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Modelling Contest #25 - Ascension

Discussion in 'Contest Archive' started by Kyrbi0, Jul 27, 2013.

  1. MiniMage

    MiniMage

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    What could've looked cool is if you mix that concept with Gluttony from Full Metal Alchemist. ;D
     
  2. SuPa-

    SuPa-

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    Ha yeah, that would've been cool! Well here's a block out of the texture. Still churning through possibilities for additional equipment.
    [​IMG]
     
  3. Mythic

    Mythic

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    Once again, the wolf failed to cooperate with me. But I have another idea. Might as well post a WIP soon.
     
  4. Deolrin

    Deolrin

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    SuPa-, while it looks great, I hardly see it as a 'hero' abomination.
    It just looks like an alternate take on it.
    How about if you tried to add a bunch of ruined armor on it? Lord of the Rings orc style. I think it might look sweet.
     
  5. SuPa-

    SuPa-

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    Yeah I agree, I'm currently experimenting with various pieces of armor/equipment to get a feel of what looks right. I've left room in the UVs for it.
     
  6. PROXY

    PROXY

    3D Modeling Reviewer

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    Come on boys, give me a chance .__. Looking epic so far guys.
     
  7. BallisticTerrain

    BallisticTerrain

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    I could use some thoughts on my post on page eight with the first mesh complete WIP.
     
  8. Wandering Soul

    Wandering Soul

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    @BallisticTerrain;
    I'm assuming it's a Heroic version of a Zombie with a 'Plague-bearer' idea in mind...
    Nice concept...

    From the WIP you post, the model has a straight back... I would suggest make it hunch (like WoW Forsaken or in-game Zombie) and add some fungus growing at its back maybe...
    The staff is kinda short, with the lantern and all... I would also suggest have the lantern placed above the models height...
    And the lanterns, perhaps switching it with fungus-growing skulls beaming with spores would make it appear more 'Scourge-like'...
    For animation, perhaps the model can lean on its staff as support for standing and moving... For offence, it can 'pull' spores from the lantern and hurl them to its targets...

    NOTE : This are just my suggestion/idea... You don't have to follow them... After all, this is YOUR model and design...
     
  9. BallisticTerrain

    BallisticTerrain

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    If you read my entire post, which no one seems to be doing, then you would see that those are not lanterns but instead mushroom cages, it is a heroic version of the necromancer, and the spore concept will indeed be incorporated. Your post basically said the same thing I posted along with the WIP.

    I think I will add more fungus to his back though. Thanks for responding.
     
  10. Wandering Soul

    Wandering Soul

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    I did and understand the 'lanterns' are actually 'mushroom cages' with a mushroom inside that spread spores as the 'Spore Cadaver' moves around...
     
  11. BallisticTerrain

    BallisticTerrain

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    Ok, sorry then.
    I don't want to use skulls instead because skulls are seriously overused and they wouldn't really fit the concept of the model. He will have spore particle effects though.
    The staff is just slightly taller than the character. If I make it any bigger I risk making it look silly.
    I added the banner on the staff to make it look scourge like. It will be textured with something scourge like such as the scourge emblem.

    As for movement, he will indeed be grasping the staff but I don't want him all hunched over and leaning on it. He might be a bloated zombie but he is still physically strong. I think It will make him look a little more imposing if he walks upright. He will move in a jerky contorted fashion though.

    Also, I have a question for anyone who uses 3ds max and NeoDex to make models. I will add event objects in magos, but I am going to add attachment points in 3ds max.
    The problem is, I don't know if I need to animate them or not. For example, if I put a attachment point on the character's hand, and then during an animation he reaches his hand out to cast a spell, do I animate the attachment point to follow his hand or put the attachment point where his hand ends up while casting the spell?
     
  12. Mythic

    Mythic

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    I think it will most likely follow the bone to which it is attached.
     
  13. BallisticTerrain

    BallisticTerrain

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    Wait wait wait... you attach them to bones?
    /facepalm.
    Thanks!
     
  14. Mythic

    Mythic

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    That is, in Magos'.
     
  15. BallisticTerrain

    BallisticTerrain

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    Ok, I'll do it in magos then.
     
  16. SuPa-

    SuPa-

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    Here's an update on the texture, getting very close to finishing it.
    [​IMG]

    BallisticTerrain, it reminds me a lot of The Last of Us. It'll be interesting to see how it looks after you've put a texture on it. I really can't comment on the mesh too much since I can't see the wires, but it looks good. It's a little high in tris for my taste but that's irrelevant to the competition.
     
  17. BallisticTerrain

    BallisticTerrain

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    Very nice texture!

    Also, yes I did take inspiration from the last of us for the design of the character.
     
  18. BlinkBoy

    BlinkBoy

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    Why doing it in magos? Just create a Wc3AttachPoint in NeoDex and link it to the bone. as for Event Objects, you must create a point and name it "Obj:<event obj name>" afterwards add a track note to it and add the key where you want it to fire up.
     
  19. BallisticTerrain

    BallisticTerrain

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    How exactly do I link it then? Do I skin it to the bone or use the link function or what?
     
  20. Deolrin

    Deolrin

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    Shit, SuPa-, that is amazing. He looks great with the texture.
    May I suggest one more thing, though? How about a bulgy eye with a black iris, like the original Abomination? I think it gives the unit\hero a lot of character. Right now, with white, empty eyes, his face looks a bit boring. At the very least, you could add something like that in the portrait; But the abomination has it in the original unit model anyway.
    Also, a rough helmet(something like that, maybe?) could be cool, but it might be too late for that.