Meet Oskarr, an ogre from the windswept plains of the north, where summers are short and winters long. It is a land dominated by wandering nomads and tribal chiefs, relatively unaffected by slow march of progress that the kingdoms to the south enjoy. Renowned for their strength and loyalty, it is not surprising to find that a good portion of the land's residents have experience working as mercenaries.
Oskarr is one of those mercenaries. Under the employ of a dwarven fortress, Oskarr wears the traditional warpaint of his people. It covers his entire body, and each sign is symbolic of enforcing or strengthening both the mind and the body.
As he was born and raised in a small fishing village, Oskarr is equipped with armor made from the bones of great sea creatures that have been killed in the annual summer hunts. Runes have been carved into the shoulder piece to signify good luck and victory in battle
On his belly are 5 rings, which are symbolic of the five spiritual chains that he must break in order to reach his full potential.
The dwarves that employ him require a uniform to be worn in order to identify friend from foe in battle (they are not the only ones to recruit from Oskarr's people, after all). The pants and shoes are a part of that uniform. With some customization on his part, Oskarr has made it so that the pants cover the armor on his legs. This is done so that his allies can identify him more easily (as is required), while also not losing any protection in the process.
A lumbering giant among men, Oskarr's weapon of choice is a monstrous mace, which was carved
out of a tree. Both the mace and his feet are stained with the blood of enemies.
So far, Oskarr has emerged a champion in battle, but for how much longer?
Initial Inspiration
Lately I've been addicted to a game called Europa Universalis IV, which is a historical strategy game that spans between the years 1444 and 1820. Since I'm also a history nerd, and since the game focuses on the time period, my interest in the Renaissance and Protestant Reformation has been stirred.
Naturally, this current interest has shaped the story I have for Oskarr, and seeing as he is a mercenary in a fantasy world, I decided to take inspiration (at least when it came to his clothing) from the mercenaries of the Renaissance.
From what I gathered, striped pants were a pretty big thing back then:
In truth, after the pants were done, I kind of winged Oskarr's design, and came up with a story as I went along. The paint he dons is inspired by both Celtic and Maori tattoos.
Materials
the base color map, without any of the fancy material attributes added on |
The requirements for the project was to use at least 3 different custom materials. If using the brush, tinkering with its settings, and compiling it all into multiple layers counts as separate materials, then the entire project was composed of various different custom materials.
For example, this is what the upperbody mesh looks like:
And this is the additional layers I used for the face:
Each layer serves its purpose, from coloring, to adding patterns, to creating the illusion of height. It all comes together to create this:
As another example, this is what the pants look like:
For things like roughness and metallic properties, I assigned that with the base color material. For example, here is the shoulder pad:
Painting
the two main brushes I used for painting |
The process for all parts of the mesh followed a simple pattern.
First, came the basic color material, along with any underlying patterns I wanted, which I made with the generator feature
Then came basic shadows, along with some simple highlights
More detailed shadows and highlights followed. A very basic sense of depth is also added with custom heightmap brushes.
After that, it was a matter of finetuning. For most of the meshes (especially the pants), I also added in more generated maps for mud and grime
Smaller parts, like the feet, followed a similar process, though I usually did not go into as much detail with shading. For the blood effects on the shoes and mace, I used the particle brush (mainly the laser, heavy leak, and splat ones).
Ambient Occlusion
I was going to do that, and I did bake it but....
the result was far less than attractive, which is why I switched to shading by hand...
I think this is more of an issue with the UV map than the model itself, as well as the fact that I had decided to implement the ambient occlusion map after I had finished the process of texturing. My bad.
Normal Map
Instead of using the one that came with the model, I decided to go for more creative freedom and create my own with the height brushes:
I feel like this allowed me to make something more unique.
Near the end, I also added in a small stencil to the pants, just to give a better fabric texture:
Overall, I really enjoyed this project, and it makes me eager to texture more in the future.