Skip to main content

Quick contract Orc, with progressions (BIG D/L)

Submitted by J I Styles on

Here's an Orc that was contracted for an MMOG I did on and off over the span of 5 days last week (had 3 other contracts at the same time, so it was very much on and off and off and off... [:D])

As far as I know the title is still unnanounced, but I got NDA release and permission to show it off however I like - this is an extremely rare occurance (I've got work held up in nda limbo after 2 years and still counting), so I figure I'd take advantage of it and show the progression - maybe it's worth something to someone out there [B)]

Since the images are pretty big and would rip up the forums formatting (and a MB of images sitting in one page isn't good either!), I'm linking to them instead - here's the finalised asset:

[img]http://www.jistyles.com/content/temp/forum%20images/orc_prog05.jpg[/img]

and the links:

[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog01.jpg"]Asset Progress 1[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog02.jpg"]Asset Progress 2[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog03.jpg"]Asset Progress 3[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog04.jpg"]Asset Progress 4[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog05.jpg"]Asset Progress 5[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_texprog01.jpg"]Texture Progression[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_texprog02.jpg"]Texture Final[/url]

[xx(] that was a lot of typing, hope it's of some use to someone!

Submitted by Kratos on Fri, 06/01/06 - 6:10 AMPermalink

wow .. thats a really good model . It would be good if the side of the head and ears had more detail to them .. just a suggestion.

Submitted by codyalday on Fri, 06/01/06 - 1:44 PMPermalink

Awesome work man. All your work is beautifull, keep it up. Wondering what the tri count is on this?

Submitted by J I Styles on Fri, 06/01/06 - 6:49 PMPermalink

final tri count was 2600 which includes his variation detachables.

Submitted by MoonUnit on Sat, 07/01/06 - 5:46 AMPermalink

Its great to see some work from you again, looks great as usual :P Was the pale green for the skin hue your decision or something you had to do to keep him in theme with the games other existing assets? Im not saying i dislike rather im wondering with all the variations on the term orc amongst fantasy lore where the decision was made.

Submitted by J I Styles on Sun, 08/01/06 - 9:50 PMPermalink

whole design was pretty much cliche's but a different take on style - so the green specifically is a part of the cliche recognisable design elements, then the high saturation was more to fit in with the brighter world and lighter mood.

So in the end, a mix between direction of style and fitting in with the traditional this-is-what-an-orc-looks-like crowd.

edit: personally, I think he'd do a bit better as a goblin king (minus David Bowie spandex and huge hair from Labyrinth). [;)]

Submitted by MoonUnit on Mon, 09/01/06 - 10:32 PMPermalink

heh thought it might be something like that. spandex never fails to make me shiver :S

Submitted by palantir on Mon, 09/01/06 - 11:33 PMPermalink

Those links are awesome man. I found it insightful seeing how the texture progresses and understanding the workflow. Kudos!

I?m always amazed at the quality that pros can create in a matter of days.

Submitted by Makk on Tue, 10/01/06 - 1:00 AMPermalink

Nice work Styles :)
REally like the metal work. Any tips for doing that? I like all the little colour varition going on.

Submitted by J I Styles on Tue, 10/01/06 - 6:11 AMPermalink

not really a tip for the metal, but a general chunk of info - just take into consideration that the majority of what you're seeing is the environment it's reflecting... this doesn't work for games at this spec (flat diffuse). So faking it comes in by assuming a vanilla world (eg, top down light, blue sky, green/brown earth, brighter horizon line), and a glossy surface where it's blurred enough that any details aren't visible, it's just a suggestion of it all. If it's a worn material, pick out your detail in the perturbed surface to the point where it's perceptually the more "interesting" thing, and the eye never catches on to your cheating ways :)

The above goes for most surfaces, but is relevant most for glossy reflective surface types.

Here's an Orc that was contracted for an MMOG I did on and off over the span of 5 days last week (had 3 other contracts at the same time, so it was very much on and off and off and off... [:D])

As far as I know the title is still unnanounced, but I got NDA release and permission to show it off however I like - this is an extremely rare occurance (I've got work held up in nda limbo after 2 years and still counting), so I figure I'd take advantage of it and show the progression - maybe it's worth something to someone out there [B)]

Since the images are pretty big and would rip up the forums formatting (and a MB of images sitting in one page isn't good either!), I'm linking to them instead - here's the finalised asset:

[img]http://www.jistyles.com/content/temp/forum%20images/orc_prog05.jpg[/img]

and the links:

[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog01.jpg"]Asset Progress 1[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog02.jpg"]Asset Progress 2[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog03.jpg"]Asset Progress 3[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog04.jpg"]Asset Progress 4[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_prog05.jpg"]Asset Progress 5[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_texprog01.jpg"]Texture Progression[/url]
[url="http://www.jistyles.com/content/temp/forum%20images/orc_texprog02.jpg"]Texture Final[/url]

[xx(] that was a lot of typing, hope it's of some use to someone!


Submitted by Kratos on Fri, 06/01/06 - 6:10 AMPermalink

wow .. thats a really good model . It would be good if the side of the head and ears had more detail to them .. just a suggestion.

Submitted by codyalday on Fri, 06/01/06 - 1:44 PMPermalink

Awesome work man. All your work is beautifull, keep it up. Wondering what the tri count is on this?

Submitted by J I Styles on Fri, 06/01/06 - 6:49 PMPermalink

final tri count was 2600 which includes his variation detachables.

Submitted by MoonUnit on Sat, 07/01/06 - 5:46 AMPermalink

Its great to see some work from you again, looks great as usual :P Was the pale green for the skin hue your decision or something you had to do to keep him in theme with the games other existing assets? Im not saying i dislike rather im wondering with all the variations on the term orc amongst fantasy lore where the decision was made.

Submitted by J I Styles on Sun, 08/01/06 - 9:50 PMPermalink

whole design was pretty much cliche's but a different take on style - so the green specifically is a part of the cliche recognisable design elements, then the high saturation was more to fit in with the brighter world and lighter mood.

So in the end, a mix between direction of style and fitting in with the traditional this-is-what-an-orc-looks-like crowd.

edit: personally, I think he'd do a bit better as a goblin king (minus David Bowie spandex and huge hair from Labyrinth). [;)]

Submitted by MoonUnit on Mon, 09/01/06 - 10:32 PMPermalink

heh thought it might be something like that. spandex never fails to make me shiver :S

Submitted by palantir on Mon, 09/01/06 - 11:33 PMPermalink

Those links are awesome man. I found it insightful seeing how the texture progresses and understanding the workflow. Kudos!

I?m always amazed at the quality that pros can create in a matter of days.

Submitted by Makk on Tue, 10/01/06 - 1:00 AMPermalink

Nice work Styles :)
REally like the metal work. Any tips for doing that? I like all the little colour varition going on.

Submitted by J I Styles on Tue, 10/01/06 - 6:11 AMPermalink

not really a tip for the metal, but a general chunk of info - just take into consideration that the majority of what you're seeing is the environment it's reflecting... this doesn't work for games at this spec (flat diffuse). So faking it comes in by assuming a vanilla world (eg, top down light, blue sky, green/brown earth, brighter horizon line), and a glossy surface where it's blurred enough that any details aren't visible, it's just a suggestion of it all. If it's a worn material, pick out your detail in the perturbed surface to the point where it's perceptually the more "interesting" thing, and the eye never catches on to your cheating ways :)

The above goes for most surfaces, but is relevant most for glossy reflective surface types.