Something I built yesterday during my spare time - Ill be posting this guy in 3 stages : Low poly, High Poly Source and Low Poly + Normal Map & texture. Ive since turned a few edges and cleaned up the mesh a tad since these renders.
Stage 1: Low poly front.
[img]http://www.sumea.com.au/forum/attached/Hazard/200411147715_Front.jpg[/i…]
Stage 1: Low poly back.
[img]http://www.sumea.com.au/forum/attached/Hazard/200411147849_Back.jpg[/img]
Also heres a link to a full spin (with dodgy lighting included [:D])its ~3.2mb and encoded with DivX.
http://206.169.164.231/kalescent/mithrilconstructlowpoly.avi
It based roughly on the golems / constructs found in most D&D realms, with a few extra changes here and there.
I shouldn't be working this late!
Thanks for the comments guys,
Golden : Yeah he is a chunky devil - hes even bigger in the concept from the D&D manual! I've toned him down some [:O]
The face is quite the mech type i think it will be a bit clearer once the high poly source is done and some texture is smudged over the mesh.
I forgot to add that the Budget for this guy is 2500 tri's ( currently at 2446 ) and 1 x 1024x1024 Diffuse, 1 x 1024x1024 normal ( with spec in Alpha )
I will get some time this weekend to finish up the High poly base and whack it into Zbrush 2.0 to paint some history into the metals and rocky surfaces that makes this hulky beast up. Once thats done ill post a render of the high poly source [:D]
sleep now..
Sure thing [:D]
[img]http://www.sumea.com.au/forum/attached/Hazard/20041116222918_Golem.jpg[…]
Ive added a few things on that differs from the concept. He has a magical power source located above and behind his head thats fed from a gem logged into his chest (encased in a crystaline substance) And also a big protective shield coming up off his back - just to protect the power source from foes attacking from behind.
Updated the low poly mesh this weekend to better suit normal mapping purposes, ive tweaked the size of the arms and legs a tad too.
A new spin of him here :
http://206.169.164.231/kalescent/mithrilconstructlowpolyfinal.avi
Front :
[img]http://www.sumea.com.au/forum/attached/Hazard/2004112121058_Front.jpg[/…]
Back :
[img]http://www.sumea.com.au/forum/attached/Hazard/2004112121247_Back.jpg[/i…]
Im just blocking out the base mesh for the high poly version in max now - will post a shot of it before i export to ZBrush2.0 [:)]
The start of the high poly source model ~60-70min so far, im going for a more panelled look on the mithril plates - I've got some plans for taking this guy a bit further in max than what I had originaly intended. I should be at an almost complete stage by tonight for the base mesh.
[img]http://www.sumea.com.au/forum/attached/Hazard/2004112144651_HighPolySta…]
Hes hung like a golem! Dang yeah I was supposed to fix that up - ill be sure to fix it for the final version [:P]
Heres a spin of what I got up to tonight. Just the head and some small details on the generator on the top to go - I was going to go full stick with extra plates and rings holding stuff together but descided against it I thought I might loose the integrity of the concept.
http://206.169.164.231/kalescent/mithrilconstructhighwip.avi
/to be continued..
Heres the spin for the final base mesh before I pulp it in Zbrush.
http://206.169.164.231/kalescent/mithrilconstructhighpolybase.avi
and some pics..
Front:
[img]http://www.sumea.com.au/forum/attached/hazard/20041123121820_Front.jpg[…]
Back:
[img]http://www.sumea.com.au/forum/attached/hazard/20041123121916_Back.jpg[/…]
Side:
[img]http://www.sumea.com.au/forum/attached/hazard/20041123122141_Side.jpg[/…]
Onward to Zbrush!
Zbrush will do that - the best investment would be to spend a few hours learning how to setup your interface and going through a few of the standard zscripts about guiding you through a document. And seek a few tutorials from
You should be well upon your way in a short amount of time - personally I think its an extremely fast way of producing something - either high or low polygon in a pretty short amount of time ( Zbrush 2.0 is alot better than 1.55 ) especially working in conjunction with max / maya.
Reznor: Yeah they are getting a bit excessive, but I just can't help myself - about NWN2.... well.... [:o)]
Finally got around to working on this beast again!!! [:0]
Ive decided to post a couple of renders to show the stages and normal map progression.
Front:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121813256_Normal1.jpg…]
Back:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121813355_Normal2.jpg…]
This first bunch is just the main punches, and playdoughy type ins and outs, next will come the finer scratches, nicks and dents.
Also this is a raw normal map render, wont be tweaking any seems until the normal map is complete.
Heres a link to a full spin of the progress so far..
http://206.169.164.231/kalescent/normalmappedconstruct.avi
Onward to scratches and dings!
How stupid of me LOL [:O] - Yes USF / Bob - the ball part of the arm will be dettached, and I always planned it to be - Im just realising its not reflecting that in any of my renders, what a tool. I admit defeat! I need more sleep [|)]
Thanks for looking out for me [:I]
Palantir: Cheers! Personal Project, though im going to spend a fair bit of time on him polishing him up.
Denz: Cheers [:)] Ive custom rigged him already, but wont begin animation until my textures are finalised. Another 2 passes on the normal map to go before texturing begins.
Conundrum: Cheers! Yeah I always try to show off the model as much as possible, with good lighting, that enhances whats already there, not too much - you dont want to show something thats going to be too far from impossible to achieve in game.
On the flip side, here are some max default lighting renders with and without the normal map, all I've done is added a 60 / 40 Spec and Gloss material which I'll replace with a good spec map once ive finished with the textures.
Front:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121821495_Default.jpg…]
Back:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121821503_Default2.jp…]
First Pass on the cracks and history.
Some cracks still need to have the Y direction inverted - will cleanup soon.
Front:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121905155_Dents1.jpg[…]
Back:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121905240_Dents2.jpg[…]
Lookin really good Haz :)
Has a nice chunkey feel to it.
looking forward to seeing the high poly version