Heya Polycount,
I've recently decided to make an entry for the blizzard student art contest, but before i start I'm going to drop some disclaimers lol
I am not very familiar with WOW apart from reading some lore and drooling over the art.
I don't live in the United States or Canada so I'll just be doing my own thing for fun and of course learning purposes.
And I'm still very new to modeling
With that said any feedback is most welcomed
Requirements:
Character or creature with some clothing/armour.
6000 polys
1024x1024 texture
contest can be found here:
http://us.blizzard.com/en-us/company/careers/university-relations/contest.html
My character is a an escaped lab rat. Due to experimentation he has grown to an abnormal size and gained increased physical attributes. He has a mutated ear that he cut off from his body and uses as a light source. He catches rats for money but unbeknownst to his employers he tames his brethren and keeps them on his person.
UPDATE
And long post go!
Wireframe:
And
Questions!
Trying to understand deformation and triangles.
- Triangles/vertices and edges are added to keep the form as parts move?
In my case a middle loop is used to retain the elbow as the limb bends, the triangle with the two edges stops inward collapsing?
I'm guessing this is for low poly situations where I cant add anymore quads.
I found the triangle direction varies in different models even if the limbs bend the same way.
Sorry for the long post! i'll try reduce em in the future
Replies
In WoW everything is "big".
I have to admit at the moment this don't scream "WoW" to me.
Thanks for the feedback
hopefully this is bit better, the ear needs more tlc
If it was me, I'd personally go with the former, have light or no armor and have him in a top hat and long jacket, which is kinda ripped or worn.
The only reason I'm saying go for the merchant design over warrior is because I can imagine him as a vendor at somewhere like the darkmoon faire selling poisons or shady stuff like lockboxes that can either contain great items or junk anyway I'm rambling, just my 2 cents!
Also, in your lore you say he cut off his ear, but in your current model he still has his ear. Would be cool if you added some asymmetry with that lore aspect (love it btw), and really pushed that story aspect.
@Add3r ah heh his "ear" is on his back . Its going to be magical and stuff.
Again thanks for the feedback
Slowly working on this and learning lots
Some questionable uving and mirroring choices and realizing how important topology is, not just for deformation but pretty much for everything lol.
And i think the deadline for the contest is over, not too sure but the primary focus for this was to create a model to completion so i'll keep working on this little guy.
EDIT: Forgot to mention, I gave Connor a similar point on his Blood scarab project - you can try to mix up the colors a bit more on the skin/fur so its not just a block beige or yellow. If you look at Firstkeeper's Thunder King work on WoW - http://www.polycount.com/forum/showthread.php?t=128955&highlight=thunder+king
...the orc for example isn't just green, but a mix of other colors like Blue on the Feet and yellow in the muscle cavities.
Read Firstkeepers Tutorial in the vertexhd pdf and found out I was viewing my model all wrong and in retrospect...makes a lot of sense since i'm painting a diffuse only. So now I'm viewing my model with flat lighting. Also incorporating mudbox into my workflow makes things a whole lot easier.
Still needs more colour variation i know but i think il do that later down the road so it's easier to control
Vertex hd vol1 pdf found here :http://www.artbypapercut.com/
did not know there was a vol2 until now :O. so excite
@Torch thanks for your continued feedback and that paintover, it's super awesome. I cant seem to get my folds right but i think thats cause of my topology which I need to be more careful with in future models ^^.
@ducckz thanks for following sorry for the slow progress lol.
Nice work so far.