Gonna be creating a fully playable Orc character for UT3 (new skin over the default male rig). I have some (badly drawn) concept art that I will be posting soon. Stay tuned.
the new industry standard for next-gen games is to have a separate 4096*1024-texture for dicks. I bet he just started working on that one first.
Actually in this case it's a first person shooter from the perspective of the dick so it needs the most detail around that area since it will be so close to the camera, you are right about the map size though
lol, when i post actual stuff i get less replies than a content-less thread like this
Hmm, i think i should re-consider if i post images on my threads in the future hehe.
Or should it be a new kind of trolling which has mutated into a less obvious one
lol, when i post actual stuff i get less replies than a content-less thread like this
Hmm, i think i should re-consider if i post images on my threads in the future hehe.
Or should it be a new kind of trolling which has mutated into a less obvious one
Haha, no kidding! Exactly what I thought when I saw this thread.
REALLY sorry for taking so long! Kinda been swamped with other university work. As this is gonna be for UT3 I'm going to be trying to make interchangeable limbs/pieces. These are the concepts I've been throwing aroung:
After doing the codpiece, I decided I wanted to do a facemask too, but when I'd finished it, he looked really angry so I dressed him back up. (I won't say I did it out of fear, but it's implied)
I know my character art isn't great, and I was lazy with copy/paste and mirroring (hence some bad shading), but this is just to get a general idea of what I want to do.
Also, using the UT3 male default rig and model, I've rescaled the the proportions:
This is more of a rough template for when I start working in 3dsMax
The last image fits the Epic rig. It's to make it easier to put into unreal without messing up animations; if the proportions are wierd, it's kinda Epic's fault.
Just working on the base mesh at the moment. Once I've finnished the head I might post some pics, or put it into Zbrush and get some definition of form first.
Wow i'm really surprised at all of the "love" you are getting...these concepts to me just look plain silly. The lip ring is so massive and odd, the proportions are like that of a fat guy who somehow has muscles about/a rectangle.
Don't forget that humanoids thin towards the waist to some degree, even muscular ones, legs aren't the same size in the hips as they are in the calves. The calves are much thinner than the upper leg past the knee, and you can't blame that on UDK proportions. The only thing UDK proportions have an effect on the mesh is the skeleton itself, get a shot of the skeleton and lay that down on canvas in photoshop, then paint over that to make sure the joints line up, the thicknesses of the character actually have nothing to do with how it deforms.
His elbows are way too high on his arms, at least in the front view, but they seem in a different position on the sideview. The musculature is way too high up on the abs and all piled into one spot - and the obliques seem far too tight and defined.
I'll leave it at this last item for now as I feel i've gone on long enough - the ears go straight up and it looks more like antennae, ears usually go back from the start point towards the back of the head - even on orcs haha.
Alright man I hope you can pull a miracle out on this one - good luck...
yeah the elements on the mouth looks preety awful.
Maybe its just because the lips are closed, but they look like flat paper facing in opposite directions, which makes it look like one side of his mouth is in an under bite and the other is in an overbite?
I would recommend before you continue you do a head study (on paper) in 3/4 view to actually work out the spacial relationships off all this stuff.
EDIT:
wanted to check the proportions:
maybe you did match your proportions to UT3's rig, but you still need to double check yourself.
Here I've used 8 heads for an action-type character, septum is one head down, belly button at the next, and the bottom of the groin is about 3/4s head down from that.
Hopefully will have much better form and proportions after I get it into ZBrush.
Wrong.
Fix proportions and form before going into Zbrush, or at least at the 1st subd level once you're in Zbrush. Don't think that sculpting detail can fix bad proportions, it can't, and it will end up being a lot of wasted effort.
Take your time with your concept and your base model, get the proportions correct. Use less polys and don't worry about things like the lip ring and the teeth yet.
Wrong.
Fix proportions and form before going into Zbrush, or at least at the 1st subd level once you're in Zbrush. Don't think that sculpting detail can fix bad proportions, it can't, and it will end up being a lot of wasted effort.
Take your time with your concept and your base model, get the proportions correct. Use less polys and don't worry about things like the lip ring and the teeth yet.
I think you need to go even further than working on proportions in 3d, go back to paper/the drawing board, your actual model is fitting what you've drawn fairly well so you have the modeling skills you need but the concept in the first place is really lacking, if you spend a bunch of time messing around in 3d without a solid concept you'll just end up wasting more time than you would spend by taking the time to flesh this out on paper.
The problem is that it has to fit the Epic rig. If not, all the animations might look horrible, or break completely. If I finish the base mesh today, I'm going to try skinning and importing it into the engine just to check that the basic shape doesn't disagree with the Epic rig. I do agree, though, that the head/shoulders area could use some work; seem to have trouble trying to fit a neck in there somewhere but should be working on that today.
Also, I prefer to get a rather basic mesh out of max, quickly, and work harder in ZBrush. I could spend forever in max trying to get a perfect base mesh in max- working on edge flow and form- only to destroy it all in ZBrush, and I plan on doing a retop anyway.
Replies
Nothing but to agree, it's sort of pointless to make a thread without content.
I assume you did not start yet, I hope your inspiration is there, so soon we'll see some content. :poly121:
as if "lloking warcrafty" would be bad per se
the new industry standard for next-gen games is to have a separate 4096*1024-texture for dicks. I bet he just started working on that one first.
Actually in this case it's a first person shooter from the perspective of the dick so it needs the most detail around that area since it will be so close to the camera, you are right about the map size though
/endthread
also, I can't wait to see OP's response to all of this
I almost get the feeling he is too ashamed to come back
Hmm, i think i should re-consider if i post images on my threads in the future hehe.
Or should it be a new kind of trolling which has mutated into a less obvious one
Haha, no kidding! Exactly what I thought when I saw this thread.
After doing the codpiece, I decided I wanted to do a facemask too, but when I'd finished it, he looked really angry so I dressed him back up. (I won't say I did it out of fear, but it's implied)
I know my character art isn't great, and I was lazy with copy/paste and mirroring (hence some bad shading), but this is just to get a general idea of what I want to do.
Also, using the UT3 male default rig and model, I've rescaled the the proportions:
This is more of a rough template for when I start working in 3dsMax
I think you should work on the proportions.
Amazing
Don't forget that humanoids thin towards the waist to some degree, even muscular ones, legs aren't the same size in the hips as they are in the calves. The calves are much thinner than the upper leg past the knee, and you can't blame that on UDK proportions. The only thing UDK proportions have an effect on the mesh is the skeleton itself, get a shot of the skeleton and lay that down on canvas in photoshop, then paint over that to make sure the joints line up, the thicknesses of the character actually have nothing to do with how it deforms.
His elbows are way too high on his arms, at least in the front view, but they seem in a different position on the sideview. The musculature is way too high up on the abs and all piled into one spot - and the obliques seem far too tight and defined.
I'll leave it at this last item for now as I feel i've gone on long enough - the ears go straight up and it looks more like antennae, ears usually go back from the start point towards the back of the head - even on orcs haha.
Alright man I hope you can pull a miracle out on this one - good luck...
Maybe its just because the lips are closed, but they look like flat paper facing in opposite directions, which makes it look like one side of his mouth is in an under bite and the other is in an overbite?
I would recommend before you continue you do a head study (on paper) in 3/4 view to actually work out the spacial relationships off all this stuff.
EDIT:
wanted to check the proportions:
maybe you did match your proportions to UT3's rig, but you still need to double check yourself.
Here I've used 8 heads for an action-type character, septum is one head down, belly button at the next, and the bottom of the groin is about 3/4s head down from that.
Hopefully will have much better form and proportions after I get it into ZBrush.
Wrong.
Fix proportions and form before going into Zbrush, or at least at the 1st subd level once you're in Zbrush. Don't think that sculpting detail can fix bad proportions, it can't, and it will end up being a lot of wasted effort.
Take your time with your concept and your base model, get the proportions correct. Use less polys and don't worry about things like the lip ring and the teeth yet.
I think you need to go even further than working on proportions in 3d, go back to paper/the drawing board, your actual model is fitting what you've drawn fairly well so you have the modeling skills you need but the concept in the first place is really lacking, if you spend a bunch of time messing around in 3d without a solid concept you'll just end up wasting more time than you would spend by taking the time to flesh this out on paper.
Also, I prefer to get a rather basic mesh out of max, quickly, and work harder in ZBrush. I could spend forever in max trying to get a perfect base mesh in max- working on edge flow and form- only to destroy it all in ZBrush, and I plan on doing a retop anyway.