this is a slow working progression, but i'll probably update this thread a few times a month as i create new models. i figured i had enough work to show off and perhaps generate a little hype for the map, but i'm going to be honest at this rate the map won't be done for another year or at least 8 months, as i still have to re-topo ALL of my models, transfer them all to low poly, texture them and also rig / animate them in 3DS max. (animating is the funnest part)
as i learn more i go back to all of these models, so constructive criticism helps me alot. i take everything you guys will say and i will eventually come back to the model before i take it to 3DS max, and apply all your suggestions, so again constructive criticism is highly wanted on my end. i realize i need to work on faces alot more, as well as hands.
it's been about a year since i started the map and it's made quite the progress, but i just wanted to show off a little bit of what i've been doing for you guys. i also kindof want to show the new mappers that there are still people doing large projects for starcraft 2.
as has been said before, i know that there's a good chance this map will be removed from battle.net, but i contacted administrators and basically as long as i change the names of all the characters and the models are created by me, i would be able to reupload without horrible things happening to me.
regardless, this whole project is simply for my own doing, i need to finish a game project as i've started hundreds of games in other engines and only gotten 1/4 of the way through (if that) in any of them. to me, if i can't finish this project, then i'll likely not make it as a game designer in the real world, so again this is my own large project and i don't expect anyone to help me with it even when i'm finished. beyond that, i really adored anime fight from Warcraft 3, and so this map will be a tribute to that map.
anywho, enjoy fellas.
(As per suggestion, the above image I fixed Alucard's facial structure and lengthened his hair abit.)
(Majora's Mask was done for fun, but I'm sure it'll be in the map)
(spyro was done 100% in 3DS max, everything else was done with zBrush)
this is an older model, Spike Siegel from Cowboy Bebop. I just went back to do more to his hair, I've done more since this screenshot too. Also colored his hair blackish to see what it might look like end-result.
http://imgur.com/Midhr2r
Locke from Final Fantasy 6, working on this slowly. Here's another update shot, did a bit to his face, his hair, polished the folds in his clothing, thickened his legs, added some doohickeys here and there... still gotta work on the face, but it's an everlasting struggle.
http://imgur.com/spVAG4vhttp://imgur.com/ndhFyAj
I plan on releasing them all to the public once I give them Starcraft animations and helpers. Each one will be around 2000-4000 polies after I transfer them to low-poly, and they will come with textures as well as 1028x1028 res specular/normal maps. I noticed there really aren't any models for any of these characters around that are Starcraft ready, with helpers and such, so even if my map flops, I can contribute to this community the best I can. It's the least I can do for you guys haha.
I'll also be making custom particles for most of the character's spells, perhaps even including some for certain character's attack animations (like Natsu Dragneel will likely have fire bursting from his fists when he uses his Attack animations) and I know how much everyone loves particles.
They look great, and you look like experienced sculpture guy. Though, these models aren't perfect for sc2 gameplay, because sc2 gameplay requires low detailed fatties. They'd better fit cutscenes. But then they need some talking anims and look at behaviors. Though, they would probably fit some non-rts camera games, like fps/tps rpg's.
Btw, would you like to create some simple spaceships models? They are much easier to do, and I think they would have lots of use, since alot of people using spaceships in their games, and all really tired of vikings and phoenixes.
They look great, and you look like experienced sculpture guy. Though, these models aren't perfect for sc2 gameplay, because sc2 gameplay requires low detailed fatties. They'd better fit cutscenes. But then they need some talking anims and look at behaviors. Though, they would probably fit some non-rts camera games, like fps/tps rpg's.
Btw, would you like to create some simple spaceships models? They are much easier to do, and I think they would have lots of use, since alot of people using spaceships in their games, and all really tired of vikings and phoenixes.
edit: I know you don't like reading paragraphs, so here's the tl;dr: they eventually will be between 1500 and 4000 polygons when they finally make it into the SC2 engine. currently they're in the millions ^_^'
I'm actually not very experienced, I know I have alot of work to do with my sculpting skills. But I really appreciate your comments, they mean alot to me! Thanks!
You're right though, they in their current state are imperfect for Starcraft, however each one by the time I'm done with them will be fully Starcraft ready sitting between 1500 and 4000 polygons per model. zBrush has tons of different ways of achieving low polygon models with high-polygon sculpts. Each will have a high resolution normal map created for me in zBrush.
I swear to you that each and every one of these will be fully Starcraft ready by the time I'm done with it all, and everyone will be able to use them in their map as if it were a simple Hydralisk, in terms of polygons.
That being said, I'm sure I'll be doing some spaceships for fun, I'm getting a 3D printer and it would actually be really epic to have a spaceship that I designed sitting in front of me. Also, it's alot easier to transfer hard-surface models to low polygon, and alot easier to animate. I'll definitely consider this.
All I know is that these are AMAZING! Plus they span a ton of different games/shows. I can't wait to see more.
Thanks alot Jack!! It took some time before I was actually comfortable posting something like this on here, I've been spending alot of time learning the program. I've had alot of people push me to show off my work, so that's what it's all here for!
Great work so far.
Two artists that have really inspired me in digital sculpting are SupremeFunk and HazardousArts.
Both are awesome sculptors, I always learn something new every time I watch a vid.
Definitely worth checking out.
Great work so far.
Two artists that have really inspired me in digital sculpting are SupremeFunk and HazardousArts.
Both are awesome sculptors, I always learn something new every time I watch a vid.
Definitely worth checking out.
I've actually followed Supremefunk's art on the zBrush forums for a small while now, he's definitely an incredible and inspiring artist. His faces are so amazing, I didn't know he had a youtube channel though, so this will be valuable to future sculpts!!
HazardousArts is also quite amazing, I'll be checking his work out for a good while, I really like how he does hair.
Yea, I know, they'll be low poly and technically fit sc2. It's just the design, they are first, not perfect for almost top-down view, because most of details are on sides of their bodies, and second, not perfect as small units, because details are small too, so most will not be visible. If you check any sc2 model's body proportions, you'll notice, that they are as fat as tall, and detalisation is focused on top part of the models. It's the problem for most wow models - they are too tall and lean. And that guy in a hat will be just walking hat. (but still, great models)
Yea, I know, they'll be low poly and technically fit sc2. It's just the design, they are first, not perfect for almost top-down view, because most of details are on sides of their bodies, and second, not perfect as small units, because details are small too, so most will not be visible. If you check any sc2 model's body proportions, you'll notice, that they are as fat as tall, and detalisation is focused on top part of the models. It's the problem for most wow models - they are too tall and lean. And that guy in a hat will be just walking hat. (but still, great models)
Oh I see what you mean now. Yeah I actually somewhat designed 2/3 of them with the fact that they will be small and more difficult to actually view in the game. I think most of them look really nice from far away (probably better than close up actually haha) but you're absolutely right, certain anime characters will be nigh impossible to distinguish from a certain distance. Walking hat guy.. good call there.
Maybe I'll make them all bigger ingame than the average Starcraft model.. something to ponder for sure. Thanks for the feedback, I actually never spent much time thinking about that.
On a secondary note I got a spaceship almost ready to be textured with UVs and Normals. I messed up the workflow so it's being kindof a pain to get to low-poly, but I'm chipping away at it..
Very nice. I'm sure the texture work is gonna be the hardest part for that model.
i planned on making it glow with double lambert, and adding a few particles to simulate the flames. you're right though, the texture should be reaaaal fun... lol
did a little more to it.. added the whiskers and thinned out his cloak a lil bit. also added detail to his turtle neck thingy
New Sculpt WIP. Dante from DMC 4, about 3 hours of work. I'd like to take this moment to show you guys the first sculpt I ever did, which was of the same character. I did the above image from scratch, but the next screenshot took me 12 hours and was my very first character.
this is a slow working progression, but i'll probably update this thread a few times a month as i create new models. i figured i had enough work to show off and perhaps generate a little hype for the map, but i'm going to be honest at this rate the map won't be done for another year or at least 8 months, as i still have to re-topo ALL of my models, transfer them all to low poly, texture them and also rig / animate them in 3DS max. (animating is the funnest part)
as i learn more i go back to all of these models, so constructive criticism helps me alot. i take everything you guys will say and i will eventually come back to the model before i take it to 3DS max, and apply all your suggestions, so again constructive criticism is highly wanted on my end. i realize i need to work on faces alot more, as well as hands.
it's been about a year since i started the map and it's made quite the progress, but i just wanted to show off a little bit of what i've been doing for you guys. i also kindof want to show the new mappers that there are still people doing large projects for starcraft 2.
as has been said before, i know that there's a good chance this map will be removed from battle.net, but i contacted administrators and basically as long as i change the names of all the characters and the models are created by me, i would be able to reupload without horrible things happening to me.
regardless, this whole project is simply for my own doing, i need to finish a game project as i've started hundreds of games in other engines and only gotten 1/4 of the way through (if that) in any of them. to me, if i can't finish this project, then i'll likely not make it as a game designer in the real world, so again this is my own large project and i don't expect anyone to help me with it even when i'm finished. beyond that, i really adored anime fight from Warcraft 3, and so this map will be a tribute to that map.
anywho, enjoy fellas.
(As per suggestion, the above image I fixed Alucard's facial structure and lengthened his hair abit.) (Majora's Mask was done for fun, but I'm sure it'll be in the map) (spyro was done 100% in 3DS max, everything else was done with zBrush)
this is an older model, Spike Siegel from Cowboy Bebop. I just went back to do more to his hair, I've done more since this screenshot too. Also colored his hair blackish to see what it might look like end-result. http://imgur.com/Midhr2r
Locke from Final Fantasy 6, working on this slowly. Here's another update shot, did a bit to his face, his hair, polished the folds in his clothing, thickened his legs, added some doohickeys here and there... still gotta work on the face, but it's an everlasting struggle. http://imgur.com/spVAG4v http://imgur.com/ndhFyAj
wtf, u made these niggas?
Yeah using zbrush
I plan on releasing them all to the public once I give them Starcraft animations and helpers. Each one will be around 2000-4000 polies after I transfer them to low-poly, and they will come with textures as well as 1028x1028 res specular/normal maps. I noticed there really aren't any models for any of these characters around that are Starcraft ready, with helpers and such, so even if my map flops, I can contribute to this community the best I can. It's the least I can do for you guys haha.
I'll also be making custom particles for most of the character's spells, perhaps even including some for certain character's attack animations (like Natsu Dragneel will likely have fire bursting from his fists when he uses his Attack animations) and I know how much everyone loves particles.
They look great, and you look like experienced sculpture guy. Though, these models aren't perfect for sc2 gameplay, because sc2 gameplay requires low detailed fatties. They'd better fit cutscenes. But then they need some talking anims and look at behaviors. Though, they would probably fit some non-rts camera games, like fps/tps rpg's.
Btw, would you like to create some simple spaceships models? They are much easier to do, and I think they would have lots of use, since alot of people using spaceships in their games, and all really tired of vikings and phoenixes.
@unclesatan: Go
All I know is that these are AMAZING! Plus they span a ton of different games/shows. I can't wait to see more.
edit: I know you don't like reading paragraphs, so here's the tl;dr: they eventually will be between 1500 and 4000 polygons when they finally make it into the SC2 engine. currently they're in the millions ^_^'
I'm actually not very experienced, I know I have alot of work to do with my sculpting skills. But I really appreciate your comments, they mean alot to me! Thanks!
You're right though, they in their current state are imperfect for Starcraft, however each one by the time I'm done with them will be fully Starcraft ready sitting between 1500 and 4000 polygons per model. zBrush has tons of different ways of achieving low polygon models with high-polygon sculpts. Each will have a high resolution normal map created for me in zBrush.
I swear to you that each and every one of these will be fully Starcraft ready by the time I'm done with it all, and everyone will be able to use them in their map as if it were a simple Hydralisk, in terms of polygons.
That being said, I'm sure I'll be doing some spaceships for fun, I'm getting a 3D printer and it would actually be really epic to have a spaceship that I designed sitting in front of me. Also, it's alot easier to transfer hard-surface models to low polygon, and alot easier to animate. I'll definitely consider this.
Thanks alot Jack!! It took some time before I was actually comfortable posting something like this on here, I've been spending alot of time learning the program. I've had alot of people push me to show off my work, so that's what it's all here for!
Great work so far.
Two artists that have really inspired me in digital sculpting are SupremeFunk and HazardousArts.
Both are awesome sculptors, I always learn something new every time I watch a vid.
Definitely worth checking out.
Supremefunk:
https://www.youtube.com/user/SupremeFunk/videos
HazardousArts:
http://www.twitch.tv/hazardousarts/profile/pastBroadcasts
http://www.hazardousarts.com/
Formally Kinkycactus
I've actually followed Supremefunk's art on the zBrush forums for a small while now, he's definitely an incredible and inspiring artist. His faces are so amazing, I didn't know he had a youtube channel though, so this will be valuable to future sculpts!!
HazardousArts is also quite amazing, I'll be checking his work out for a good while, I really like how he does hair.
@unclesatan: Go
Yea, I know, they'll be low poly and technically fit sc2. It's just the design, they are first, not perfect for almost top-down view, because most of details are on sides of their bodies, and second, not perfect as small units, because details are small too, so most will not be visible. If you check any sc2 model's body proportions, you'll notice, that they are as fat as tall, and detalisation is focused on top part of the models. It's the problem for most wow models - they are too tall and lean. And that guy in a hat will be just walking hat. (but still, great models)
Oh I see what you mean now. Yeah I actually somewhat designed 2/3 of them with the fact that they will be small and more difficult to actually view in the game. I think most of them look really nice from far away (probably better than close up actually haha) but you're absolutely right, certain anime characters will be nigh impossible to distinguish from a certain distance. Walking hat guy.. good call there.
Maybe I'll make them all bigger ingame than the average Starcraft model.. something to ponder for sure. Thanks for the feedback, I actually never spent much time thinking about that.
On a secondary note I got a spaceship almost ready to be textured with UVs and Normals. I messed up the workflow so it's being kindof a pain to get to low-poly, but I'm chipping away at it..
Naruto, Bijuu form.
@unclesatan: Go
Very nice. I'm sure the texture work is gonna be the hardest part for that model.
i planned on making it glow with double lambert, and adding a few particles to simulate the flames. you're right though, the texture should be reaaaal fun... lol
did a little more to it.. added the whiskers and thinned out his cloak a lil bit. also added detail to his turtle neck thingy
the hard surface armor gets me good. i need more practice, but for now here's master chief, an updated samus too.
master chief update
Buster Sword from FF7
New Sculpt WIP. Dante from DMC 4, about 3 hours of work. I'd like to take this moment to show you guys the first sculpt I ever did, which was of the same character. I did the above image from scratch, but the next screenshot took me 12 hours and was my very first character.
I'd like to say I've improved haha
@unclesatan: Go
I like your character. Seems like he could turn out quite well and everyone loves a good trench coat.
It's Dante from Devil May Cry!
The second image was my very first sculpture in zBrush lol. Same character
@unclesatan: Go
Lol that explains why they looked so similar to me. I never played DmC so I don't really know who that is.
I thought you might not know, thus the reference image~
Actually the one that has the green hair was the very first sculpt I did - It's the same character, but I redid him yesterday from scratch :)