
(geez, when did this start, this is the first time I've noticed).
My final concept! Gonna start modeling!
And where I am right now... about 2000 tris...
Of course - wires..
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@fink jesus dude, love it, would really like to see you texture map, your texturing is very nice...
Any tips?
Just put in as much time as you need to make it look badass!
The way i interpreted it was you could have EITHER colours OR devices OR both. I'm going to edit the PC logo a little to feel more appropriate to the surrounding design, and it should be ok i think because it'll still be recognisable as polycount and not some other forum, and to clarify further i've used a strong green and black scheme.
I could be wrong, but I think, based on how specific the rules are in other areas, they would mention the purity of the logos if it were an issue.
Samhakem, Sauron, Pleased to meet you too! Thanks for response and let's keep in touch
Woogity, Hi! I remember you too ))) you chess pieces was really great! Nice to meet you here.
My work with the textures really are not as good as I would like, but I'll try to do it well
Sauron, I could be wrong, but I think, hips can be wider and buckles with different sizes, it will be more interesting
Samhakem so far is so good, keep going
Sirdelita, very interesting concept. Can't wait to see more )))
IAmTopper I'm not sure about logo, but great texturing anyway!
Premium : Your concept is cool men, nice personality, i think you've lost it a little in 3D, maybe the head is not enough between shoulders , you should try to push your attitude a little.
I have not actually been part of any competition here but I've been monitoring the activity on Polycount for quite a while haha . So I thought, "Why not?" and decided to enter into this competition. I am hoping the colours portray Polycount sufficiently!
I'm happy to represent Polycount in this instance and I hope that you enjoy what I will be producing from this point onward. I certainly have enjoyed everything I've seen so far .
Here is my debut concept:
Don't really do bots either so this should be fun.
just realized my quick scan was sideways, whoops.
Finally, something came up . Hope to have time to finish. Waiting for comments, thanks in advance.
Here is a first rough and not everything's defenitive but I dare think it's a good start.
I`m near to finish model, I use 2245 polygons for now. I plane use 300 polygons for sword and 455 for legs, I think I fit in limit 3000 tris.
OK, time to sleep
My stempunk robot :] I hope that model will be finished next week
Here's my start:
the transparent mesh underneath is an old model I'm using as reference. Helmet is a placeholder. urglebluglebluuu I need more motivation