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Undead Soldier (Mixamo Contest Entry - WIP thread)

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I hope this is an acceptable place hold my wip thread for the latest Mixamo modeling contest

http://3d-coat.com/f...t=0

I've never done a WIP thread like this so be gentle :unsure:

I've decided to go with the Knight class but I thought I would have a little fun with it and create an undead minion summoned by a necromancer. So for clarity, this is an undead knight or will be eventually, I just wanted to get my thread started early on. I started out by doodling a head like I do almost every time I sit down with 3dcoat and this is the end result so far.

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I know I took some of the detail to far for this stage of the project but I was having to much fun playing with the liveclay brushes. It wasn't till this point that I was sure I wanted to work on an entry for the contest so I decided to take a step back and start organizing the project better. I made use of the maniquine provided by AbnRanger in the content sharing section of the forum to setup a base pose. http://3d-coat.com/f...t=0

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He will have arms and legs, I just setup a base "mid" section to start building the armor on top of. I'm currently researching armor and sketching out some ideas on paper to try and figure out what I want the armor to look like. I will continue to update this thread as I have time to continue working on this project.

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Yeah I have a feeling this is going to turn out really good! I can tell by what you have done so far...

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Looking good allready, curious about the end result.. :)

Im also participating but I will be starting quite late.. need to finish two projects first.. :(

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I suggest you to sculpt all seperated elements seperately. See the teeth - you should seperate them from the head.

But a good start.

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Ok, I know it's been a wile but I've finnally worked in some time to work on this over the last two weeks. Just now getting the oportunity to sit down and update my progress for you guys.

Roughing more the main forms...

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Starting to add more details...

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The belts and straps were done using the curve tool. A friendly note to anyone who hasn't used this for detailed work, make use of the save and load feature to save your curves and reuse them in other areas. It was nice to be able to go back and recreate the volume from scratch again if things didn't look right.

The chainmail was a bit to of a challenge. Not knowing that there was a obj brush in 3dcoat already I went the route of creating the linked rings to create a depth map. I actually used this tutorial as a guide with the exception of using Lightwave instead of Max.

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Lightwave acutally made things a little easier, instead of baking the displacement to a plane I just setup an orthographic camera in Layout and pulled the depth pass out of the render. Once I had the depth map I then did a quick retopo of the tunic and brought that into Layout, setup the displacement, saved out the transformed mesh (which just about killed my computer) and merged that back into 3dCoat (without voxelizing). It isn't as pretty as I would have liked it to be but it works and once I'm finished painting the textures and everything gets baked down it will do it's job.

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I also used Lightwave to model the buckles.

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Here's a few detail shots...

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NICE SCULPT o.o

how many tris? and polys faces?

Will you do custom weapons?

Thanks, the goal is to keep the poly count within the confines of the contest guidlines but I have no idea yet, will have to see how things go in the retopo stage. I wanted to do custom weapons but I don't know if it's going to happen for the contest deadline, priority right now is to finish the character, if I have time I have some ideas for an apropriate sheild and sword.

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I apologize for the last minute updates, I've been rushing through this in my spare time just to get it finished up.

This is what I ended up with before I started the retopo and bake down phase...

post-9038-0-16662400-1345254316_thumb.jp

Polycount at this point was a little ridiculous, couldn't even get it to bake down without out of memory errors. Luckily the decimation tools in surface mode helped me get things down to a much more reasonable memory footprint. I did run into an issue with one of the volumes not baking down but I just tossed it and went a different direction which resulted in this...

post-9038-0-85553800-1345254314_thumb.jp

Now onto the retopo...

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I decided to overlap the uv's for the gloves and boots to squeeze more space out of the map for detail...

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This is what the base maps looked like after the final bake down...

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I didn't bother saving out the texture painting process iteratively but this is where I stopped once I felt like I absolutely had to move to posing the character to wrap things up...

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I used the autorig tool in Messiah to quickly set up a rig for posing...

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I didn't have time to model my own sword and sheild but I did take a few minutes to slap some wear and tear on the provided props to better match the character. The final render was done 3dcoat and very slightly edited in PS...

post-9038-0-72604500-1345254322_thumb.jp

Good times!

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ty for sharing

and... last news !!!

Deadline has been extended because of popular request to Aug 31st at 12:00 PM PST!

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ty for sharing

and... last news !!!

Yeah I didn't catch that until I was ready to submit my files... Guess I have some time to go back and refine the textures a bit :)

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