TB Baine & Rune Spear
Baine 3D Model
Troll in Might Armor
Tauren race from Warcraft
Fur Material Test
Xgen Groom Test
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.