Inspired by Blizzards Warcraft 3 and Gears of War I modeled Prince Arthas as I imagine he would appear if the new WoW expansion pack was going to use the UE3 engine. I used Softimage XSI to create the low poly mesh, Mudbox to create the high poly mesh, and Photoshop for the textures. Polycount is sitting at 7994.
Beauty Shot:
Wireframe:
Sample of the Textures:
Replies
http://www.wowwiki.com/Arthas
Overall though, great effort, and a nice looking model. I think with a little more work on the specular map you could push the whole model to increase the 'wow' factor.
Keep it up!
/edit Yeah, also it doesn't look at all like Arthas, as said, but thats just a style choice I guess.
I think whats throwing off the likeness is the black hair, since he's blond, and in case of the corrupt Arthas, white.
IMO hes pose seems a lil stiff, and the shoulder pads almost cuts off hes head (which just seem to pop up in the middle).
You could try shooting him from the side, ex. with the sword in one hand. As both sides seem pretty equal (besides the pads), it shouldnt be much of a loss.
Again thanks for the comments and on to a new character for this week, this time a playable character for UT3. Hopefully Softimage or Epic releases a new ActorX for XSI as well as some rigs to use.
Again thanks for the comments and on to a new character for this week, this time a playable character for UT3. Hopefully Softimage or Epic releases a new ActorX for XSI as well as some rigs to use.
[/ QUOTE ]
What's wrong with the one they've already released? I've used it for UT2k4 just fine.
This character looks nasty. While the low poly modeling looks ok, the texture appears burnt and noisy. Aside from looking nothing like the inspiration, the facial detail is patchy and gross. Long white hair would look better, and I challenge you to make it work. The character's armor is burned, colorless, and visually unappealing. Just because you intended this to be for UT3, doesn't mean everything needs to be baked shades of brown and grey. Color helps the brain organize important features. Use blues or greens to contrast with the gold armor decorations. Avoid using black to darken. And pay attention to specularity, so that the entire model doesn't appear plastic.
The sword looks cool.