So i was recently commissioned to create texture and animate the playable races for an mmo. I figured i might as well let you guys see what i'm doing get some crits from you if you have any you'd like to share.
The first character is the Orc, an rpg standard, except i like to think i added some flavor to what could have been a rather drab concept. I like how most of it has turned out, except for the legs, the way i have my coordinates and polygons laid out could likely have been done much better, but i will see what i can to rectify that. Feel free to do any paintovers if you like.
Beauty render:
Replies
but seriously, i noticed a strange error in your anatomy. I did a quick paintover.
I think correcting this issue could make it AWESOME!
Not sure if they buyers would take the alteration as well as i however. :P
However, if anyone has anything to say about something other than penis, that would be great, otherwise, you can stop filling the thread with comments that dont actually provide me with any help at all, since thats what i came here for after all.
Nothing really to crit that hasn't already been said (add more loops for deformation in the elbows, arc the back). More mass outward in the chest area, it's looking pretty flat, which doesn't work with the massive arms and shoulders.
I'm curious to see how the head will turn out and match the current body you have going, keep it up. I think the head will drive the rest of the model.
you came to polycount for that?
all people come here for is cock.
at this moment, i'm trying to decide on how i want the face to turn out. I did sketch it out before hand, but i dont really like the design, so i think i'm going to play a bit, and look at some references and try to come up with a coherent style and appealing look.
Its the first thing I noticed to. IF your going to add genetalia to a model you have to do it tastefully...make it relate to your character in some way. Be sure this creature has a reason for running around with that little dude hangin' out.
As for topology, I would add another edge loop around the forearms and in the back to make it a little more rounded.
ha ha ha ha
awesome
lets see the head
hey now, that was because of the GW redesign! Anyway, we can't have exposed boobies in a T rated game.
There was a time where that could happen (*cough*Icewind Dale*cough*Hexen II*cough*)
Oh, more to that list, Elder scrolls 1 and 2 and daggerfall.
the traditional green orc has a few distinct features:
-small and wide nose
-strong jawline
-strong browridge
of course this is all just stereotypes. not evey orc I've met irl looks this way
He could be a half breed or something, but really to be an orc he needs a strong jaw and fierce brow.
Yes, every female in AoC, including demon pets and enemies...sometimes NPCs, have fully exposed jiggly breasts. No one plays it.
I played it on release. didn't even finish my free month. funcom owes me $50
I might just redo the cheek bones.
ya, redue the cheekbones and try another go at the temple geo and eyes. do you or they want the characters to blink or look around? what's the inside of his mouth going to look like? will it open, will he yell or talk? WOW's characters have teeth and geo pupils that move around and they've modeled lids that blink over them.
i really like how you show the model in shade view like this, you should use the vertex shading to your advantage, it can be frustrating to smooth everything out at times, but it pays off huge in the end, imo. don't forget to test lighting from the sides and under.
I'be getting the basic shading and lighting done first, then i'm going to go in add some extra texturing and detail, and refine the lighting, and maybe tweak the color levels, here is a progress shot thus far:
More work:
Can anyone point me to any tutorials to paint textures more realistic and subtle? I like how mine look but, i like it better if i could make it look like this:
http://www.bobotheseal.com/personal_work/Bliz_BoBo_Orc03.jpg
-Use broader, less plastic like highlights, skin really isn't all that shiny
-Add color variation (like the red on Bobo's orc's nose for example)
-Your over all skin tone is to saturated, it reminds me more of grass than orc flesh
-Don't just use a darkened version of the skin tone color for shading, the hue of the color changes due to blood in the skin and the color of the light, notice Bobo didn't use dark green but a yellowish brown for shading
-Don't outline every anatomical feature, this isn't shading, think of the model as a whole taking into consideration the direction light is coming from. Some bounced ligh can also add interest.
-Try to use colors that complement each other, and add interest and vibrancy to your model, the green, dark green and light green combo your using at the moment isn't very interesting, notice the variety of color on Bobo's texture
Hope that helps
Considering your previous work most of Jaco's points are valid. At this point I'd only suggest making the head lighter than the body. You're gonna have to work this one more for proper crits though.
http://www.horribledeath.com/tutorial.htm
http://www.horribledeath.com/images/wip/orc/
as for comments on the model i'm not a fan of the style. never cared for the generic make the hands and feet large and it is stylized frame of thought. speaking of which, looking at the occlusion online site, the other characters there do not follow the large hand / foot "style" will they be adjusted or will the game be a missmash of looks.
as i posted before the pecs are tiny small as the guys forehead, if you want him to look powerfull beef up those pecs and upper torso.
I think you're undercutting pretty much everyone in the world there. At professional rates you're usually looking at around $50 per hour, so you have 5 hours to finish all of this!
Obviously if it's just a side project and you don't mind working on this stuff then it's not a problem, but that pay is insanely low. Most freelancers would expect more than that for just one diffuse texture.
That said, it's coming along pretty well. I agree with the crits on the painting, it's looking quite "outlined" at the moment, I'd also try to work in more hue shifts between the shadows and the lighter parts.
If you conservatively estimate that you can spend 5 working days (8 hours) per character, you are making about $1.92/hr. Even this figure is extremely unlikely, since you'd have to rig, skin, and animate a whole character in one day.
I believe its one of those "we cant pay much but we can pay atleast" better than all the "we'll pay when we starting making money-alot of companies are showing interest!!" kinda thing like rhinomonkey said.
personally, i understand where the OP is coming from with the money thing (better than nothing and/or whatever you can get) and it doesn have ANYTHING to do with the international rates tbh.