Melekor

Mood Board

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References

Escalation Baine

TB Baine & Rune Spear

 Baine 3D Model 

Troll in Might Armor

Tauren race from Warcraft

Modeling Process

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FullProcessAnimated.gif

 UV Layouts

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UvsCharacter.gif

Fur Material Test

 Texture References

FurMaterialTest
TextureReferenceTauren.jpg
ml_XgenGroomTest

Xgen Groom Test

 

Animation Tests

Software Used

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Substance.jpg

Insights

This is a work in progress character that I started a long time ago and but now I decided to finish it. I always wanted to see a Tauren hero getting focused on Blizzard's main story arcs, so I decided to recreate one of my in-game characters into a high-resolution 3d model to tell a story of my own. However, back then, my organic modeling skills weren't polished. So I started modeling the armor based on my character's Battle Gear of Might set.

 

    I managed to get the rough shapes and even did a previz animation to see how the armor would look when moving. At some point, I stopped working on this project because of work & life balance issues. Fast forward the present day; I have gained now considerably more knowledge on organic modeling and in other areas such as rigging and texturing.  Eventually, I want to rig and animate it to import it into a game engine and create some hack&slash gameplay while telling the original story I had planned.

    There are a few new things that are worth mentioning. I changed the overall character body shape, I was using old vanilla wow Tauren body type when I made the armor, but I like the more upright design of Baine in the Escalation promo art. So I retrofit the armor to-

 

match the new Tauren body type. So far I think it looks cool and more imposing.

 

    Right now, I’m experimenting with fur,  there are a few techniques I am exploring, such as hair poly cards, texture painting, and Nvidia Hair works simulations. However, since Warcraft has a particular style to it, this is where I’m facing the most challenge.  I want to create a bridge between the current in-game warcraft graphics and high-end cinematic visuals. 


    Along with the fur experiments, I am also tinkering with the Allegorithmic program suite and now Mari. While I am used to Photoshop and ZBrush painting approach, I know substance eventually will provide a faster method in some types of painting techniques. For substance painter, I managed to feel more comfortable after I found out that substance painter does indeed allow to paint UVs that are beyond 0 to 1 space by using proper settings. Without this, It would be harder to achieve the quality I was looking for.

 

     

7-30-2020

Work in Progress

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Model In UE4

Look-Dev Test

No Hair Cards