Hey everyone :poly124: I came across the concept art for the not yet released champion Ao Shin and thought it was just too awesome. I had to make it. Good luck to everyone!
Bwahhaha hey, no fair doing unreleased champions! Just kidding - great idea to tackle this as yet unseen beast. Looks like you've made a good start already - good luck with the rest.
LRoy and Sukotto, thanks for the feedback, I'm going to try out both of your suggestions tonight!
I may also scale down his arms. I wanted to make them imposing and powerful but now that I've read what little info there is about this hero I imagine him to be more of an elemental damage type rather then brute force (physical dmg). So to reflect that I'm going to try toning down the emphasis on the claws.
Took a break from sculpting tonight and did a little bit of photoshop work to make sure the shapes are working with the colors I want to use before I finalize the model.
For anyone who wants a quick way to set up a composite image like this, you can use your render from zbrush, then use gradient maps with layer masks attached to color each section. It's really fast.
Love the detail your getting in there, looks fantastic man. The colors are working pretty well too! May need a few saturation tweaks, but overall amazing. Keep it up!
Unfortunately I haven't had much time to work on this lately. But I'm still hoping to schedule out a good chunk of time to finish this guy up in time for the deadline. Wish me luck! In the meantime, here's a minor update.
Update Got started on the low poly. It's a little under half done. Soon it'll be time for baking! Gonna try to make the deadline :P Hopefully I can squeeze it in.
Got em rigged and playing around with some text poses and trying to figure out what to do for a final comp.
Just gotta finish up the texture and do the final final presentation! w00t. EDIT: for anyone using marmoset tool bag 2. remember to turn off the "use mips" setting if you plan to take a screenshot larger then your screen resolution. blurry texture = no good! ( image below has a blurry texture compared to the previous images!)
hey man! i'm the guy from reddit. i did a quick paint over for you and forgive me it's been a few years since i did stuff like this so i'm a bit rusty and holy cow i haven't used polycount since college lol
i'd say you have all the makings of an awesome model but the texture is lacking mostly in the macro departments. i lightened up and added a lot of contrast towards the face to bring your eye to the important features. i have an overall gradient from the tail to the head to help that too. i also eliminated a lot of your highlights because they were looking like outlines in some areas and just painted the shape directly. any area i could define your shapes more i tried too. i think i'm a bit too heavy in the AO department but i think you get picture. i love the detail, the proportions, and the colors. i just wanted to define those features a bit more. anyway, i hope this helps! let me know
Riot has a very limited range for how much saturation/value they use on characters to mantain the game's visual hierarchy(which they go over here). So instead of make things brighter I've dropped the darks to increase the contrast and I think it achieves the kind of results you are suggesting!
Thanks guys! For anyone wanting to make some last minute edits to your presentation I just wanted to share that using the method of inflating(transform component option in maya) a duplicate of your model with a black material and inverted normals with back-face culling turned on has yielded the best results for outlines in marmoset 2.0! When I get more time I'll make a mini tutorial for it!
NICE! Happy you were able to make it over the finish line in time, this was one of the more unique entries since the character hasn't been made yet. You did a great job on fitting the league style.
Replies
goodluck ^^
Evening numbah 2 of sculpting. Initial block out complete. The next phase will be to get the top view silhouette working better.
Cheers!
I may also scale down his arms. I wanted to make them imposing and powerful but now that I've read what little info there is about this hero I imagine him to be more of an elemental damage type rather then brute force (physical dmg). So to reflect that I'm going to try toning down the emphasis on the claws.
Didn't get much done last night, just a few proportion changes. Thanks for the feedback guys, I very much like the results.
Took a break from sculpting tonight and did a little bit of photoshop work to make sure the shapes are working with the colors I want to use before I finalize the model.
For anyone who wants a quick way to set up a composite image like this, you can use your render from zbrush, then use gradient maps with layer masks attached to color each section. It's really fast.
Unfortunately I haven't had much time to work on this lately. But I'm still hoping to schedule out a good chunk of time to finish this guy up in time for the deadline. Wish me luck! In the meantime, here's a minor update.
Just gotta finish up the texture and do the final final presentation! w00t. EDIT: for anyone using marmoset tool bag 2. remember to turn off the "use mips" setting if you plan to take a screenshot larger then your screen resolution. blurry texture = no good! ( image below has a blurry texture compared to the previous images!)
i'd say you have all the makings of an awesome model but the texture is lacking mostly in the macro departments. i lightened up and added a lot of contrast towards the face to bring your eye to the important features. i have an overall gradient from the tail to the head to help that too. i also eliminated a lot of your highlights because they were looking like outlines in some areas and just painted the shape directly. any area i could define your shapes more i tried too. i think i'm a bit too heavy in the AO department but i think you get picture. i love the detail, the proportions, and the colors. i just wanted to define those features a bit more. anyway, i hope this helps! let me know
Riot has a very limited range for how much saturation/value they use on characters to mantain the game's visual hierarchy(which they go over here). So instead of make things brighter I've dropped the darks to increase the contrast and I think it achieves the kind of results you are suggesting!
i didn't know about the limited range they used but now that i know i kind of want to make a champ too lol