Started on a new project recently.
Inspired by a similar project by RiotForQuiet over in this thread:
http://www.polycount.com/forum/showthread.php?t=99086&highlight=Shaco
The goal is to make a skin for the champion Wukong from League of Legends.
First I did a little "research" and by research I mean gawk at LoL skins for a few hours. :poly136: After a few embarrassingly unoriginal ideas I finally came up with Sea Monkey Wukong. With this idea I aimed to keep the leaner more stream lined body type of the default skin and combine it with various fishy features to create a sort of merman version of Wukong. Yesterday and today I've been throwing some ideas around and blocking in some pieces.
Still need to block in:
- Arm guards
- Shoulder strap
- Shin/leg armor
I want to keep the rest of the armor on the lighter side in order to keep with the agile streamlined look. I may also rework the feet and hands a little to see if I can work in some webbing.
Anyway thanks for reading, I know there's not much to talk about here yet, but I'll keep working on it and keep the thread updated so stay tuned.
Replies
CnC always appreciated!
Did some sculpting today.
Still some things I can see that need clearing up, but any CnC is appreciated.
The chest is pretty good, it has nice lines. The hands look really big compared to the rest of the character, though that may just be the style.
The one thing that does really bother me are the feet. The heel seems very wide, compared to the very thin lower chest. I like the wide upper chest going into the very narrow lower chest, and personally I think i'd look nice if made the heels a bit more of a narrow point aswell. Also, the underside of the feet is never really that flat. Just add some curvature there.
Yeah I knew something was wrong with the feet, just wasn't exactly sure what. I'll revisit them tonight.
Forgot to take a close up shot last night.
CnC appreciated.
While working on the low poly I managed to lose my high poly (not his armor and staff though). I'll have to sculpt it all over again, it's taken some steam out of me. Oh well, good for practice I suppose?
But I find that if I have to do things a second time, it usually turns out better. But I'd recommend just biting your lip and getting started on a.s.a.p before you lose anymore steam.
Alright here's where I'm at with the new sculpt.
Took it to the next level with some rendering advice from daphz.
So much better don't you think? :poly124:
Anyway, crits and comments always appreciated.
CnC always appreciated.
I'm feelin' this ones pretty much done no?
I had some fun setting up shape keys in the face (originally to achieve that smirk he has).
Think I'll record me messing around with it, can get some pretty funny results. :poly124:
CnC always appreciated.
I think you could have optimized the UV space some more by mirroring some sections if there is no real unique parts to the texture, i.e the face.