[WIP] Orc Male

SpiritVII

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I changed up a few of the heads because I wasn't satisfied with them

Morc_Head_prev.jpg

M-Orc Head Preview

morc_head_new.jpg

sorc_head_new.jpg

vorc_head_new.jpg

dorc_head_new.jpg



Thanks for the files, I used one of the tattoos from them on the S-Orc :)

I'm going to jump ahead and start working on the chest now before I lose too much momentum, then I'll probably start working on anims.
 

MrJohnson

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the concept didnt get me, but boy those textures for the heads - they look friggin awesome! Keep it up!
 

Thothie

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Could boost em up to 512x512 and get some more detail out of them or smooth the pixels though.
 

SpiritVII

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Orc_Male_progress_6-10-12_0.jpg


Orc_Male_progress_6-10-12_1.jpg


Orc_Male_progress_6-10-12_2.jpg


Orc_Male_progress_6-10-12_3.jpg


Probably going to make a small part of that loin cloth alpha mask so it's not such a blocky transition from loin cloth to leg
 

Fegged

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would be a weird sight having an orc standing on you >_<
 

TheOysterHippopotami

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The Morogar is absolutely perfect, imo. Any way to make the green one slightly more aggressive looking?
 

SpiritVII

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TheOysterHippopotami said:
The Morogar is absolutely perfect, imo. Any way to make the green one slightly more aggressive looking?

Yes, I have something in mind for this. Just sit tight ;)
 

SpiritVII

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Quick update: not abandoned, just taking a break.
 

zeus9860

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SpiritVII said:
Quick update: not abandoned, just taking a break.

summer break inbound :D
 

zeus9860

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Haha, the run animation looks funny imo, good work though! :D

Makes me wonder if we could ever see a orc player race in ms:c aswell :p
 

SpiritVII

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zeus9860 said:
Haha, the run animation looks funny imo, good work though! :D

Makes me wonder if we could ever see a orc player race in ms:c aswell :p

Yeah I think the belly adds a bit of humor, I added a couple bones so I could add jiggly parts to the animations. There's also an extra bone for the eyebrows so he can get mad during certain sequences and show a little emotion
 

Charles445

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Excellent! Seems to be running at a reasonably slow pace, good for an enemy. I can't see it as a player.
 

SpiritVII

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Charles445 said:
Excellent! Seems to be running at a reasonably slow pace, good for an enemy. I can't see it as a player.
That's just the video editor I was using for the first one
 

Charles445

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SpiritVII said:
Charles445 said:
Excellent! Seems to be running at a reasonably slow pace, good for an enemy. I can't see it as a player.
That's just the video editor I was using for the first one
Perhaps, but it's cool slow :D
 

zeus9860

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Page not found, says youtube. :oldshock:
 

SpiritVII

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Ok try it now, I forgot the short link stuff (youtu.be)
 

Thothie

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I'm a little fuzzy on how controllers work still, script side - sometimes it's a bit of trial and error to get the adjustments you want... However, if you want to add controllers for the eyebrows and mouth, I might be able to work up some emotions for them. (Mouth open closes while talking - eye brows look worried when below 50% health, some potential for expressions, etc.) Think the limit is four controllers per model.

Example QC format ties controller to a specific bone:
Code:
$controller 0 "Bip01 Spine" ZR -60.000000 -0.000000
$controller 1 "Bip01 Mouth" ZR -5.000000 6.000000
(Example derived from female elf.)

Format being:
$controller <index:0-3> <bone_name> <axis:XR|YR|ZR> <min_angle> <max_angle>

The controller's adjustment value defaults to 0.

You can fiddle with and preview the controllers inside JLMV on the "Body Parts" panel.

There's a system that automatically makes NPCs' mouths move as they talk. This system assumes the mouth's controller index is #1. Our Sorcs have a controller on their hips, and another at about chest level (don't ask why), which is why sometimes they bob a bit while they are talking.

More info yonder: https://developer.valvesoftware.com/wiki/$controller
 

SpiritVII

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Any idea how to set the controllers up in Blender?
 

Thothie

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Like most basic QC functions, such as attachments, rendermodes, etc., you probably can't. :\ Model programs tend to deal with bones, vertexes, and textures, and end their relationship there. Thus you will have to open the QC with notepad and tweak it out. In Blender, however, it should be easy enough to set aside bones, and assign them the appropriate eyebrow/mouth vertexes - just a matter of remembering the name of the bones used from there, though you can always check it against the SMD's text.
 
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