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Toast-man
02-15-2008, 08:29 AM
LATEST:
http://img146.imageshack.us/img146/7225/blademaster024tu3.jpg (http://imageshack.us)http://img237.imageshack.us/img237/9742/blademaster025di8.jpg (http://imageshack.us)
http://img142.imageshack.us/img142/8227/blademaster021vo3.jpg (http://imageshack.us)

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Hey all! I had some time on my hands so I thought it was time to start a new model, an orc!
He is loosely based upon a world of warcraft blademaster Orc from the WoW art book.

I'd love to hear some feedback and comments :)



Funny how now that I've stopped playing WoW I have time to make some WoW fan art . haha

LaughingBun
02-15-2008, 09:35 AM
love the proportions! overal great work. The legs are maybe a tad big in my opinion but good job!

HappyCookie
02-15-2008, 01:21 PM
Nice work, especially on the head, from what I remember from the artbook, you really achieved a very similar face. Can't wait to see more of it.

J-RBeans
02-15-2008, 08:15 PM
This looks really good so far! Might be lacking a bit in the glutes?

Good WIP tho

Toast-man
02-16-2008, 02:42 AM
Thanks for the comments LaughingBun, Happy Cookie and J-R Beans! I totally agree with all your crits, so I've lengthened the legs (to make them not look so big), increased the size of his butt, and added some general detail to his back, chest, legs and face. I'll start blocking out the armour and clothes next, so I don't waste too much time detailing areas of flesh that will be covered up. Keep the comments coming! They are extremely useful!
http://img352.imageshack.us/img352/6439/blademaster005in4.jpg (http://imageshack.us?s=1)
Teeth and Hair to come soon too.
http://img352.imageshack.us/img352/5157/blademaster004yy6.jpg (http://imageshack.us?s=1)

FreakyDude
02-17-2008, 12:06 PM
ooow, I wish I looked more like that... nice work.
Actually no I wouldn't...

there's seems to be some problem with his shoulder and chest muscles. they seem to "flow"? wrong, as if they are in the wrong position and/or run slightly the wrong way...

Toast-man
02-18-2008, 03:04 AM
yeah I know what you mean, something about them has been bugging me too. Maybe a few of the lines might be running in the wrong direction or might be too strong? I'll double check it with some referance. It doesn't look like the armour with cover up the chest and shoulders, so I better get it looking right :D I'm currently blocking out the armour, teeth and hair in maya, and will import it into z-brush very soon for detailing. thanks for the comments Freaking Dude!

HappyCookie
02-18-2008, 07:10 AM
Here are some references I use when I'm modeling/checking muscles, hope it helps (and it seems that there might be something strange about your orc shoulder)...

http://pix.nofrag.com/4/2/c/d4ecd03e75b24b672287ed6a34540.jpg
http://pix.nofrag.com/e/7/7/5b0e398c6136123d61fbf17a9d56f.jpg

myd00m
02-18-2008, 01:35 PM
idk if u are going to put gloves on him but i say the hands need more bone detail

m1NDfReAK
02-18-2008, 01:48 PM
Happy Cookie is absolutely right in saying the shoulders look a tad wrong. Realizing this is a "fictional" character, I still think it would benefit the model to make it more humanly. The shoulder is creeping to far down toward the bi's.

I really like that you made both the anterior and medial delt ginormous, but maybe tone them down just a tad. Shape wise they arent working too well together.

Looking good though.

m1ND

Toast-man
02-19-2008, 07:25 AM
Thanks Happy Cookie, myd00m and M1ndfReAK for the crits and referance. :thumbsup:

I've blocked out most of the armour and weapons and then imported and subdivided them in ZB. please excuse the banding created during smoothing, I'll fix that as i detail
Now that I have an idea of what will most likely be covered up, I'll spend more time correcting the underlining body.

The hands and feet are without detail at the moment because I havent quite decided if I'll cover them up with gloves and boots

http://img201.imageshack.us/img201/9076/blademaster011xj3.jpg (http://imageshack.us)

http://img201.imageshack.us/img201/7316/blademaster010wb7.jpg (http://imageshack.us)Any suggestions for changes to the basic shapes?

new2LW
02-21-2008, 11:29 AM
He's ugly!! How do you make a proper sheath for a weapon that's really curvy anyway?

If you want to go for extra detail maybe press the leather strap on his shoulder into his skin a little bit. Same goes for any leather strap against skin, if it's tight at all, push it into the skin a little and bulge the skin properly.
Good stuff so far.

John Ahlborg
02-22-2008, 12:25 AM
I love the fact that you´ve got the weight of the model down.
Thats something thats missing from a lot of models. It actually looks like its a few hundred pounds. Looking forward to the finished model.

new2LW
02-22-2008, 01:05 PM
It looks like the 2 studs on his chest strap are welded in, same for the blades on his wrist armor. Not sure if this was intentional or not.

PsychoArt
02-24-2008, 01:37 PM
I like him! very warcraft like orc, don't want to crit to much at this point but the feet looks really wonky! But then again you mentioned you had not started on them yet. Boots could be good but I would not give him gloves! my two cent!

Keep it up!

MindTraveler
02-25-2008, 02:04 AM
So far so good man. Armor is coming along well. Nice visual representation of Carlo's Concept from the WOW art book. I would definitely flush out the hands and feet more so that they deliver the story of hardened warrior like the rest of the body is starting to. I would also go over the entire body some more and try to solidify the main forms some more. Work on really getting that anatomy locked in very well while maintaining the proportions of the blizzard style. Also I would not glove the hands or feet at this point I feel like you have the prooprtions of the feet down well and as long and you solidify the forms the should add alot of story to the character. Cheers to progression.:)

-Anwar Bey-Taylor

Toast-man
03-03-2008, 06:52 AM
Thanks for the constructive comments guys. I totally agree I need to nut out the body, hands and feet alot more. I've been waiting till after I block out some finer details in the armour, so I can judge how much the armour draws the eye away from the body and face. Now that the most of the armour has some detail, I can go back correct the anatomy and flesh out the hands and feet. I'm also thinking about chopping down the number of hands and toes.

Later I wouldn't mind adding some hanging objects from his armour to make the silhouette a little more dynamic and break up some of the larger shapes.

Oh, I changed the back sword to a good old fashioned head choppa!

http://img98.imageshack.us/img98/1771/blademaster016kn8.jpg (http://imageshack.us)
http://img146.imageshack.us/img146/4461/blademaster017mw4.jpg (http://imageshack.us)

riverbook
03-03-2008, 09:38 AM
I don't think you mentioned it but are you planning on making this a game character? It looks absolutely stunning! How did you get the details in the cloth? was it a flat plane in the base mesh?

Were you planning on normal mapping this badboy?

Toast-man
03-03-2008, 10:32 AM
Hey thanks Titojr.
Yeah this will end up being a game res character. I'm currently making the high res model. Later I'll export each subtool for unwraping and retopologizing. I haven't yet decided if I'll make the normal maps in z-brush or another program like max or maya. Plenty of time to work it out. I need to test out a few programs like polycruncher and topogun first.

-Toasty

p.s. Oh and yeah, the cloth was a flat plane, just pushed and pulled with the sculpting tools in ZB. You can still see the piece of cloth on his rear in it's orginal flat plane state.

m1NDfReAK
03-03-2008, 11:45 AM
Nice update man, Im really starting to dig this.

"Head choppa" all the way!

m1ND

Toast-man
03-05-2008, 11:48 AM
First pass smelly orc feet!

http://img183.imageshack.us/img183/6937/blademaster019dz0.jpg (http://imageshack.us)

-Toasty

Dagarik
03-05-2008, 01:16 PM
Those are some ugly good looking feet.

Very nice work, I take it zBrush has a tool similar to mudbox's stencil tool in order for you to create all the wear and tear on his armour? Another scultping question, when I start subdividing a character (in mudbox not zbrush) that has armour or other hard edged accessories the edges lose their sharpness and kind of smooth into eachother, how do you avoid that, or does zbrush not do that?

Good to see another Queenslander here, I'm on the Gold Coast. :)

Enriq766
03-05-2008, 07:53 PM
I love the detail of the cracked toe nails! Each one has its own unique flaw. Bravo. I am working on my own ORC and let me say you are an inspiration.

Toast-man
03-06-2008, 05:03 AM
First pass grimy orc hands!

http://img183.imageshack.us/img183/8160/blademaster020td4.jpg (http://imageshack.us)

Thanks Enriq766 :) Coolio the world needs more orcy goodness!

Dagarik ZB does have a sencil tool, although maybe not quite as useful as mudboxes. I didn't use the sencil for his armour this time, it's the result of running a couple blobby and stone alpha brushes over it. Then using the slash2 scuplting tool to make the scratches.
http://img509.imageshack.us/img509/6929/stonebc7.th.jpg (http://img509.imageshack.us/my.php?image=stonebc7.jpg)http://img509.imageshack.us/img509/3825/cloudsjv9.th.jpg (http://img509.imageshack.us/my.php?image=cloudsjv9.jpg)
http://img509.imageshack.us/img509/2961/59rd3.th.jpg (http://img509.imageshack.us/my.php?image=59rd3.jpg)
The hard edges on the armour were created by adding creases (found in the geometry tab under the Tool Panel.)
This tutorial should show you how the crease function works
http://www.pixologic.com/docs/index.php/Tutorial:_Creating_a_Polymesh_Z

-Toasty

JYoung
03-06-2008, 05:55 AM
I love the attention to detail. The caluses, warts, etc are a nice touch.

waynebebay
03-06-2008, 10:22 AM
That's hot! Looking good.

MindTraveler
03-06-2008, 04:03 PM
Very unique style you got going on those feet and hands, very painterly. Good stuff man. I am glad you elected not to cover them up with boots and gloves. Cheers to progression.

-Anwar Bey-Taylor

ocarian
03-06-2008, 04:40 PM
nice work Toast-mangood detail on model
I waiting texture

keep up :thumbsup:

JeeVz
03-06-2008, 05:45 PM
really nice model and i luv the attention to detail you paid on the model.

FreakyDude
03-06-2008, 07:28 PM
still liking this a LOT but something about the wrist/bladebands sets me off. somehow they seem to solid, not just seem, but well dunno why, they just feel wrong. Something which doesn't really feel wrong but does have me wondering, how is he going to get the axe strapped on his back? the way it is secured?

Toast-man
03-13-2008, 05:25 AM
Another update. I've been spending a little time on the body. I haven't touched the head as of yet.

http://img142.imageshack.us/img142/8227/blademaster021vo3.jpg (http://imageshack.us)
http://img142.imageshack.us/img142/9024/blademaster022vj3.jpg (http://imageshack.us)

FreakDude I can see what you mean with the solidness of the wristblades. I not sure them being chunky is a problem, but they do need to be balanced with the rest of his armour. I'll look into it :)

The axe on the back is held in place with a strap that attaches to body strap. You can see it where the cross spikes are on the axes handle. It's a little small, so I intend to add extra attachment points/ or make it bigger in the future.


Thanks for all the comments and crits. Texture hopefully coming soon!

-Toasty

Vertex Groover
03-13-2008, 06:38 PM
he's coming along great. fantastic work. :)

FreakyDude
03-13-2008, 11:30 PM
Looks great, butteeehh, not trying to be the ever annoying critic, I do have some remarks, sorry :P

The muscle definitions are looking really nice, but maybe you are going a little overboard with the wrinkling in em, makes him look very old, maybe he's a "grey crane" but either way I think he looks a tad old this way.

About the axe. I knew about the strap, I ment how is he going to grab it from his back without first having to unzip his belt/strap? The 2 spikes won't fit through the strap and neither will the blade itself... maybe if you make the strap a sort of metal "click" strap, and replace the 2 spikes with a ring, then he would have to twist the axe in order to get it loose, without him having to unbuckle everything.
(ps: OR you could extent the strap with a button, where when twisting the axe, one of the spikes would push against a part of the strap, making the strap's button click open, but then again, when putting the axe away he'd have to unbuckle everything to secure it again...)

If you want the wristblades to be less solid, maybe you could try replacing them with (plated) wristbands which hold the blade, or more of a corset idea, that way it would seem more logical how they are firmly attached to the forearm. And you could put some fur on the inside of the wristbands to show they don't "dig/bite" into the skin.

I'm liking this very much either way, and I'm not up to your level, but if I kept yelling perfect perfect, that wouldn't do you or your work any good either would it?
keep us updated.

Toast-man
03-18-2008, 10:44 AM
First pass head update.

http://img146.imageshack.us/img146/7225/blademaster024tu3.jpg (http://imageshack.us)http://img237.imageshack.us/img237/9742/blademaster025di8.jpg (http://imageshack.us)

-Toasty

FreakyDude
03-18-2008, 09:45 PM
ooww, looks nice and evil, can't really think of any crits...

FabioMSilva
03-18-2008, 10:32 PM
hey man! this looks awesome! good job :)

Toast-man
03-20-2008, 05:00 AM
Hi peoples.. I'm sorry to ask such a stupid question..

How does one update/reload a texture in ZB 3.1 after changes have been made in photoshop? I did a quick search and it appears the LIVE texture update has been removed from version 3.0 or 3.1. What is the work around? Importing the texture everytime you update in photoshop?? what effect does this have on memory/ virtual memory when having a dozen or more instances of the same texture?

lol such a simple thing.... but it's got me stumped.

I've posted the question in the Questions & Troubleshooting Forum on the ZB forum, and the ZB thread here on CGtalk but it doesn't seem that they get too many visits

Thanks in advance!
-Toasty
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