Can you grab a screenshot of the sculpt zoomed out to game scale?
Let's see how chunky it is if it would be in game. Esepcially in HotS, almost everything is ridiculously chunky so it looks like action figures fighting on a board. Reminds me of XCOM in that way.
Also, red wax is kind of an ineffective mat cap. It highlights things unnecessarily. you'd be better off with a gray clay mat cap.
haven't thought about a weapon that would fit him yet, but one of the attacks would be to throw dynamite those sticks would be attached to the backpack and his mount would be a coalcart.
Hi Tom, Thank you! That would in fact be a good idea, I was thinking of a replacement for the Pickaxe because that looked so mainstream. I was thinking about the kind of pickaxes where you have a hammer part.
Made the tail a bit bigger, added the toe nails and shoecloth, next up is to change his calfs a bit and add his pants. (also need to add eyes obviously make the ears bigger, make hands, continue backpack and make a weapons and mount.
Still doesn't quite feel chunky enough. See what happens if you scale up the mass of the hands, backpack, and candle by 200%.
A lot of HotS's form and feel is just chunky action figure. much more than WoW, as far as I can tell. If you can get that done in the sculpt, you'll have done a lot of the work already.
Hey JasonV, the model looks better now! What Matcap're using? I think the biggest problem I see is in the head, the muzzle of Kobold that should be bigger, even exceed the size of the skull. otherwise the eyes would be better if they are not as ripped and were more rounded.
I chose for a smaller snout that is more correct to real life animal, Firstkeeper told me to watch more to realistic animals for the snout because the anatomy of the kobolds is from warcraft and is very old and not realistic enough for a heroes of the storm character.
I've changed the ears and reshaped the fingers and scaled the shovel for a better silhouette.
I was thinking what was still missing and I'm not sure if I should add the gloves that all the kobolds wear. What do you guys think about adding something between the straps of the backpack? Also need to add the beard. Any other suggestions or feedback? I really could use some feedback before I start Retopo.
So, I've placed him into a map of HoTS to see what should be different:
- Weapon should be wither
- Shovel should be wither/Thicker
- Add gloves so hands look bigger
- Add beard
- Make Dynamite bigger
The beard is reading too uniform and small. Is there anyway to chunkify the beard into clumped strands as separate subtools?
Also feel like the snout could flare out in size as it goes towards the nostril, a la like the models in WoW. I think it would add more interesting forms to the head.
Hi Brian, Thank you for your reply.
In the first steps of my progress the kobold had a more wide snout,
but after some feedback from someone at Blizzard they told me the anatomy of the kobold in warcraft is outdated and i have to watch anatomy of realistic animals, so i combined rat with tasmanian wolf. I will have another watch at the beard and make some whiskers.
personally, i'd want to see the straps of the backpack be a little thicker/chunkier. at full resolution, they read as paper thin, but in the game-res shot a few posts back, the straps barely reads at all.
otherwise, i really like the progress of this entire project. good job!
Instead of creating a kobold as hero character for Heroes of the Storm I've changed my mind and created them as minions.
The one with the pickaxe in hand will be the melee, the ranged will throw with dynamite and the caster will have a candle on his shovel.
Especially when seeing them in-game next to some of the official artwork they don't mesh well. The HOTS characters make heavy use of light and shadow, gradients, and a general hand-painted feel. Your kobold reads as mostly flat colors, maybe some AO, but not anything spectacular when looking at the hero standing in front of them.
You need to define the items on the backpack as well. The backpack, the shovel and the dynamite all have the same relative color value, so there's nothing separating them. They read as one big shape.
Lastly, you have several different types of materials - metal, wax, skin, cloth - but they all read as basic color. There's no mistaking the gold on the hero's armor, or the ruby on the spider's abdomen. Those various materials you have should read instantly at this distance.
Replies
Let's see how chunky it is if it would be in game. Esepcially in HotS, almost everything is ridiculously chunky so it looks like action figures fighting on a board. Reminds me of XCOM in that way.
Also, red wax is kind of an ineffective mat cap. It highlights things unnecessarily. you'd be better off with a gray clay mat cap.
:S
A lot of HotS's form and feel is just chunky action figure. much more than WoW, as far as I can tell. If you can get that done in the sculpt, you'll have done a lot of the work already.
If you need refernce, Mr. Jack's concepts are pretty clear about "These guys are huyge." http://mr--jack.deviantart.com/art/The-Lich-Prince-546328875
made the bag, the candle and hands bigger
* Good progress!
I chose for a smaller snout that is more correct to real life animal, Firstkeeper told me to watch more to realistic animals for the snout because the anatomy of the kobolds is from warcraft and is very old and not realistic enough for a heroes of the storm character.
another view from the top (as ingame)
If you would have any feedback or tips and tricks, feel free to let me know.
I was thinking what was still missing and I'm not sure if I should add the gloves that all the kobolds wear. What do you guys think about adding something between the straps of the backpack? Also need to add the beard. Any other suggestions or feedback? I really could use some feedback before I start Retopo.
- Weapon should be wither
- Shovel should be wither/Thicker
- Add gloves so hands look bigger
- Add beard
- Make Dynamite bigger
The beard is reading too uniform and small. Is there anyway to chunkify the beard into clumped strands as separate subtools?
Also feel like the snout could flare out in size as it goes towards the nostril, a la like the models in WoW. I think it would add more interesting forms to the head.
In the first steps of my progress the kobold had a more wide snout,
but after some feedback from someone at Blizzard they told me the anatomy of the kobold in warcraft is outdated and i have to watch anatomy of realistic animals, so i combined rat with tasmanian wolf. I will have another watch at the beard and make some whiskers.
That's really impressive!
Looking forward for this one!
small update,
small tweaks here and there and gave the weapon detail
otherwise, i really like the progress of this entire project. good job!
The one with the pickaxe in hand will be the melee, the ranged will throw with dynamite and the caster will have a candle on his shovel.
You need to define the items on the backpack as well. The backpack, the shovel and the dynamite all have the same relative color value, so there's nothing separating them. They read as one big shape.
Lastly, you have several different types of materials - metal, wax, skin, cloth - but they all read as basic color. There's no mistaking the gold on the hero's armor, or the ruby on the spider's abdomen. Those various materials you have should read instantly at this distance.