Finished!
Click on the image to see my set
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Hello friends!
It's taken me a while to get my entry going since by body chose last week of all weeks to be the first time that I get sick this year.
Anyway, here's my concept for Riki.
Things that may end up changing/things I'm looking for some thoughts on include;
- The gloves
- The cape - both shape and possible pattern
- The jewels on the daggers
The amount of talent, both new and returning, currently in this contest is insane! Can't wait to see everyone finish.
Cheers!
Replies
I think I'm going to re-do the concept for the gloves, there's nothing really interesting about them. Same with the cape; although, looking at the animation of the tail the cape might not be feasible unless I:
a) Make it much shorter
b) Do some real tricky paint-weighting
c) Figure out if custom animations are possible
Other than that, I still like the knives but I may alter the gem area and perhaps add something to the hilt for aesthetic appeal and to counter-balance them.
What do you think, too close?
Just had a bit of a play with it and I think it looks pretty sweet without it and it allows a bit of the original head to show through.
Plus the ZBrushed version!
Aaaaaand a slight update on the other bits:
also, for cloth your sculpt is looking pretty fat, but you can fix that with your low poly!
rest is looking good!
I'll knock the head-piece back a few sub-divs and work on the thickness of it, mainly just where the hood meets the mask/upper-lip as I'll be able sort the rest out with the low poly as you said
Here's what I've got;
The more that I work on it the more I'm uncertain about the mask/hood. Depending on how much time I have left I might revisit it but for now I'll just keep it.
Any of them u.u
It could also be interesting to see the hood with the goat mask inside(minus the horns probably)
edit: also I'm missing the horns on the hood version :P
Thanks for all the critiques and suggestions everyone, I'm getting a good idea of what to aim for; the hood/mask is the only thing I'm uncertain about design-wise so I'm going to do some thumbnail paint-overs of various combinations of the hood/mask/horns and see what sticks.
Latest form of the head.
Low poly meshes modelled and normals baked down!
The head and bracers both have LoD0 but I managed to get the shoulder and weapons within the LoD1 limit (only 50-100 triangles difference) and the tail doesn't have a LoD0.
Coming up next, AO baking and texturing!
Blade(s) is still WIP and I'm thinking of maybe adding a pattern to the sash.
In-game test for the head.
Just updating this thread with my current in-game shots of all my items; all rigged and mostly textured. Some items require masks and some require diffuse polishing.
Weapon(Main/Off-Hand):
To-Do: Diffuse/Masks
Mask:
To-Do: Possible diffuse detailing/brightening
Shoulder:
To-Do: Possible details on the sash/Masks
Arms:
To-Do: Masks
Tail:
To-Do: Nothing
God, doing paint weights on that tail was a DICK. The animation makes his tail rotate 180 and there's just no way of making that look natural, all you can do is make it look the least shitty like Valve did:
It's not always noticable (in-fact I never noticed it until I started rigging the tail) but it's just a little annoying.
Oh, well!
Click on the image to see my set
really well done, i loved it =] all the items
thumbs up =]