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SEE Gundabad hunter Orcs


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#1 Nazgûl

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Posted 07 July 2014 - 01:49 AM

I've started modeling the Gundabad hunter Orcs today, and progress is rather fast for once... face it almost done. Atm the rest of the model looks very funny, as its sculpted on the vanilla (D) orc :-P The first image shows the Weta design I chose as concept.

However, I'm not too sure about the regular orc anims. I find them a bit too crouchy... Not sure what to use instead though, as the uruk anims are rather slow. What do you think? Maybe human anims?

 

Hunuter-Orc-Concept.jpg

 

Hunter-Orc1.jpg

 

Hunter-Orc2.jpg


Edited by Nazgûl, 22 January 2020 - 04:19 PM.

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#2 Kwen

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Posted 07 July 2014 - 05:32 AM

You could use Lurtz anims. Much faster and more aggressive.


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#3 Nazgûl

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Posted 07 July 2014 - 09:16 AM

Lurtz anims are probably gonna go to Azog, on foot. Also, I find that it has so very few attack anims =/ How about something human, like gondor swordsmen, or maybe Theoden with all his stabbing motions...


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#4 Kwen

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Posted 07 July 2014 - 09:40 AM

Theoden would look good too. The only issue with using hero animations (which also would be a problem with Lurtz) is the distinct lack of fear animations.


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#5 Bofur

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Posted 07 July 2014 - 12:35 PM

The Hunter Orcs in the films are pretty crouch, look at the Weathertop scene for an example. Also, you could speed up the Uruk anims....


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#6 Kwen

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Posted 07 July 2014 - 01:44 PM

I don't think sped up uruks would look very good. But I would have to see it first hand before deciding.


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#7 {IRS}Athos

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Posted 07 July 2014 - 09:28 PM

Ah, that face. As seen on TV. :good:


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#8 Nazgûl

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Posted 07 July 2014 - 09:29 PM

Hmm yeah this is a bit tricky. Luckliy it's fairly easy to adjust the model to any given vanilla model poportion before I topologize it into low res, so we have time to give this some thought. I expect to finish the model this weekend


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#9 Lauri

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Posted 07 July 2014 - 09:50 PM

Azog using Lurtz is a given. No doubt it's the most fitting.

 

For the Orc hunters, I would recommend Faramirs anims, or the Gondor Banner Carriers. Merry's anims as a dark horse. I would not recommend Theoden\Eomer or the Gondor Soldier unless the orcs have a shield. The Orc hunters appear to fight with one-handed weapons and no shields, so I would look into animations using that as a base.

 

Faramir is my top pick.


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#10 Nazgûl

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Posted 08 July 2014 - 12:22 AM

Great tips! Thanks Lauri  :smilehuh: I want these guys to replace the EA "Marauder" model that so far played the role as heavy infantry "gundabad goblin" in SEE (I hate that model - it's so out of place). Naturally, they will also pose as heavy cavarly, riding the new Gundabad Warg model. So two units will utilize this model. 

@Bofur, yes I agree. At Weathertop, Yazneg and Fimbul seem to move sort of crouched. But in DoS, when fighting along the river, they move more like humans... so I imagine these tribal style orcs to have a tendency to move more agile than Mordor and Isengard orcs. Espescially the snaga type...

Almost done. Eyes, gloves and boots missing... then time to PolyPaint =)

Not much left of the "original" orc mesh now  :trickydick:

 

Hunter-Orc5.jpg

 

Hunter-Orc3.jpg

 

Hunter-Orc4.jpg

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Edited by Nazgûl, 22 January 2020 - 04:23 PM.

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#11 Nazgûl

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Posted 09 July 2014 - 12:56 AM

Perhaps I should make an alternative head or two though, as well as a couple of different armour pieces. They have a pretty distinct look, so maybe it will be too repetative in game like this... :whathuh: What do you think? 


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#12 njm1983

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Posted 09 July 2014 - 01:55 AM

I agree. variety is good. in fact I would say try and use as many heads as you can find in the films



#13 Lauri

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Posted 09 July 2014 - 11:26 AM

Orcs aren't uniform, so if there's a place to randomize, it's with them.


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#14 Nazgûl

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Posted 09 July 2014 - 11:44 AM

Yeah, I agree... I was just thinking wether random textures would be enough or not (to save time). The Isengard vanilla warg riders for instance are all the same. But, might fix them up too one day though...

 

Allright, I'll make some additional parts for these guys =)


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#15 Nazgûl

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Posted 10 July 2014 - 12:03 AM

This is a learning curve indeed. Separating the shoulder pads from the body, and resculpt the shoulders of the orc to be free from armor, took all evening. Now I've learned never to rush sculpting before I think things through *annoyed a my self*  :evilthinkin:

 

7da03e2c142ac9e2c30f80f773714062.jpg

 

Anyway, I'm thinking that 3 heads and 3 sets of armor will be enough. Combined with random textures for the war paint as well as random weapons, it should be enough for variety. They do wear pretty similar tribal-ish armor with what seems to be leather and fur, strapped with loads of fangs and bones, in most of Weta's images.


Edited by Nazgûl, 10 July 2014 - 01:27 AM.

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#16 Lauri

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Posted 10 July 2014 - 10:32 AM

Yeah, that'd be fine.


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#17 Nazgûl

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Posted 10 July 2014 - 04:18 PM

Animation question again... since the heads will be separate... is there any major risk of "floating" heads with bad connection to the torso/body, or is that depending on the skills of the rigger? For the Moria Orcs, it works very good, but they also have loads of armor that hides the intersections.


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#18 NewErr

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Posted 10 July 2014 - 04:38 PM

Nay , there shouldn't be any problems if the vertexes are snapped to each other and riged to the corect bones.



#19 Nazgûl

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Posted 10 July 2014 - 04:39 PM

"if the vertexes are snapped to each other" - do I have to put that in consideration when doing topology, or is it up to the experience of the rigger?


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#20 Kwen

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Posted 10 July 2014 - 05:12 PM

He means, if you use the exact same layout for the neck and how it connects to the torso, a good rigger will make every head fit seamlessly with the body.

 

Just don't "create" heads that look good, make sure each one fits with the mesh, and there will be no issues.


Edited by Kwen, 10 July 2014 - 05:13 PM.
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