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Nazgûl's models


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#1 Nazgûl

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Posted 14 July 2013 - 02:16 AM

Those of you who know me, knows how much I loathe the fact that I never could master modeling. That is, master the clients of traditional modeling. I tried numerous times, with GMax/RenX and 3DStudioMax, but failed miserably. Thus my mod has always been depending on others to model for me. I have been extremely lucky to come across so many helpful and talented guys through the years that have contributed with awesome models for SEE, but some things have been left undone. The answer to this problem spells ZBrush, and with Zb's awesome scuplting features I could finally do some modeling of my own - just like (well kind of) sculpting in real clay. So.. I thought it could be fun to show some stuff here in their raw high poly format. All these models will have to undergo serious poly count reduction though, as well as re-topology, UV mapping, texturizing and rigging before they go in game. Hopefully I can do most of that myself (excluding rigging). We'll SEE  :smile2ap:

 

I'll update post #1 each time a finish a model...

 

GREAT GOBLIN

uK51Lcx.jpg

 

AZOG

gmu2fSu.jpg

 

YAZNEG

AH61xrE.jpg

 

FIMBUL

9PSnFpy.jpg

 

HUNTER ORC heads

VndYZw0.jpg

 

WARG (low poly, 2k)

n9eeZ8t.jpg

 

STONE GIANT (low poly, 3k)

AQkte6F.jpg

 

MORIA ORC head

7b3Rig4.jpg

 

MORIA ORC helmet

JqWxmcz.jpg

 

MORIA ORC shield

S1kSMEQ.jpg


Edited by Nazgûl, 21 August 2014 - 12:49 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#2 Dark Lord

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Posted 14 July 2013 - 03:25 AM

I'm glad, for you, :good:  after all these years, that excellent 3d design, I hope to see more, I hope that all the projects you have( 3d concepts) for  your mod, been satisfactorily completed,  ^_^

 

maybe orcs more like to the movies, finally ^_^  in the future



#3 Irenë Hawnetyne

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Posted 14 July 2013 - 05:04 AM

Bloody Hell!


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#4 Nazgûl

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Posted 14 July 2013 - 10:26 AM

:) Does anyone know, if topology has to be square shaped polygons only (or rectangles), or triangles only, or both... or if it doesn't matter?  :smile2ap:


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#5 Irenë Hawnetyne

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Posted 14 July 2013 - 11:32 AM

It can be both.


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#6 Nazgûl

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Posted 14 July 2013 - 12:11 PM

When using the plugin DecimationMaster to recuce poly count, ZBrush crunches topology into all kinds of shapes and sizes. If I understood Mathijs correctly, that is crap for UV mapping and rigging for animation, so you have to do re-topology some way. At least when using ZBrush. Now, when going to the feature of DynaMesh in ZBrush, the object gets a new topology of perfectly even squares. However, with low resolution, the model's details are absolutely destroyed. Looking at Ruudy's models made i 3DSMax, you can see triangles only. Looking at ZBrush 4r6's new feature zRemesher, you get rectangles only (AFAIK), where some are bent around eyes, mouths etc... So, it's quite confusing as to what goes. If you can use both squares, triangles AND rectanges in the same mesh - wouldn't that mean that you should be able to work with the mesh given from DecimationMaster, assuming the poly count is low???  :whathuh:


Edited by Nazgûl, 14 July 2013 - 12:11 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#7 Irenë Hawnetyne

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Posted 14 July 2013 - 12:30 PM

Nah, I'd use the Retopology Brush, you can choose what to use manually and where.


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#8 Nazgûl

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Posted 14 July 2013 - 10:16 PM

I just learned how to operate the Transpose tool in ZBrush, so now I can bend meshes "for real" without using awkward methods like the Move tool, lol. Hence I decided to redo some of the "fangs" on the helmet as the big ones had distorisions (cause of the stupid method I used at first when creating them). This should help when fixing low poly topology later on =) 

 

Screens of the SHIELD posted...


Edited by Nazgûl, 14 July 2013 - 10:34 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#9 Irenë Hawnetyne

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Posted 14 July 2013 - 11:23 PM

Looks great to me as-is. Sheild, not so much. Looks more like wood than metal to me.


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#10 Nazgûl

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Posted 15 July 2013 - 12:21 AM

I hear ya, I'll see what I can do. Might be the lack of texture, and the fact that I used another alpha brush for the finish...

I followed the Weta-design of the shape in this statuette:

Figure%20Sideshow%20FOTR%20Moria%20Orc%2


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#11 Elric

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Posted 15 July 2013 - 12:32 AM

Looks Fantastic! Bravo! :p



#12 Nazgûl

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Posted 15 July 2013 - 01:05 AM

Updated the shield to look more metallic and with more detail (like this pic) - new screen in post #1. Thanks for the pointers Irene =)

 

dsc00416.jpg


Edited by Nazgûl, 15 July 2013 - 01:05 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#13 njm1983

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Posted 15 July 2013 - 02:01 AM

Nice work naz. Loving it. Will love more when ingame :)

#14 Nazgûl

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Posted 15 July 2013 - 02:19 PM

Me too ;) However, I better take advantage of this spree and make all the needed models/parts before I start the next phase... Hopefully, some of these models will also be adequate for trading with others.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#15 Nazgûl

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Posted 16 July 2013 - 01:44 AM

Progress of Moria Orc head... basic shape done.

 

6fdd2484ceddbc12e1fa7ed2a674e644.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#16 Irenë Hawnetyne

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Posted 16 July 2013 - 04:55 AM

Is that bobble at the back hair? Looks good, btw.


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#17 Nazgûl

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Posted 16 July 2013 - 07:27 AM

Yeah, that is pre-hair.. ^^ 

Ears and teeth added... eyes are next, then fix hair and align it all with helmet. Then final details =)

 

a692684aad7ea776fe5a157890a70303.jpg


Edited by Nazgûl, 16 July 2013 - 07:50 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#18 Irenë Hawnetyne

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Posted 16 July 2013 - 07:49 AM

Might wanna learn about FiberMesh for that... just saying :p


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#19 Nazgûl

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Posted 16 July 2013 - 07:53 AM

For the hair? Thanks... yeah this is a learning curve indeed. But I will probably not make "real" hair, but just scuplt the shape of it. Texturizing will do the rest.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#20 Irenë Hawnetyne

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Posted 16 July 2013 - 07:58 AM

Fair enough, sculpted hair is more easily manipulated, just looks a little less natural.


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