@Zarnik: I made it rounder. @cire792: Thought you’d B referring 2 the ringwraith, rather than 2 the horse, right from the start :eyebrowlift2:. In the end, I didn’t change anything 'bout the legs, but made the rest slightly scrawnier. Ain’t much of a difference lateley, as I generally kept on sticking 2 the proportions given by the MH-mesh, that helped me in getting the armour’s proportions right & actually is still present underneath the cloak, serving as collision-object 4 cloth-sim. In any case, those proportions shouldn’s be too odd, anyway. @Asano: I thickened that part of the hindlegs. Not really sure (yet) ‘bout what you called “a little squareish”, though. Apart from that, I think what you regarded as too sharp in fact ain’t. Look at the sort of collage I attached, 2 see, what I mean.
By the way, I’ve just fixed the eyes, of which the corners weren’t really pointin’ in the right direction, even though it was an issue already adressed by the paintover of SeanJM. Just forgot 2 take care of that, but did so, now.
So I guess, that’s it 4 now. Thx again 2 y’all 4 ya kind words & compliments :).
Well, ehm,…
-BlendFace, could you please define “distorted”? What exactly do you mean by this?
-Asano, could you please define “strap”? And might you also define “perfect”? I really don’t wanna bother ya with stupid questions, but I can’t really imagine which imperfections of what sort might appear there model-wise.
It’s a very subtle thing, but I mean having the leather straps on the reins bend with the countours of the horse or twist/distort a little instead of being perfectly straight and flat.
What i was trying to say is that the feet should be parallel to the horse’s body. The toes should be pointing the same way he is going to ride, not off on an angle.
@Blabeen: I don’t think what you’ve suggested would be a good idea. A horses legs aren’t perfectly straight as, well, say those of an elephant or something. So it should be all right, as it is. You may look here:
@Asano: OK, got it now. But I guess I’ma adress such details later, until i have rigged the horse. I’ll rigg the stirrup right away when doing so. This way, it will probably require some completeley different techniques. Atm, all those straps are made using array-modifier plus curve-derform-modifier. I’ll probably need to apply those when rigging the whole thing & so it’s not really makin’ much sense to make things more complicated now. The part of the stirrup on the horses left side is pretty much floating yet, but I’m gonna leave it like that, as it’s still mirrored, so it’s gonna be easier 2 rigg. @C_sander: I know exactly what you were talking about, and I really tried to fix that, but I just didn’t get it right. To be honest, I can’t even imagine, how it is actually possible in reality, as the armour on the rider’s leg doesn’t allow for any rotation of the foot on the vertical axis, neither 4 any rotation of the shank on what would be the Y-axis of a bone. So the foot always points in the direction, in which the tigh is pointing (which of course points outwards/sidewards when the rider sits on the horseback). So I couldn’t even figure out, how to make possible what you mentioned :no:.
On the whole, I didn’t have much time this week, so there’s ony little progress. So I’ve now reshaped the pasterns ant the joints right abvove them (couldn’t find out the correct anatomical expression in english) & that’s it. The next thing I’m gonna do will probably be the environment. But I guess I’ll need to re-read the part of the books, in which that road leading up to Dunharrow (which will be where my scene is set) is described. -Well, it’s not like a requirement, but my perfectionism won’t stop whining until I do, so I can as well do it right away.
Till then, here are some renders of the latest changes:
Sure. Heres some real crappy quick’n’dirty grease-pencil scribbling, showing in camera-viewport how I roughly imagine the final image.
I ain’t really sure weather you’re even gonna B able 2 figure out what’s goin’ on there, but I thought I might show it 2 you guys, no matter
what the case.
Some sidenotes as means of clarification: The image is to depict the 9 Nazgûl (even though it’s only 7 to 8 visible on the actual pic)
just preparing an ambush right in the middle of the stair of the (Dunharrow strong-) hold, which is that part of the way leading from the
ford of river Snowbourne up to Dunharrow, that goes very steeply, including many narrow serpentines (one of which is supposed to be
seen right in the middle of my image). Behind each of those switchbacks, there’s a great acient statue, a so-called “puckleman”.
In the final image, some rohirrim, like just a litte escort or convoy will be visible approaching Dunharrow on that road from the valley,
not knowing there’s the dreaded 9 Nazgûl waiting 4 them only a few serpentines ahead, ready 4 assault. But as this convoy definiteley
won’t be made in 3D, but via postpro (pretty sure only gonna be indicated by the remote glow of little torches creeping up the road some-
where inbetween darkness & mist), I didn’t even indicate where the rohirrim are gonna be, in my scribbling. So use your imagination :yes:.
The overall …well… “layout” of the terrain/environment is more or less based on this little map I found on the net (which claims to be based
on the descriptions in the book as well as a drawing of Tolkien):
So here’s a screen of my obscure scribblings, finally:
Btw., N3M3SiS, you were referring 2 the rider in your comment, right?
If anyone of you guys should happen 2 have suggestions or somethin’ on the planned scenerey, this’d be the right moment to mention
'em (as I didn’t model anything of all that, yet).
Well this will be a real challenge (mainly polycount-wise, as you can imagine), but I’ma try my best. Gonna have as much geometry as possible distributed over serveral layers, to have them renderable as single passes independently. Like one foreground-vegetation-pass 4 example, one for rather remote vegetation etc., as partly indicated by the different layers in my grease-pencil-scribblings (even though I used the different layers & colours there mainly 2 prevent it all from being completeley confusing).
I might also have a try on some mattepainting 4 the more remote stuff (even though I’m kind of a 3d-purist normally).