Jump to content


Photo

Undead Soldier (Mixamo Contest Entry - WIP thread)


  • Please log in to reply
16 replies to this topic

#1 Gravin

Gravin

    Neophyte

  • Member
  • Pip
  • 60 posts

Posted 25 June 2012 - 10:46 PM

I hope this is an acceptable place hold my wip thread for the latest Mixamo modeling contest

http://3d-coat.com/f...t=0

I've never done a WIP thread like this so be gentle :unsure:

I've decided to go with the Knight class but I thought I would have a little fun with it and create an undead minion summoned by a necromancer. So for clarity, this is an undead knight or will be eventually, I just wanted to get my thread started early on. I started out by doodling a head like I do almost every time I sit down with 3dcoat and this is the end result so far.

Head_Rough 1.jpg Head_Rough 2.jpg Head_Rough 3.jpg

I know I took some of the detail to far for this stage of the project but I was having to much fun playing with the liveclay brushes. It wasn't till this point that I was sure I wanted to work on an entry for the contest so I decided to take a step back and start organizing the project better. I made use of the maniquine provided by AbnRanger in the content sharing section of the forum to setup a base pose. http://3d-coat.com/f...t=0

Body_Base_1.jpg Body_Base_2.jpg

He will have arms and legs, I just setup a base "mid" section to start building the armor on top of. I'm currently researching armor and sketching out some ideas on paper to try and figure out what I want the armor to look like. I will continue to update this thread as I have time to continue working on this project.

#2 Garagarape

Garagarape

    Apprentice

  • Member
  • PipPipPip
  • 909 posts
  • Gender:Male
  • Location:Tokyo

Posted 26 June 2012 - 12:03 AM

The face is very expressive.
Can't wait to see more.

#3 TimmyZDesign

TimmyZDesign

    Novice

  • Member
  • PipPip
  • 292 posts
  • Gender:Male
  • Location:Albuquerque, New Mexico, USA
  • Interests:3D Generalist

Posted 26 June 2012 - 01:27 AM

Yeah I have a feeling this is going to turn out really good! I can tell by what you have done so far...
Intel Xeon W3570 (4 core @ 3.2GHz) 6 GB RAM
Nvidia Quadro FX 3800 (1GB GPU memory, CUDA, OpenGL)
Windows Vista Professional 64-bit
1st display is Wacom Cintiq 21UX (2nd Gen) (1600 x 1200)
2nd display is ASUS VE245H (1920 x 1080)

#4 johnnycore

johnnycore

    Novice

  • Member
  • PipPip
  • 286 posts
  • Gender:Male
  • Location:Breda, the Netherlands
  • Interests:Houdini
    C++
    C#
    Python
    Anatomy
    Rigging

Posted 26 June 2012 - 10:57 AM

Looking good allready, curious about the end result.. :)
Im also participating but I will be starting quite late.. need to finish two projects first.. :(
Johnny

Desktop: Intel core i7 2600k 4GHZ, nvidia GTX 560Ti 2048MB, 16GB DDR3 1333mhz, Windows 8 Beta x64 - Linux Fedora 18 x64
Sony VAIO Laptop - Intel core i5 520M 2,4GHZ, nvidia GT330M 1024MB, 8GB DDR 1333mhz, Windows 8 Beta x64 - Linux Fedora 18 x64

My youtube channel: http://www.youtube.c...ohnnycorebrieee

#5 Taros

Taros

    Expert

  • Custodian
  • PipPipPipPipPip
  • 2,272 posts
  • Gender:Male
  • Location:Germany
  • Interests:Climbing

Posted 26 June 2012 - 11:21 AM

I suggest you to sculpt all seperated elements seperately. See the teeth - you should seperate them from the head.
But a good start.
My official 3D Coat blog ----> 3dcoat.blogspot.com
My YouTube channel ----> http://www.youtube.c...raphicGladiator
My sculpting experiments on 3D Coat.com ----> Wanna see...

My official website ----> www.grafikbuero-werner.de
(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)

German speaking CG Workshops ----> www.lernfaktor.de
Posted Image

#6 mixamo

mixamo

    Neophyte

  • Member
  • Pip
  • 31 posts

Posted 26 June 2012 - 07:37 PM

This is a very awesome idea, great start!

#7 chris_solo

chris_solo

    Novice

  • Member
  • PipPip
  • 459 posts
  • Gender:Male
  • Location:Chatou/France
  • Interests:game art, graphic design, motion design

Posted 26 June 2012 - 09:22 PM

hey! good start ! :)

++Chris

#8 LkSMangako

LkSMangako

    Newbie

  • New Member
  • 2 posts

Posted 23 July 2012 - 10:22 PM

NICE SCULPT o.o
how many tris? and polys faces?
Will you do custom weapons?

#9 Gravin

Gravin

    Neophyte

  • Member
  • Pip
  • 60 posts

Posted 01 August 2012 - 08:34 PM

Ok, I know it's been a wile but I've finnally worked in some time to work on this over the last two weeks. Just now getting the oportunity to sit down and update my progress for you guys.

Roughing more the main forms...

Boots_Helmet_Gloves.png Tunic.png Armor_Plates.png

Starting to add more details...

Belt.PNG Spikes and Straps.PNG Chainmail.PNG

The belts and straps were done using the curve tool. A friendly note to anyone who hasn't used this for detailed work, make use of the save and load feature to save your curves and reuse them in other areas. It was nice to be able to go back and recreate the volume from scratch again if things didn't look right.

The chainmail was a bit to of a challenge. Not knowing that there was a obj brush in 3dcoat already I went the route of creating the linked rings to create a depth map. I actually used this tutorial as a guide with the exception of using Lightwave instead of Max.

Chainmail_Geo.PNG

Lightwave acutally made things a little easier, instead of baking the displacement to a plane I just setup an orthographic camera in Layout and pulled the depth pass out of the render. Once I had the depth map I then did a quick retopo of the tunic and brought that into Layout, setup the displacement, saved out the transformed mesh (which just about killed my computer) and merged that back into 3dCoat (without voxelizing). It isn't as pretty as I would have liked it to be but it works and once I'm finished painting the textures and everything gets baked down it will do it's job.

ChainMailDisplacement.jpg Chainmail_Detail.PNG

I also used Lightwave to model the buckles.

Belt_Buckle.PNG Strap_Buckle.PNG

Here's a few detail shots...

Arm_Detail.PNG Belt_Detail.PNG Foot_Detail.PNG

#10 Gravin

Gravin

    Neophyte

  • Member
  • Pip
  • 60 posts

Posted 01 August 2012 - 08:41 PM

NICE SCULPT o.o
how many tris? and polys faces?
Will you do custom weapons?


Thanks, the goal is to keep the poly count within the confines of the contest guidlines but I have no idea yet, will have to see how things go in the retopo stage. I wanted to do custom weapons but I don't know if it's going to happen for the contest deadline, priority right now is to finish the character, if I have time I have some ideas for an apropriate sheild and sword.

#11 Gravin

Gravin

    Neophyte

  • Member
  • Pip
  • 60 posts

Posted 18 August 2012 - 04:00 AM

I apologize for the last minute updates, I've been rushing through this in my spare time just to get it finished up.

This is what I ended up with before I started the retopo and bake down phase...
Highres_sculpt1.JPG

Polycount at this point was a little ridiculous, couldn't even get it to bake down without out of memory errors. Luckily the decimation tools in surface mode helped me get things down to a much more reasonable memory footprint. I did run into an issue with one of the volumes not baking down but I just tossed it and went a different direction which resulted in this...
Cloth.JPG

Now onto the retopo...
Retopo.JPG

I decided to overlap the uv's for the gloves and boots to squeeze more space out of the map for detail...
UV's.JPG

This is what the base maps looked like after the final bake down...
Bakedown.JPG

I didn't bother saving out the texture painting process iteratively but this is where I stopped once I felt like I absolutely had to move to posing the character to wrap things up...
PaintFinal.JPG

I used the autorig tool in Messiah to quickly set up a rig for posing...
quickposerig.JPG

I didn't have time to model my own sword and sheild but I did take a few minutes to slap some wear and tear on the provided props to better match the character. The final render was done 3dcoat and very slightly edited in PS...
Rusty_UndeadSoldier_Render.jpg

Good times!

#12 carlosa

carlosa

    Journeymen

  • Member
  • PipPipPipPip
  • 1,171 posts
  • Gender:Male
  • Location:Argentina
  • Interests:3D, Modeling, Digital Art, Film, Sculpture

Posted 18 August 2012 - 05:10 AM

ty for sharing

and... last news !!!

Deadline has been extended because of popular request to Aug 31st at 12:00 PM PST!



#13 Tony Nemo

Tony Nemo

    Journeymen

  • Member
  • PipPipPipPip
  • 1,608 posts
  • Gender:Male
  • Location:Humboldt County, California

Posted 18 August 2012 - 05:10 AM

Well done!
8 core 2.5 Xeon /12 gb RAM GL 64 Cuda / 560GTX-Ti. I always use the latest build.

#14 Gravin

Gravin

    Neophyte

  • Member
  • Pip
  • 60 posts

Posted 18 August 2012 - 03:05 PM

ty for sharing

and... last news !!!


Yeah I didn't catch that until I was ready to submit my files... Guess I have some time to go back and refine the textures a bit :)

#15 L'Ancien Regime

L'Ancien Regime

    Novice

  • Member
  • PipPip
  • 490 posts
  • Gender:Male

Posted 19 August 2012 - 12:17 AM

Port him into M2TW...have an army of them...

#16 TimmyZDesign

TimmyZDesign

    Novice

  • Member
  • PipPip
  • 292 posts
  • Gender:Male
  • Location:Albuquerque, New Mexico, USA
  • Interests:3D Generalist

Posted 27 August 2012 - 02:22 AM

nice job!
Intel Xeon W3570 (4 core @ 3.2GHz) 6 GB RAM
Nvidia Quadro FX 3800 (1GB GPU memory, CUDA, OpenGL)
Windows Vista Professional 64-bit
1st display is Wacom Cintiq 21UX (2nd Gen) (1600 x 1200)
2nd display is ASUS VE245H (1920 x 1080)

#17 Gravin

Gravin

    Neophyte

  • Member
  • Pip
  • 60 posts

Posted 28 August 2012 - 03:06 AM

Last update:

Just a few tweaks to the textures, nothing major...

Rusty_UndeadSoldier_Render.jpg




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users