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Orc Blademaster

polycounter lvl 18
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El_PIG polycounter lvl 18
I rarely texture. Therefore I'm texturing and struggling with my art-queen standards with this Orc Blademaster:

Blademaster_22.jpg

My unoriginality is based off of this Samwise concept from Warcraft 3:

WarCraft_Samwise019b.jpg
A more colorful rendition.

Right now I'm getting the skin tidied up & uniform (like the pecs & shoulders). It has gone slow and getting a feel for things hasn't really clicked yet:

Blademaster_21.jpg

So that's the current state of things. I'm trying to light a fire under my ass and hope to update this more often than not.

Blademaster_24.jpg

Blademaster_25.jpg

Yeah... that back looks all wrong...

Replies

  • Keg
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    Keg polycounter lvl 18
    In my opinion you need to look up some references of back muscles. also you need to lessen the shading so there isn't such pronounced muscles.
  • killingpeople
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    killingpeople polycounter lvl 18
    hi phill, great work. love'n the texture yur getting. i like a lot of areas of the texture. the arms and sholders look nice. i think you've got some issues with the forms and anatomy. i did a paint-ovar.
    http://img.photobucket.com/albums/v668/killnpc/Blademaster_24copy.jpg

    love,
    the animals of cory forest
  • LordScottish
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    LordScottish polycounter lvl 18
    I can't comment on the muscles as I always need to look them up myself. I love the wrinkles on his skin and the color tones. I think it's a great reptile like skin base. As a suggestion I would try some kind of overlay layer to get some more variation and some kind of texture on the flat parts of his skin.
  • gavku
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    gavku polycounter lvl 18
    Then you have to model Kp's pissed of onion as his familiar.
  • CMB
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    CMB polycounter lvl 18
    SDK please...
    this guy is great for an "armor up" SDK.
  • Squirrely Jones
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    Squirrely Jones polycounter lvl 18
    I like the amount of detail in the texture and while I won't comment on the muscle structure, I'll comment on the shading :P

    You want to shade the muscle as if there were a light source somwhere, right now what you have is pretty much a depth map. If you were using a normal map from a high poly model this would be fine but your not. I've attached an image to show what I mean.
    orc.jpg
    This is overdoing it a little but you should get the idea. Also instead of pronouncing each muscle 100%, just put a little pinch around the corners and smooth the rest out. Don't have long creases like on the chest, just put a little bit in the center and feather it out. You can see on your concept where the pinches should be. Hope I'm not overstepping my bounds.
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