View Full Version : HMC #11 - Hank the Werewolve

10 October 2007, 08:55 AM
hey all,

this is my first HCM and my first real game character. so my objectives are more to learn and feel the drive of such a challenge than to outdo the veterans (even if i could) :scream:

you may notice that DDS has chosen ( "Hank the Werewolf" before me. but i knew from the beginning that this one was the _one_ and as the artist danielh68 ( confirmed to do me some orthos for modelling reference i cant let this chance go (thanks daniel!). i wish DDS good luck, and as his portfolio shows professional references in character artistry i assume he will do the better job . so there'll be no fighting, just comparing. maybe he will get me off the hook once. :)
(notice: if roberto prohibits it, i'll let him close this one, of course)

ok.. good luck everyone!

10 October 2007, 02:58 PM
Good choice.
I wish you luck.


10 October 2007, 10:34 PM
-strike- :)

did some warmup over the day breaks. when i get the orthos from daniel i'll try to fit the mesh to it. it would be nice to hear some comments about the loopflow, i'm a bit unexperienced in organic topology :rolleyes:...

i'm collecting references for accessoire sets, i was thinking about different clothing and weapon sets.. machetees.. sawed-off shotgun... knifes.. western boots..
according to the notes daniel gave me i will set up a story and environment for hank.

notice: "werewolf" is the correct singular. but artist's choice :]

best regards,

10 October 2007, 11:16 AM
Looks like you are off to a good start.:thumbsup:

With this concept being worked on by 2 artists, I cant wait to see where you guys will be taking it respectively, so keep it up!

PS: Falls Du das Forum noch nicht kennst, join-e uns doch auf (! :)

10 October 2007, 09:39 PM
pew.. hard days rocking...

being kind of stunned by watching DDS do his maestro thing... gulp

i wasted lot of time while trying to fit the head mesh to the concept orthos and by tidyin the loopflow. should have better worked out the raw mesh of the whole body before going into more detail on the head.

this evening i managed to poly-by-poly-model my way down to the belly, where i will get problems inserting the right balance of muscles and grease. arms will be easier i think.

i've shot several steps of the progress from vieport to illustrate my oddysee. will upload them later.

concerning the mesh in general: i presume my way of modelling makes it impossible to use smoothing algos at this stage, because the smoothed result is just disgusting at the moment. i think i'll go on with manual detailing as far as possible, although this will cost more loads of time. i'll go for a low res version first and save for potential needs after raw modelling.

C&C are welcome as always. hope you can help at topo and anatomy.

// you see, i'm bit depressed. being cat under lions is just one of the reasons ;)
thx onetoe

10 October 2007, 06:06 AM
hey man, what's up! I think your topology looks great. Much better than mine indeed :D I suck at that. Well anyways here is some advice.

I usually make a chart, a big one that i keep on the background/2nd screen and I alt+tab once in a while. It contains all that I really think my character will need. In this case, since I never did a wolf before, I used the attached one. I will make a new one for the clothing, another for boots. For body I have some cool anatomy books so I don't really care that much. But who knows, I will probably end up making one for the detailing and the fur on the back/hands.

Also I recommend having a 3dsmax file where you trace the concept outline/main shapes with splines, then in the front view put those splines on top of the model to check proportions, just in case.

Looking at your guy, my main points are head looks too flat right now, which makes it too small compared to the body, and waist/hip are too wide.

Anyways I'm really looking forward to what you come up with. Are you gonna use Zbrush?

10 October 2007, 08:59 AM
hi DDS, very motivating to see you caring about my progress :)

i uploaded my chart-alt-tab-thing to the attachments. i used it for general proportions and arranging my loopflow. additionally i used the concept orthos by daniel as background in my ortho viewports to directly fit the shape. they might not be perfect but they gave me good reference. on the body they wont help much, but the raw proportions are defined.

the spline-tracing thing might be useful. i use a raw mesh in background for general proportions but it dont gives me the real shape. so i'll try the spline thing

head shape sucks, i know. when i took a look at the time i panicly jumped over to the torso and this is what i came up with. i'll invest some time on the head again when arms and torso are ok.

my further plans... pew.. i do not have real scultping abilities at the moment, but i will try to sculpt it when i got a clean mesh. if i fail i will go for more detail my manual modelling and maybe the rest by texturing in displacement / bump. i never saw this zbrush-normal-map-base-mesh pipeline work, but it sounded cool to me. we'll see


10 October 2007, 09:48 AM
Sweet progress!

A few things strike me as a bit off:

I agree, the head/eyebrow region +up is a bit flat and wide for a wolf-like appearance. (Fast als ob der eine mit ner Bratpfanne übergezogen gekriegt hätte. ;) ) I dont know your ortho ref's though. Should be easy and painless to fix.:thumbsup:

The snout seems too wide right in the front. Right now it looks a bit more like that of a chimp in the front view.

The upper arms seem a tad too short.

Other than that, very nice work.
Keep it up! :thumbsup:

PS:Are you going for a somewhat overweight/beerbelly werewolf? I'd actually like that a lot as additional interpretation of the original concept, to tell you the truth. It'd make your entry very original!

10 October 2007, 08:29 PM
Heads up

HCR Modeling Halloween ONE MOTH TO GO! (Dateline is November 16th) (


11 November 2007, 08:55 PM
hi people

sry for long abscence, my recent steps:
(i'll post some details later)

thx yours toey ;)

i needed to pause this project because of school matters. there's lot of trouble finding job / place to study after school/college/

this is my first rendering in subd, but i hate subd at this level. i hope i will have the time to do some serious sculpting, after i finished hands. those boots are looking not very serious and in whole he looks more like some plastic puppet. i hope the monster style will come out with fur and more details.
i'm going for beerbelly style, yup. his head is still ugly..
i hope you got some comments for this :)

thx, onetoe

some wires:

11 November 2007, 08:26 PM
HCM#11: Halloween Monsters: Hank the Werewolf
(heavy img amount - loading >4MB)

1.Wire Views

2. Smooth Ortho Views

3. Progress

4. Official Wips (;P)

see earlier posts

6. Problems

- difficult reference situation ~> more preparation!
- time wasting by mesh refining ~> dont tweak at low poly meshes till eyes reddening
- inexperience in anatomy
- no project management ("if i had known my job costs me time...")

7. Positive Steps

- practice in low / hi res poly modelling (achieve the most with less)
- interest in character art
- see the difference: pure subd and sculpted chars
- practice in project presentation (*g*)

Thanks everyone, i really liked to be a part of this! Thank you for accepting my work although i did not use any sculpting app and i've been part of the less amateurs in here. I'd like to finish, pose and sculpt him, but first the mesh must get completet. I also think this was a false start for a sculpting job, maybe you could help me finding a better one.
Comments & Critics are welcome!

Best Regards

PS: visit my new crossmedia portfolio: CLICK (

11 November 2007, 12:44 PM
Damn, OneToe, I wanted to see this finished as it is looking very, very promising!

I really like the direction you were taking this into and would just have loved to see you go toe to toe with DDS.

Anyways, I sure hope you are gonna keep working on it. If you do, why not transfer the wip over to pixelplausch and finish it there, with the rest of us cheering and critiqueing you on?

As a learning experience, there is no better way than to actually finish what you started and I mean all the way. I'll be there for serious advice, if you want me to.


CGTalk Moderation
11 November 2007, 12:44 PM
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.