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Cyclopean Battlelord

Powerful, deformed warrior Hero. Slow and strong, this mutant Ogre is a valuable asset to be sought out from the nearest Tavern.

Feel free to use and/or edit this model, so long as you credit me.
Contents

Cyclopean Battlelord (Model)

Deleted member 242951

D

Deleted member 242951

I love the subtle add-ons to the base ogre model.
Looks like it would fit right into a vanilla WC3 map.
Awesome work!
 
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Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,501
Woah, man. You're a little early, though. : )

I gotta say, I can't view the model/anims right now, but I don't need to; the pictures alone is impressive enough. This would be a stellar entry; I'd love to see something like this in that (not necessarily an ogre, more the style (off topic: what would you say is different in your workflow/mindset bewteen stuff like this & the Dwarven Runepriest guy vs. many of your other models (death knights, dragon, paladins, etc)?))

I love the side coat-tails, and the use of the Alchemist ogre skin. The head/face is either "very cool" or "very weird", (though you *did* say 'deformed' : P).

Verah Noice.
 
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Woah, man. You're a little early, though. : )

I gotta say, I can't view the model/anims right now, but I don't need to; the pictures alone is impressive enough. This would be a stellar entry; I'd love to see something like this in that (not necessariyl an ogre, more the style (off topic: what would you say is different in your workflow/mindset bewteen stuff like this & the Dwarven Runepriest guy vs. many of your other models (death knights, dragon, paladins, etc)?))

I love the side coat-tails, adn the use of the Alchemist ogre skin. The head/face is either "very cool" or "very weird", (though you *did* say 'deformed' : P).

Verah Noice.

I've developed an eye for mesh-making. I can work through the entire mesh of a model, just by closing my eyes.

I've also memorized a significant amount of textures in WC3, and can think through how to apply them. It all starts with an idea, and then a texture trawl in the MPQs.

I come up with an idea, a single descriptive word, or maybe two, and then will often go through multiple iterations of the same character, with slight changes, until my concept could be described as something else entirely. For my Battlelord, it was originally going to be a Warrior Shaman, much like Thrall in WoW. However, I had a project in mind that called for a Chieftain-type character.

A number of small features were cut, and others were added, once I got the base mesh down. For example, on the spiked shoulderpad, I had planned to put an Eagle head there, from the Wyvern Rider texture, to mirror the Wolfhead on the other shoulderpad.

Early on in the animation phase, I wanted to give the Ogre very Pitlord-esque animations, especially for his attacks. However, as I moved forward, my Ogre began to take shape in a different manner than I'd expected, and I went with whatever animations would... flow.

All of THAT aside, my artstyle is heavily dependant on the music I listen to while working. The specific band, the type of song, be it a pounding, heavy anthem, to a slow, sombre ballad, to whatever else there is, it affects my work, along with the speed, the lyrics, the... Well, everything behind the song.


Anyway, I wanted to get some practice in.
 

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,501
Ok, now having seen it, I can unequivocally state "Heck Yeah". This guy just really oozes that quality you've been honing for a while now; as I should've expected, the best part lay in the animations.

(Though I was wrong about one thing; the head is "very cool"; "weird" was just the screenshot. Love the eye, love the TC stripe, love the chin-spike beard.)

So yeah. Just can't complain; animations are all very smooth, with lots of variety & some cool, powerful-looking strikes. Particularly love the Stand Channel; I'm reminded of how strange it is that we share some design aesthetic proclivities (both seem to have a thing for runes & animations that connote (for lack of a better word) 'transcendence'); you've made "Channel" animations similar to this all along, and I'm always a sucker for them.

If I had to complain, I'd say the (shaman) wolf-head seems a tiny bit out of place. But seriously, I'm trying to figure out if this can pass for a veteran Warcraft 2 Ogre Shaman (shucks, those have two heads. Ah well). Great stuff, mate.

I've developed an eye for mesh-making. I can work through the entire mesh of a model, just by closing my eyes.

I've also memorized a significant amount of textures in WC3, and can think through how to apply them. It all starts with an idea, and then a texture trawl in the MPQs.

I come up with an idea, a single descriptive word, or maybe two, and then will often go through multiple iterations of the same character, with slight changes, until my concept could be described as something else entirely. For my Battlelord, it was originally going to be a Warrior Shaman, much like Thrall in WoW. However, I had a project in mind that called for a Chieftain-type character.

A number of small features were cut, and others were added, once I got the base mesh down. For example, on the spiked shoulderpad, I had planned to put an Eagle head there, from the Wyvern Rider texture, to mirror the Wolfhead on the other shoulderpad.

Early on in the animation phase, I wanted to give the Ogre very Pitlord-esque animations, especially for his attacks. However, as I moved forward, my Ogre began to take shape in a different manner than I'd expected, and I went with whatever animations would... flow.

All of THAT aside, my artstyle is heavily dependant on the music I listen to while working. The specific band, the type of song, be it a pounding, heavy anthem, to a slow, sombre ballad, to whatever else there is, it affects my work, along with the speed, the lyrics, the... Well, everything behind the song.


Anyway, I wanted to get some practice in.
Woah, quite an extensive response... I like it. It's rare that someone actually responds in kind, so I appreciate it. I particularly appreciate that you not only answered my question in general, but responded with your process on this guy in particular; I don't know about anybody else, but I love hearing that kind of stuff, so if you aren't too lazy busy in the future, feel free to regale us in future models. : )

~

(I'm glad you removed the wyvern head)

~

Wait, are you saying you can mesh-make blindfolded?

~

It's amazing what you can find trawling through the MPQs.

~

Hm. Well, interesting. I suppose at the heart of my question is a desire to understand how you can pump out things like this & Dwarven Rune Shaman & the Elven Arcanist & such, compared to many others (the paladin/death knight/swordsman/gnoll/alternate-warcraft-hero/warcraft-history line-up). The latter all seem to have a very (internally consistent) different look from the "Warcraft" look, while stuff like the former are all instead very consistent with the "Warcraft" vibe.

Ah dannae, maybe it's just me. But it seems different somehow, and I was curious if there was a difference in how they were made.

~

Good to see you getting some practice; you'll need it if I'm to have any competition. >: D

~

(P.S. Sorry about the silence in Chat; I opened it up but got distracted & then went to bed without ever checking it once; wasn't ignoring you)
 
Moderation Comment:

What a great model, Direfury. I salute you. Not only it is pretty solid and correct in its concept and execution, but also it features some awesome details we don't see in models around, as voice sounds in attack animations. About the design itself, it is really interesting and creative, yet very pertinent to wc3. Quite obvious to say, but approved.
 
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