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vat1
06-26-2007, 02:31 PM
Extreme Makeovers! | vat1 | chess horsewoman
http://www.gameartisans.org/contests/competitions/uploaded_thubnails/33-game-3d-art-421-1182885900-thumb.jpg

vat1 has entered the competition!

vat1
06-26-2007, 02:39 PM
Hi! I present this old character I made it for an unreleased chess game made with a friend. It was in 2002 or 2003.

vat1
06-26-2007, 02:45 PM
I forgot the picture:doh:

Chasarsis
06-26-2007, 08:31 PM
Wow this has a lot of potential. I can't wait to see how far you go with it!

vat1
06-27-2007, 01:24 PM
thanks, I hope I'll finish it, because I'm a little bit Lazy ;)

Bbox85
06-29-2007, 11:48 AM
Gee that's no excuse to not finish it. Things are a bit crazy... my visions are a bit hazy, trying not to be too hasty... those are excuses... not 'I'm a little bit lazy' lol. Hope you finish this one... I'd like to see a Hot Chick's body with a cybernetic horse head. :)

yoyomon
06-29-2007, 12:20 PM
Cool, looks like something out of Quake 3 Arena.

FredH
06-29-2007, 02:11 PM
lazy + comp = not a good combo:p Hope you will bring in your game for this one because you really have a nice model to work with. Lot's of potential for changes. Looking forward to an update:thumb:

Jido
06-30-2007, 12:40 AM
I'd like to see a Hot Chick's body with a cybernetic horse head. :)

nuff said...

vat1
06-30-2007, 06:21 AM
Ok guys, I've got the feeling if I do'nt finish I will be burn on the public place. ;)
However I've a problem with my mesh. I would like some holes (see the concept) in the helmet. In Low res it good, but when I subdivise I lost the hard edges I wanted. For the nose I made several edges loop and it's right (even it could be better) but for the little hole on the side, there are the hard edges but the smooth effect around is lost. There is a awkward line. thanks for the help.

Jido
06-30-2007, 09:21 AM
Before you subdivide it, I would bevel (1-2 divisions) the hard edges, clean up the topology, and then proceed to subdivide.

http://galleria.godsphoenix.com/albums/userpics/10001/beveltest.jpg

Chasarsis
06-30-2007, 09:59 AM
It looks like you could also handle that in the sculpt, since its such a small feature.

tom.drin
07-01-2007, 03:31 AM
Very lovely concept. Hope you will do her less musculine then old model.
Looking forward for more progress :thumb:

vat1
07-01-2007, 04:06 PM
>Gods Phoenix: Thanks I used a similar method, it not very clean but it the best result I had.

>Chasarsis: I would like to make this part in max, I feel affraid to destroy all hard edges if I use a sculpt software.

>tom.drin: It"s exactly that I thought when I opened the file ;)

Here a progress for today

Bbox85
07-02-2007, 01:50 PM
I'm thinking that the face is looking a little too relaxed... Chess pieces need to have alot of attitued. I'd suggest going with a more evil look... or maybe not evil, but more pissed off. Right now, this character is saying 'Yeah, I'm a chess piece... whatever...' It should say 'Hey! I'm a fu**ing chess piece! Don't you F**k with me or I'll cut your Fu**ing head off! Y'know what I'm saying?

vat1
07-03-2007, 01:56 PM
Yes, I understand what you do mean, but I would like to keep this inexpressive face, beacause I find it more disturbing and it stick to the chess spirit (I think), you play cooly, and try to hide your next round and..."slack!" you give the final hit ;)

Jackablade
07-03-2007, 07:20 PM
It doesn't read as inexpressive so much as cheerful. Your concept art has a particularly dreamy expression. Not that thats a bad thing - I rather like the way it looks, it just doesn't sound like what you were after.

vat1
07-16-2007, 02:30 PM
A little Update, I didn't work a lot these last days... I have got a problem too.In Zbrush I worked on the right hand once it was end I did a smart sym for the left. But it give some crappy stuff (see the picture). It very weird because there is on the breast too, even when I didn't touch it. :brick:

Marcus Dublin
07-16-2007, 04:04 PM
Make sure when you do a smart sym to do the same process on each subdivision level. So you would do it for sub d1, sub d2, etc. I hope that helps you out some, good luck!:)

Marcus

vat1
07-17-2007, 03:03 PM
Thanks very much! it's work better. I had still a little anomaly on the torso, but nothing serious. thx :)

vat1
07-20-2007, 02:38 PM
arghhhh! ZB3 drive me crazy! I have a lot of crashes and now I want to export my model, I find myself with a sort of cylinder. I tryed different app's for open my .obj. I tested the export options and nothing changed. Anyone knows this problem?

vat1
07-20-2007, 03:01 PM
another thing, when I export a extract subtool, in Max it is very very small and unsmooth...(see the pic).

Marcus Dublin
07-20-2007, 03:12 PM
I’m not sure I understand your problem vat1, did you apply an alpha pattern on the tool in Zbrush3 or did it export the smoothed version with this bump pattern?

Marcus

vat1
07-20-2007, 03:50 PM
I did'nt use any textures. It export with this bumps.
I discovery another thing, when I use the unify button (in the deformation panel) the objet become biggest, but if I export it I have the the same problem as the body (the sort of cylinder).:brick:

Marcus Dublin
07-20-2007, 06:36 PM
Yeah this sounds pretty freaking weird and I kind of know what your saying. I never experienced anything like this and will have to play around to see if I can replicate the problem. If you still have Zbrush 2 installed on your computer try exporting the file from Zbrush 3 as an OBJ and then import it into Zbrush 2 to see if your getting the same results.

Marcus

vat1
07-21-2007, 02:45 AM
Same result in Zbrush 2. For the other export problem,after a lot of scalings,I found that is not a sort of cylinder, it is my model but some vertices are gone far away....These thread become a museum of bugs :paper:

shadowbreeze
07-22-2007, 02:46 AM
try this plug in for max it has a export option for max to Z brush and does a good job of it and importing back into max is really good to.:thumb:


http://www.guruware.at/main/index.html

vat1
07-22-2007, 04:03 AM
Thanks, but I have already try these plugin and nothing change ;) . I'm going to see my workflow again.

vat1
07-22-2007, 03:51 PM
Fixed! I re export my base mesh from Max into Zbrush. I did'nt saw that my setting was bad, the vertex scale was at zero and faces was quad :doh:

Marcus Dublin
07-22-2007, 04:27 PM
Glad to see you figured it out vat1, set backs like these suck but it's all part of the learning process I guess. Now you can get back to the fun stuff which is the art!;)

Marcus

vat1
07-31-2007, 04:19 PM
yes, it's the part of learning process ;)
So, I had again some crashes; and I wasted a lot time with all this littles problems. I can't finish the comp. These is my last WIP, here. The normalmap need to touched up and the colors are flat for the moment. The polycount is 4450 tris but there is no the sword. I will finish later.
Thanks for your helps, congrat to the people who finished the comp ;)