Blender part 8 – GameDev II

Greyscale image of a sculpted orc with some armour and a loincloth.

Let the orc begin!

When I made Bob the non-demon (see below) I was introduced to sculpting in Blender. Virtual clay you manipulate with a mouse without having to consider gravity and then paint any colour you like offers huge opportunity for creativity.

3D rendered image of a demon with orange eyes and horns.
After lighting and colouring, here’s Bob.

This promised to be a longer sculpt, since we were making not only a head, but a body and some rudimentary clothes – boots and a loincloth. I’ll split into three parts. Second part will look at the finishing of the sculpt, the third will look at some of the other stuff we can do with posable figures.

We used squashed spheres to block out the main shape of the head, body and hands. It’s the hands that proved the most tricky to get looking good. Later, the hands were to cause quite a lot of frustration when it came to rigging. But I’m getting ahead of myself.

Triple image showing progression of orc sculpt.
Progression of the orc sculpt. From blobs, to a bit of shape, to rough definition of muscles and hand. We only did one half because we can apply a mirror to the sculpt once we’d done fiddly stuff.

The body was the first part that got any proper attention. We added clay to the spheres and built up the main muscle groups. For much of the lessons I wasn’t sure what the end goal was, other than the final orc. So we spent some hours adding and refining the musculature, getting the boots right and sculpting a loincloth and belt shield.

Progress of the sculpt. The face was a detailed task, since we want to give the orc some personality. Then adding detail to the body muscles and then adding clothes to cover such bits as an orc feels it necessary to cover.

I’m not sure why, but I didn’t save any of the progress during the face sculpt; it followed a similar path to the work we did to create Bob, but adding tusks and shaping the mouth around them was different.

Next was to make the basic figure a bit more characterful. As with Bob, this involved adding asymmetry, scars and general wonkiness to the face. Further, this time we added ugly lumps and diseased parts to the orc. It was a shame to do this, I’d spent some time getting the musculature of the shoulders right and they were covered by the shoulder plate and the hideous growth that I added.

To make the orc a bit more interesting and to seem like he’d had a bit of a life, we added unsightly lumps and a horrible growth to his left shoulder. That’s what happens when you mess with wizards.

Raised veins were added using a texture brush – basically paint on a texture and it makes whatever shape is on the brush. I’d need to go back and be reminded how to do that again.

As part of the messification of the sculpt, we had added some detail to the belt boss and bashed the metal bits around because this orc has seen action.

It was about here that I showed the sculpt to our daughter, who named him ‘Steve’.

So I had an orc ready to colour in and use to learn about animating characters. But that’s for next time.

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2 responses to “Blender part 8 – GameDev II”

  1. […] Last time, I had made a nice looking orc1. […]

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  2. […] with the look. This is similar to the way I sculpted the virtual clay to make Bob the demon and Steve the orc. I didn’t want it to be too perfect, just believably […]

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