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Old 03-10-2007, 02:15 AM   #1 (permalink)
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Competition #7 - Kary

Hi,

I had not heard of this forum before, but I ran into notice of the contest and it is really nice to see a directed forum like this -- seems like a great venue to get some specific questions answered Also a great excuse to finally dig into Mudbox, which is really impressive software.

I'm a fan of the comedy relief species of Warhammer / Warcraft art, and haven't done any fan art in the style before -- odd as that sounds in a world hip deep in orcs. Once I stepped back from 'man hit in the groin by football' (the Simpsons can be an evil influence), a goblin about to get hit in the head with a hammer was a natural second choice.



It's kind of funny looking at the poles the sphere leaves at the top of the hammer and the bottom of the bust. It made working on the hammer a little wonky, but the 'more normal geometry area' around the face has been a lot of fun. I managed to lock my experiment so that it can't come down from the highest sub-D level, not sure how I did that. I imagine I've just hit a switch I'm missing via tiredness, and I'll be able to finish up with it tommorow. I did keep iterative saves, and it's kind of amazing to see them come in at 450mb for the last versions with the base at 2million polys and a few parts (handle of the hammer) a few levels higher.

Thanks for putting on such a neat and interesting contest
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Old 03-10-2007, 04:34 AM   #2 (permalink)
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It's nice idea but you could go further with it and make it more funny. The exact moment he is going to be hit is not funny... Maybe while he's being hit and he bends his head a little looking up at what's happening .. This way it doesn't feel like he's being hit with it... He looks like he has a hammer on his head.
Another thing that could make this funnier would be if you replace that cold looking metal hammer with clown hammer or something like that (http://www.karnevalswierts.de/grafik...wnCL01-02n.jpg ... couldn't find a better ref but you know what I mean)
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Old 03-10-2007, 10:34 AM   #3 (permalink)
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Looks fun already Welcome to our forums and keep working on this piece, has real potential
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Old 03-10-2007, 01:38 PM   #4 (permalink)
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It's funny man!
I can hear the sound when the Goblin's head smash
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Old 03-10-2007, 03:06 PM   #5 (permalink)
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Thanks for taking a look guys Hopefully I can pull out some of that potential requiem, it's a bit overwhelming to jump into a new tool and new medium like this -- but really fun.

andrei: Good points, when I got to look at it fresh this morning I saw it the same way. His expression feels generic and frozen, not like he's 'in the moment' yet. I'm kind of hoping that I can get a proper wince and squint to sell it. It might make more sense to run the handle out the front as well, so the goblin is looking at the client. I'd like to make bigger changes, but it's slow going with it all one piece.

The hammer is not funny ya. Right now it's a personality free sledge hammer looking thing while I wanted a stereotypically decorative hammer. I am finding it a difficult area to work in since there is the pole and there aren't many faces up there. I did try some decoration with local subdivisions (what a feature that is) and I can get detail into it... but I'm not sure how to display that level, with the whole mesh, in the viewport. Turning it to a cartoony / clown hammer (I get what you mean from the ref ) is a good option I will take a look at it that way if I can get the area responding predictably.

Tonight I hope to be able to figure what I did to the file to wreck going down in sub divisions, or go back a few files to where it was working. Other then that glitch Mudbox has been a really natural and easy program to use. I haven't had a chance to do a lot of high poly sculpting yet, but (comparing the tutorials I've done to get maps out of ZB) Mudbox really seems to 'click' more naturally.

thanks KenTso
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Old 03-11-2007, 03:35 PM   #6 (permalink)
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Okay I've tried to implement some of the above, thanks for the crits:



The way you can work on the tangent, and make course adjustments with detail down, is really cool -- very different from traditional polygons, or even clay.

Some technical issues are creeping up in the hammer, but I tried to soften it up a bit. It's not really a clown hammer (more stone), but it doesn't seem as brutal as it used too. Lifted and lowered the shoulders, and did what I could to the face to make a big flinch. I hope he's more 'in the moment' then he was, and that it's saying more of a "comedic bop!" instead of "reach for the mop there is going to be a mess in a second"

I'll have a bit more time tonight to try to polish if anyone has any last critques, then set it up in the final thread.
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Old 03-11-2007, 04:45 PM   #7 (permalink)
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Now this is funny. You've got it right this time. I love the expression on his face. I'd say the hammer is better. A clown one probably won't fit with the orc. With that example I was just trying to say that it was too violent. I would make some cracks in the hammer, make it looks like the damage is both ways Should be a nice touch
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