Howdy all, here's a feller I've been messing with. 2242 triangles (character, axe and gun) with a 512 map for the body and 2 256 maps for the head and jaw/arm.
Ork FrontOrk Back
Wireframes:
Ork wire frontOrk wire rear
I have to update these since I took out the codpiecey thing and added a stogie.
Lemme know whatcha think, thanks for looking!
Replies
Ork Front 2
Ork Back 2
Tried to add more color and contrast in the skin (not sure if it's enough tho...). Gave the pants more texture...but the assless chaps....think I'll hold off on those for now
Other than that, i have no real crits.. i like it! WAAAGH!
I really dig the start on the texture, and the update definately looks better. I'd like to see a bit of a focus area created with some lighting painted into the texture, so that the face, or the metal jaw pops some more. Right now everything is just kind of equal value.
Looking great man, keep it up.
I remember ork minatures to have a lot of detail in the paint. Also a lot of painters used the ink and drybrush techniques which gave their models nice dark areas with dusty highlights.
But could be ALOT better with some tiny modifications. I would suggest: Turn on "preserve UVs" if you model in max und move some vertices around to give him more weight and more feel. Best example: The biceps. You could give it a lot more weight if you would pull the veritces of the biceps bottom more into the driection of the forearm.
The texture looks good but i miss a light which would give it a lot more volume. The face for example. It looks like all bevels of the face are jsut darker. It would be much more intersting to have some sharp edges, sharp edges that go over to soft edges or something like that. Maybe we could take a look on the Flats?
*The dingo ate the textures*
w/facial highlighting: (too strong? too yellowy?)
In regards to the lack of a lower jaw thing (sorry again for not addressing the comments earlier), when I modeled him the only reference I had was a few small photos of the painted model from the rulebook and I figured they didn't have a jaw (considering some of the conversions people have done it didn't seem that drastic).
However looking at the pics that people have directed me to, it'd probably be nice to have something to help him actually eat (as well as it'd look cool to see some regular teeth hiding behind the metal ones) so I'll probably go ahead and add a jaw. I know the uvs for the head/face map are probably pretty pooey and when I add the jaw I'll try to map it so the money part of the face takes up some more space (if possible). Thanks again for the help all!
You could say he copped the sharp end of a chain-sword and after eviscerating the offending space-marine he had a mech-boy bolt on a makeshift new jaw so that he could get back to the fighting quick-smart. Simple, and having a background story makes your character that much more interesting than a standard issue generic character.
Well I think this buckaroo is finished for now...added the jaw which I like (sorry jackablade guess he's now standard issue). I'm sure there's some other stuff I could tweak out but I'll save it for a rainy day. Thanks again for all the help and crits, it's been a great experience!
the metal arm has a lot more contrast to it, which makes the rest of the model look relatively flat
thats your lesson for your next model.. which u should be working on right now!
have you ever thought of putting this model into Dawn of War? around 2000 polies is normal for characters in that game, so it would fit perfectly!
The only real critisism that I would give is the flesh texture- there's no clear lightsource, which makes the muscles look too busy and does slightly detract from the quality of the character as a whole- I hope you don't mind if I've done this but I've done some paintovers for the places that needed the most attention-
with the first image, I've aimed the lightsource more from above, so that way it looks more like he's naturally lit- also it's good for most lighting situations in games. I've also softened out the creases, so they still feel bulbous and meaty but are lit better.
The 2nd pic is pretty much the same thing- I've softened down the shading so that when his arms are waving around, you're not gonna be too suspicious that the lighting looks fucked- I've tried to stay true to your use of anatomy, w(hich is a bit off compared to human anatomy, but bleh, it's an orc :P) and just tried to even out the shading a bit more.
As it is, you've got a good character that works well, but with a bit more loving on the flesh, it could end up being fucking ace! keep going dude!