Making of the Blood elf

"Making of the Blood elf " by Ziv Qual
final Making of the Blood elf

This tutorial will covers some of the interesting steps of producing this image.
starting with what sparked the idea, and covering the modeling, texturing, rendering and compossiting.
I will also share a few tips and tricks as I show the process.

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Concept and inspiration  
1small Making of the Blood elf
Not much to say here.
After quite a long time of no free-time personal projects, I run across a sketch of a blood elf from Blizzard and I was flooded with inspiration. I then gathered a few more sketches by samwise and at a certain point I had a very clear picture in my mind on the whole composition and on very specific things like the armor’s design. I should note that the sketches sparked it for me and helped my inspiration run, but I was in no way trying to duplicate it, I wanted to give it my own design.

Modeling 
2small Making of the Blood elf
The Blood elf is all about layers of objects on top of each other. I’ve started with a generic male model which I already had and used just as reference. The first thing I modeled was the base robe underneath everything, when I was happy enough with it I got rid of the body model. I then started modeling all the parts of the armor going from chest to bottom, then the shoulder parts, the mask, and all the parts of the cape. Like I said, all the parts are laying on each other so I had to be able to keep going back to objects and easily tweak them again and again at different points. The way I modeled most of the things here allowed me to do so easily – I start with a single polygon where I wanted to model the next part, I give it the Shell, symmetry and turbosmooth modifier, use "show end result" and start adding polygons to create the basic shape of the the armor part / cape part. As you can see,I get the base shape I want with only a few polygons, this allows easy tweakings all the way. One of the harder things for me is to decide when the shape of each part is final, at that point I use "override edge ID" to give the side polygons the gold material and after that I collapse the shell modifier so that I can edit the golden edges further. after I had all the armor parts on top of each other it was time to add the diamonds in. Basically, the steps are: preparing the topology (having one or two polygons in place to work with), extruding inwards, changing the ID to 2 (gold material), extruding outwards and extruding inwards again, changing the ID to 3 (diamond material) extruding outwards and tweaking.
When I decided I was done with the Modeling, I’ve decided to make a basic quick rig to help me pose him easily.
Something else I thought I’ de share here – Modeling the staff was really easy and fun once I figured it will be symmetrical to 4 sides, I simply added 2 symmetry modifiers and I actually modeled just a quarter of it while seeing the end result interactively.

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