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Old 11-26-2007, 12:04 AM   #1
Chriz.
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Default Bronzebeard Mountaineer

As the citizens of Ironforge expanded into the surrounding areas, the order of the mountaineers was founded. Their mission is to safeguard the roads and settlements from dangers.

Model and texture by camel's_hump
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Old 11-26-2007, 12:17 AM   #2
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The beard and the face are very....bleh
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Old 11-26-2007, 12:31 AM   #3
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:(

Chris you are popping these things out fast.
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Old 11-26-2007, 12:48 AM   #4
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Yeah, i don't like the face at all.
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Old 11-26-2007, 02:17 AM   #5
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Thank you all for the descriptive reasons on why you don't like the face and the advice on how to fix it. You are all so kind.
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Old 11-26-2007, 02:43 AM
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Old 11-26-2007, 02:46 AM   #6
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Would you like me to tell you or would you like me to show you?
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Old 11-26-2007, 03:47 AM   #7
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Whatever is easiest kind sir.
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Old 11-26-2007, 03:55 AM   #8
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The face looks like he has bags in the eyes, looks very unnatural.

Other strange thing is the fact he doesn't have eyebrows.

About the model... it looks thin... too thin for a dwarf IMO.

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Old 11-26-2007, 04:43 AM   #9
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As said above, to thin, no eye brows and the bags under his eyes actually look like eyebrows...

the beard rides up to far on his cheek and the parabola curve is to flat... where it now peaks should be further down...

The beard texture is symmetrical which doesn't look right and the bottom of it, while scraggy, which is good, is to flat... unless he specifically cut it that way, or he has a completely flat chin from the beard down, it doesn't make sense...

apart from this, the general look of the model is great, although, until the above concerns are corrected, it is starved of its greatness, which its potential allows...
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Old 11-26-2007, 11:46 AM   #10
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Okay, I'll see if I can fix the face later, but are you saying that all dwarves have to be fat? If so that is ridiculous, nothing has to all be the same. If you claim that all warcraft dwarves have to be fat then two words, artistic license:P
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Old 11-26-2007, 12:15 PM   #11
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The face is wonderfull compared to that over-wrinkly green hood though.

And you really need to prioratise your polygons diffrently. Theres a lot of senseless detail in there that is too small to be properly noticed and have any effect on the model in-game whatsoever, it'll just make it look more unclear. Obvious esamples are the geometry for the belt and the geometry for the rims of his boots. Those are not needed at all. Geometry for rims of boots can be cool, but you have to make it big enough to be noticed, accadurate more.

I also think you want to put waaay too much detail in your textures. So much that you forget about the bigger composition and color scheme, and how it will look in-game. But this has alays been a problem in your work and you seem to refuse to listen to reason so whatever.

EDIT: all dwarves are big boned, including this one. Get off the fat thing wtf. Go look at the mountain king in the editor, hes a whooole lot skinnyer then this dude. In fact, the only fat dwarf in wc3 is the dude holding the mortar in the mortar team.

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Originally Posted by PsykieKILLA
The beard texture is symmetrical which doesn't look right and the bottom of it, while scraggy, which is good, is to flat... unless he specifically cut it that way, or he has a completely flat chin from the beard down, it doesn't make sense...
This is where you stopped making sense. All of the texture is symmetrical, and all of wc3's textures are symmetrical as well. (The bulk of em anyway) This is becouse they are mirrored, so more detail can be put into one texture plane.

And why cant he cut his beard like that eh? I like a dwaf who does some groomin' every now and then. Why not have a square beard, its lush. (though it would make more sense on a kozzack...)
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Old 11-26-2007, 02:09 PM   #12
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I think a round, viking shield would look better on him. That "roman" square shied really does not fit imo.

I don't think there's nothing wrong with the face. Right now he looks like we will walk through the eye of the storm if he has to. A a real tought guy.
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Old 11-26-2007, 04:27 PM   #13
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I wish people would suggest model and texture edits before I put all the effort into animating it. Now I'll have to redo them if he has to go back and edit the model.

I would suggest looking back at the texture possibly, but as for model issues, take it as helpful advice for later models.
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Old 11-26-2007, 07:32 PM   #14
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Yes ofcourse, is is a finished piece after all, and i would advice strongly against revisiting old work anyway, better make more new stuff with the lessons learned.
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Old 11-26-2007, 07:36 PM   #15
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It looks surprisingly good in game, which is exactly what we want. So I'm pleased with the result.

On to the next one I suppose.
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