View Full Version : Warcraft 3 - Grom Hellscream
10-06-2005, 04:32 AM
Began working on it this week, just for fun and to practice model/texturing (maybe animating too). It is based off official concept art from blizzard:
My Poly objective is around 3000. right now most of the body shape is done and it's at 2300 Polygons. I plan on optimizing everything depending on the feedback I get and on my personal impression and add the props later on.
(http://cotn.wc3campaigns.com/stuff/HS-3.mov) Quicktime 360 video (http://cotn.wc3campaigns.com/stuff/HS-03.mov)
Any C&C are welcome and valuable, as they greatly help me improve .
10-06-2005, 04:57 AM
NIce model, the only ting i can see at the mo, would b his armpits, his shoulders seem to b a bit small 4a big guy like dat, if u move the polys under his armpits down abit to make his shoulders bigger, it might look better??
10-06-2005, 12:20 PM
Alright I'll check this out, thanks!
10-08-2005, 07:47 PM
I'd really need feedback on the mesh before I continue to make sure it is alright.
10-09-2005, 08:05 AM
I have to admit, I am no fan of WarCraft (or their characters), but I think you got the likeness down, and I think the general topology is working well. Just a couple of suggestions--
-I would probably make some more "V" like cuts around the crouch to enable to better skinning/animating (if you plan on animating him)
-The proportion from the concept drawing looks a bit taller than the model
-Enlarge his deltoids to emphasize his large shoulders (I think AoB already made a similar comment earlier about his shoulders, but I think you made these adjustment already in the updated stills, I just couldn't tell for sure from that angle).
-Model out the individual fingers (keeping them relatively low in poly count, of course) since all of his other parts are pretty detailed already; it just seems odd that he has lots of muscle definition everywhere else but has no fingers!
-Lastly, and I assume it's still meant to be low poly, the cuts in the buttock crack probably aren't necessary, since you probably aren't going to model his pants separately, so you could probably just flatten the butt out a bit more to simulate the fact that he's wearing the pants already.
All things said, looks good!
10-09-2005, 08:26 AM
I'd also suggest straightening the line up the sides of the waist, from the tops of the hips up to the bottom of the ribcage. It will help define his torso, and emphasize how broad his shoulders are and how powerful his physique is. Basically bring in the polygon edges right at the bottom of the rib cage and the top of the hips somewhat.
10-09-2005, 06:40 PM
Thanks a lot guys, your feedback is really appreciated! Working on that right away!
10-09-2005, 09:32 PM
Alright here are the updates, I really added all that you guys have listed. Only thing I'm wondering: is the hand mesh alright for animation?
10-10-2005, 06:18 PM
I love blizzard tobad warcraft 3 did'nt hav this much detailed on those models. Sense it would lagg like hell, tobad : /.
10-10-2005, 08:24 PM
I guess this is very nice ogre, he doesn't look 'evil' at all, he's rather cute and nice guy :) Try to make his face more angry, more evil, he's the bad one I think. I don't like green shade too, now he looks like neon light (actually I don't like green goblins at all ;) but I know - blizzard style) - these ar just my personal preferences, You don't have to agree with me.
EDIT: funny is that I'm also modeling ogre right now, but mine is rather warhammer one, not warcraft I'll post him when I'll finish
10-10-2005, 08:36 PM
oh they're just temporary colors, don't worry about them ;)
10-10-2005, 10:32 PM
haha, youre working on an orc too, thats funny, i like the face, but the body is a bit weird, maybe you cluld look in my tread. on mine the face is weird and the body is cool *G*
arrangemonks orc (http://forums.cgsociety.org/showthread.php?p=2725940#post2725940)
10-11-2005, 01:52 AM
yea, your orc looks like a punk ;) Think you should just check out the proportions for the head, should fix your problem
10-11-2005, 07:43 AM
started adding some props!
btw, those are just temporary colors to help visualize the model.
10-11-2005, 02:56 PM
Something is incorrect there. ;0)
Other than that I think he's comming along nicely. I can't wait to see it textured.
10-11-2005, 03:16 PM
Please tell me you haven't modeled the gloves and boots separately :) Other than that, I think you could sculpt the muscles a little bit more but it's a taste thing I guess. Nice job so far! How many polys?
Forgot to say that you could add a lower arm twist. Since the hands are rotated to face downwards, the wrist/lower arm could be twisted 90' too. Check out the bridge video on the autodesk site (max 7 demo videos I think) for an easy way to do it using the bridge tool.
10-11-2005, 05:37 PM
haha no dont worry gloves and boots are part of the same mesh ;). Concerning that bridge tool, I doubt it's in max 4.2 isnt it? cause that's the version im using right now (hella crappy, yea I know)
I'll apply the changes you suggested right away! thanks a lot for the feedback
oh btw, he's got about 3800 Polys so far.
10-11-2005, 11:28 PM
W00t, another Max 4.x user =D
Great job dude, don't really have any crits that haven't already been mentioned, keep it up ^^
10-12-2005, 06:08 AM
alright, think I'm done with the modeling. Might come back on the shoulderpad spikes later on, but this seems right for now. Right?
360 video (http://cotn.wc3campaigns.com/stuff/HS-09.mov)
I'm also wondering, should I make the straps part of the body texture or make them different objects as they currently are?
10-15-2005, 07:17 AM
There's going to be transparency on the belt, knee pad and boot pad.
10-21-2005, 03:56 AM
Alright here is a good update! Model unwrapped! The rest of the armor will be a separate map.
Got a good start on the head, and still working on the body right now.
All crits welcome!!
10-24-2005, 06:41 AM
another update here, body looks much better now! Adjusted some parts in the neck as well as the abs.
I'm having a problem with transparency though, as you can see I'm getting white borders around the transparent parts. I am using a TGA with an alpha channel on Max 5.1. Anyone got a solution?
10-24-2005, 12:38 PM
Coming along nicely DanVL. The only thing I have to comment on atm is he looks a bit too human in his proportions. He is missing that special something to make him a big bad orc. maybe exaggerate his body parts a bit. I think maybe his posture is throwing me off. Anyhow, keep up the good work. Look forward to seeing your progress.
10-25-2005, 01:16 AM
Yea well this one is based off a warcraft 3 concepts. War3 orcs look more like "Hulk" shaped humans rather than hunchbacks. Think I'll add some exaggeration on his weapon to give him a more bad-ass look though! :)
Thanks for the comments mate! They sure are appreciated!
10-25-2005, 02:54 AM
He looks very cross-eyed, is that intentional?
10-25-2005, 03:02 AM
hehe well not quite, I didn't really work on the eyes just yet so they are temporary :)
12-01-2005, 03:00 AM
Alright, sorry fore the long wait but I've been really busy with school lately.
Here's an update, I need feedback on it badly as I'm beginning to get discouraged by the time it takes to get things done right. Many texture pieces are still being worked on, but I'd really love to get comments -- overall or specific stuff.
12-02-2005, 08:18 PM
Come on, no comments at all?
12-02-2005, 08:37 PM
404 not found.
12-03-2005, 02:41 AM
crap, server went down. Here's the image -- sorry
12-10-2005, 06:39 AM
Major updates done to the body, as well as other minor details. This is definitely looking more "Blizzard style", which is a nice thing ;)
Still lots of stuff to do!!
12-31-2005, 06:26 AM
Alright! update on the texture, plus I decided to remodel some parts that I thought didn't look right(Knee pads, hair...)
still need texturing on them though
Crits are welcome, as always!
12-31-2005, 06:26 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.