View Full Version : Alfar Fan art (3d)
smoke2000
05-14-2010, 12:34 AM
Made an alfar in 3d today, based a bit on the new version they recently showed. It's not exactly the same though, I added a hint of nipples(woot) and didn"t make the transition to the abs so harsh as the original. Also gave him a cobrastaff, I didn't actually bother to check ingame how exactly they looked like, so it's probably not the same ;p
Update:
Trying out something , gave more mass to leather armor, got rid of some sharp lines , tried some kind of skull paint ,increased amount of polys on staff, equiped the staff on his back , decreased size of top of his head and some other tweaks. No real pose though. He's got a joker thing going on now ;)
http://img341.imageshack.us/img341/6683/alfarcompforum2.jpg (http://img80.imageshack.us/img80/5186/alfarcomp2.jpg)
Click image for higher resolution
uploaded 360° turn table on youtube
http://www.youtube.com/watch?v=x-floG9E6_A
some profile renders, no postwork
http://img508.imageshack.us/img508/6641/profilealfarforum.jpg (http://img508.imageshack.us/img508/3671/profilealfar.jpg)
Click image for higher resolution
Hope someone likes it.
Would be allot of fun to animate thous models of yours ;)
karlek
05-14-2010, 09:09 PM
wow looks cool :O
Valroth
05-15-2010, 03:30 AM
Very nice!
Canra
05-15-2010, 10:26 AM
Very nice man.
Machinistlol
05-15-2010, 12:05 PM
pretty good, think his ear is bigger though and more on the side of his head, make a evil version skinny and tortured looking!
tongtong
05-15-2010, 12:21 PM
AV should hire you.
Simpo0
05-15-2010, 04:31 PM
I like the cobrastaff :D
smoke2000
05-15-2010, 04:49 PM
Thanks for the comments ;)
Trying out something , gave more mass to leather armor, got rid of some sharp lines , tried some kind of skull paint ,increased amount of polys on staff, equiped the staff on his back , decreased size of top of his head and some other tweaks. No real pose though. He's got a joker thing going on now ;)
http://img341.imageshack.us/img341/6683/alfarcompforum2.jpg (http://img80.imageshack.us/img80/5186/alfarcomp2.jpg)
Click image for higher resolution
Zerbz
05-15-2010, 05:41 PM
Both the mahirim and alfar look incredible. Lets see one of an Orc.
karlek
05-15-2010, 07:54 PM
How long did it take you to design it?
smoke2000
05-15-2010, 08:07 PM
about 4 hours in zbrush , 1 hour in topogun , 1 hour in PS , so 6'ish?
and the cobrastaff , 15 min.
drinkingjam
05-15-2010, 09:00 PM
The cobrastaff looks pimp, you're gonna go places man!
Slaker
05-15-2010, 09:53 PM
Great job, I like it!
Valaska
05-15-2010, 11:15 PM
You 'oughta be working for game companies =P
Liquid20
05-15-2010, 11:50 PM
Looks awesome.
Machinistlol
05-15-2010, 11:58 PM
:eek:
smoke2000
05-16-2010, 11:11 AM
uploaded 360° turn table on youtube
http://www.youtube.com/watch?v=x-floG9E6_A
You're good at what you do.
I like the cobrastaff too (actually I think it's really awesome).
One thing though, you should mention the polycount of your model, and also the polycount MMOs with a lot of players in one place, like Darkfall, can use for their player models.
smoke2000
05-16-2010, 12:12 PM
Ty for the friendly comments.
ezar: well, i'm just a hobbyist and I made them for still image, so I don't pay too much attention to animation issues.
but the alfar is about 5500 polys on lowest subdiv, to get the detailing, you'd generate a normal / displacement map from the difference between your lowest and highest polycage. And use those maps to "fake" detail in a game. Most mmo's probably support this, but darkfall may not, i'm not too sure about that.
example : http://www.youtube.com/watch?v=RSmjxcAhkfE
I'm pretty sure warhammer and age of conan do (don't flame me for mentioning those lol, I don't like them as a game either, but their graphics aren't bad).
the cobrastaff is .... 362.000 polys, because I didn't bother retopologizing that one, but i'd estimate it'd would be below 200-250 polys.
Ty for the friendly comments.
ezar: well, i'm just a hobbyist and I made them for still image, so I don't pay too much attention to animation issues.
but the alfar is about 5500 polys on lowest subdiv, to get the detailing, you'd generate a normal / displacement map from the difference between your lowest and highest polycage. And use those maps to "fake" detail in a game. Most mmo's probably support this, but darkfall may not, i'm not too sure about that.
example : http://www.youtube.com/watch?v=RSmjxcAhkfE
I'm pretty sure warhammer and age of conan do (don't flame me for mentioning those lol, I don't like them as a game either, but their graphics aren't bad).
the cobrastaff is .... 362.000 polys, because I didn't bother retopologizing that one, but i'd estimate it'd would be below 200-250 polys.
Well my reason for thinking that you should mention the polys and the amount of polys massive games like Darkfall can use is merely because some people instantly think that AV's designers can't do things like this. :sly:
What I've heard from the industry, is that the most difficult thing, is to get a good balance between performance and polys.
Just saying that the negative feedback given to AVs designers is in most cases unjustified, as the model has to be suitable for animations and a duplication of 100-200 times (and that's even without other objects and gear) in one zone.
Jensken
05-16-2010, 12:38 PM
that art is awesome ;)
I've watched some vid's about zbrush on youtube aswell, went to there site. Seems it costs 600$ :ninja: But there might be a good place to download it free? :rolleyes:
smoke2000
05-16-2010, 12:39 PM
that art is awesome ;)
I've watched some vid's about zbrush on youtube aswell, went to there site. Seems it costs 600$ :ninja: But there might be a good place to download it free? :rolleyes:
I'm sure there is, but I bought it at 250 $ , 8 years ago, been free upgrades ever since. Back then it was version 1.23b i believe, tried to look it up on google, but couldnt find a screenshot of the old interface, it was mostly a 2.5d drawing program, but it was rly fun. I did find my davy jones doodle on google by tapping in "zbrush 1.23b" lol. But I usually only play with zbrush a few times a year, cause I'm too busy with work and well ... mmo's (DAMN YOU TIME-CONSUMING ADDICTIONS)
http://th08.deviantart.net/fs22/300W/f/2008/017/5/1/Davy_Jones_Zbrush_3d_by_Smoke2007.jpg
I'm pretty sure AV uses Z too, cause I saw it on a photo of their office, 95% of game/movie industry does anyway.
Wow I like the davy jones model too, I can't see it's made 8 years ago.
smoke2000
05-16-2010, 02:05 PM
lol no , that's 2-3 years ago. I doubt i have anything left from 8 years ago, woulda been 3-4 PCs ago ;p
Is this software good for creating 2D models too? Eg. space ships/stations from a top view?
I'm looking for software to create such things for a project I'm working on, can't afford my own designers unfortunately. :p
smoke2000
05-16-2010, 08:52 PM
it's possible in zbrush to make spaceships/stations, but you'd be fighting against the tools rather then using them. Zbrush is very much organic based, but they have added tools to help with hardsurface modeling a bit. Like focus slider on brushes that generated harder lines, a series of polish brushes that acts differently but can be used to generate hard surfaces. You can create creases , edge loops. But they're all things that have been added out of demand by people trying to model the way they were used to in another 3d package and as such aren't that user friendly in zbrush.
But all in all, I'd recommend some of the more poly-based modeling programs. (3dmax, cinema3d, modo, hell even blender3D.)
The one method that might work for spaceships, would be to use Zspheres and Zsketch to build a skeleton of your spaceship, then lay some mass on it with zsketch and then have a rough object to retopologize in another program to get a cleaner mesh for hard surface work.
To give you an idea (yes I know its a crappy spaceship lol) :
http://img26.imageshack.us/img26/1850/spacej.jpg
from bottom to top. Zsphere skeleton , Zsphere adaptive skin , Zsphere with mass Zketched on it, Generated unified skin out of the Zsketched Zsphere. ;p
roughly 2 minutes.
Mezmorized
05-18-2010, 06:46 PM
People like you smoke make me sick...come in here and show off your awesome talents...telling storys about how cool your designs are and how I want you to make a full armored maharim model holding two ghostclaws ....:ninja:
Nice smoke,
Thanks for the recommended programs. :) I wonder though, if I really should use a 3D program to create 2D ships (only need the top view).
smoke2000
05-20-2010, 10:55 AM
You should really get into making vector graphics with illustrator (or inkscape if you need a free one, I buy most adobe stuff through work cause it costs 4x less, or you can get it on the net like 99% :p) for that actually. Learn to use gradients/ hightlights and shadows to get the best representation from a top view.
Nice, I'm going to try that. Hope the software allows you to create good looking shapes easily as I can't draw myself. :p (I'm a programmer, I'll probably get some designer later on in my project but for now I'm going to have to make some placeholder graphics).
Zalasahr
05-20-2010, 01:24 PM
Need this Model INGAME..!:D
very nice... thats an evil alfar
campino87
05-20-2010, 01:33 PM
very nice work!!
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