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Ravanna
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[WIP] Bonewalkers hi-poly sculpts - Kurasaki

Skinned/modelled to: Dragonborn Lurker

Concept images:

 

Edited by: grumpycat on 03/15/2014 - 02:10
Ravanna
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current progress:

current progress:

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that's aligned to the

that's aligned to the skeleton

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Coming along nicely.

Coming along nicely.

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excellent Try match the

excellent :D

Try match the hands/arm length with the model of the lurker I sent too, but we can match them more later when we skin. 

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Slender Man?

Slender Man?

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Mehh wrote: Slender Man? ?

Mehh wrote:

Slender Man?

? it got a face and no tuxedo

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Are you going to add

Are you going to add protruding bone shards on it?

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Yes. It is only an initial

Yes. It is only an initial stage.

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progress

progress

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Looks fantastic, can't wait

Looks fantastic, can't wait to see how it progresses.

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this is awesome work

this is awesome work :)

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  I need to test
  I need to test this model in the game for possible bugs

 

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just upload and send link to

just upload and send link to me

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  ----------------

  --------------------------

 

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looks good but it needs

looks good but it needs something   skin needs to be way darker i think the rest a bit to also something more whit bone's so it really say's bonewalker it doesn't have to be exact copy of te original

and i would love to see it whit some cloth covering the privite parts hey is missing

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where is all the blood and

where is all the blood and gore?

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what?

what?

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eloth wrote: where is all the

eloth wrote:

where is all the blood and gore?

its a half rotten corps 

 

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eloth wrote: where is all the

eloth wrote:

where is all the blood and gore?

Seriously?

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i was just comparing

i was just comparing this:

to this:

So texture could use some more red, or atleast a stronger red color.

 

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Hey is this the regular bone

Hey is this the regular bone walker or the greater bone walker?

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really good model though

really good model though since there is lots of constructive criticism you have to admit there is something missing about this model to identify it as morrowinds bone walker. if you look at the original theres allot more muscle to the upper body. yes the name is bone walker and of course someone could debate that there are skeletons and that move without muscles but thats beside the point. (sorry for the rant but its what I see.)

I think its probably best to stay as close to the morrowind model as best you can because to recognise creatures that are recreated they need to have attributes that are simmilar to the original. Even in the main skyrim game they keep these attributes that give it a recognition as that creature. I think we do have lots of freedom in recreating the morrowind creatures (Mostly because they didn't have the power we have today) but we do need to keep to the DNA of the game as much as possible.

That said I think its probably best to shorten the forarms and maybe add some muscle to that part of the body as well so he doesn't look so bony, also maybe add some more muscle to the upperbody as well. It also might be a good idea to make the stumic look like it has a chunk taken out of him instead of making it a hole in the body so he looks like he has more beefyness to him. Other then that it looks awesome.

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This can be considered a form

This can be considered a form of lesser bone walker.
The great thing is here we can create templates and have more varieties than original morrowind.

Art Critique:

The model is excellent, and the method Kurasaki has used is also very good. (actually hollow cavity, organs, real bones, accurate anatomy)
What is missing here is stronger sculpt detail, whether Kurasaki has access to zbrush or mudbox.

Creating more sculpt normals would allow for more detail to be overlayed into the diffuse.

He has done the anatomy underneath very well, we just need to push that visually.
If Kurasaki finds tutorials on sculptinb, baking, and overlays, it'll be fantastic.

At the very least, he has given us something strong to work with.

:)

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It looks really good, but I

It looks really good, but I think it needs to look more menacing and mutated if you know what I mean, like over the top large torso, like the original for example.

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I like the model very much; I
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Personally I love the look of

Personally I love the look of this thing. it's amazing. and If you mean for this to be the lesser bone walker i think its fine as is. But for the greater bonewalker it does need to have some broader shoulders and maybe make it a bit more fleshy  while still keeping the rotten Frankenstein look.

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differences from oregenala

differences from oregenala netak much less than the torso and face are not limited like.
All ostolnoe like oregenala.

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This model is cursed .. I

This model is cursed .. I have already re retapolozhil and still this bug.
zhnait who can do that?

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maybe a problem reschena, but

maybe a problem reschena, but I'm not sure

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all demons 3d Max wins ....

all demons 3d Max wins .... ready

 

https://www.dropbox.com/s/dwp2msxt89jysnv/bonwoker2.zip

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Next monster ...... Daedroth,

Next monster ...... Daedroth, but for him I take after having

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Wow! That looks phenomenal

Wow! That looks phenomenal Kurasaki! :O

Amazing work!

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superb

superb :)

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Looks terrifying! Can't wait

Looks terrifying! Can't wait to see your next project.

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Fantastic stuff, very

Fantastic stuff, very professional work!

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Can really increase your

Can really increase your chest?

 

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I think the textures on those

I think the textures on those bonewalker should be more detailed, rotten and flesh is more screwed up. Now it looks like a toy. I don't have any 3d modelling skills but I can help to improve realistic look of these textures. Just give me the samples of your textures.

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Ravanna wrote: This can be

Ravanna wrote:

This can be considered a form of lesser bone walker.
The great thing is here we can create templates and have more varieties than original morrowind.

Ya I guess your right but it does lack a alienness to it that most morrwind characters have but yes you are right more varietie the better.

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Info about the "spikes"

Info about the "spikes" sticking out of the bonewalker:

"While the magic involved in raising a skeleton will assemble the bones in the proper order, skeletons may be strengthened considerably by the addition of support on their joints. The most common are leather straps that bind the bones together more tightly. Some practitioners also drive metal spikes are between the joints, which is more expensive and time consuming, but they protect the servant where it is weakest."

- Corpse Preparation, Volume Two: The Skeletal Corpse

While bonewalkers aren't exactly skeletons, neither are they fresh corpse zombies. It could be considered that those things sticking out of the bonewalkers are metal spikes keeping the joints intact.

What do you think?

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Nah, you can tell they're

Nah, you can tell they're bone spikes ingame. In-universe they might use metal sometimes, but bone can work too. And is creepier :P.

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+1 for hardcore lore,

+1 for hardcore lore, BegottenMeridian. I have to agree with him on this one. I've been looking at a lot of in-game references since this post was started and always thought they looked like spikes but I had thought they were arrows or spears from adventurers who didn't quite make the cut.

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I've done some further

I've done some further analysis on whatever the hell is sticking out of these bonewalkers. Yes, bones look cool and in a way they do look like bones. However, the low quality textures of 2002 (or whenever the graphics for TES III were being developed) don't provide enough directly observable evidence to what the material is.

As far as I can tell "On the Preparation of the Corpse" was first introduced in TES III. Correct me if I'm wrong, but I also believe that the bonewalkers of TES III were the first undead creature of the entire series to have these "spikes". In regards to this the lore is pretty complementary with the art/textures, and I believe this was intended by the developers. It wouldn't be the first time that lore text and in-game graphics were complementary in this fashion.

The main thing to observe is the location of these "spikes":

Greater Bonewalker

In this view of a greater bonewalker "spikes" can be seen driven through the right and left shoulder joints (and the left shoulder blade?), the right kneecap and the right ankle. The "spikes" in the upper body are large in circumference and have some large nail like qualities to their shape. The "spikes" in the lower right leg are much smaller in circumference and have greater points at their emerging ends.

Lesser Bonewalker

The lesser bonewalker appears to have a wider collection of "spikes", each driven through the major joints of the body: shoulder, elbows and kneecaps, and one spike driven through the head (to keep it attached to the neck and shoulders?). In some instances there seem to be more than one "spike" at a given joint location: the right elbow and the right kneecap. The shape of the "spikes" are a somewhat harder to describe from this image. Some long "spikes" seem to have dents and bends. Some "spikes" appear to have some nail like qualities: a head to support a hammer at one end and a somewhat pointed or sharp texture at the other end.

This analysis needs further investigation to determine the nature of the textures behind these "spikes", but their locations on the body seem to support the idea and lore that they are indeed supporting the joints.

Now for a view that describes the differences between the nature of magic and the nature of science throughout the TES series. Magic plays a major role throughout every TES game. It can be used to describe certain natural phenomena in each of the games. However, there seems to be a degree of limitation on the extent of what can be done with magic in the TES universe, at least to the common practitioner. This is where science comes in to play. Based on general observation the TES universe is heavily influenced by our own universe (as is just about every other popular fantasy universe). Similar scientific universal laws seem to apply. There are stars, planets, humanoids, animals, plants, land, water, alcohol... you name it. This suggests are very similar universe to ours. The only difference is the ability to manipulate energy and matter at a very personal level, usually for personal gain, that does not seem to coincide to the abilities of most life forms of which we know about in our universe.

So science and magic coexist in the TES universe, so what? Well standard rules need to be applied to magic and science for boundaries to be drawn. What counts as magic and what counts as science? Because we can't physically enter the TES universe and experiment away we will just have to use our sense of observation. In this very particular case there are "spikes" sticking through the joints of these poor creatures, violently desecrated and bound into slavery. If you've read "On Preparation of the Corpse" you probably understand the purpose of these "spikes". If you argue that they are there just to look cool then why are they positioned almost definitely at just the joints?

The only question that remains is what the "spikes" are made of. Well if you argue that they are made of bone then consider sharpening a long piece of bone and then driving it into another thick piece of bone, what would you expect to happen? I'm not 100% sure what would happen but I think we can agree that bones can be quite brittle. A metal nail would stand a better chance, but realistically speaking I doubt they would be much better at the job (you would probably just end up shattering the bone, considering historical crucifixions and the idea of driving nails through the palms to support a person on a post or a cross). So lets say metal nails are more plausible than spikes made from bones. You might argue that bone spikes were used and magic was used to support them. Then why don't they just use magic to support the bones at the joints in the first place? Necromancy in TES V seems to suggest that this is what is used to support the joints, that it's just magic and nothing else. Well this is Morrowind, and Morrowind seems to have a particular style of flavour to its art and lore.

I'll leave any conclusion up to yourselves. I hope my ideas have served some purpose here. Thanks to those who bother to read my rants.

BM

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BegottenMeridian wrote:   You

BegottenMeridian wrote:

 

You might argue that bone spikes were used and magic was used to support them. Then why don't they just use magic to support the bones at the joints in the first place? Necromancy in TES V seems to suggest that this is what is used to support the joints, that it's just magic and nothing else. Well this is Morrowind, and Morrowind seems to have a particular style of flavour to its art and lore.

I'll leave any conclusion up to yourselves. I hope my ideas have served some purpose here. Thanks to those who bother to read my rants.

BM

Well the thing is, as you said magic can only go so far. The joints already are supported magically, especially with skeletons, it's just stuff like leather straps and bone/metal spikes are also used to reinforce the joints further. The joints are weak points, and most necromancers are not powerful enough to satisfactorily reinforce the joints with magic alone. Hence, they use magic to put the spikes in without breaking anything since that's all they can do.

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The deep history and lore on

The deep history and lore on the Bone Walker.

Michael Kirkbride "You know what would look cool?"

Todd Howard "What?"

Michael Kirkbride "Spikes sticking out of their bodies"

Todd Howard "Right on man"

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Here began Greater

Here began Greater Bonewalker.

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Now that is boss. It looks

Now that is boss. It looks really menacing, I can't wait to see it in game!

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nice

nice

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can you colour the skin a

can you colour the skin a darker grey, like the original dunmer colour?

what is this rigged to?

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