I'm doing a Blood Bowl Ork to brush up some one my character modelling skills for university.
My primary influence is
this concept.
I won't be following the concept 100% faithfully. I want to make my ork too look a bit tougher and a bit more grisled, with some muscle going to fat and some wrinkles working in here. Imagine him as an ork who was at his peak
last season.
Originally I experimented a bit with ZSpheres but gave up and decided to model my presculpt by hand. Mostly this was so I could ensure good topology on the head (still working towards that!).
Anyways, some progress shots:
Old 1Old 2
Not quite happy with the fingers yet, the look too sausagey. I will be adding most detail in zbrush but I want a really good base to work from. Much happier with the head, which is shaping up nicely from all angles. I think I'm going to do the gums as a seperate mesh (along with the tongue and teeth). This is because it's important that the lips can curl away from the teeth to give a nice snarl. I'm also trying to model in major muscles at this point to ensure that I have the right number of polies in the right places.
Looking at this image now I think maybe the pectoral muscles need redoing because the should attach under the delts but are instead attaching under the armpits. :S
Replies
As you say, I think the head is the best part and I also like your proportions in general for abase mesh.
The main concern right now is your body topology. It is really weird some areas. Most obvious is the palm - then my eyes go to his chest muscles where it is almost like he has topology made for two chests. And lastly the shoulder/armpit aera as you mentioned yourself.
And about the hand. Try making the pinky shorter and the thumb thicker since that is your thickest finger.
GL & HF
More progress:
Really need to work on his posture here. His back is too straight and it looks like his head juts out of his body at 90 degrees rather than him just being hunch backed. Or maybe it's okay? Opinions needed!
Love me some Orky Booty. Still working on the Glutinus Maximii. After that I wanna go in and model in some basic muscle definition.
Worked a bit on the fingers (I just noticed the index finger is too short!) and the pectorals.
i am actually modeling a warcraftish orc and guess what i'm doing?
right, sub - d...
back ontopic:
the belly area needs rework i think, but i dont know how much of muscles he'll get there, but if you do want to flesh them out you should probably rework that area...
about the hunching... i dont know how muhc they are in your universe, but i'd make it a little less, it almost looks crippled to me
Do you mean model in a six pack or something, Morpheus?
And I definitely agree with you rustim!
The feet will be mostly inside boots so I'm not overly concerned with toes.
Wireframes:
Clays:
But most of all, just get him into Zbrush right away and start playing. You can always change it, retopo it and find out what Zbrush likes and doesnt like.
I do however think you will get som annoying pinching a lot of places where youre topology isnt "standard".
I've been blocking in the muscles for this guy. They're still not 100% but it's getting there. I've just retopologised him to try and get a more even distribution of quads. I got some weird artifacts around the toes when reimporting the low-res model but it's not a big deal since the toes won't be visible.
Other than that, it looks pretty impressive.