Hello everybody, my name is Zak, and I am a 16 year old modeler. I've been doing 3d schtuff for about 1.5 years, and I recently decided to make a World of Warcraft fan-art. I realize orcs aren't really
original, but I find them rather kewl. So far, i spent about... 2-3 days on this?
I tried to keep the head of the model as close as i could to the actual game, but i sorta made up the torso as i went along... >.< Any and all critiques + comments welcome, especially about anatomy and topology. I will try to follow the to the best of my abilities.
Created using Maya 2009.
Replies
Your topology flows well but is unnecessarily heavy in areas, for instance the deltoid isn't defining much. These polys could instead be used to better define the ear or finger.
Im pretty sure I'm doing it wrong. If any of you guys could help, that would be awesome.
(P.S. Are my image sizes alright? I could make them smaller if people want...)
>.< lol, sorry, I guess I wasnt being clear when I said "I don't know how to terminate edge loops".
Basically, i have trouble cleaning up an area so that it remains all quads, with no tris or n-gons.... so i end up making a mess, like i did behind the ear. I hope that makes more sense???
The torso, arms and legs are short. It makes the orc look stocky.
Anywho. Didn't feel like messing around with the feet today, so I threw some armor on him. That is all.
I did a paintover to explain the problem loops in the mesh:
Instead of making the hands curled in, model them in a flat pose ( the wrist too).
Anywho. i decided to take this huy into zbrush. legs are still messed up.
I also added most of the topology edits suggested by ironbearxl. If anyone has any crits regarding.... anything, i would be really happy to hear them.
p.s. the ears still suck, i know. >.<
Now I'm beginning to work on the hands, but i cant seem to get them "orcish" enough. What i have so far:
Nice pic of an Orc, in which his hands/fingers are easily bigger than a humans:
http://fc03.deviantart.net/fs38/f/2008/341/8/5/WOW_fanart__Orc_Death_Knight_by_dwinbotp.jpg
Put an axe in one hand and some armour on him and he'd look like an orc alright:
http://www.entertainmentwallpaper.com/images/desktops/movie/the_incredible_hulk07.jpg
Still great work though, and i'll be having a peek at this when you've got more posted.
Keep it up mate.
if wow style, all the detail is painted, there's no point modeling the abs. You can model the very basic forms (and i mean very basic like overall bulk) and the rest is texture work. Or you could do normal mapping, in which case you make the most basic mesh possible, take it into zbrush do your detailing, retopo and project.
Atm you're kind of stuck between both of them
@Megabiv, now that you've pointed it out, it seems so obvious that I should use the hulk as a reference.... Thanks!
I made the hands bigger, but i dont know if its enough.
Also, thanks to everybody else for the encouraging comments!
I... I dont even know. I kiinda remade the head, but i think it might look too human? Also attached it tho the body i blocked out last time, which i still havent detailed. :poly141:
Kinda reminds me of cronos from god of war, and the heavy from TF2 for some reason. =/
BUT, i feel like Ive bitten off more than i can chew with this project. Ive barely worked on this since Ive begun, and the constant redesigning has been extremely frustrating.
Since the head has been the strongest part of the model (imo), I've separated it (again) and began texturing it, just to get some practice. If i think i can finish the model, I'll reattach the body, otherwise its just a head.
I havent really done texture painting before, so im not very good yet... =\
All crits + comments welcome.
(sorry for the wall of text and rant. i talk too much. >.<)
http://www.cgarena.com/freestuff/tutorials/maya/steamaster/