View Full Version : WIP- Orc for Unreal Tournament 3
Zerecese
03-07-2011, 12:15 PM
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. :D
Swizzle
03-07-2011, 01:50 PM
It's usually a good idea to have something to show before you actually start a thread so people can give you feedback.
Super Happy Cow
03-07-2011, 01:52 PM
You're crazy swizzle.
khatake
03-07-2011, 02:20 PM
Staying tuned.
It's usually a good idea to have something to show before you actually start a thread so people can give you feedback.
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:
achillesian
03-07-2011, 10:06 PM
too many loops, use anatomical reference, tusks are too big, looks too warcrafty
Dashtoronto
03-08-2011, 12:13 AM
his penis is too big and too green. Also, needs less warts.
xXm0RpH3usXx
03-08-2011, 01:04 AM
too many loops, use anatomical reference, tusks are too big, looks too warcrafty
as if "lloking warcrafty" would be bad per se
sltrOlsson
03-08-2011, 01:16 AM
Yeah, maybe change the color a bit from 40% gray? Can't see it :/
Slash
03-08-2011, 09:57 AM
The alpha should not be 100% black.
Wonkey
03-08-2011, 10:31 AM
I want to show you a picture of my new Car! I hope you like it. Sorry, It won't be built for another 3 years.
DDuckworth
03-08-2011, 10:36 AM
He needs more dicks!
Free_Fall
03-08-2011, 11:02 AM
whats this, I can see chars or dicks D:
Skamberin
03-08-2011, 11:05 AM
Why does the dick have such intricate details while the rest of the body is so sloppy?
Erik Rönnblom
03-08-2011, 11:14 AM
Why does the dick have such intricate details while the rest of the body is so sloppy?
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.
DDuckworth
03-08-2011, 11:24 AM
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
Free_Fall
03-09-2011, 09:37 AM
dicks?
drelectro
03-09-2011, 10:21 AM
best camouflage texture i've ever seen!
RJBonner
03-09-2011, 10:57 AM
Blaspahmy, I see no Dicks!!
http://www.youtube.com/watch?v=q4royOLtvmQ
[SF]Three9
03-09-2011, 01:11 PM
although I love me some dick references... ^ is win
/endthread
also, I can't wait to see OP's response to all of this
DDuckworth
03-09-2011, 01:19 PM
Three9;1302609']although I love me some dick references... ^ is win
/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 :)
Matroskin
03-09-2011, 03:33 PM
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 ;)
slipgatecentral
03-09-2011, 03:40 PM
I like it, let's keep it this way, kinda tired of awesome pictures all around
frell
03-09-2011, 03:43 PM
I made a character like this before, my invisible ninja. Was a low poly model but had a pretty decent bake, keep up the work man.
seth.
03-09-2011, 04:50 PM
this thread gives my eyes a break from all the art....thanks OP this is like digital optrex.
Sebeuroc
03-09-2011, 05:02 PM
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.
RJBonner
03-09-2011, 05:18 PM
this thread is dumb and stupid.
beta_channel
03-09-2011, 07:38 PM
Hmm. I can't wait to see more!
Matroskin
03-09-2011, 09:03 PM
and i cant wait to not see more ;)
conte
03-09-2011, 09:09 PM
very solid
DDuckworth
03-09-2011, 09:23 PM
I honestly think we scared the poor guy away
TheWinterLord
03-10-2011, 03:21 AM
now dont go crying about not getting any comments in general disscussion. JK
conte
03-10-2011, 03:25 AM
hahah
Free_Fall
03-10-2011, 05:33 AM
Dicks you say?
xXm0RpH3usXx
03-10-2011, 06:03 AM
no, bewbs!
RJBonner
03-10-2011, 01:57 PM
Dickz!
Zerecese
03-13-2011, 04:26 AM
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:
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/OrcConceptSetUp1.jpg?t=1300014715
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/OrcConceptSetUp2.jpg?t=1300014718
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/OrcConceptSetUp3.jpg?t=1300014719
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)
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/OrcConceptSetUp4.jpg?t=1300014720
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:
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/OrcTemplate.jpg?t=1300015341
This is more of a rough template for when I start working in 3dsMax
MrOneTwo
03-13-2011, 05:07 AM
Now you ruined it... it was like some weird social experiment ;] now its just another thread ;p
I think you should work on the proportions.
Zerecese
03-13-2011, 01:07 PM
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.
Free_Fall
03-13-2011, 02:42 PM
damn yeah, the third one!
peanut™
03-13-2011, 02:50 PM
This was an highly anticipated, ref.
Amazing
Cexar
03-13-2011, 02:51 PM
I am loving what I'm seeing! Grind that shit now dude!
xXm0RpH3usXx
03-13-2011, 02:55 PM
i love the shoulder pads on the last one, keep em like they are!
Zerecese
03-13-2011, 03:02 PM
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.
peanut™
03-13-2011, 04:26 PM
hmm ... Impressive.
DDuckworth
03-13-2011, 11:54 PM
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...
Dylan Brady
03-14-2011, 12:39 AM
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.
http://img200.imageshack.us/img200/7154/kz7p94w9.jpg
Zerecese
03-15-2011, 05:12 PM
Just an update on the base mesh. Still need to model ears, gums/teeth, and cap the limbs:
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/BaseFront.jpg?t=1300234053
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/BaseFrontWire.jpg?t=1300234065
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/BaseBackWire.jpg?t=1300234055
http://i924.photobucket.com/albums/ad89/zerecese/Adv%20Mod%20in%20the%20Games%20Engine/BaseHead.jpg?t=1300234056
Hopefully will have much better form and proportions after I get it into ZBrush.
jakelear
03-15-2011, 05:34 PM
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.
DDuckworth
03-15-2011, 08:38 PM
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.
Zerecese
03-16-2011, 06:26 AM
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.
Zerecese
03-29-2011, 04:39 PM
Finally got around to doing some sculpting. Here are some progress images:
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressF1.jpg?t=1301441489
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressPF1.jpg?t=1301441492
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressS1.jpg?t=1301441496
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressPB1.jpg?t=1301441500
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressB1.jpg?t=1301441504
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressHeadF1.jpg?t=1301441509
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressHeadPF1.jpg?t=1301441511
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressHeadS1.jpg?t=1301441514
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressHeadPB1.jpg?t=1301441516
http://i924.photobucket.com/albums/ad89/zerecese/SculptProgressHeadB1.jpg?t=1301441519
Areas needing work; fingers, shins, blood vessels, sharper muscle definition/detail (especially back), spine, skin folds, eyes (tear ducts), elbow and knee joints, nostrils too big, minimal assymetry.
ah_lex
04-05-2011, 05:22 AM
Why is he wearing a thong?
Coldeath
04-05-2011, 06:14 AM
TBO i would say that you might want to move away form a standard rig. As right now it jsut looks like a human with an orc head
emeryalanlin
04-05-2011, 06:50 AM
I agree its almost like hes a human with an orc mask on plus the rig makes his shoulders look awkward and too high
Hi Zerecese,
I think your orc looks a bit happy :D maybe you could lower the corners of his mouth ant his eyebrows to make him look more orcish and mean?
Zerecese
04-14-2011, 12:25 PM
As I'd said countless times before, I was kinda stuck with the Epic rig. Until a little while ago, this was a non-negotiable point. The module this was for, however, is now over. When I have time, I may restart this project from the beginning with a custom rig.
The reason he's wearing a jockstrap is because I didn't want to have to model, texture, and rig an orc penis. Also, it was the most appropriate item in the concept art for the sole purpose of hiding his junk.
Thank you, Mod, for the useful feedback. I will take this into consideration when I return to this project. Hopefully, this should be in about 3 weeks time.
Mav1566
04-28-2011, 10:55 PM
how can i view the concept or wip of this model, i dont see any links
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