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Aovesen - Vanguard - WIP Contest Entry

Discussion in 'Works In Progress - Archive' started by 3dviewpoint, Mar 25, 2012.

  1. 3dviewpoint

    3dviewpoint

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    I'll join in the fun, will work on a Vanguard super soldier. Posting updates as soon as I get something done.
     
  2. 3dviewpoint

    3dviewpoint

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    I'm gonna run with a concept that draws inspiration from Space Marines and Terminators (what a combo! hehe), with my own personal twist of course. I'm planning to make heluim3 the power source that runs the weapons and the armor. 40.0000 million terawatt fusion core in a backpack sitting on the back of a bad boy soldier is what I envision. We will see where it takes me. Good luck to all in the competiton
     
  3. skylebones

    skylebones

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    Awesome! It will be cool to see a Vanguard entry.
     
  4. 3dviewpoint

    3dviewpoint

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    Did a bit of the concepting in Zbrush today. Pulled one of my male anatomy meshes into Zbrush and used some extract and dynamesh to block out some fast parts :


    Also did a bit of duddles in Photoshop to conceptualize some of my cyborg ideas:


    Gonna try and get some of the subtools retopoed and exported so I can start a basemesh in Max. Hopefully more progress by tomorrow.
     
  5. thellama

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    Nice stuff dude and fast progress too. I'm very excited to watch this one. Nice to have a rival for all the other unity boards pirates to fight :D
     
  6. 3dviewpoint

    3dviewpoint

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    Been working on a basemesh in Max, here is the first update:

     
  7. 3dviewpoint

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    further progress on the basemesh



    Next up UVs.. my alltime arch-nemesis... but hey its got to be done so I can split mesh up in Zbrush for more resolution in the detail sculpting and texturing. Wish me luck
     
  8. aixaix

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    OMG, This is just amazing! love the style!
     
  9. thellama

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    Fast progress, but I feel like his weakness would be lifting his arms above where they are now.
     
  10. 3dviewpoint

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    @ aixaix: Thanks mate, when I get into detailing I hope you can give some feedback along with the rest of the cool peeps frequenting this forum.

    @ TheLlama: I agree, I'll look into those shoulders again, maybe give them more a arch so the arm can move more up. Thanks for advise, appriciate all the feedback I can get.

    And a update on the UVs:
     
  11. 3dviewpoint

    3dviewpoint

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    I adjusted the shoulders a bit, should help on the movement. I hope its better.



    Next up the real fun, details, sculpting, texturing.
     
  12. 3dviewpoint

    3dviewpoint

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    Last update before bed. Some detailing on the leg

     
  13. 3dviewpoint

    3dviewpoint

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    a bit more detail + texturing. blue lights, Helium3 power. critique is most welcome.

     
  14. 3dviewpoint

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    Tested the Diff and NM map in Max to see if things behave. Next I will move the detail and texturing up the torso area.

     
  15. 3dviewpoint

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    Moving the details slowly opwards. Will try to get torso done today, my set goal :) Crits are most welcome

     
  16. 3dviewpoint

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    Torso detail sculpted, maps exported and added in max.

     
  17. SevenBits

    SevenBits

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    Looking good.
     
  18. 3dviewpoint

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    @SevenBits: thanks :) Today I managed to add head details and texture. Rendered with other shader this time. Next up the arms.

     
    Last edited: Apr 1, 2012
  19. JamesLeeNZ

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    Looking really good... one critisim would be that the arms look like they should be bigger... in diameter, not length.

    reminds me a lot of the warhammer guys
     
  20. shaderbytes

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    Wow that is an insane amount of detail, Im inspired!
     
  21. 3dviewpoint

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    @jlcnz: thanks, I will have a look at those arms. I think the basemesh model is pretty accurate in the measures, but it might be because of the T-pose, if arms would be down and bent they would be bigger in diameter. Seen from top down they are wider. I will see what happens when I start posing. Thanks for the insight :)

    @tictox: I get carried away sometimes in Zbrush hehe such a wonderful tool. Cheers
     
  22. henry96

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    I was wondering one little tiny thing. What contest is this?
     
  23. 3dviewpoint

    3dviewpoint

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  24. henry96

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    Oh! I see!!! Good Luck!!! Your model is great. You did it in a week. It might take me a month or 2 to do something like that (and not as good as yours).

    Can you tell me how you UV map all your weapon in one texture? I can't bring them together. If I combine them, then UV. It worked. But I can't move them individually. Thx in advance
     
    Last edited: Apr 2, 2012
  25. 3dviewpoint

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    What I normally do is to unwrap each item (edit poly/unwrap modifier). When each item has uvs I can then attach each item together in one object (edit poly level) After they are all attached I can then add a new Unwrap and arrange all the uvs from each item into the 1 map. After the Uv-map is complete you can always go in edit poly mode and select the element you want to move. You could also detach elements again and they will keep the uv-coords in the map. I hope this helps otherwise just ask :) Regards Anders
     
  26. 3dviewpoint

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    And the last update of today. Some work on the right arm.

     
  27. JamesLeeNZ

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    yeah looking over your iterations again, it does look like everything had the correct size. Maybe it was just because of the large shoulder pads or something the arms looked too small, or maybe its because every other part of his body is covered in heavy armor.. nice job anyway. 100x better than I could do!
     
  28. FusionGames

    FusionGames

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    Wow...that is a LOT of detail right there...cool design; I like the antler-things coming up behind his neck. Can't wait to see it finished! :D
     
  29. 3dviewpoint

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    @jlcnz: I think it will look different when I start posing the guy, should show the arms a bit better. thanks for the feedback its greatly appriciated.

    @FusionGames: thanks mate, I just finished the antler detail :)

    To celebrate that the thread is back up running after a Database error: here is a update on the detail passes

     
  30. FusionGames

    FusionGames

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    Hooray for Unity tech support! Finally, I can look at my own post again :D
     
  31. Priske415

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    I hope your not calling a couple blue lines a texture, metal has a lot more color then that.
     
  32. 3dviewpoint

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    Hey Priske415, these are just normal map detail passes mate, I havent even started on the diff/spec texture work yet, just did some fast polypaint to help me in Photoshop thats about it. So hopefully I can call it a texture later heh :)
     
  33. 3dviewpoint

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    Update time, some detail work on the cyborg left arm.

     
  34. 3dviewpoint

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    Having done the body detail pass I started on the texture map to try and get some feedback on my overall ideas on the texture parts. This is still very much work in progress, but would like some input on it.



    Still got loads of texuring details to do, dirt splashes, metal scratches and so forth. This is without a spec map by the way. List of things to do is loong still
     
  35. Origin

    Origin

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    EDIT: nevermind, I found it.....
     
  36. shaderbytes

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    hi 3dvp

    What about making the chest plate graphic ( skull with wings ) the silver color as well , or some lighter shade ? anyway that's my input for now. looking forward to more progress.
     
  37. 3dviewpoint

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    @Tictoc: I think I will try that out yeah, thanks.
     
  38. Cdunn

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    Wow looking nice. Im starting character modeling just today, but 3ds max is sooo hard to use...especially because the video I bought was from the 05 or 06 version and not 2012 :( .....What program do you use? Zbrush?
     
  39. 3dviewpoint

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    @Cdunn: I use a combination of 3dmax and Zbrush yes, plus photoshop for texturing. Back in the day at uni I learned to do box modelling in 3dmax so I like to do alot of my basemesh work in there, but I must say more and more of my work has been done in Zbrush. Dynamesh and mesh extraction is just super great and retopology allows alot of artistic freedom. I'd say alot of the same ideas apply from 05-06 to 2012, there are alot of great tutorials inside 3dmax you can learn from by the way. Good luck with the modelling, I hope you will port some work we can see. Regards Anders
     
  40. 3dviewpoint

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    A grey/silver chest skull version before I go to bed. For comparison.
     
  41. goat

    goat

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    It looks like he is wearing pillows and stole Justin Bieber's mic! I The enemy will want to fall asleep in his lap.

    And the chaingun, artificial arm, and bone-knife look primitive in comparison.

    LOL, I bet it took eons for his grandma to crochet them laces.

    Look at the lines and form and function on futuristic automobile designs and make it sleeker because you know how to model.
     
  42. 3dviewpoint

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    small update

     
  43. 3dviewpoint

    3dviewpoint

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    Did a bit more work on the body texture plus a bit on items. Played about with a spec map too.

     
  44. Origin

    Origin

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    I think there might be to much small detail on the lower half, sort of comes across as noisey. Some color variation in your textures might help as well, looking rather monochrome at the moment.

    And bigger renders would help. :)
     
  45. Chambers

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    I agree with Origin about the monochrome comment I think that some variation would be good in the texture, I also think that the arms could be bulkier at the minute they seem tiny in comparison to the rest of his body. Looks great though, keep it up.
     
  46. 3dviewpoint

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    Thanks for the feedback guys, I'll put alot more work into the textures, I'll try to get some more color in there :) About the arms, I think its because of the T-pose that they come off as being kinda tiny, when posed I think it will look alot more bulkier. I will have a look at the normal map again and reduce the detail level on the lower parts, friend of mine suggested the same so. Cheers guys
     
  47. 3dviewpoint

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    So I added a dirt layer I can turn intensity up and down on, and a bigger render of the current texture.
     
  48. Tim_Reptile

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    You really went mad on the details, not in a positive way though. Try to block the shapes out first which need those details, your current details don't have any function in the suit if you know what I mean. If you zoom out your image you will see the characters turns into a blobby brown mud monster. Try to find some good reference on this kind of suits, I think some reference from the suits in gears of war can help a lot or maybe check some mecha parts for good shapes.

    It might be too late in this phase to alter the silhouet/shape of the character but keep this in mind for your next creation :)

    Good luck!
     
  49. 3dviewpoint

    3dviewpoint

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    Responding to popular demands I redesigned the lower leg part. Here is the updated version.

     
  50. 3dviewpoint

    3dviewpoint

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    So my old laptop finally gave up after many years good fight. I had to buy myself a new and install everything and recover files. But now I got a new machine to work on and here is a update.