Latest Update:
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Leaning towards doing the Tidehunter.
Concepting a bunch if ideas atm, some serious, others slightly "funner". Unsure which direction I want to take atm.
i.e Swim safe tide hunter (Floaties, Lifejacket and Goggles)....vs....Armor of the forgotten tide etc. (Some deepsea themed badass armor)
I like the humorous take of the items in TF2.
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Replies
/leaves competition.
back to the drawing board
atm im still concepting out a bunch of shapes and ideas. though I am starting to gravitate to a few designs. I think the next round of concepts will be combining my fav ideas and detailing them up more. as well as drawing them from the game perspective to see if they actually look any good...
Anyways, I'm really digging a lot of these ideas. I like the metal spike in the jaw in 1 on pg. 1, it's like an evil metal beard/goatee. I also really like the smaller shoulder pad in 7 on pg. 1. For page 2 I like the shoulder piece in 3, it looks nice and regal. The head piece in 1 is also cool. It reminds me of the Witch King's crown in LotR and I think it reads well from a distance. Overall I'd say any of the concepts you've drawn would be solid going forward.
You might want to change the title of the thread to Skeleton King. Also, there is a broken image at the bottom after the first two pages.
just keep in mind that you don't want to stray to far of from the original silouette!
don't know what this ones original looks like though, but valve's really strict about those things
btw, could you show your sketches a bit bigger next time?
they're kinda small compared to the mass of empty space
Still need to think about the weapon and gauntlet.
oh shit, so nice! the first good concept for SK. Keep the helmet on the left.
If not add a [ Metal clamping piece ] < in the middle of the split I think if you actually made a blade like this and used it, it would snap in half at the split without it but, this is for a "toonish world" so I don't know how much realism your going for in your design.
The knee guard is alright, I don't know how many triangles you are allowed with this guy so probably best to just stick to that, the handle of the blade looks fine what is shit about it?
The bracer you should stay with the size you have in the concept it works well with his shoulders and helmet, though a re-work would be best since it seems you dislike it's direction atm and I would agree though I can't read whats going on with it atm.
Other than that It's looking good.
Not to throw your ideas right away, but did you look at the tricounts for the diffrent parts?
It's pretty low, so you should really think of how you want to pull of certain things. The concepts looks pretty awesome, and it will be great if you can pull it off
Still unsure about the positioning or if I will use a elbow piece. Im also going to see if I can perhaps fit some kind of knee armor cover on some where. It may not be possible.
Fitting this all on 256x128 will be a challenge. I wish skeleton key had a more generous poly-limit/texture budget that some of the other characters receive.
Like you've said, the only thing I'd worry about would be the polycount/texture resolution, but if you can pull it off that'd be awesome!
Really hope you can pull of this set, as you mentioned the poly and texture limits are pretty low. I needed to do a lot of concessions as well.
Latest update I've been going back over and polishing alot of the shapes and mesh. It was pretty rough, and still is. I'll need to do a little bit more cleaning up on some of the pieces. But I think I'll move on to the sword first. I find its good to get a first pass on everything before polishing it. The arm design and elements in the pauldron's are is still bugging me a bit.
As for the knee piece im hopeful i can squeeze it in somewhere on one of the other pieces. Its a long shot. If i can't, it's no big deal.
The high poly is pretty much complete I just need to go back and simplify the helm a little bit to fit into the LOD1 budget. Ive taken a retop pass on all my objects to see if they hold up under the LOD1 limits. Since doing so its helped me refine the design a bit simplifying some of the shapes. Hitting LOD0 will be fine.
As for limits, the helm was pretty low :S Those tris disappear fast. As people have mentioned its a bit of a jump from 550 tris to 300 AND the fact that this guys head / body collapses and rolls around on the ground when he dies some faces need to be double sided. Kinda restrictive on the design when hitting some of these limits. Really hope several characters get some love with revised budgets in the future. Especially when you consider that the original default armor is often higher than the hard limit imposed by the importer for user content. It may be only by 20-30 tris but it all helps. /endrant.
Oh I've scrapped the knee pad idea. There's no way I can fit it into the LOD1 budget of any of my items. Having to dupe the cape geo to make it double sided kinda put a end to that idea. I'd be great to get a knee slot or belt slot on this guy. If I was to change the color palette which has been stated in the FAQ as a possibility as long as it suits the design/character I feel atm the strong black/yellow colors of the knee pad are going to stand out against any changes in color i make to the rest of the armor. hmm we'll see how it goes though it may all just work
Gogo man!
Oh man this whole weekend has been dedicated to this. It's taking longer than I thought. Design is what slows me. 1-4am I've discovered is a good time to work though.. everything just flows.
Looking forward to seeing your updates!
Really wondering how the shoulder piece and helmet will look
Flat diffuse setup in bodypaint.
Either way hope you can make it happen as you've been doing.
Can't wait, I like how you made each part first then added the gradient and are working on scheme's that seems best but you know if you don't show some progress people start making stuff "out of inspiration", but luckily you don't have that problem.
Textures will make or break this as a top 10 at least for me, very nice work, very inspirational.
Can you show us some wire's? I'm really wondering how you made those models with the amount of tri's. This is lod_0 right?
@clyptic - yeh there's some point light map in there along with a gradient overlay as well.
Hope all is well over there too :]
So glad we got an extension. I've been able to sleep and relax a bit. I was about to go straight into texturing when I got some feedback from the amazing Calyx (Work colleague). Basically make things sharper, to fit with the helm design. So the sword got some pointy things added and I spent some time solidifying the shapes on the helm. They flow a little better now. Had to retop/bake a bunch of stuff again which was time consuming but i'm happier with the design now.
As requested here is a shot of the low. LOD0 on left and LOD1 on the right. All within budget.
I've begun texturing finally so pics of that soon.
I still wait for your work... The Return of King
Gotta sleep. Will follow up on comments soon. Thanks guys.