Skyrim Mod Help: werewolf concept art

Post » Wed Oct 19, 2011 12:42 am

Progress of day 2:

Hello, I finally got away from homework long enough to do some work on the model, here are the changes I made so far. Mostly it is structural changes as it was getting too far from the Morrowind style werewolf.

I also ran into a little problem (last pic) It seems that while sculpting on the bottom part of the jaw, 2 bumps formed on the roof of the mouth far enough to intersect with the bottom of the mouth, and I cannot seem to "deflate" them back to manageable positions. I am still learning blenders features and does anyone know how to do this: hide a section of the model (in sculpt mode, not edit) like the bottom of the jaw so that I can get to the surface that needs to be fixed? Otherwise I will have to revert back to day 1's model. :sadvaultboy:

anyways: here are the new screenies:

http://tinypic.com/view.php?pic=dm6xb6&s=7

http://tinypic.com/view.php?pic=2ufa91h&s=7

http://tinypic.com/view.php?pic=8zr7y9&s=7

Heres the problem:
http://tinypic.com/view.php?pic=2nhm005&s=7

as before any input is appreciated, it is kind of difficult to teach blender to yourself and I love learning something new.

-day 1-
http://tinypic.com/view.php?pic=fkxhj5&s=7

-original post-
Hello, and I realize this is not really Skyrim speculation, so it may not be in the right forum... but it seemed like the right place to put it, as this is discussing a Skyrim mod not a Morrowind mod. (and there are no Skyrim subforums yet.)

I am a student studying the design of animated characters for video games, and as practice material I decided that I want to create a 3d mesh of a werewolf from the elder scrolls series.

I want to make a werewolf as closely as it might resemble what could be in Skyrim, as I plan to use this as the starting point for a mod IF werewolves turn out to not be in Skyrim. (If they are then this will just be a fun little project)

What I think they would most likely look like is the same version of werewolf from Morrowind, except updated to modern graphic potential.


The main thing I need right now is some concept art to start from, I can of course just get some screencaps from the game, but I would find it more useful to see the actual concept art so as to know the look that bethesda was originally trying to acheive.
Is there any existing concept art of http://www.google.com/imgres?q=morrowind+werewolf&hl=en&safe=off&biw=1599&bih=789&gbv=2&tbm=isch&tbnid=EUphxNzqUtr_vM:&imgrefurl=http://modsreloaded.com/morrowind/images/2/&docid=GbCS8NTC48C9QM&w=500&h=501&ei=RtRaTrXBFoK2tweh27CQDA&zoom=1&iact=hc&vpx=604&vpy=116&dur=3920&hovh=225&hovw=224&tx=134&ty=133&page=1&tbnh=145&tbnw=167&start=0&ndsp=28&ved=1t:429,r:2,s:0 that I can use? (hopefully in the traditional front/side concept art style)

Also, this will be the first time attempting a graphical mod to a bethesda game, and it would be helpful to know if there are any specifications that I need to work into the model as I am building it.
I am learning using blender, I have just begun getting the hang of the sculpting tools and am using this as practice.

I probably will not update this thread for a while, as school takes up most of my time besides weekends, so any tips you can give me will be helpful even if I cannot respond to them right away.


Also, if anything comes up making it not possible for me to finish this project, I will later post what I managed to do if someone else is interested in continuing it.


PS: does anybody know if we will be getting subforums soon? or is that not going to happen until the game comes out?
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Nichola Haynes
 
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Post » Tue Oct 18, 2011 10:11 pm

http://www.imperial-library.info/sites/default/files/gallery_files/bm_werewolf.jpg

Bloodmoon werewolf concept art. It didn't match the ingame werewolves though.
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El Khatiri
 
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Post » Tue Oct 18, 2011 8:07 pm

http://www.imperial-library.info/sites/default/files/gallery_files/bm_werewolf.jpg

Bloodmoon werewolf concept art. It didn't match the ingame werewolves though.


Holy crap that is epic (saved) maybe I can do a combo of this original art and the ingame werewolves?
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Justin
 
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Post » Tue Oct 18, 2011 11:12 am

Holy crap that is epic (saved) maybe I can do a combo of this original art and the ingame werewolves?

Perhaps. You might want to capture the aspect of their bestial nature, but add a few human things to it such as the claws.

http://www.imperial-library.info/content/defend-totem

I don't want to make a decision for you, obviously you are the artist. But make the werewolves larger. Not huge hulking brutes, but a tad bit stronger like the ones in Daggerfall, but matching the ones in Bloodmoon. Ultimately, it's your choice. But there are few inspirations out there.
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Brandon Wilson
 
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Post » Tue Oct 18, 2011 12:28 pm

Perhaps. You might want to capture the aspect of their bestial nature, but add a few human things to it such as the claws.

http://www.imperial-library.info/content/defend-totem

I don't want to make a decision for you, obviously you are the artist. But make the werewolves larger. Not huge hulking brutes, but a tad bit stronger like the ones in Daggerfall, but matching the ones in Bloodmoon. Ultimately, it's your choice. But there are few inspirations out there.


hmm, I was planning to make the werewolves a little more muscular, as that detail is lost in morrowind. I will take this to mind. (added daggerfall werewolf to list of concept art)
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Phillip Hamilton
 
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Post » Tue Oct 18, 2011 11:56 am

hmm, I was planning to make the werewolves a little more muscular, as that detail is lost in morrowind. I will take this to mind. (added daggerfall werewolf to list of concept art)


Yeah. It would make sense to mix it up. You can take inspiration from movies too. Daggerfall werewolf and a werewolf from a movie are almost identical.

http://angryjoeshow.com/wp-content/uploads/2009/07/tes_daggerfall_6.png

http://www.blu-raydefinition.com/wordpress/wp-content/uploads/2009/09/BDDefinitionvanhelsing-w1080.jpg
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Marine Arrègle
 
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Post » Tue Oct 18, 2011 11:14 pm

Yeah. It would make sense to mix it up. You can take inspiration from movies too. Daggerfall werewolf and a werewolf from a movie are almost identical.

http://angryjoeshow.com/wp-content/uploads/2009/07/tes_daggerfall_6.png

http://www.blu-raydefinition.com/wordpress/wp-content/uploads/2009/09/BDDefinitionvanhelsing-w1080.jpg


thanks for your help :celebration: I am beginning work on the base mesh now.
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FABIAN RUIZ
 
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Post » Tue Oct 18, 2011 9:37 am

No problem. And sweet, good luck!
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neil slattery
 
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Post » Tue Oct 18, 2011 11:34 pm


PS: does anybody know if we will be getting subforums soon? or is that not going to happen until the game comes out?


I don't see why we would get a subforum until after release. :shrug:
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Jake Easom
 
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Post » Tue Oct 18, 2011 9:44 am

http://media.photobucket.com/image/werewolves/gardenontheceiling/sheltwolves.jpg?o=660
This is some concept art from morrowind on werewolves.....I liked it alot
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Emmie Cate
 
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Post » Tue Oct 18, 2011 9:59 pm

just copy the lycans from underworld
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Liii BLATES
 
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Post » Tue Oct 18, 2011 7:01 pm

just copy the lycans from underworld


Lycans aren't Werewolves though, they're Lycans.
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Laura Simmonds
 
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Post » Tue Oct 18, 2011 4:28 pm

http://media.photobucket.com/image/werewolves/gardenontheceiling/sheltwolves.jpg?o=660
This is some concept art from morrowind on werewolves.....I liked it alot


That definitely matches the in-game models well...but they tend to have a "wile e coyote" look to them...intelligent, but not vicious. Almost too much like a German shepard on two legs.

On the other hand, I wouldn't increase their musculature too much, as you get these ridiculous http://fc03.deviantart.net/fs41/f/2009/010/6/d/Werewolf_Photomorph_by_Maglot.jpg werewolves. They don't need to be bulky to be strong...animals naturally have a greater strength to weight ratio, nevermind being supernatural. Also, a lot of people draw these 12 foot tall linebackers. Ever seen a wolf? The largest specimens are 200lbs. The average is about 140, and the average (non obese) man is just a few dozen more than that. They might be slightly taller than an average man (spine would elongate during transformation, canids have a large torso/limb ratio for running on all fours) but they would be stooped over, like the Morrowind version.

Some of my favorite werewolves (personally) were the ones from http://www.werewolves.com/wordpress/wp-content/uploads/2010/04/dogsoldiers1.jpg http://http://moviesmedia.ign.com/movies/image/article/652/652815/dogsoldiers2_1127403253.jpg.

Of course, this all depends on how much you want to replicate the Morrowind model and how much you want to make it your own. I might bulk out the Morrowind model a bit, just to make it look more like a man transformed, not a wolf who learned to walk. Those also tend to look more benevolent, scary werewolves have less natural looking muzzles and jaws, I think this is because canine skulls swoop back rather quickly above the eyes, whereas humans have a more prominent, flat forehead. So a scary werewolf has that ovoid human skull with a wolf muzzle grafted onto it, rather than a totally elongated lupine skull.

Lycans aren't Werewolves though, they're Lycans.


Lycan = short for lycanthrope = Greek for "wolf-man"
Werewolf = old English "wer" = man "wolf" = "wolf"

I can't even believe we're having this conversation. Lycans are men who turned into wolves (or wolf like beasts). That is by definition a werewolf. I don't care what the screen writers say. A man who transforms into a lupine creature is a werewolf.
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Smokey
 
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Post » Tue Oct 18, 2011 3:28 pm

http://media.photobucket.com/image/werewolves/gardenontheceiling/sheltwolves.jpg?o=660
This is some concept art from morrowind on werewolves.....I liked it alot


yay! that is exactly what I was looking for thank you so much!

anyways, here is what I got done tonight... I am working from a combination of the concept arts I received... and from the side this looks similar to a more muscular morrowind one. from the front it is coming out completely different, taller than the morrowind head.

anyways, if it is more horrible than I can tell please be nice, this is only my second sculpt mesh I have done.


http://tinypic.com/view.php?pic=fkxhj5&s=7

Keep in mind, werewolves seem to look very weird without hair or textures.


Edit: I also seem to be having trouble creating the body mesh, all the lessons I have been through seem to focus on the head :sadvaultboy:
hopefully going ahead and working on the head will not mess things up too far down the line...
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Harry-James Payne
 
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Post » Tue Oct 18, 2011 2:26 pm

http://www.imperial-library.info/sites/default/files/gallery_files/bm_werewolf.jpg

Bloodmoon werewolf concept art. It didn't match the ingame werewolves though.


I've never seen that concept art of Bloodmoon. Awesome!
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lucile davignon
 
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Post » Tue Oct 18, 2011 11:41 pm

Lycan = short for lycanthrope = Greek for "wolf-man"
Werewolf = old English "wer" = man "wolf" = "wolf"

I can't even believe we're having this conversation. Lycans are men who turned into wolves (or wolf like beasts). That is by definition a werewolf. I don't care what the screen writers say. A man who transforms into a lupine creature is a werewolf.

There is a significant difference betweeen a wolfman and manwolf, depending on the fiction in question.
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BrEezy Baby
 
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Post » Tue Oct 18, 2011 9:36 pm

http://media.photobucket.com/image/werewolves/gardenontheceiling/sheltwolves.jpg?o=660
This is some concept art from morrowind on werewolves.....I liked it alot

That's the one that I was thinking of.

anyways, if it is more horrible than I can tell please be nice, this is only my second sculpt mesh I have done.


http://tinypic.com/view.php?pic=fkxhj5&s=7

Keep in mind, werewolves seem to look very weird without hair or textures.

I would make the forehead longer and the snout a tad bit shorter. Also, that grin it has looks freakishly huge.
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Add Me
 
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Post » Tue Oct 18, 2011 3:28 pm

That's the one that I was thinking of.


I would make the forehead longer and the snout a tad bit shorter. Also, that grin it has looks freakishly huge.


yea, looking at my render its looking more like an evil, muscular wolf from an old cartoon.... I think the sculpt tools can fix that pretty easily... ill have to try tomorrow.
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naome duncan
 
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Post » Tue Oct 18, 2011 11:36 am

yea, looking at my render its looking more like an evil, muscular wolf from an old cartoon.... I think the sculpt tools can fix that pretty easily... ill have to try tomorrow.

Don't get me wrong, looks good for one night of work. Just giving you some feedback.

What will you do if there are already werewolves in Skyrim? Nevermind, you said in the OP. :biggrin:
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Taylah Haines
 
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Post » Tue Oct 18, 2011 8:28 pm

Really want to see what you end up with :).

Looks cool, but highly delicious has some good points about the mouth and general structure of the skull. Good job!
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Chelsea Head
 
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Post » Tue Oct 18, 2011 11:52 pm

http://www.imperial-library.info/sites/default/files/gallery_files/bm_werewolf.jpg

Bloodmoon werewolf concept art. It didn't match the ingame werewolves though.


I just downloaded that for a desktop image...Thanks W & V...


yay! that is exactly what I was looking for thank you so much!

anyways, here is what I got done tonight... I am working from a combination of the concept arts I received... and from the side this looks similar to a more muscular morrowind one. from the front it is coming out completely different, taller than the morrowind head.

anyways, if it is more horrible than I can tell please be nice, this is only my second sculpt mesh I have done.


http://tinypic.com/view.php?pic=fkxhj5&s=7

Keep in mind, werewolves seem to look very weird without hair or textures.


Edit: I also seem to be having trouble creating the body mesh, all the lessons I have been through seem to focus on the head :sadvaultboy:
hopefully going ahead and working on the head will not mess things up too far down the line...


Here you go...http://werewolf-news.com/2010/04/what-big-ears-you-have-eddie-quist/...http://werewolf-news.com/2009/08/life-size-lycan-display-by-tom-spina/...http://werewolf-news.com/2009/07/an-american-werewolf-in-london-11-scale-prop-for-sale/...Keep working on it...From what I see, you're off to a great start...Very lupine...I like it...I am going to watch this topic and look forward to seeing more...
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adame
 
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Post » Tue Oct 18, 2011 10:26 am

Yeah. It would make sense to mix it up. You can take inspiration from movies too. Daggerfall werewolf and a werewolf from a movie are almost identical.

http://angryjoeshow.com/wp-content/uploads/2009/07/tes_daggerfall_6.png

http://www.blu-raydefinition.com/wordpress/wp-content/uploads/2009/09/BDDefinitionvanhelsing-w1080.jpg



I just started the Daggerfall download......
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Emma Copeland
 
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Post » Tue Oct 18, 2011 8:45 pm

Try a Google search or what ever search engine you like to use.. lol

Of The Howling, The Howling 2, and The Howling 3, there are three different looks to the werewolves in those movies and may they can inspire you as well with what you are doing which looks pretty darn good.

They are pretty muscular in those movies too.
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Laura Simmonds
 
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Post » Tue Oct 18, 2011 2:26 pm

I think the bloodmoon concept art is perfect.....maybe a little more muscle(then again maybe not, wolves in the wild are kinda lanky....not overly built but built for endurance b/c they have to outlast their prey.. not overpower it)....but all in all its good.....its really shows a perfect blend between sapien and lycan qualties......it truly has the monkey/wolf thing going on without being tacky, perfect blend
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Kelly John
 
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Post » Tue Oct 18, 2011 11:39 pm

I just started the Daggerfall download......


You shall love it! Although the starter dungeon can be daunting.. oh and make sure to change your controls.. especially the "mouse to look" option.. :)

Also to above poster ^^^

http://upload.wikimedia.org/wikipedia/commons/5/5f/Kolm%C3%A5rden_Wolf.jpg

Gray wolves are pretty bulky. I like the bulky look to werewolves :).
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Heather M
 
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