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ScumpunxDave
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Durzog sculpt [WIP]

Here's a concept sculpt ive done for the durzog hopefully i can get this built in to the real beast it should be im about 1 1/2 hours in and i thought i would show you all what im working on and get some feed back hope you all like it

Edited by: grumpycat on 06/17/2014 - 19:22
Yixist
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Looking good, but I always

Looking good, but I always thought their skulls looked good when they were a little more elongated. I was going to say the snout needs to be longer, but in actual fact the eyes and nostrils are quite close to the end, so instead its the jawline that needs to be stretched.

If the neck was a little more arched I think it would help emphasize the weight of the heavy muscle in the head too, and fit in with the more tank/brutish look you're going for with this sculpt.

Finally, the armor plating on the top of the durzog will look more natural if theres some blending/scattering of smaller armor plates down the cheekbones/snout.

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thanks but there already all

yixist thanks for the input i will be basing the durzog on the bear animations for a heavy hulking look i will be trying one based on the wolf as the durzog by lore is a dog type creature and would like to see it in a few variants one as a big strong and powerfull but slow hulking creature and one as a fast pack hunter i didn't find the ref to my liking as the img is of a modded version which in my opinion was not as good as the vanilla version granted the meshes and textures were nasty but it had a much more reptilian look thanks again

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Do what you will, but if I

Do what you will, but if I may advise, try to avoid the wide and thick skull, if it is to look like a wolf, the skull should be more aerodynamic than what I currently see in your first model. Hence Yixist's reference. Good luck, and great work so far :)!

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could we add a few of these

could we add a few of these in cages in vivec peraps.
id like to see them in core story

it will be rigged to boar i think?

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That looks amazing!

That looks amazing!

Something like that for the ridge/upper head would work well I think.

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didnt think of the boar hmm..

didnt think of the boar hmm.... :)

 

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boars don't use their arms,

boars don't use their arms, this would. How about sabretooth?

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i was thinking the same thing

i was thinking the same thing it would have roughly the right build and it would use the arms i like the idea thanx

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imho, i think the wide

imho, i think the wide forehead plate looks good. Perhaps a bit wide, but i think it more closely resembles the original morrowind models. There could be a male and female model where the females resemble iceflame's image.

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I agree that the sabretooth

I agree that the sabretooth could be a very good skeleton to use, partially because the boar skeleton has very little movement in the neck (it doesn't even have much of one), an aspect that the durzog will need to have. Even many of the sabretooth's animations fit the durzog as a 'goblin war-beast' and all-round badass quite well. Not only that, but there are already mods that make the sabretooth ridable, the mechanics of which could be useful if we want goblin war-chiefs to be riding those monsters at some point! (with permission of course)

I'm aware that the reference that I posted is modded, but I think they've captured the overall body structure of the original durzog quite well, in particular the neck and posture. I also agree with you that many aspects on it will look a lot better once reworked, especially the head area (The eye placement on that reference I posted is appalling), which I'm sure you'll nail with a little work :)

The drawing that iceflame posted is another good picture of Durzog posture, which will look just as good muscled up a bit like you plan to do.

Keep it up!

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I think concept with narrow

I think concept with narrow neck (posted by Iceflame542) better at least because Skywind already have many creatures with wide collar and similar structures (Clannfear, Kagouti, Alit...). Also it's closer to sabretooth.
---
IMHO at least first pair eyes should be located more like cat's (and other predator) eyes - to provide binocular vision.

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started again from scratch

started again from scratch and used the original mesh for better proportions still needs more work before i move on to texturing and painting and unfortunately i had a bit of a major problem with undo history not saving in Zbrush and even after several reinstalls i still can not get it to work as i was hoping to make a video of the sculpt it looks like it wont happen until i find a fix so if any one else has had this problem me know

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OHMYGODYES

OHMYGODYES

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Yeah. Amphibian treatment is

Yeah. Amphibian treatment is the best one. But may be you can make his tail more assimmetrical and interesting (more fin down, less fin up - as it floats at the surface).

What rig you plan to use? I think sabrecat is the best.

 

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it shall be using the saber

it shall be using the saber tooth skeleton

"more fin down, less fin up - as it floats at the surface"  i hope you don't mean that you would turn this into a aquatic creature it is a reptilian dog after all :D

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I mean some more swamp

I mean some more amphibious swamp-dweller, like a crocodile. So it can be looking as log from above if it would have only fin at the bottom.

Some like this:

Your variant will be better for some tadpole of this creature.

Max of undo history depends on Edit > Tool > Undo counter.
http://docs.pixologic.com/user-guide/3d-modeling/undo-history/

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I like alysanders idea, does

I like alysanders idea, does make sense. Perhaps change the fins to the top to more spaced out spines?

I seriously cant wait to see this thing in all its glory. You got the head perfect!

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cool! but is not he too fat?

cool! but is not he too fat?

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I know the majority here are

I know the majority here are generally anti-ESO, but the ESO model seems like a reasonably good reference to me.

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Good for body-shape, but the

Good for body-shape, but the head is all wrong in the ESO version in my opinion. Liking scumpunx's build much better on the head! I would say the sickle shaped claw needs to be flattened on the sides though, and maybe the body thinned down a little, with a tapering waist like a wolf.

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It's not that majority is

It's not that majority is anti-ESO, it's just that plenty of ESO design is anti-cool. But I do agree with Yixist on that, their body is a good reference, but head should stay as it is.

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i do sort of agree that he

i do sort of agree that he looks big on that pic but i think thats down to the angle of the screen shot i will add some more in a bit after some more work on it

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i wouldn't call ESO design

i wouldn't call ESO design anti cool just the old TES creatures are not very well redesigned and look like different creatures altogether granted the old morrowind creatures like the durzog looks bad mesh and texture wise but with the technology back then im not surprised but the original creature itself i find to be a much better look if you ignore the fact it looked like it hadn't been fed in ages it just had that morrowind warped lizard beast look that i love

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> majority is anti-ESO

> majority is anti-ESO
= It's just because of better estimations on TESO.
Many fans wanted "TES6:Dwemer returns" of some near it.
I am just want procedural world and sandbox cities.

Scumpunx: if you want big tail of this creature to be animated - sabrecat is'nt good rig for it. Sabrecat has'nt tail.

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yes it does have a tail  and

yes it does have a tail  and the animation should be just fine the saber tooth it is the same rig on which the guar is based https://www.youtube.com/watch?v=LoSylCIpZcc

meet the saber squirrel

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Hmm. Yeah, saw this video.

Hmm. Yeah, saw this video.
Did'nt noticed that this this stump is animated.

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He looks fat because his

He looks fat because his front and back limbs are muscley and are closer than what they should be (stretch the body lengthways just a fraction) but could, as Scumpunx said, be the screenshot angle.. I think the head is fine for what it is, not overly broad that it looks to much like a triceratops frill and not to slim to think " Oh look! A Durzog... Come here puppy!" would work well though if there was that idea of the female and male version to make a female without the frill and just the continuation of the spines. All in all great moddeling :D

 

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Denevir wrote:

Denevir wrote:

Dragomir wrote:

It's not that majority is anti-ESO, it's just that plenty of ESO design is anti-cool.

I thought my opinion on design was rather important considering my function here :P Don't reply, I don't want another war. Just a remark.

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Phenomenal

Phenomenal

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Damn that looks awesome. 

Damn that looks awesome. 

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Beautiful work scumpunx!

Beautiful work scumpunx!

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so far ive put down my base texture and started to add the last details and tweaks to this

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I'm thinking that when it

I'm thinking that when it comes to a low poly version that the eyes are going to get lost in the detail? Might need to make the eyes bigger.

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thanks for the heads up i

thanks for the heads up i will make them bigger again looks better smaller but we need it to have eyes so im sure thats more important :)

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i hope collar will be
i hope collar will be optional
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alysander do your research

alysander do your research http://www.uesp.net/wiki/Tribunal:Diseased_Durzog#Diseased_D... the durzog comes  in 2 main types a wild durzog and a war durzog which has been trained by goblins the only way to tell them appart is well the collar hope this clears things up for you http://www.uesp.net/tamriel/monsters/images/wardurzog.jpg

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Yes, that's what i meaned.
Yes, that's what i meaned. Nice work.
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Maybe try some lizard

Maybe try some lizard patterns, their bellies tend to be different color's altogether (blue might be a bit much though :))

I really like the almost warpaint pattern on the orange lizard.

 

 

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thanx for the ref scruples

thanx for the ref scruples its still just the base layer for the skin as of now but that was my plan for my final layers and to also do more variations as i really want to make a automatic variant package for all of the creatures in skywind (when there ready and accessible to me) but that's low priority and to be done when almost ready for release but i will still be making different patterning for this beast over time :P i want to have about 6-8 variations on each creature with just slight changes on colours and textures

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Should we make Durzogs

Should we make Durzogs residents of Vvardenfell? My vote is yes, we may NEVER do a tribunal release, probably run out of steam by then.

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it wouldn't be out of place

it wouldn't be out of place in vvardenfell i know there on the main continent i think bethesda got lazy so didnt add them to anywhere else other than mornhold :D

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Yes, a few lines of dialog

Yes, a few lines of dialog can explain why they are there (failed rat extermination experiment, lol)

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I'd say Durzogs should be

I'd say Durzogs should be treated like badass pitbulls.  Not native to Vvardenfell, but used in the Arena in Vivec for fights, used as guard dogs for noble estates, defending wealthy merchants from nix-hounds and the dangers of the road, accompanying particularly nasty bandits.

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i think having them mainly in

i think having them mainly in the arena and as guard dogs is a good idea but i do think we should have some wild ones at high lvls 40+ and as for an explanation to why they are there thats an easy one they escaped LOL just thought we could even have a quest where you go and liberate them from there masters/area cages for the durzog liberation front  XD ok maybe a bit too far but you get the idea

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Vvanderfell have more than
Vvanderfell have more than enough predators. I am agree with Smitehammer that it can be only exotic animal (exported from continent), not possible to reproduce on island.

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