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3 Dimensional Chat / High poly Orc

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TKD guy
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Posted: 24th Sep 2006 04:25
Umm... just out of curiosity, what does the back of that model look like. I've never seen it. Are you going to make that bone,horn,back-shield looking thing like in your concept art?
Seppuku Arts
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Posted: 24th Sep 2006 11:40
I'll grab a back shot in the next update, and no I'm not going to do the horn thing, like I said at the beggining I may not follow the concept art completely.

Death Swarm
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Posted: 25th Sep 2006 17:58
I love the model. If only there was a home PC powerful enough to make a RTS with 100 copies of that orc as the soldier unit

I know what your thinking
Seppuku Arts
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Posted: 25th Sep 2006 18:54
lol thanks, for that to happen, we'd need to wait quite a few years, you're better off playing with normal maps to achieve a similar effect with less poly gons

Randivark
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Posted: 27th Sep 2006 21:05
how far has your orc come? i love to see some screenies...

http://forum.thegamecreators.com/?m=forum_view&t=72668&b=21

PLEASE ANSWER MY THREAD!
Seppuku Arts
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Posted: 27th Sep 2006 22:04
I have done a basic outline texture in Hexagon for the chest/arms/head, which will be finished in Photoshop. Not worth an update just yet, afraid I haven't been doing much to it.

Reality Forgotten
FPSC Reloaded TGC Backer
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 10th Oct 2006 03:00
I know that you have moved on to texturing. But I think I have figured out that chest problem that you have. The muscle line is to defined. Make the pecs normal (if a muscle bound freak could have normal pecs) And then add a small line that runs the width of the pecs to create the muscle strain. You could try making the line not as deep as it is and it would achieve the same effect.

RF
Deadly Shadow
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Joined: 4th Dec 2004
Location: Oklahoma , USA
Posted: 12th Oct 2006 10:18
Nice model Sepp. look forward to seeing more updates

Don't tell me what to do. Thats My job.
indi
22
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Location: Earth, Brisbane, Australia
Posted: 14th Oct 2006 16:28
that is a lot of polys, even for high end cgi

Seppuku Arts
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Posted: 14th Oct 2006 17:15 Edited at: 14th Oct 2006 17:16
I know I know, but thats because of the displacement mapping resolution, tell me any Zbrush models that aren't any differant

Anyway, I have an update, I've started the texturing, I'm not happy with it, but I'm gonna try and see what I can do in photoshop on it.
Also, I've experimented with a composition, making some lava for the scene he'll appear in

Modelled/Textured in Hexagon 2
Lava in Cinema 4D CE 6
Rendered in Cinema 4D R10 demo



[edit]
ignore those objects on the right, I forgot to removed them before porting them over to Cinema 4D

Crazy Ninja
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Location: Awesometon
Posted: 14th Oct 2006 18:25
Holy mother of pearls...

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Seppuku Arts
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Posted: 14th Oct 2006 18:49
thank you. I guess

Jon Fletcher
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Location: Taunton, UK
Posted: 14th Oct 2006 19:34
nice looking texture so far


Seppuku Arts
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Posted: 14th Oct 2006 20:01
why thank you

viscera eyes
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Joined: 29th Apr 2004
Location: the moon
Posted: 14th Oct 2006 23:31
the models great
but the pose is kind of strange
it almost looks like hes sitting on something

hippopotomonstrosesquippedaliophobia - a fear of long words
Seppuku Arts
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Posted: 15th Oct 2006 00:17
thanks, the pose follows the same as in the ref image, its similar to what 'kiba dachi' is in Karate, its sort of a powerful stance, so if he were about to attack he'd be able to drive more power from his legs.

WarGoat
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Location: Montreal
Posted: 15th Oct 2006 01:29
Wow, very good model, it's awesome! keep it up.


Windows XP,pentium IV, 3.0 MGZ, 1024 mb memory, 256 mb ATI Radeon PCIE X700 Pro 'sett squadron back on the assault'
james1980
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Posted: 15th Oct 2006 02:34
nice model.
looks like someone i work with.
Crazy Ninja
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Posted: 15th Oct 2006 05:08
Hmmm... I think if you want powerful stance then you want his right leg bent just a little bit more and have the foot back a bit.

My comment above was a compliment by the way. Really like the texture on the legs and blade. Keep on working on this monster

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Seppuku Arts
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Posted: 15th Oct 2006 12:50
Thanks for the comments;

Quote: "looks like someone i work with."


Reminds me of my old biology teacher, so if you work with her, that must mean you're Mr Logereci, wow you're a legend sir

Quote: " I think if you want powerful stance then you want his right leg bent just a little bit more and have the foot back a bit."

Its more of a jump attack stance, although in Karate kiba dachi or similar stances aren't used for jumping, but he's not doing karate on his enemy, personally I think his stance is suitable from what I've visualised, but I guess I should have really look for videos on jumping attacks, or took my Bo into the garden and try some out.

Oddmind
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Posted: 15th Oct 2006 19:49
hmm id say try and put the least amount of that default material gray into the picture. His armour i think should be all brown and rusted, he looks like a dirty guy to have all that clean never been touched by dirt armour.

also the thumb looks like a worm, no real structure.

other than that i think he looks really cool. just keep at it

formerly KrazyJimmy

Prayers for rain...
Seppuku Arts
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Posted: 15th Oct 2006 20:15
thanks, I will dirty up that armor, as for the thumb, I'll add structure.

Cheers matey.

Oddmind
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Posted: 15th Oct 2006 20:43
i think it would look really cool to have an alpha map with eroded away parts just like int he RPG's where you start with the crappy armour you found in a dirt hole or something...

just an idea

formerly KrazyJimmy

Prayers for rain...
Seppuku Arts
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Posted: 15th Oct 2006 20:59
I would if any of the armor was made of planes

Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 17th Oct 2006 06:21
you need to rescale the chest. It takes away from the model.the arms are to bulky for the size of the chest.
indi
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Posted: 17th Oct 2006 08:28
It doesn't appear he is standing up correctly either

Seppuku Arts
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Posted: 17th Oct 2006 13:19
fair enough, I will try to make changes, but its getting a bit fiddly at the moment

thanks

greenlig
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Location: Melbourne
Posted: 17th Oct 2006 13:45
Lol, i know what its like Sepp, when you make a posed model thats uber high poly. Say goodbye to easy changes!!

Looks good but. Keep churning out the good stuff. I'm so frikn busy with work that I hardly get a chance to model anything that isnt architectural. Should really get back into it.

Have fun peoples!!

Oh and to all the naysayers...using blender in a $15.6 million project? No sweat

Great stuff Sepp!!

Regards,
Greenlig

Blender3D - GIMP - WINXP - DBPro
Seppuku Arts
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Posted: 17th Oct 2006 15:07
thanks mate, shows one of the advantages of rigging Hope to see more of your works as well mate. I know what its like having things get in the, its ruined about every game project I've tried Except Lucidity, but who knows, my A2's may get in the way of that (I hope not)

TEH_CODERER
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Posted: 18th Oct 2006 17:36
Wow! This looks incredible now!

Seppuku Arts
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Posted: 18th Oct 2006 17:44
thanks matey

Nirvana
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Posted: 23rd Oct 2006 15:13
Awesome! The Blizzard concept art is my inspiration for most things too =)

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