View Full Version : Warrior Priest
sam.balzer
15-03-2010, 09:54 PM
Hey all, im new here so ill introduce myself. I am Sam and Sam i am. Im quite new to the wonderous world of 3D and have only been doing this for about a year or so so if im being a noob please say so.
But to get to the point im going to try and make an epic Warrior Priest while venturing into unknown ground with Mudbox. So any help you guys can offer would be great!:beerchug:
Ill post up some of the Inspiration ive had and some of the quick concpets ive been working on. I am quite lost in two particular areas though. Whether i should go for more of the Robes and hardcore layers with heaps and chains and crap or a more simple butty plate mail design. And seacondly if i should base his face off Terry O'Quinn or Bruce Willis :banghead:
Cheers for reading and if you could help me out that would be much appreciated :D
sam.balzer
15-03-2010, 09:57 PM
Ok so to be honest im probably not going to go with any of the concepts ive made right now but its just there to put out my ideas so far. Will work on finalising the concept and pose etc this week.
cheers,
sam
sam.balzer
18-03-2010, 10:35 PM
Hey all, i thought id put up the sketches ive been working on to try and get a pose to model the priest in. Ive also been practising random sculpting in mudbox and figuring out how the whole importing and exporting process works which has been sooo much fun :banghead:
Anyways im aiming at getting my final concept ready next week along with a base mesh(of some sort) ready to chuck into mudbox. So if yall could tell me which pose looks the best to you (or if you have a pose which you think would be better ) that would be MEGA appreciated :drool:
Seeing as i was flooded with responses to my last question about who i should base the face off of i think ill go with neither of them and see what happens..
http://i944.photobucket.com/albums/ad283/abignar/Silouhets.jpg
PascalR
18-03-2010, 11:05 PM
Hey Sam, sorry I 've missed your thread, great sketches. I like your costume designs, my fav is the third one going from the left, but they all look great.
I would avoid Bruce willis , more Terry O'Quinn I would say, for the spiritual side, don't know...
As far as pose goes, I vote for H,I and J as they are very dynamic and it'd be nice to get some facial expression that reflects how heavy the hammer is :)
Nice work, keep the updates coming :thumbsup:
cjrDanes
18-03-2010, 11:34 PM
...And seacondly if i should base his face off Terry O'Quinn or Bruce Willis...
If this is still your plan, I vote for Terry O'Quinn. That guy has a vaguely creepy face and demeanor, but for some reason I just don't understand, I'd still follow him down a dark alley.
~C.
sam.balzer
25-03-2010, 01:04 AM
Alrighty, well ive been swamped so i only just got to the concepting tonight so i couldnt do a full on sketch :mad: but life goes on. As you can probably see ive gone with H like you reccomended pascal and man its a bitch to try and get my head around :banghead: .. but i will hopefully be getting used to it soon.
Will start blocking it out next week and i guess ill finalise armour and accessories as i get to them...
oh and ill go with Terry O'Quinn for the head as i see your points about the religious side.. bruce willis just came to mind first when i imagined a bald dude running into battle swinging a mighty hammer :D
any comments + crits are more than welcome!:beerchug:
http://i944.photobucket.com/albums/ad283/abignar/PoseCNCPT.jpg
Intervain
25-03-2010, 01:43 AM
woohoo very Warhammer-esque :) I love the Warhammer look so it's good for me heheh. I like the general flow of the pose but feel his legs are a bit too far apart - all I can think of is him doing a split all of a sudden :rofl: and it allso makes him look short and not too imposing. Looking forward to the modeling for sure
PascalR
25-03-2010, 09:54 PM
woohoo very Warhammer-esque :) I love the Warhammer look so it's good for me heheh. I like the general flow of the pose but feel his legs are a bit too far apart - all I can think of is him doing a split all of a sudden :rofl: and it allso makes him look short and not too imposing. Looking forward to the modeling for sure
That's what I was about to say as well :)
Keep it up:dance:
sam.balzer
26-03-2010, 01:03 AM
Cheers for the feedback guys i really appreciate it! i see what you mean and i put forward to my lecturer that i was going to change the legs but he insisted that he liked it that way and that it built the tension better and i see his point aswell... Hence i find myself in a pickle :eek:
Any other suggestions to avoid impression of an imminent splits? or is it make or break with the legs? :banghead:
sam.balzer
29-03-2010, 07:31 PM
Hey all, ive started blocking out the face and im pretty much ready (i think :p) to take it into mudbox. However there is something that is really getting to me about the shape of his head and ive spent soo damn long looking at it that i cant figure it out anymore :banghead: Also if there's anything else please do let me know.. im planning on making his face all strained in mudbox, so if thats not the greatest idea id like to hear before its too late :P
cheers for reading! sam
http://dc217.4shared.com/img/251720496/4ce9583e/BaseHead.jpg (http://www.4shared.com/file/251720496/4ce9583e/BaseHead.html)
cjrDanes
29-03-2010, 10:23 PM
... However there is something that is really getting to me about the shape of his head and ive spent soo damn long looking at it that i cant figure it out anymore ...
Ok, I'm no expert since I'm only an enthusiast Z-brush sculptor with only a few sculpts under my belt, but I study people and faces quite a bit and I think I see some differences between your model and your source.
His head is much rounder on top and back than your model. The width of his head seems to taper ever so slightly from the parietal ridge to his jawline.
The ears you can detail in your sculpting program, but before you do, maybe tilt them back just a titch. His ears are unusually high (which I think is one of the things that softens him a bit. The high set of his ears adds to his mischievousness.)
I can't see your model too well, but I think source nose is longer at the tip and slightly angled down - I don't work in modeling software though (only sculpting), so I would think this is something that could be sculpted in MB.
I can't see much of your models mouth area so I can't comment much but to say that he looks a bit toothless at the moment. I'll assume that is something you haven't gotten to, yet. Oh! I just noticed: the upper lip of your model seems quite a bit longer than the source - or perhaps that goes back to the tip of the nose thing...
Your model's jawline seems a bit too wide and maybe a bit sharp, especially near the back of the jawbone. Once you work out the jawline, I think the mass and angles of the cheek between the cheekbones and the jawline will fall in line. Given his age, O'Quinn has a pretty well defined jawline with a gentle angle, not a sharp one, but his neck is understandably losing elasticity. It's easy to inadvertently treat skin and fat characteristics as structure. Perhaps finding younger references will help answer some structural questions.
I ran into this time-related issue twice when sculpting a head. In one case, unknown to me, my source had extensive though subtle plastic surgery, so you can imagine my frustration trying to understand why things weren't lining up. The other case was in sculpting a young actress who's face obviously changed over time. I was aware of the issue, but then I had to make choices about which features from what development phases I wanted to use, and how to blend those together effectively.
Hope some of this is helpful and not too pretentious of me. :o
sam.balzer
31-03-2010, 01:08 AM
Hey cjrDanes! thanks heaps for the comments they were very useful! i noted what you said and went through trying to fix all the problems so i hope this is looking a bit better now, its slowly progressing and im planning on going over the base of the neck tomorrow as im very aware its all munted right now :P but any comments/crtis would be greatly appreciated! :drool:
http://i944.photobucket.com/albums/ad283/abignar/HeadsLvl1.jpg
sam.balzer
02-04-2010, 02:12 PM
Hey all, ive been sculpting and modeling away for the last two days and i think im getting closer to what i wanted with the head. I see now that i should have put the expression i wanted into the face before i took it into mudbox but it suppose we learn from out mistakes. Ive also started modeling the rest of him and blocking out Armour etc. however ive been having real difficulty trying to make a chain-mail layer. Ive tried duplicating chain links in a pattern and then wrapping them with a nurbs plane but that hasnt worked out so well :banghead:
so if anyone has any ideas or methods on how to do that it would be mega appreciated!
http://i944.photobucket.com/albums/ad283/abignar/FacesLVL4.jpg
http://i944.photobucket.com/albums/ad283/abignar/Pose1.jpg
sam.balzer
19-04-2010, 03:30 PM
Hey all, sorry for not keeping up to date, i just got sick and it was the final week of my project so i had to spend what little time i had dedicated to it.
I had a few issues, one of which being that in my eager-ness to sculpt the head i forgot to uv unwrap it. So although i managed to get the basic sculpting back i couldn't get all the high res work id done on it :banghead:
Also my Armour didn't really get worked up at all which im sure is quite obvious.
So i thought id post the turnaround i did for my hand in and just get some critique on that and then go from there as im not too happy with it yet. However i would also like to know if it would be something that i could use in a show reel or if i would be better off to just do another model and sculpt it having now had some practice in mudbox.
http://www.vimeo.com/11029768
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