Hey Polycount! I'm trying to get closer to World of Warcraft's style, so I'm doing a smaller project where I can focus on the texture painting. I decided to pick a current area of the game and create props for it that aren't already there. I'm making a forge, anvil, tiled floor, and maybe some more small objects.
Reference:
Concepts:
Meshes so far:
Textures will definitely be the most important part, but I'd love some input on the shapes and style too!
EDIT: I just got some feedback and I'll probably be changing the concept soon. I'd still like to hear what people think of this one though.
WOW has powerful silhouette's on everything. Yours aren't there yet. Spend some time adding polys and adjusting the silhouettes. Add chunky lips and bolts on things. Smooth out handles and curves.
Looking forward to this. Just get the model 3/4 of the way there before you go further.
Nice concept .
My advice for silhouette would be don't be afraid to distort a perfect shape. I.E: Take an FFD modifier and squeeze /push /pull parts of the model you might be suprised at the results. Even a subtle taper can make a big differance from being a boring blocky object to something with interesting lines/shapes/silhoutte.
Or then again i could just be crazy
Thanks for the feedback guys. I had to finish my thesis and then some other stuff came up (exciting things!), so I haven't had tons of time on this.
But now I have time again! I got feedback that the forge was over-designed and wasn't reading like a forge, so I redid the model. Let me know what you guys think of the shapes and my early go at textures.
Hey guys! I think I'm almost done with this project. I'm doing an internship at Blizzard this summer (YAAAAAY), so I'm trying to understand WoW's style better. Criticism is welcome, especially on textures. I rendered these in Marmoset with flat materials and AO.
I think your lighting is looking a little flat. Especially near the embers, bring out the highlights. It would look really cool seeing the bottom part of the forge catching the light from the furnace.
It'd be great to see some smaller detail as well. The face on the forge looks more like it's painted on instead of carved in. It's really straight, add a little more personality by showing how it was constructed, and the effects of time and intense heat. These things will inspire the smaller detail.
The anvil should be significantly more worn in the center where the hammer would be hitting it.
Lastly, I think you could push some of the shapes a bit more. Notice how on that first reference you have, the table with the cauldron is pretty straight but the top is still just slightly flared.
You have straight angles everywhere. The fence, the forge, even the tongs are feel very flat because of this. Also, the forge isn't very big. When I glance at it quickly it looks more like a grill for cooking burgers than it does a forge. Everything in WoW is big and chunky and right now the forge feels kind of wimpy. I think it is a good start but it could use some work.:poly121::thumbup:
Replies
It looks like the tusks should be pointed outward more?
The nose is a little too wide.
The details below the eye are maybe a little too big?
Keep it up, I love the WoW art style and I'm excited to see the texturing!
Looking forward to this. Just get the model 3/4 of the way there before you go further.
My advice for silhouette would be don't be afraid to distort a perfect shape. I.E: Take an FFD modifier and squeeze /push /pull parts of the model you might be suprised at the results. Even a subtle taper can make a big differance from being a boring blocky object to something with interesting lines/shapes/silhoutte.
Or then again i could just be crazy
But now I have time again! I got feedback that the forge was over-designed and wasn't reading like a forge, so I redid the model. Let me know what you guys think of the shapes and my early go at textures.
Here's some more reference:
And current renders:
I think your lighting is looking a little flat. Especially near the embers, bring out the highlights. It would look really cool seeing the bottom part of the forge catching the light from the furnace.
It'd be great to see some smaller detail as well. The face on the forge looks more like it's painted on instead of carved in. It's really straight, add a little more personality by showing how it was constructed, and the effects of time and intense heat. These things will inspire the smaller detail.
The anvil should be significantly more worn in the center where the hammer would be hitting it.
Lastly, I think you could push some of the shapes a bit more. Notice how on that first reference you have, the table with the cauldron is pretty straight but the top is still just slightly flared.
Keep up the good work!