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Thread: Quantum Fury presents to you "Roko's Bane"

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    Quantum Fury presents to you "Roko's Bane"

    WIP:
    This is the main character of our game. 95% complete. I am the character artist for this game, generally, I create the environment, however, due to time constraint and lack of artists, I have to fill in as that. Alpha will be due by next monday and I will post a video clip then.

    All critiques are welcomed.

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    Kamaitachi: basic light enemy for our game. High Res zBrush sculpt.
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    LoRes game cage for heavy enemy:
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    HiRe sculpt:
    Click image for larger version. 

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    Lo-res game cage done in maya...about 2000 tris.

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    Quote Originally Posted by Tidus View Post
    very nice, Tuffgun. How long does it take to create a 3D model like that?
    thx, i guess it all depends on how well your drawing skills are and how knowledgeable you are with anatomy. gathering references helps speed up the idea and design process and that may take a while itself. but as for sculpting, it depends on your savvyness with the 3D program and all the functions so it ranges from a day to a month. in school, we're given a month to create a character from scratch to final with two 8 hour classes in between.

    to give you an example, the first guy (main character) took me about 2 hours just to look up japanese references and other games for design elements (ornate-ness) and material types to be used. then another 3-4 hours to sketch a concept, then 1-2 day in maya to create the low poly base mesh. 3-4 days to sculpt in zbrush...then 1-2 days to retopologize in 3D coat. 3-4 hours to fix the topology in maya. then transferring maps (diffuse, normal, specular) took a longggg time (2-3 days) only because of trial and errors. maya didn't do a good job so i had to jump to a 3rd party program called xNormal to create those maps for me.

    Once the maps came out good enough, I had to re UV the character and ran into a lotttt of problems and had to use ingenuity to fix it the quickest way possible. THEN I finally was able to texture the diffuse in photoshop. Again, these are all learning curves so the more you do it, the faster you'll become and will have a better understanding of the whole process so you won't have to take so long the next time.

    For example, the small character took me about half the time because i took a different approach to do it. Hope that helps, if you have any more questions ask away. =)

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    That character shows lack of knowledge in body anatomy, it has no neck!

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    lolzzzz....its because i based it off my initial base mesh...that area was supposed to be his collars but didn't retopo it for sculpt in zbrush so i just made due with what i had only because of time constraint...xD good catch...

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    Quote Originally Posted by TuffGunn View Post
    Kamaitachi: basic light enemy for our game. High Res zBrush sculpt.
    Click image for larger version. 

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    Kamaitachi has his knees pointed in and heels pointed out. It looks like he's trying to hold his pee for the pit-stop. To defeat this creature I would turn on a faucet and attack while is 3D pixel pants is down.

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    not a bad idea. we should throw that feature into the game. kamaitachi's power lead are from his legs so i wanted a large lower torso to give the impression that they are quick and fast. and the bowed legs were to give them some goofyness posture.

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    Quote Originally Posted by Tidus View Post
    i wanna do something like this but since im a beginner without any knowledge, do u have any recommendation on pc software I should start with?
    1) maya is a powerful animation tool, but a little tricky to start with. there are so many issues and bugs in that program but it is very open-sourced for those that are code savvy. but its the top of the line animation software if you're interested in making your models come to life.
    2) 3ds max is a great starting program but its animation isnt as powerful as maya's but its very similar. so i say start with this program since its much user friendly.
    3) zbrush is a great (the best imo) tool for modeling and conceptual 3D.
    4) photoshop...learn it...its great for texturing.

    if you can't afford this...i'm sure you know ways of getting it x) and you don't need school to learn, there are tuts all over the net for things like this, uTube has plenty all you have to do is get the programs, search, and practice.

    there are a few artist focuses to cg:
    1) animation
    2) modeling
    3) uv/texturing
    4) rigging
    5) lighting
    6) concepting
    sounds about all there are unless i've missed something...so choose one or few you like to focus on and search for tuts online...good luck!

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    Quote Originally Posted by Tidus View Post
    great, thank you. there r so many programs out there that I dont really know where to start. I will give 3D max a try and see if any good can come of it
    it will be frustrating at first...but don't give up. watch tutorials, and learn topology...its very important when creating a 3D object. i'm still noob so i'm still trying to learn topology and sculpting as well as anatomy. being creative is also very difficult (for me at least) so learn the rules before you break them...meaning, learn from tutorials and how to make clean meshes before venturing out with your own style.

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    Roko, main character alpha pass. Have to work on textures some more for beta.
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    hello world!!! so here is the trailer for our alpha build. enjoy! =)
    http://www.facebook.com/photo.php?v=679598682177

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