Very cool. I think the middle one would translate into 3d quite nicely, and the contrast makes it more interesting than the one on the left. Looking forward to this!
Thanks for the feedback:) Moving forward with the second one. Im thinking this will be a variant where Naga Siren has embraced her banishment and taken on a darker and more sinister set of armor...
Wow! These are both looking excellent! It looks like you could really go either way (good or evil). I'm favoring the shape of the lighter design, however the darker one is very interesting. I like that the dark helmet is a little crooked at the top. It still needs something though. Perhaps you could create more of an S-curve from the side view? Could look more interesting in that perspective.
Beautiful concepts, I think the colours are great but I think it could benefit from some of the original colour-scheme bleeding in somewhere just so that it's not a mass of black and orange. It's hard to tell how it will come across until its in-game though.
your concepts are amazing! and I absolutely love the level of details in them! but i would have to go with BrontoThunder about the colors pallet, maybe a dark blue, instead of the black?
it looks killer! i love that darker twist to her character! it fits her very well!
Cant wait to see more!
Thanks for the feedback guys:) I agree, and Im going to try to blend towards the original color scheme using the spec and rim light. Its not very prominent in the concept, but the spec is relating back to the hue in the mid torso. The orange is a shift from that found in her head, but i pushed it a bit too far to see the relation. Hopefully Ill have more up soon
You know who this is...Love the "head piece" or helmet for this character and like the dark side to character. I know you will continue to use highlights and lowlights in your textures to make it all work together. Takes time and patience. Lovin it!
Thanks for the feedback guys:) I agree, and I'm going to try to blend towards the original color scheme using the spec and rim light. Its not very prominent in the concept, but the spec is relating back to the hue in the mid torso. The orange is a shift from that found in her head, but i pushed it a bit too far to see the relation. Hopefully Ill have more up soon
I am wondering how you want to achieve this since you can't use specular colours. (all the special map are in gray scale).
I love how you came to this design concept and kept in the silhouette of the original and made something new. Looking forward to the new color scheme.
Re what EVIL said, yeah thats a bit confusing in the material explanation, that its a color mask to another file that we don't have access too, and some characters don't have anything in those files. You can bend the color back to the base color in the spec thats about it.
yeah, the spec can be colored based off of the diffuse by using the second mask and the third channel. As long as the spec is strong and I have a saturated green hue in the diffuse, I may be able to pull it off...if not, Ill just come up with some new colors:)
Ill probably have the sculpt fished tonight after work, along with a few color ideas. Im still thinking of keeping the set a dark value, but with some light color gradients...
I will be curious to see if this gets accepted with the drastic new color changes. It would show us how much Valve allows for changing the designs and adding new colors instead of just keeping to the exact colors from the original model. Hope it gets accepted!
Center armor piece is going to have to change:( I skinned it all up and her animations are so dramatic that is going to crash through no matter what. Im thinking Ill replace it tomorrow with something smaller and higher up on her waist...
Anuxinamoon: yeah, I probably should have studied her animations before designing that front armor plate. Not sure if you noticed, but she also has a strange contrapposto in her animations that make attaching things to hips just painful
No fun Sunday...I deleted my work from yesterday by accident and had to relayout the uv's and rebake eveything:(
awesome to see this progress, I still love the colours, my only crit would be that the orange in the last image seems red'er than the concept, could just be the lighting but I personally preferred the more orangey orange, lol, hope that makes sense.
^ this. The half lambert they use looks amazing but softens the normals quite a bit. Make it pop by playing with the masks to get different variations in the spec and Fresnel.
Download Xoliul shader 2.0 to have a look at how the half lambert effects your normals and plus it s a great way to render presentation shots of your model
Great work man, the swords are kick ass! I see what you meant by that plate in the middle front section of her torso, since its to late for me to change it, im gonna have a shot at re-skining it.
Replies
- BoBo
it looks killer! i love that darker twist to her character! it fits her very well!
Cant wait to see more!
I am wondering how you want to achieve this since you can't use specular colours. (all the special map are in gray scale).
Re what EVIL said, yeah thats a bit confusing in the material explanation, that its a color mask to another file that we don't have access too, and some characters don't have anything in those files. You can bend the color back to the base color in the spec thats about it.
- BoBo
Ill probably have the sculpt fished tonight after work, along with a few color ideas. Im still thinking of keeping the set a dark value, but with some light color gradients...
Cheers
Looking good though mate!
No fun Sunday...I deleted my work from yesterday by accident and had to relayout the uv's and rebake eveything:(
I did ,however, start texturing tonight:
wip:
Download Xoliul shader 2.0 to have a look at how the half lambert effects your normals and plus it s a great way to render presentation shots of your model
Love that wicked weapon!