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Old 26-11-2008, 04:05 PM   #1 (permalink)
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Competition #16 – Codeman

Uber Wyrm

Concept – The player must defeat the Uber Wyrm boss before exiting the ice cave.

GamePlay – To defeat this boss, the player must dislodge ice stalactites from the ceiling. There is a bonus treasure. The player must avoid: Uber Wyrm biting attacks, flying ice and the freezing water spat out by Uber Wyrm.

Here is my first rough layout idea sketch and concept art for the Uber Wyrm.





This is a really tough challenge with such a tight poly budget and extreme texture map. I hope I at least achieve something half way good.

C & C Welcome. More to come.
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Old 26-11-2008, 05:04 PM   #2 (permalink)
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Hey awesome concept man. Color scheme looks neat!
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Old 27-11-2008, 09:17 AM   #3 (permalink)
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Thanks dbsmith. I appreciate it.

I am still working up the main plan of attack. Here is a more detailed view of the Uber Wyrm:



I realize without my normal maps the modeling will have to work overtime so I wanted to get the shapes worked out first. I am trying to give a clawed hand type feel rather than the phallic dune look.

I have decided to model this character in zero position and will most likely bone it into position. I had considered modeling in a pose, but I think I will take this one up to next gen specs once my uber low poly version is complete. Still contimplating the 512 texture maps.
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Old 27-11-2008, 12:51 PM   #4 (permalink)
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I have worked on the creature model. This is early and will evolve. I want to make sure I have enough geometry to animate later. Currently at 922 tris

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Old 27-11-2008, 07:11 PM   #5 (permalink)
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Some more work. Starting to flesh it in. at about 2k tris so far



More tomorrow.
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Old 28-11-2008, 12:08 AM   #6 (permalink)
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I think the mesh is pretty cool, especially since you've only used 2000 tri's you still have plenty to spare to do more ice stalactites on the roof and some stalagmites on the ground level to sortof make a barrier for the player.
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Old 28-11-2008, 04:16 PM   #7 (permalink)
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Thanks Natace.

Here is more progress. Still have 700+ tris left. Kind of splurrged on the chest but I wanted it to look half way good.

Also note that the creature is twice as tall as what you can see. When I bone him into place he will coil into the room - that's the plan anyway.



C&C Welcome.
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Last edited by Codeman; 28-11-2008 at 04:42 PM. Reason: spleling - more info
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Old 28-11-2008, 05:16 PM   #8 (permalink)
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i would put a bend modifier on thewyrm at the end and set the pivot to the bottom of the creature. i dont like it completely standing up like it is.... it makes it look more natural if you put te bend on it
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Old 28-11-2008, 05:38 PM   #9 (permalink)
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I do believe that right now, the only reason the wyrm is like it is, is because he has to unwrap the UV's for it and texture it.
Then he can pose it after texturing.

Anyway, that scene looks sweet!, kinda makes me thirsty for some reason, I have no idea why, I guess because blue stuff is often associated with liquid and my mouth is super dry right now.

Anyway, do you plan on allowing the player to run around the whole cave area, or did you want him to just be in a limited area next to the wyrm?
Because you could use the stalagmites to make a player barrier, those polys that you have left over could be used either for those stalagmites, OR even more deformation detail on the monster.

It'll be interesting to see how you use the remaining polys, because this creature is interesting, although unoriginal, the environment which it is located is much more different to the typical wyrm (or giant worm monster) environment you'd see in a game.

Last edited by Natace; 28-11-2008 at 05:46 PM.
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Old 28-11-2008, 05:55 PM   #10 (permalink)
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sampson - He is in zero position right now until I finish UV mapping him. He is currently in four sections. I will put a full set of bones in him and pose him when I get further along. Thanks for commenting.
Natace - Thanks for the feedback. Not much is original these days, almost everything is a reimagining of something else. I believe you can however put your own touch upon it. This is in fact a whole chamber and the player will be able to run around to the right to get the treasure and to the left and behind the central pillar. I plan on definitely adding more ice. Also be using the alphas to add even more detail. Thanks for commenting!
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