At the beginning I wanted to do a set for Phantom Assassin. I had few ideas but wasnt sure if I could pull off something memorable.
My second choice was Riki. I liked his look. When I read his lore I immediately had bunch of ideas.
visual ideas for the concept:
1)asymmetry through destruction - I like the duality of this character: he has a noble background, yet he is an assassin. Plus his family was killed when he was a child so he is broken, not complete
2)royal symbols/emblems/jewelry(?) - signs of royal heritage
3)elements of older age(?) - Maybe I will try to make him look a little older (longer beard, longer horns). My thinking is it can contribute to a more grand/epic looking set
first rough sketches
two of my biggest obstacles:
modeling skills
time
wish me luck :P
Replies
You might run into problems with toooo much asymmetry, the poly budget and available UV space is pretty tight.
I looked again on the polygon limits and I learned two things:
1) the restrictions are very high
2) weapon triangle limit is comparable to his head limit so the blades are more important than I initially thought ( they need to be awesome! )
I looked through more reference images. I really like this shape of horns (I will try to use this shape in the weapon and armor design)
New version of my concept, didn't want to go into too much detail (his right blade will be cut at the end, just wanted to show the main shape here)
shape of blade readable but handle needs more tweaks
That said, you found an interesting way to circumvent that. :P
Which program did you use to render out an image of Riki for your paint overs? I'm using Max and having trouble getting the materials right.
I've finished working on the lowpoly of the blade plus I've made a concept of the shoulder pad. I don't want to be too specific because the shape will probably change during modeling. Most important thing is the golden head, I want it to be visible in-game.
That's a nice idea but falls apart when thinking that they can be equipped separately.
Did the lowpoly for shoulder pads (250 tris). For now sticking it all to biceps.
And created the concept for head
I read you can add your own bone to the model in the technical requirements section but is it possible to apply physics to his goatee? Please anyone answer this, I've searched but couldn't find too much info.
thinking of naming the set "Might & Misery"
in the meantime i did the tail (no concept this time)
I'm starting to think i won't make it on time, good thing i will have more time in next few days.
zbrush
final lowpoly with normalmap
I love the dagger, took me a sec to realise that it was a hoof
Good luck, hope you finish because I can't wait to see it in-game!
I'm working on this whenever I've got time. If I want to do this on time I will have to finish all modeling before monday.
Making the crown was hard. I wanted to redesign it a little in Zbrush but making it look like it was not made from clay was very time consuming. I decided to finish it in Max.
Keep it up, youre doing great!
for the shoulder I started from reworking the lowpoly and adjusting the position of the pauldron so it would be better visible in game.
And here is the sculpt and final models.
One thing, are you doing your textures on the final resolution? Because your UV sets are very close to each other, be carefull because the game creates lower resolutions of your textures and some color could spill from one cluster to the other.
Down Limit: thnaks man, My pipeline is pretty basic - lowpoly base mesh in max > sculpting in zbrush > baking normals in max with Projection modifier > cleaning the normal texture in Photoshop
I took a brake after the deadline extend announcement. I redesigned/simplified the arm piece in max. Here is where I am now.
There will be some minor tweaks to the model (I think some of the elements of the arms armor need to be a little bigger).
and the turntable thingie
after more work on the textures and some tweaking of geometry
http://steamcommunity.com/workshop/filedetails/?id=111372792