@Arkadius I have noooo idea. I'm going to see how much I can get in polys, but I expected to do most of it in texture anyway since 1024 is a ton of space for a 3000 tri model I imagine I can get a lot of unique UV islands without hurting texel density.
Noth there are no normal maps, but high poly sculpts aren't good just for Normals, you can use them to generate ao and the likes then bake everything into the diffuse texture.
@Zwebbie - So goooood :poly142: I think her dress would look sweet with some elaborate Indian-ish patterning all over it. Stick with the rich colours!
Indian as in South Asian? That's a very good idea! I looked up some reference, and it's all very nice - should be a good contrast with the cold robot part .
@HntrLuc : Nice to see you around
Your silhouette looks great so far.
I would try to give more bulkyness or round shape inside the legs, but it can be a choice from your part to keep this straight silhouette
Some detailing on my concept. Tomorrow I'll have a seceond look and do some shading an colors. Some modelling sheets for the body and the weapon need to be done as well. Oh and some ideas on the backside.
Updated my model and changed some stuff up a bit to make it less symmetrical and more interesting imo. I'm going to do that thing with the planes and alphas I just didnt yet because I didnt wanna see squares floating everywhere : p. Starting to like this character though, any critique is welcome.
I knew I'd get blown out of the water, but man, you guys are nuking the ocean. Keep it up!
Today's work left me at 2810 tris. I'm going to go through the model again tomorrow and try to scrounge up at least 100/150 tris so I can to add the final bits I had in mind. Other than that, I'm doing better than I'd thought I'd be.
All right, finally putting mine out here. Officially a Technomage, with a little bit of the corrupted. I do have a concept, but since I cannot draw well, I thought I'd just show some stuf I am relatively good at. Got some of the head modeling done, first time making a character really, besides a spongebob done a while ago. The head will be covered with a veil, so not much detail, but enough to slap a texture on. Depending on how see-through the veil will be, may decrease polycount on head further. (Not sure if I spelled veil right?) More updated to follow!
I'm confused how some of these models are almost at 3k already and they really don't look like it, makes me scared that I'm looking at the wrong count in Maya.
Progress:
Retop off of zsketch and a retopoligized section from the front of the character to sculpt the face off of.
Flat Color:
I polypainted as I scultped to create a hand painted color map, this image is a possible color scheme change to the flat color map:
Color Map on High Poly Sculpt:
It's going to have two weapons I sketched out a few days back, that'll serve as "amplifiers" as well as places to put the polycount logo.
Then it's on to low-poly!
@IAmTopper I think if you gave us a turn around that would be cool. All I can say as of now is the color map on the high poly looks super clean . You may want to add a little asymmetry with a costume maybe? Or perhaps weaken one of the arm supports, or make one of the horns cut off. I really like the colors you have chosen and your character definitely has a unique shape, keep up the good work!
Hey all, I'm going for a corrupted tank dude and heres a rough 3d WIP. I'm liking my profile so far, so its just a matter of figuring out the inner details.
@cdizzle Yeah, I ended up combining the two as well. I like the corset too but I gotta put our proud poly count logo somewhere and I couldn't find anywhere else suitable lol. @soda Ended up choosing 4th direction. :P
Wow, it's only been one more day and some of you are already done some serious modeling, sculpting and even some textures! Bravo guys !
I'm just slowly working my progress and hopefully I'll catch up, soon. The design is relatively done. I decided to give her a mask/helmet to give a bit more eerie feel. Few more details might come in later on but for now I'm ready to move on to modeling.
gah didnt think we were allowed to use highres sculpting at all, but now when i read the rules you are allowed to do it for diffuse and retopo... for sure iam going to use it to bring up a base color map now , great work on the model IAmTopper
Just about finished with the modeling side of things. I'm going to sleep on this and then tomorrow I'll see if there are any modifications I want to make before I get to UV mapping.
It's at 2997 tris at the moment. I barely squeaked in under the limit, just like I thought I would.
That goblin/orc looks sweet. I really like your other work so I cant wait to see what you come up with for this. You definitely have to make a texturing tutorial
I agree with you JackqueChoi, and your model is looking awesome as well. I just hope my mouse manip is good enough to texture this model.
Do you guys know how to show a triangle count in 3ds max? I tried to go into the configure driver interface but there was only an option to show all triangles (quads turn into tri's).
It's been a while, but here's the base mesh for Kohaku. I wasn't feeling the back half cape thing so I scrapped it. He weighs in at 3K tris on the dot.
Awesome overall progress so far! It is pretty amazing to see so many people participating in the pre-challenge. It is great to see everyone's concepts coming alive
Replies
6!
6 and 16 are fantastic silhouettes. Get it done!
@Vorge Very nice cencept I like the details, do you think you'll be able to get that all in the 3k limit?
I'm gonna try this out.
First Wip screen
On the bright side, I learnt something. :P
@Deathbychris Thanks
That is allowed.
Then will give him 8 heads of height, develop the hard surface legs some more, and do some color work...then onto model sheets!
Any feedback is welcome guys!
Been trying to finish this mesh up. Mostly done, but its gonna be tight fitting the rest into budget :P.
Heres a flat shaded pic with some poly colors for now.
Your silhouette looks great so far.
I would try to give more bulkyness or round shape inside the legs, but it can be a choice from your part to keep this straight silhouette
Good luck Polycounters!
I don't have time for paint the concept so here is 3d quick start of my technomage model,
Billy The Gloomer:
Technomages FTW
Amazing WIP, they are really good and very nice.
Participate with talents like all of you is an honor.
This is my quick sketch, is a corrupted, his name is Uetskayot. All comments about it are welcome, thank you a lot.
This is my first time in the forum and the concourse, if I made any mistake, I would like to know it.
Thanks!
Uploaded with ImageShack.us
Figured out how to make it more logical and give him a weapon.
Today's work left me at 2810 tris. I'm going to go through the model again tomorrow and try to scrounge up at least 100/150 tris so I can to add the final bits I had in mind. Other than that, I'm doing better than I'd thought I'd be.
Make sure you are looking at the number next to tri, thats the number you want to watch
Retop off of zsketch and a retopoligized section from the front of the character to sculpt the face off of.
Flat Color:
I polypainted as I scultped to create a hand painted color map, this image is a possible color scheme change to the flat color map:
Color Map on High Poly Sculpt:
It's going to have two weapons I sketched out a few days back, that'll serve as "amplifiers" as well as places to put the polycount logo.
Then it's on to low-poly!
Any feedback would be much appreciated!
Wow that looks amazing
@soda Ended up choosing 4th direction. :P
Wow, it's only been one more day and some of you are already done some serious modeling, sculpting and even some textures! Bravo guys !
I'm just slowly working my progress and hopefully I'll catch up, soon. The design is relatively done. I decided to give her a mask/helmet to give a bit more eerie feel. Few more details might come in later on but for now I'm ready to move on to modeling.
@HntrLuc Nice base I've been an admirer of your work for some time your textures are ace, Good luck.
@Imsoldier That color pass is Sweet. You win.
It's at 2997 tris at the moment. I barely squeaked in under the limit, just like I thought I would.
great stuff so far!
(oh p.s. i'm going for technomage.... i guess if you can't tell that right off the bat then i need to change stuff)
EDIT: quick color version
Murph, thats hot.
That goblin/orc looks sweet. I really like your other work so I cant wait to see what you come up with for this. You definitely have to make a texturing tutorial
I feel it will be great piece of art!
...Now get to modeling!
And I got some shit done, I fixed that weird problem, thanks for you help Der Hollander, much appreciated!
I'll get around to commenting soon.
It's 3:30am so I'll just post what I've started on:
1024's seem ridiculously large for 3k triangles.
Do you guys know how to show a triangle count in 3ds max? I tried to go into the configure driver interface but there was only an option to show all triangles (quads turn into tri's).
Is it a plugin?
It's been a while, but here's the base mesh for Kohaku. I wasn't feeling the back half cape thing so I scrapped it. He weighs in at 3K tris on the dot.
Awesome overall progress so far! It is pretty amazing to see so many people participating in the pre-challenge. It is great to see everyone's concepts coming alive
Right-click top left of your viewport, on the + symbol, and click "Configure..." (Or click Views > Viewport Configuration)
Statistics tab.
Check the Triangle Count box.