Ah mario, she looks a lot more orcish now with those teeth Very nice man. Are you going to do the hair with a hair plugin? If yes, which, cause I'm still looking for a solid one for max 7.
hey, i'm doing her in modo and rendering in LW. Not sure about the hair yet but whatever i do it probably wont work for Max.
So far i've been playing around with 2 point polys extruded a long a path which is not perfect but doesn't require any plugins. LW has sasquatch light, will have to look into that maybe.
The sharp lower lip is in the list of things to be fixed.
Daz - Yeah, i'll have to play with the eyes probably. I'm having a hard time getting myself to make her look evil. Been playing too much WoW i guess. My lvl56 hunter babe is just too gorgeous http://www.strangefate.com/webby/orcshe-ref.jpg
Modo's great, you should go to luxology's site and give the new vids a look ( http://www.luxology.com/modo/102/ )
The Orc head itself was based on the rather boring female head from my medieval chick. I used 1 tool 90% of the time to change the female head into the Orc head in almost no time. The sculp tool works Zbrush-ish. You can 'paint' and shove the geometry around with defined strength, radius and modes (multiply etc). Instead of having a messy and incontrollable mesh as in Zbrush you keep a clean SubD one in modo.
The body is the skinny one from the medieval chick too, just had to beef it up. You can make a lowpoly cage around it. Deforming the lowpoly will then softly deform the hipoly too, no need to ever touch the lowpoly. Very helpfull to easily modify complex geometry. http://www.strangefate.com/webby/orcshe-modo.jpg
Haven't gotten around to do any hipoly mechanical stuff yet but it's supposed to have nice stuff there too. Really liking it so far.
Almighty_gir - So they have no sexual organs at all ? I like the tribal roots type (WoWish) of orc better. You can tell Blizzard inspired all the races on existing cultures. Tauren are clearly Indians (the native american kind), trolls are voodooing-jamaicans, and Orcs seem to have an african thing going on. Elfs are based on Michael Jackson and humans on Saturday night fever 70's look. Undead are heavy metal/rocker freaks.
I like the idea of making the races more believable, rather than just engineered brutes.
Nothing wrong with using Ngons, they're there to be used. The original base head mesh was my first hipoly mesh ever so it inherited some rather not great geometry.
Pogonip - hmm i guess so. I guess the trick is just to do things without really caring about it. In the end, it will come out good if you worry less about it.
And i didn't have to redo the ears, just stretched the original ones within 2 mins
Marine - I'd do an african looking nightelf... or the Orc even. Did i say female Orcs have a sexy dance ingame ?
Green's the new tan.
Have a look on CGTalk, alost every second model is based on her
But it is looking good so far... interesting to see the changes you made to make it look like an ork... but maybe you still have to go further, to make her look less human (but this will probably destroy the 'cute' look).
Oh and I would suggest modeling her not looking down, even when your reference picture is like that (turn it).
I must say, using Angelina J. as reference to model the original face was the worst thing i could have done. She has an incredibly standard/average/uninteresting face. She's cute and all that but the face doesn't say much for itself.
I'll keep the 'human' look, it goes with the WoW orc style and i like the idea of her looking kinda african/tribal. I can still make a horrible troll when i'm done with her.
I find it easier to model things in a natural position, if i modeled the head facing perfectly straight i'd probably screw up the throat or neck at some point. Don't see any disadvantages in modeling so, matter of personal preference i guess.
I find it easier to model things in a natural position, if i modeled the head facing perfectly straight i'd probably screw up the throat or neck at some point. Don't see any disadvantages in modeling so, matter of personal preference i guess.
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I don't know what is more natural about having the face looking down, but there are several 'not a matter of personal preference' reasons why you should model with a face looking strait forward.
Mostly because that way you will not have a 'too short' looking face in the front view (excpecially bad when working on an orthogonal X/Y front view)... and also all sorts of other smaller errors that can appear when shaping a feature in the front view.
Last but not least, if the eyes are looking up (because the face is looking down), the upperlit is in a very 'squished' state (even more so than with a normal open eye), which certainly doesn't help either.
I hope that made sense
I dunno, i dont walk around with my face in a perfect 90 degree angle, but then, i like to pretend i'm evil.
I still see it as personal preference. If someone has problems riding a bike, he obviously shouldn't. I dont have problems modeling that way as most modeling is made in the big 3d window.
The wireframes screenshot in the first post is pretty much my viewport setup, i only use front/side as optical reference and model in the 3d port, where i'm free from any misleading distortion a flat view might bring.
I understand what you're saying but squished faces and any related problems are bound to the 2D viewports and shouldn't happen if you think about what you're doing, rather than just trace a face image.
You should be able to model free from any of those problems. In a program like ZBrush, you wouldn't even have 2d viewports as help, with your 3D perception being all you have. In other words, modeling in a 3d viewport lets you do whatever you want to do in any pose or angle you want to.
Yeah, the head needs a touch more detail, maybe some sharper cheek bones or a sturdier jaw. I was actually disappointed when Blizzard decided to make obvious female representations of the various races. Some, like the Tauren, could have expressed femininity in ways other then the obvious.
NICE! I wasn't too up on the Orc being so human like besides the head and skin tone but the costume really pulls it together. It looks very similar to the Blizzard Cinematic costume designs. The lack of oversized tits is also see for a change.
That is just plain awesome StrangeFate. I realy love the detail you are putting into this and the scene. I cant wait to see it all put together and textured.
dang .. I really like the strips and straps.. they really look like they are on that thing. Is that just hand placed? Or some kind of baked physics geometery.. thingIdontknowwhat imtalkingabout...
They're hand placed. Modo has backround constrain. I can put the skull and staff in the backround layer and whatever i model and move in the working layer, will snap to the surface of the staff, without letting me clip through it.
the orc chicks head seems a little... strange, its like she has a really flat forehead, and shows that off near the sides of the head (where it starts to head back to the side of the skull. The curve there just seems too harsh, and could be more gradual to accent the soft green features in the rest of the face. It almost looks like her actual brow is too high, that may be 'orcish' but it seems unnatural and goofy (despite the fact that its a green woman...)
Moose, i see what you mean. The eyebrow area stands out, a bit monkey style, which makes the lower half of the forehead rather plain. It's still rounded but as much as you are used to on humans.
The only solution i see for that would be to soften the eyebrow area which would then probably make her look more human, and less Orc.
Nice work Fate, I'm really loving the strappage in generel though I think Moose is on the money with the head crits, she looks a bit too stretched in the wrong places.
I reckoned she's gonna be something special when shes finished with..
This is defintely some cool stuff. We haven't been seeing many female orc models around, in fact i don't recall any. The lower lips are questionable, i think they'd look more orcish if you pulled them out a bit to signify that lower jaw look that comes with orcs. Then again, that would compromise with the feminine aspect of your model.
The body of the staff looks blocky, other than that, i'm really looking forward to this model posed.
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It's all SubD, i sometimes keep the SubD level pretty low to work and render faster, but i can just press the + key and it will smooth everything by another level... it will just feel like modeling a cube in a C64
She's pretty much done now, gave her some feet and sandals. I've been waiting for the next modo update that's supposed to have hair, but i might just go for the good old polygons strands and alpha hair.
and a close up on some feathers, lowest SubD level again so the rest looks blocky in the render.
looks fantastic, I woulda made the skull bigger (wider more partcularly) since at this current stage it looks to be more fashion than any real use as a pauldron.
It is a fashion thing, she's more the mystic kind. It was bigger first but it did look too much like a shoulder armor piece.
The axe is pretty small too, more the tool and self defense kind, for when you go take a pee in the woods and this bear jumps you out of nowhere.
Replies
So far i've been playing around with 2 point polys extruded a long a path which is not perfect but doesn't require any plugins. LW has sasquatch light, will have to look into that maybe.
The sharp lower lip is in the list of things to be fixed.
but anyway. it looks really cool i see a couple of heptagons but...i guess you already know that too.
http://www.strangefate.com/webby/orcshe-ref.jpg
Modo's great, you should go to luxology's site and give the new vids a look ( http://www.luxology.com/modo/102/ )
The Orc head itself was based on the rather boring female head from my medieval chick. I used 1 tool 90% of the time to change the female head into the Orc head in almost no time. The sculp tool works Zbrush-ish. You can 'paint' and shove the geometry around with defined strength, radius and modes (multiply etc). Instead of having a messy and incontrollable mesh as in Zbrush you keep a clean SubD one in modo.
http://www.strangefate.com/webby/orcshe-modo2.jpg
The body is the skinny one from the medieval chick too, just had to beef it up. You can make a lowpoly cage around it. Deforming the lowpoly will then softly deform the hipoly too, no need to ever touch the lowpoly. Very helpfull to easily modify complex geometry.
http://www.strangefate.com/webby/orcshe-modo.jpg
Haven't gotten around to do any hipoly mechanical stuff yet but it's supposed to have nice stuff there too. Really liking it so far.
Almighty_gir - So they have no sexual organs at all ? I like the tribal roots type (WoWish) of orc better. You can tell Blizzard inspired all the races on existing cultures. Tauren are clearly Indians (the native american kind), trolls are voodooing-jamaicans, and Orcs seem to have an african thing going on. Elfs are based on Michael Jackson and humans on Saturday night fever 70's look. Undead are heavy metal/rocker freaks.
I like the idea of making the races more believable, rather than just engineered brutes.
Nothing wrong with using Ngons, they're there to be used. The original base head mesh was my first hipoly mesh ever so it inherited some rather not great geometry.
Pogonip - hmm i guess so. I guess the trick is just to do things without really caring about it. In the end, it will come out good if you worry less about it.
And i didn't have to redo the ears, just stretched the original ones within 2 mins
Marine - I'd do an african looking nightelf... or the Orc even. Did i say female Orcs have a sexy dance ingame ?
Green's the new tan.
wow, angelina jolie!
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Have a look on CGTalk, alost every second model is based on her
But it is looking good so far... interesting to see the changes you made to make it look like an ork... but maybe you still have to go further, to make her look less human (but this will probably destroy the 'cute' look).
Oh and I would suggest modeling her not looking down, even when your reference picture is like that (turn it).
I must say, using Angelina J. as reference to model the original face was the worst thing i could have done. She has an incredibly standard/average/uninteresting face. She's cute and all that but the face doesn't say much for itself.
I'll keep the 'human' look, it goes with the WoW orc style and i like the idea of her looking kinda african/tribal. I can still make a horrible troll when i'm done with her.
I find it easier to model things in a natural position, if i modeled the head facing perfectly straight i'd probably screw up the throat or neck at some point. Don't see any disadvantages in modeling so, matter of personal preference i guess.
I find it easier to model things in a natural position, if i modeled the head facing perfectly straight i'd probably screw up the throat or neck at some point. Don't see any disadvantages in modeling so, matter of personal preference i guess.
[/ QUOTE ]
I don't know what is more natural about having the face looking down, but there are several 'not a matter of personal preference' reasons why you should model with a face looking strait forward.
Mostly because that way you will not have a 'too short' looking face in the front view (excpecially bad when working on an orthogonal X/Y front view)... and also all sorts of other smaller errors that can appear when shaping a feature in the front view.
Last but not least, if the eyes are looking up (because the face is looking down), the upperlit is in a very 'squished' state (even more so than with a normal open eye), which certainly doesn't help either.
I hope that made sense
I still see it as personal preference. If someone has problems riding a bike, he obviously shouldn't. I dont have problems modeling that way as most modeling is made in the big 3d window.
The wireframes screenshot in the first post is pretty much my viewport setup, i only use front/side as optical reference and model in the 3d port, where i'm free from any misleading distortion a flat view might bring.
I understand what you're saying but squished faces and any related problems are bound to the 2D viewports and shouldn't happen if you think about what you're doing, rather than just trace a face image.
You should be able to model free from any of those problems. In a program like ZBrush, you wouldn't even have 2d viewports as help, with your 3D perception being all you have. In other words, modeling in a 3d viewport lets you do whatever you want to do in any pose or angle you want to.
The skull was done pretty quick with modo's sculpting tool (Zbrush-like)
that body is amazing work, lovely.
and a little swamp scene i started to put her in
best wrist ref I could find
http://www.biodrogausa.com/products/spa_sensation/fitness-wrap/model.jpg
http://www.leanladies.com/corinthagiangrande/pictures.htm
hmm you can see the wrist bone, it's either the angle of the lighting in the shots. I'll see if i can play with it tho.
They're hand placed. Modo has backround constrain. I can put the skull and staff in the backround layer and whatever i model and move in the working layer, will snap to the surface of the staff, without letting me clip through it.
always an inspiration.
the orc chicks head seems a little... strange, its like she has a really flat forehead, and shows that off near the sides of the head (where it starts to head back to the side of the skull. The curve there just seems too harsh, and could be more gradual to accent the soft green features in the rest of the face. It almost looks like her actual brow is too high, that may be 'orcish' but it seems unnatural and goofy (despite the fact that its a green woman...)
Fucking hell stragefate, thats awesome.
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Mmmmmmmm - green and cute .
Moose, i see what you mean. The eyebrow area stands out, a bit monkey style, which makes the lower half of the forehead rather plain. It's still rounded but as much as you are used to on humans.
The only solution i see for that would be to soften the eyebrow area which would then probably make her look more human, and less Orc.
http://www.strangefate.com/webby/sheorc-headwires.jpg
I reckoned she's gonna be something special when shes finished with..
The body of the staff looks blocky, other than that, i'm really looking forward to this model posed.
The body of the staff looks blocky
[/ QUOTE ]
It's all SubD, i sometimes keep the SubD level pretty low to work and render faster, but i can just press the + key and it will smooth everything by another level... it will just feel like modeling a cube in a C64
She's pretty much done now, gave her some feet and sandals. I've been waiting for the next modo update that's supposed to have hair, but i might just go for the good old polygons strands and alpha hair.
and a close up on some feathers, lowest SubD level again so the rest looks blocky in the render.
The axe is pretty small too, more the tool and self defense kind, for when you go take a pee in the woods and this bear jumps you out of nowhere.
If so, I'm gonna look in to trying it out. Really inspirational...