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#1 |
Registered Member
Join Date: Jan 2003
Location: UK
Posts: 29
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Well here it is. Just started on it and all that I am doing for today. I'll chip at it for about an hour a day until it's complete.
![]() He looks kinda warcraftish, but oh well. I like the bulkiness of them and I think in the end when all of the texturing and what not is done, this will turn out to be quite a decent model.
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#2 |
Tutorial Clown
Join Date: Dec 2002
Posts: 817
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great start. maybe his chest has a bit too much bulkiness going on, eh? :p
Cool definition for that few polys. Are you going to Metaform him later to add detail?
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#3 |
Registered Member
Join Date: Jan 2003
Location: UK
Posts: 29
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Yeah, I'm gonna deal with that chest later. A few smooth shifts and spin quads and he'll be just fine. I may metaform him for conversion so that others can share it without having to be confined to Lightwave.
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#4 |
Super Moderator
Join Date: Jan 2003
Location: Sweden
Posts: 1,182
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Very nice start!! Like Philip said its great definition with that low polycount, the face looks a bit squarish but what do I know, maybe thats the way orc guys look
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#5 |
Registered Member
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Well it's starting to come together now. Basic body is done so I'm starting to work out the armor and clothing. You can probably now see why I chose a low polycount for the body. The sash is pretty poly heavy as I used splines patches and a slight jitter to get the random cloth effect. As I get further into the armor and cloth the polycount will go up exponentially. In the end, I'll have to rely on texturing to work out some of the heavier details in the skin.
I went more for a bulky body and less for a defined He-man look. He had to look strong and agile yet savage and dangerous at the same time, not beautiful but sort of rough. Even though I did not go for the define look, I still sorted the polys as such; relative still to the human body. Some would deem this unneccessary however I have found that this can save you from some unforseen deformation problems. Basically I'm in transition stage from orientation to detail. There still are no hands and feet as the feet will be boots and the hands, well let's just say that they are always the last thing that I do. I figure it should be done and fully textured by the end of the week.
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#6 |
Super Moderator
Join Date: Jan 2003
Location: Sweden
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Great progress!! and fast too.. Im looking forward to the end of the week
![]() //Matt |
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#7 |
Registered Member
Join Date: Jan 2003
Location: UK
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I was able to work on it a bit more tonight before bed. Got a wee bit more done but not much. The biggest milestone yet is that I worked out the boots. Now I have to randomize left and right. Yeah I have the mirroring bug. I'll post day 3 tommorrow, I'm tired and going to bed now.
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#8 |
Tutorial Clown
Join Date: Dec 2002
Posts: 817
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that's great progress!
You have accomplished pretty much in a short time. Eager to see more ![]()
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Don't ever argue with idiots. They drag you down to their level and beat you with experience. |
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#9 |
Registered Member
Join Date: Jan 2003
Location: Hilton Head, SC, USA
Posts: 7
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You're amazing teph. When are we gonna see a demo reel?
dave (aka loserbert) |
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#10 |
Registered Member
Join Date: Jan 2003
Location: UK
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Well not much done today. My allergies have been on a rampage of late and those of us whom have them as severe as I do know about the extremely itchy eyes and their constant quenching. Makes it damn near impossible to work on anything but last I my Benedryl has kicked in and now I am sleepy bliss. So here is what I have accomplished today.
I worked out the helmet and started surfacing and grouping. I started on the hands and created the bull helmet. I am also working out the teeth which is extremely difficult because I had to define their use before modelling. Human teeth are easy to do as they are all based on the same pupose of an omiverous diet. Orcs are cannibol meat eaters yet I can't see envision them chewing their food much so I decided not to model molars but more tearing teeth. Of course he will have two big teeth pertruding from the lower jaw but I'll do that tommorrow. I'va also reached an empass as what other kind of armor to put him in. It's a orc and they were not highly technical but brutish. I want it to seem savage yet have some kind of civilization or culture to fall back on. I've been searching the net for various images of orcs and outside of Warcraft 3 and Lord of the rings, there isn't much. Tommorrow I'm going to Simon Bisley's webpage. He usually has some pretty fantasic ideas. So here is the outlook so far. Wednesday - modelling and retouching 100% complete Thursday - UV mapping and texturing Friday - Rig and Pose Weekend, - (optional, animate in 30 second short of some kind. Something quick and painless.)
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#11 |
Super Moderator
Join Date: Jan 2003
Location: Sweden
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Not much to say here other than its great.. I wish I was that fast.. and good
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#12 |
Registered Member
Join Date: Jan 2003
Location: UK
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Thanx Matt.
I'm sorry for not responding Kaiser. I just remember you post so I jamped outta bed to respond. My demo reel, ![]() I am working hard on my weaknesses and making great progress. Facing them down, although difficult, makes you a far better artist that you imagine and soon those weaknesses become your strenths.
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#13 |
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Join Date: Jan 2003
Location: Hilton Head, SC, USA
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Maybe there IS some hope for me then.... I like to work on whatever is kicking my ass at the moment to make myself better. Right now I'm wrestling with ears.
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#14 |
Registered Member
Join Date: Jan 2003
Location: UK
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Alrighty, now all of the modelling is complete. All of the surface names are in order, everything is grayed out again, hands are done, teeth and inner mouth are done. Yep I'm satisfied with the results. Tommorrow I begin UVmapping and texturing. This should be good for those wondering how deep paint 3D operates as it is the texturing program I use for texturing.
There is also a pelt that the wears on his back however I modelled it using the motion designer and will sasquatch for the fur so it will only be seen in the scene file after rigging is complete.
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#15 |
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Got a head start on the texturing.
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