View Full Version : DWIII - 3D - Kakikukeko - Khilrar
02-16-2008, 06:24 PM
02-19-2008, 04:57 AM
wow 3 pages of entries.. I wonder how many people will join the war this year ^^
here are my first roughs... needed to warm up .. I imagined that the artefact could be a relic of the machines.. like an arm that would be attached or implanted to the character..
I still like the idea.. but no concept that I did really hooked me.. I also liked the idea of an armor melted from the metal of the machines and still haunted by their soul.. but I still need to dig in that direction..
and some thunmbnails to follow the trend /images/graemlins/crazy.gif
I like this one.. summoning the soul of a machine... but maybe too cliche.. and also maybe too close to a machine .. and it seems that what we have to avoid this year /images/graemlins/smile.gif
finally , I reworked the number two into a kind of insectoid guy.. that's so far the direction I prefer.. but still have to decide what could be the artefact and energy.. I thought of vegetation.. but can't find anything "powerful" representation of a spell or weapon using vegetation /images/graemlins/smile.gif any thoughts?
02-19-2008, 09:39 AM
4 is baddass !! keep at it
02-19-2008, 11:18 PM
thx /images/graemlins/smile.gif I'll wait to have a few more comments about it to think to move on this dude though.. I'm afraid to be too borderliner with the brief.. /images/graemlins/smile.gif
here are a few more thumbs.. still nothing that striked me but I feel more on my way.. I need to focus more on the weapons..
02-20-2008, 12:03 AM
You've got a whole bunch of interesting silhouettes, yet #4 is the one that stood out to me the most followed closely by #8. Though there is something about #15 that I like as well.
Good to see you on board, mate.
02-20-2008, 12:12 AM
#4 makes me think of the original Shade the Changing Man, but in a cool way. /images/graemlins/laugh.gif
02-20-2008, 12:12 AM
4 and 13 are kickin some ass. Your 4 reminds me a bit of my #2 with the extra oversized artifact arms but i guess brilliant minds think alike eh? amirite? lol. Nah i prolly wont end up goin with that concept and i prefer your take on the idea anyway. Good luck and some nice stuff you got goin on here.
02-20-2008, 12:13 AM
dude, great silhouettes, u really arent feelin any of those? i dig 4 and 13. btw, u japanese? or maybe learned some? ka-ki-ku-ke-ko...
02-21-2008, 09:48 PM
I may keep the number 4 for a personal project, but not for this comp..
>>Slosh Yeah I was studying jap.. now, married to a taiwanese , I'm forced to study chinese /images/graemlins/laugh.gif
I did a few more thumbs, and I finally found something I like.. hope you 'll like it too /images/graemlins/wink.gif
(I'll sort out the details soon, and may tweak slightly the proportions)
02-21-2008, 11:11 PM
that is awesome. i'm getting a dante, devil may cry with guns blasting vibe. i'm sure thats way off but that thumb is giving off killer attitude! can't wait to see u develop it!
02-22-2008, 01:01 AM
I didn't really thought as dante ..but it's probably an incouscious inspiration source /images/graemlins/wink.gif
here is a small step further..
this is progressing well... cant wait to see what this thing looks like all detailed. The pants details are lookin pretty modern, though... and is that a canteen I see on his belt? Surely a galaxy-crushing badass could simply dessicate a planet and absorb the extracted water through his evil membranes.... /images/graemlins/smile.gif
(lookin great man, cant wait to see more)
02-22-2008, 05:17 AM
thx Ferg, you are right about the pants but that's part of what I want actually.. of course not too modern either /images/graemlins/wink.gif so I'll keep your remark in mind , thx /images/graemlins/smile.gif
and yeah if the guy had evil membranes, he would probably use them the way you just described /images/graemlins/wink.gif but hey.. he is just a mere human /images/graemlins/wink.gif
02-22-2008, 06:04 AM
coming along very nice! looking forward to more /images/graemlins/smile.gif
02-22-2008, 08:04 AM
here is the last version of the day..
CU tomorrow /images/graemlins/crazy.gif
02-22-2008, 06:07 PM
hey, your ideas are developing great.I wouldn't want to see him walking toward me in a dark alley...not in broad daylight either.It makes me think of some sort of medieval SWAT or SEAL. Know what I mean?
02-29-2008, 04:22 AM
Rabidfox & Evil >> thanks guys /images/graemlins/smile.gif
Here is the head so far.. still need to work on the eyes area and of course detailing...
comments & crits welcome..
02-29-2008, 05:30 AM
Check out Salvos concept
He is doing something similar with his artifact
"the artifact could be a relic of the machines.. like an arm that would be attached or implanted to the character.."
03-04-2008, 09:03 PM
I finally decided to go back to the drawing board.. for some reason I did'nt have any motivation to work on the previous guy.. So I decided to look for a more fun concept /images/graemlins/smile.gif
here is my new idea.. basically, he's just the normal barbarian.. but the skulls/bones he wears as trophy are replaced with robots/machines pieces..
quick & dirty mockup of the head:
03-05-2008, 03:35 AM
new body finally ready for some Zbrush lovin'
03-05-2008, 11:25 AM
03-07-2008, 12:31 AM
thx Rooster !
here is a progress on the torso..
03-08-2008, 07:17 AM
Ouch, zero replies..
Didn't have much time today, but the boots are started!
There is some very solid modeling going on here, the only thing I would suggest is to make armors and boots as separate objects(like in real life /images/graemlins/smile.gif ). It would imply starting over but I'm sure you ll get much nicer results in no time. Also try to model those hard edged stuff in max because zbrush tends to make them look smudgy. There is a lot of great material already designed and still a month left for to work on your character. Keep up the good work.
03-08-2008, 09:59 AM
your sense of form is pretty bitchin -- love the high res sculpts so far /images/graemlins/smile.gif keep them coming!
those sculpts look really good, is the characters body flesh kinda turning into armour or is there going to be seperate armour?
03-08-2008, 05:15 PM
so he wears robot pieces as armor as he kills the machines? i think thats a pretty cool idea to get around the rules but you may want to make that ABUNDANTLY clear so that people dont thin ur makin a robotic character;)
03-09-2008, 12:28 AM
Wizo > thank you VERY much for those remarks /images/graemlins/smile.gif I'm not super experienced with Zbrush (apart making some faces our of a ball /images/graemlins/laugh.gif ) so that's really helping me /images/graemlins/smile.gif
and I think I've worked out a solution to make the boots a new object without starting again from scratch /images/graemlins/smile.gif
Ged > my idea was that he is wearing a kind of suit, and the material is alive like flesh.. covering some stronger thinker areas which serve as armor.. as it's alive, it can also self regenerate.. but from Wizo's remark I'm afraid it looks more like a smudgy not very well done armor /images/graemlins/laugh.gif so I'm not sure I will keep this idea /images/graemlins/smile.gif We' ll see ...
Slosh > I think the more I put robotic pieces, the more people will think he is a machine.. so I prefer to put a few pieces at some specific places.. I hope it will be clear enough /images/graemlins/smile.gif thx for the comment! /images/graemlins/smile.gif
Here the new face (well just a 30mn sketch actually ^^)
03-10-2008, 01:25 AM
the coat and trousers still need a lot of work..
I will add some belts and stuffs next.
good work, his proportions look a bit strange, particularly his abdomen and legs seem in different proportion to the rest of him. I think this flesh armour idea is really good but you will probably have to work harder to convey the idea, perhaps use alot of layers in zbrush and sculpt holes into the layers revealing the layers underneath like its quite organic but each layer should also have some thickness and some hard surfaces? Ive done some sculpting like this in mudbox before and it seemed to work well.
03-13-2008, 05:14 AM
Ged> your layers idea seems interesting, I dont't plan on using it for this, but I'll sure test it someday!
btw , your 're right about the proportions.. I lowered too much the crotch while playing with the trousers, and the knees don't seem defined at the good position , but I'll fix that later /images/graemlins/smile.gif
here is a very small update, but that was fun /images/graemlins/smile.gif
hands are done
cool stuff man /images/graemlins/smile.gif
I was about to comment on the proportions but you are already aware of this so I won't, nice hand, too /images/graemlins/smile.gif
03-18-2008, 12:15 PM
Where is that badass robot skull mask??
This is def shapin up, the face has loads of character
Try smooshing down that hump on the inside part of the thumb, will give a little less of a sausage finger.
-Also I wouldnt worry about those boots, they look fine in your zbrush model, I think I prefer your boots to ones made in max, especially for the style you are trying to convey(zelda link style).
Keep up the great work
03-21-2008, 06:26 AM
long time I didn't post, I 've been rethinking my last concept.. and a lot of stuffs changed /images/graemlins/smile.gif
here is the new base mesh.. around 85% done..
I start to feel the tic tac of the clock behind me /images/graemlins/laugh.gif
oh and he is a clericon ..
his artefact will look like a snipe gun in the same style as the helmet.. and he can fire at his allies to cure them with some holly shots /images/graemlins/laugh.gif
aaaah I was wondering why your thread hadn't been updated in ages /images/graemlins/tongue.gif.
Me likes tho, cool color choices /images/graemlins/smile.gif cool artifact idea too. but HURRY UP !!! only 2.5 weeks left /images/graemlins/wink.gif
can't wait to see more dude.
03-22-2008, 08:28 PM
yeah I start to feel a bit pressure /images/graemlins/laugh.gif
baseMesh: 93.658 % done
bootsSculpt: 99.85% done /images/graemlins/laugh.gif
03-23-2008, 10:33 PM
now the belt...argh too slow... http://boards.polycount.net/images/icons/whyme.gif /images/graemlins/laugh.gif
03-24-2008, 12:54 AM
this is a very nice design for his clothes
yeah great design man /images/graemlins/smile.gif just one little thing, I think very easy to fix but that's disturbing me right now, the arms and global pose are very stiff, maybe that's because I'm used to more relaxed poses but yeah, that's the only crit I have right now...
KEEP IT UP !!! /images/graemlins/smile.gif
03-24-2008, 08:07 AM
agreed about the pose, but its lookin pimp nonetheless!
03-24-2008, 07:54 PM
thanks guys /images/graemlins/smile.gif
yeah I know for the stiffness of the pose, I agree with you, but it's an easy fix on the low poly /images/graemlins/smile.gif I don't wanna waste time on this now , being already a tad late /images/graemlins/laugh.gif
here is a little update because you've been nice /images/graemlins/wink.gif
03-25-2008, 04:07 AM
damn, Spark is taking all the glory http://boards.polycount.net/images/icons/poly114.gif
here is an update of the torso:
03-25-2008, 05:02 AM
jie thats right.. but this one is getting realy cool too /images/graemlins/smile.gif
at least your's will be easier to fit in the 9k Polies ;P
nice work, totally love the boots
03-25-2008, 07:46 AM
Rollin: thx /images/graemlins/wink.gif
SEKNeox: hehe yeah sure :P
here is a last update before going to sleep.. just everything together..
EDIT 2 : oh, I had just realized the issue about stiffness has been already raised, sry about the redundancy I am bringing.(*slaps self*) Anyways I make a lil paintover of what I would tweak on the proportions for the character to feel more organic, they are mainly sillouette tweaks that you could make with the move brush in zb3. Its purely suggestive because the model is shaping up super nice... so, I hope it helps, keep up the cool work!!
03-26-2008, 06:48 AM
Wizo: thx for taking the time to do a paintover /images/graemlins/smile.gif
I think you're right about the silhouette being a bit too generic, I'll see what I can do for the pectoral part, it seems a bit flat yeah, for the leg tho I'm not too sure of your edit /images/graemlins/wink.gif but thx for your remarks, I'll keep them in mind..
here is an update of the torso, I will accentuate the detail on a part of the back, and there is still a zone not done at all..
Wizo while i'd agree with you, that more curves would work against the stiffness of the character i think you've done to much and to small curves. Right now all forms start to wobble in and out, the leg is especially weird this way, but also is the chest. So id suggest to search for bigger curves to get him a more dynamic silhouette and only break them with the details, and not just do curves to have curves.
you can still do more dynamic by bringing the belly more forward and the upper body a bit more backwards, same with the feet and such things, but don't do too many small curves, they will only make the silhouette bumpy and harder to read.
Kaki: nice update, I really dig the design, I would seem like an armor you'd get in diablo 3 /images/graemlins/smile.gif !
SEKNox: yeah, I agree I exagerated a bit with the curves and volumes. But my point was that by pushing and pulling shapes on the model to make volumes variations, it gives a hint of what lies underneath the clothing.
04-05-2008, 02:47 AM
here is the magic wand uhh.. artefact of my character...
going to Zbrush soon..
04-07-2008, 07:07 AM
better late than never.. the normal maps are on the way...
AO maps are in the pipe too...
04-08-2008, 02:37 AM
updated the picture above.. added the head and gloves..
04-08-2008, 02:59 AM
i want to see this one textured soon :)
04-10-2008, 02:22 AM
what about yours? havent seen anything since the normal map.. I hope ou get to finish itm cause that s one of my favorite entries..
just some plain colors ..
04-10-2008, 03:07 AM
coming together nicely!
cool, glad to see you kept the original colorscheme, I love it :)
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.