View Full Version : Races of middle earth - Character - BladeFX
BladeFX 01-11-2003, 12:38 PM I'll give it a try.
This is my first character I will be modelling, so we'll see how it turns out.
Backgroud:
The live under ground and tap into the earth with hands and feet to keep the magic of middle earth available to whoever needs it.
a first render attached
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BladeFX
01-11-2003, 12:52 PM
img didn't upload :(
BladeFX
01-11-2003, 05:26 PM
got started on the head.
All crits & comments greatly appriciated.
Clanger
01-13-2003, 01:57 PM
Cool idea, I think the texture will be the key here, something really dirty.
dark_lotus
01-13-2003, 04:29 PM
Great Start! Its a very cool concept!
BladeFX
01-13-2003, 08:10 PM
Thanx Clanger & dark_lotus,
but since I had no-one replying to my thread, I started on a different approach and threw this one into the bin.
below a knigh/palladin I alwas liked, so I do this one on a rather mutated horse. (sketch horse on tomorow)
Background thus changes to a new breed of warriors, very mobile outside the woods.
Horses are a speacial breed, musceled legs to run like hell, low to the ground and 2 big teeth in front of the mouth to attack the enemies in front, while his master slaughters around them. :p
Clanger
01-13-2003, 08:13 PM
Ah, you can't beat Frazetta
BladeFX
01-13-2003, 08:16 PM
update on animal
erilaz
01-13-2003, 08:20 PM
A curious concept! I like, I like!:thumbsup:
BladeFX
01-13-2003, 09:49 PM
Thanx erilaz.
update head, starting on the animals armor.
leigh
01-13-2003, 11:53 PM
Hey BladeFX :D
You need to work on the forms of your creatures limbs a little more - at the moment, it looks a little too much like you just selected groups of polys, rotated them accordingly, and then didn't really go and remould the areas to form the limbs nicely. Basically, you need to really get in there and sculpt the shapes so that we get a nice sense of form of the underlying musculature :)
It looks like you might still be fairly new to modelling, so I think that perhaps what you need to do is just take things slowly, one step at a time, and gradually build this model up to be something really fantastic!
BladeFX
01-14-2003, 12:14 AM
indeed Leigh, started modeling about a month ago.
I'll work on the muscles tomorow.
for now, since I got bored tweaking the head ;)
a minor update on the armor.
nice start for someone that just start in modelling .... but the more cool is that you have the courage to enter in a challenge here ,this woul be really good for you ,i have learn alot from those challenge:thumbsup:
BladeFX
01-15-2003, 09:35 AM
minor update to the muscles. + started on the saddle.
Thanx Koma. I already learnt a lot from this challenge ;)
BladeFX
01-15-2003, 11:48 PM
a few updates.
http://www.bladefx.com/cg11/horse_5.jpg
http://www.bladefx.com/cg11/horse_5b.jpg
http://www.bladefx.com/cg11/horse_5c.jpg
Will start his master now.
C & C always appreciated.
leigh
01-15-2003, 11:57 PM
Something that strikes me as a little odd about this model is the fact that the front legs are bigger than the back ones - surely for a land animal it would be the other way around, since land dwelling quadropeds need their back legs to propel them forward?
It would make sense if this was a climbing animal for it to have very muscular front arms, but I get the feeling that perhaps you should beef up the back legs a bit :)
The bone structure in the front legs also doesn't quite make sense - he basically has like 2 elbows :surprised Surely this would make galloping difficult since his legs would have a tendency to snap... Just a thought... :)
Anyhoo, looking forward to seeing the master :)
BladeFX
01-16-2003, 07:41 AM
Thanx for the crits leigh,
I'll try to fix his legs.
I wasn't to pleased about them myself, but since I didn't think when I pulled points in subpatch mode, I'm stuck with a rather ugly polygoncount and form :(
I'll line up the points first and then see what I can do.
That second elbow is in fact muscle ;)
I'll flatten it a bit so it doesn't seems so rounded.
BladeFX
01-16-2003, 07:44 PM
started on the head.
Since he will be having a helmet, I modelled only the front.
a first render
BladeFX
01-16-2003, 07:46 PM
another one
BladeFX
01-18-2003, 08:36 PM
updates on the body & head.
Starting armor now.
http://www.bladefx.com/cg11/knight2.jpg
http://www.bladefx.com/cg11/knight2b.jpg
http://www.bladefx.com/cg11/knight2c.jpg
BladeFX
01-18-2003, 11:40 PM
another update
http://www.bladefx.com/cg11/knight3.jpg
http://www.bladefx.com/cg11/knight3b.jpg
BladeFX
01-20-2003, 08:05 PM
updates on clothing
http://www.bladefx.com/cg11/knight4.jpg
http://www.bladefx.com/cg11/knight4b.jpg
I can't see the last series of pics Bladefx....hmmm...:shrug:
BladeFX
01-20-2003, 08:28 PM
http://www.bladefx.com/cg11/knight4.jpg
http://www.bladefx.com/cg11/knight4b.jpg
BladeFX
01-20-2003, 08:32 PM
weird, they should be working.
BladeFX
01-21-2003, 12:16 AM
minor updates.
Added helmet and buckles on the front armor.
Next is cape, axe and texturing
http://www.bladefx.com/cg11/knight4c.jpg
http://www.bladefx.com/cg11/knight4d.jpg
BladeFX
01-21-2003, 10:45 PM
added gloves and cape.
http://www.bladefx.com/cg11/knight5.jpg
coupon
01-22-2003, 12:06 AM
keep it up man, get some more anatomy reference image backdrop action going and leave the rest of texturing till you've tweaked the mesh to your liking:thumbsup:
Joel Hooks
01-22-2003, 12:26 AM
I think it's awesome how you keep trucking through that model. It looks really great for a start. You should follow the link in my signature that goes to Polygonal Modeling Resources. I have a few links that discuss topology, as well as links to a couple of first rate tutorials that focus on clean correct meshing.
Keep it up!
BladeFX
01-26-2003, 08:49 PM
Tried to pull points 'till I couldn't see what I was pulling :(
could anyone tell me is this head looks more realistic?
Thanx
http://www.bladefx.com/cg11/knight6.jpg
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