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3 Dimensional Chat / Cave Creature

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Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 25th May 2010 19:47
Well, I haven't really posted any work outside of the compo's, so I guess I ought to. I was playing around with sculpt mode and came up with something workable enough to put into a high poly/low poly WIP

My original concept was to do a different take on a goblin, but he started getting bigger and beefier than I'd planned so mabye he'll be a goblin chieftan or something. I wanted him to have a somewhat amphibious feel. Nocturnal, lives in caves, comfortable in water, probably hunts from it.

The head is a seperate object for now to help manage the poly counts. It's still very WIP, I've only really begun defining musculature and have not yet started detailing. I can already see parts that don't look right but I'm sure you all can point out a lot more




Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 26th May 2010 05:08
Did some minor detailing and baked out the normal map. I think it came out pretty well considering I haven't really done a high poly to low poly before.

The low poly is 1900 polygons - mostly quads with some tri's mixed in. I think I'm going to throw in a few more at the feet and front torso to smooth out some of the funky shading.

Here's the low poly with normal map applied:



And here's a wire:




henry ham
17
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 26th May 2010 19:06
looking good mate ,like you said you need a few more polys on the feet but apart from that it looks ready for texturing

cheers henry

zeroSlave
15
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Joined: 13th Jun 2009
Location: Springfield
Posted: 26th May 2010 21:31
The normal bake looks nice, Ortu! Especially the head. I would agree with the polys on the toes and such. If you wanted, you could probably cut out some of the polys on his ankles, too. There are maybe a couple smoothing issues like around his belly and chest (they could be intentional, i just dunno), but beyond that, nice model!!!!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 26th May 2010 23:08
Thanks, guys. Going to start work on the texture tonight. I'm thinking a dusty sage with blue highlights, brown low lights.

@coughmist: yeah, the belly and chest needs work, it came out a little too blocky after my poly reduction, I'm planning to clean that up when I do the feet.


Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 28th May 2010 23:56
Ok, fixed some of the geometry and have begun the texturing. There are a few seams to fix behind the arms, but it's coming along. Next up will be the specular map to pick up the turquoises and golds a bit.

I may do some warpaint/body paint on the face and chest as the texture feels a bit too plain. I'm thinking mabye a red-purple berry juice. It should be something natural - this guy isn't exactly big on arts and crafts- and blood is a bit over done.

Have any shape/design ideas?

Anyway here is the progress:



PW Productions
15
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 28th May 2010 23:59
I think the eyes should seem more 'popped out' instead of having a slight droop to them. I think that would make the creature fit its personality and seem a little more harsh/mean. Also, try making them brighter

Cheers, great progress

-PwP-

CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 29th May 2010 14:56
Yeh, like make the eyes hemispheres...

Are you going to release this? It looks quite sweet!

Ortu
DBPro Master
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 30th May 2010 12:56
Yes, I'll post it up for anyone who wants it. I mainly just wanted to work out a game ready highpoly/lowpoly workflow

The texturing isn't quite finished yet, and I'll re-work the eyes, but I couldn't resist rigging and doing up some animations.

I got it exported and loaded into dbpro with all the animations working properly (yay kira!) none of the funky scaling issues my other animated export attempts ran into.

The video got a little jerky from the recording/compression but here it is in DBpro

http://www.youtube.com/watch?v=c5W8JNIDqT0

It has:
Idle Breathing
Idle Bored
Search
Attack
Walk
Run


Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 2nd Jun 2010 06:14
Ok, I'm going to call this one done. Here is the finished diffuse:



And since he lives in the deep and dark, some bioluminescence letting the spec map double as an emmissive:



Lastly, the model (.x) and maps are attached. Have fun.


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da2020
14
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 2nd Jun 2010 07:41
This is AWESOME dude better try it now!!!
Scope
17
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Joined: 14th Nov 2007
Location:
Posted: 2nd Jun 2010 11:26
Thanks for the download.Excellent work.
Scope.

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