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Old 09-28-2010, 07:28 AM
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subshape subshape is offline
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Default New Monster

Got a sec to post stuff I'm working on.
Currently, he's modeled in Zbrush. I find it faster to sculpt it out then bake down to the low res.
He's a goblin/troll/demon cave dweller guy.
Horned version will probably be like a champion or just some kind of variant.
peace!
B
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Old 09-28-2010, 07:33 AM
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Wow! Those look extremely impressive, great work!

Edit: Love the teeth
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Old 09-28-2010, 08:17 AM
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Woah! That's a nice peek! Definitely a bad guy! One with staff and cape might also works!
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Old 09-28-2010, 08:20 AM
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Very nice, did you work on any of the models in TQ? Your work at least seems to live up to those. Exciting!
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Old 09-28-2010, 08:55 AM
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That's looking pretty awesome! It also seems to contain a lot more detail than the monsters in-game.
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Old 09-28-2010, 09:12 AM
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He's gonna stay that grey albino colour, right? He is a cave dwelling creature after all.
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Old 09-28-2010, 09:27 AM
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Fantastic work Subshape!

Are you creating all the Grim Dawn models this way?

The reason I ask is this, I have both 3DS Max and Zbrush, and although I've been using Max for years, I don't have a lot of experience with Zbrush. So I'd just like to get a handle on your workflow:

-You make a lowpoly basemesh in 3DS Max (this is the mesh that will be used in game)
-UV Unwrap it
-Rig?
-Import into Zbrush
-Sculpt the high res details
-Generate normal maps
-Apply normal (and bump maps?) to low poly basemesh in 3DS Max
-Apply diffuse color map (created in Photoshop)
-Create animation
-Export to game engine

Does that sound about right?

Another important question: Are you using single meshes, or are you using segmented meshes? In other words, will armor be a seperate mesh applied over the base character mesh (as in Titan Quest) or will the armor be modeled as part of the character mesh and swapped out with different mesh segments?

Anyway, I love to watch other artist's at work and I would really love to see you in action, any chance of a video showing your creation process?

Edit: I've just found a terrific tutorial on Ben Mathis's website explaining the use of normal maps in game engines: http://www.poopinmymouth.com/tutoria...l_workflow.htm is your procedure similar to this?

Last edited by Tiptoe; 09-28-2010 at 09:48 AM.
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Old 09-28-2010, 03:06 PM
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Can't wait to see what it looks like with textures added.

Great Job !
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Old 09-28-2010, 03:15 PM
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I don't like it, it's too scary!

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Old 09-28-2010, 03:28 PM
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Quote:
Originally Posted by shawnmck View Post
Can't wait to see what it looks like with textures added.

Great Job !
I'm not sure if I'll like it more with textures added. I'm a sucker for sketches and "unfinished" work. Ofcourse, I wouldn't want to play a game without textures, but still. Amazing.
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