View Full Version : Warcraft Felguard

12 December 2008, 08:58 AM

Just for those of you who don't know, Felguards are monsters from warcraft, they make up the core infantry of the big bad demon army, which is why I like the monsters, they are the cannon fodder and yet they look really badass and could probably kill 20 people at once without trying.

I've been thinking about doing a felguard for a while now and after a while of looking at the concepts and in-game models I finally think have an idea of how to tackle this.

as I only really have 2 concepts and a very low poly game model to go by, I decided to make a quick (and to be honest not very good) base mesh and sculpt it really quick into a general idea for the head and neck, I wanted to do this only with that part as the rest of the body is only a slightly out of proportion normal human.

here is the quick sculpt, nothing fancy just a more specific shape than a cube really and a little bit of future details in rough stages. this model has no eyes or teeth, that's why he looks like he's smiling.

I'm going to use this model to make a more specific shaped base mesh and while I'm doing that I'll add the teeth (eyes aren't as important as they don't really need to fit anything like the teeth do)

anyway, I would really like as much help as you guys/girls can give me as I don't have much experience modeling living things (I'll post a wireframe of the next model, this one would just be embarrassing...)

P.S. this is going to be a game model, just higher poly than the WoW model is. because its a relatively large monster I'd assume it will be around 10k - 15k but that's just a guess right now.

Edit: I just realized that when I rendered those out I was using the terrible lighting set up that max seems to start off with these days, gives weird lines on parts of the model and whatnot, so I fixed it.

12 December 2008, 05:07 AM
So I finished a real basemesh this time and I'm not ashamed to show wireframes of this one, tell me what you think, I'm gunna wait a day or so to sculpt this and do some real life stuff instead but I would like to know any major topology problems or huge shape issues before I start that, but as of now I'm fairly pleased with it. (by the way, the teeth in the rendered pic are barely placeholders, just to get an overall idea)

12 December 2008, 08:51 PM
Alright Did a pass of sculpting on the good mesh, added some some eyes and teeth that are in their correct places and just need to have detail added to them.

the pass is still not too detailed, I'm probably going to model the helmet so I can see what I really need to put more detail into, as its a monster and not a main character that could potentially change equipment the helmet is probably going to be a part of the head mesh and not able to come off. I'm not sure if there is a reason or not to do that, but if there is I would like to know please.

01 January 2009, 04:09 AM
I decided that because the concept called for a helmet and after a while of experimenting, that he needed to have more space at the back of his head, so i changed that general area. I also did some tweeking of the details I already had, nothing really new, I don't want to do any major skin detail as it will just take a long time and I can do it just as easily afterwords in a texture. I'll take suggestions on what I should add more detail to because I have no idea, but I do know that there could be more.

03 March 2009, 08:11 PM
still makin this? guess i should pay you back for the swords you helped me on :p. i took a look at a felguard here and noticed some differences: for instance, in the concept he actually has lips lol, and his teeth arent so sharp. I suppose you have different ref? or you just wanna make him look scarier (which is cooler than the original). the sculpt looks nice so far, especially around his teeth. since you said you want to do the skin detail in the texture, i can't think of how you can make the basic shape of his more detailed. I say move on to the body (if you haven't done so already).

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03 March 2009, 08:11 PM
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