What is the shape of the chest of this character?

I’m trying to create a modeling of this character called “Steel Ogre Grotto 1”.

Here is my attempt so far:

These are the reference images I could find - all those images are available in the gallery of the card - at the end of the page - link to the card gallery:

steel_ogre_duel_links

steel_ogre_card

steel_ogre_card_anime

I’m having issues with the shape of his upper chest (not the square pecs, but the part that is behind those square pecs) - I can’t figure out the shape neither how can I make a similar shape on Blender.

Can somebody give me any advice?

Thanks.

i think you already have the right shape, just too small. flattened oval from top view, and close to the same from front view, cut off at bottom. but i think the body/head ratio is off in yours… with either head too big, or body too small.

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Thank you, @KDLynch . I’ve modified the mesh and here are the results so far:


The fists looks awful :slightly_frowning_face: but, I’ll leave it as-is until I found some tutorials or resources that helps me to understand better how to modify a cube for give him a better look.

I think it needs a better lightning and I’m looking about how to emulate the (background shining explotion), but, without luck so far. Can’t get the right search terms for find a lightning settings as the sample and also I’m thinking in adding a texture to the material - make him more (iron-ish?).

With these changes:

  • Better lightning - for highlight his front view
  • A (iron-ish) texture for the body
  • A lightning set-up that emulates the (background shining explotion) = light beam (I’m looking about it).

It will look better - to my eyes, at least :slight_smile:

one simple trick for the background would be use an image (jpg, png, whathaveyou), which is pretty much what would have been done for the original, even if the original were done in 3d. find a good image of that style of ‘light explosion’ and map that to a plane that’s set behind your 'bot.

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That’s a very good idea. I still thinking in (modeling everything).

I found this image that suits very well, imho.
fyi:

Thank you :+1:

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I think I’m getting to the end of this model :slight_smile: - I hope so.

Now I’m looking a way to give the model a “rocky/cubish” surface (specially for his chest/upper body), but, I’m not sure how to proceed here.

I’ve searched for:

  • Procedural material/texture
  • Image texture = however, I think this works better for plane/plain surfaces.

My attempt while using Image texture node:

  • Add texture to object = which leads me to UV wrapping, but, I have no idea how to apply UV wrapping to the odd shape of the chest/upper body…
  • Use a brush (with the image texture of rock tiles) and sculpt manually the surface; however, I haven’t found a tutorial about how to do this - just barely found mentions about this.

After googling using some keywords, I found and watched this tutorial: Blender Dungeon Tile Tutorial | How to Add 3D Texture

(Video link rendered below):

And there, she uses a “Displace” modifier (and using this rock tile) - I try it (without apply the modifier) and this is the result:

Steel Ogre Otto 1 - WIP (10)

The result doesn’t look quite eye-catching/appealing :slightly_frowning_face:

Looking more for inspiration, I got this video of the monster card - there are two of them, but, the main difference is the color, imho.

Here is the screenshot - if you don’t want to check the video (mark at 1:59):

That result is quite good, but, I don’t know how to proceed for get a surface like this model.

Do you (and/or anyone for that matter) has any tips/tutorials I can follow along?

Thank you for reading/keeping this little project running.


PS: I’ll leave it without the Displace modifier nor other modifications while getting more knowledge about how to improve this final part.