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Old 12-09-2002, 03:04 PM   #1
ether's Avatar
Caroline Delen
Freelance Character Artist
United Kingdom
Join Date: Dec 2001
Posts: 38

Orc and centaur

Hi all

Been working on another 2 low-poly characters lately - an orc and centaur, both were modelled just for fun. The orc is 2531 polys and the centaur is 3000.

Here's the concepts for both characters:


And the low-poly characters:

Orc shaded renders

Old 12-09-2002, 03:21 PM   #2
Dave Rack
Lead Artist
Criterion Games
Guildford, United Kingdom
Join Date: Feb 2002
Posts: 257
Hey Caz... not bad at all young lady,

no crits from me
Old 12-09-2002, 03:39 PM   #3
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Anders Ehrenborg
Senior Artist
Wellington, New Zealand
Join Date: Jan 2002
Posts: 1,747

very nice. best lowpoly characters I've seen in a long time, great style
Digital Banana Studio
Old 12-09-2002, 03:46 PM   #4
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Michael Palm
Game Artist
Join Date: Jan 2002
Posts: 78
l like both of them very much..=) Good work.
I like your style.

Keep it upp.
Old 12-09-2002, 03:50 PM   #5
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Fabian Hofmann
freelance Digital Artist
Munich, Germany
Join Date: Mar 2002
Posts: 426
Incredible! Amazing modeling, great textures!

Old 12-09-2002, 04:15 PM   #6
Jon Lauridsen
Technical Artist
Join Date: Mar 2002
Posts: 1,216
Wowza nice
I so dig the style of the centaur, very cute. ..I suppose theoretically there might be a boobage factor playing in as well, but hey, I'm not complaining.

Crit wise I was going to mention something about the lack of detail-consistency, but I dig the current clean style. Ie., say, Mepi's cloth has this verry nicely detailed alpha-mask it seems, and Beebi's armour has tiny scratches, and yet their skin seems largely undetailed. But as I like the current clean sort of stylized look it gives I'm.. er.. not going to mention that.

Instead I'll nitpick and mention how I think Mebi's transparent.. torso.. cloth thing is perhaps a tad straight all across his waist? Unless he's the kind of Orc that doesn't play with the other Orcs and instead spends hours lining his clothes up perfectly in front of his full-size mirror at home
Old 12-09-2002, 04:22 PM   #7
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Join Date: Nov 2002
Posts: 55
If these are just for fun, what can you do for money?!?....
Don't get me wrong, I mean that your creatrion is really professional!
Old 12-09-2002, 06:12 PM   #8
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Jonathan Williams
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They both look really good. Can I see a wire frame and texure map for the orc? It will help me with the model i am making now. Thanks! Great job.
Old 12-09-2002, 08:09 PM   #9
Donnie Taylor
Join Date: Feb 2002
Posts: 172
Great style and models.
Old 12-09-2002, 10:58 PM   #10
ether's Avatar
Caroline Delen
Freelance Character Artist
United Kingdom
Join Date: Dec 2001
Posts: 38

Thanks everyone

I'm currently rigging the Centaur, and hope to be animating these two characters as well as my low-poly elf I posted a while back

gaggle: Thanks for pointing out Mepi's belt, its supposed to be quite tight around his waist, but I'll make it curve a bit, so it's not so straight around the torso

AgentX: Here ya go - Screen shots and the texture sheet -

Old 12-09-2002, 11:51 PM   #11
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Join Date: May 2002
Posts: 242
Wow those are truly professional low poly models.. amazing, I wish I had a girl friend who could do stuff like you lol...
Old 12-10-2002, 12:41 AM   #12
Brian Decker
New Member
Join Date: Aug 2002
Posts: 9
I'd be curious to see how the Orc model deforms, especially around the shoulders. How far can he lift his arms without the shoulders collapsing?

Great work overall though. I think your style is great.
Old 12-10-2002, 01:47 AM   #13
Jon Lauridsen
Technical Artist
Join Date: Mar 2002
Posts: 1,216
Blerch, cursed shoulder-areas, always troublesome.

Brian, there was a link recently on.. well.. can't remember if it was CGTalk or CGChannel. Anyway, the general idea was about driving morph targets based on the angles of joints. The article spoke Mayaeese, but the same concept shoud be applyable to any half-decent program.

The point is that it ought be possible to take your average rig, move its arm up real good and high, then make a morph target and tweak the mesh so it looks purdy and uncollapsed in that position, then link the 0%>100% slider to the angle of the arm-joint, and voila, the more the arm is raised, the more the morph target goes in and fixes so things keeps looking nice.

I haven't had a chance to try it out yet, but it sounded fairly basic-ish to get working.

So ether, if you get into trouble with the skinning maybe that technique could be helpful.
Old 12-10-2002, 02:01 AM   #14
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Those are sweet and so was thnat character you did about a month back. Everytime I see your stuff I get inspired. Keep it up
Currently seeking employment in games
Old 12-10-2002, 03:33 AM   #15
I turned into a martian!
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Paul LaSalle
Art Director
Nerd Kingdom
McKinney, USA
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gosh youre really talented, how long did these take...I'm struggling just to put together some decent portfolio material, but youre stuff just puts my puny efforts to shame...

but it inspires me to
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