TelekineticFrog and Nik [TEAM]
[Dota2] – Phantom Assassin – Raven's Shadow
I decided to do Phantom Assassin as I really like the character a lot after watching her in game and playing with her some. I will be doing a set named Raven's Shadow. For now it will consist of Head (Helm with faceplate), Shoulders, Back and Weapon. If I can get through those with quality in time I will do the remaining pieces of the set.
Concept paintings shortly.
Adding my friend, co worker and now team mate for this comp, Nik. Nik is a concept artist with me over at Kings Isle Entertainment. He will post our concepts up shortly.
UPDATED WIP MODELS
#01 - 11/02/12 "HELM"
UPDATED WIP MODELS
#02 - 11/02/12 (IMPORT TO DOTA 2 TEST "HELM")
UPDATED WIP MODELS
#03 - 11/03/12 "MAIN WEAPON"
UPDATED WIP MODELS
#04 - 11/04/12 (IMPORT TO DOTA 2 TEST "MAIN WEAPON")
UPDATED WIP MODELS
#05 - 11/05/12 "BELT"
UPDATED WIP MODELS
#06 - 11/11/12 "MAIN WEAPON EDITS"
UPDATED WIP CONCEPT
#01 - 11/11/12 "SHOULDERS"
Replies
*Current Helm WIP is at top of thread.
Anyways its large slew of raven/wing themed armors, some more abstract some more literal with the theme. Some having nothing to do with Ravens at all.
Were thinking about going with #1 without the uhm...eyebrows, since they dont look very ravenish. I'll do some variants on that one later but if you guys have any feedback, thoughts, and/or suggestions please lets hear them.
have you seen the wc3 warden?
it's what phantom assassin's dota 2 look is based off, and there are some neat parallels between it and your design
thanks for all the feedback guys!
We're still thinking of going with helmet 1A, but can't decide between which shoulders to use. 1,7, and 9 seem to be the runners up for us, but maybe you guys have some good ideas or thoughts on this. We where also considering mixing some of the elements form different shoulders together.
The cloth hiding her face fits really well with the helmet in 7 though, after my own opinion of course.
The warden must've been in my subconscious since I played WC3 tons. We may take the beak shape and add some subtle serrations to the shape...nothing too crazy but just to adjust silhouette. The mix of armor helm and scarf over lower face plays well into the assassin motif of the character. 9 was going in the direction of play on the whole death mystique idea. Let us know what you all think, we're having a lot of fun with jamming on this together.
edit: now that you said that, I can't unsee it. In that case 1 or 1A is nice, 10 is cool if the claw wasn't so "textury" you know? the bumps on the talons i mean, if you smooth it out it might be nice
The reason why I originally liked 11 is because it looks more like a helm and less like a mask. I still think it's the strongest design, but you're right, maybe some adjustments to the bird's position would be in order
Same goes for the shoulder (11), it looks more like armor that carries a motif rather than a motif that serves as armor, and, again, I think that's why it's overall a stronger design.
TKFrog and I decided we needed a bit more stylization on the helmet and shoulders so here is a slightly updated version of the 1A/7 crossover. 7A was what we came up with 7B is just a bit more serration on the beak and a slightly altered beak. Most likely we will also add the "bulge" to the helmet from 7B since 7A right now is a bit too flat.
Anyways will try and post some weapon concepts tonight or tomorrow.
Looking great guys!
Other than that I have no constructive feedback, just praise for the design.
some work on the back of the shoulders.
some early weapon concepts; we liked #1 so I went on and elaborated on it.
So this is the final weapon set we have. We are still working out which one to go with so any suggestions would be welcome.
TKFrog is also working on the model now, he should be posting later on tonight or tomorrow, so keep an eye out for that!
Feedback is always welcomed.
*Current Helm WIP is at top of thread.
But as to the weapon design, I'm really leaning towards number eight.
In the mean time some concepts for the belt daggers
and the Cape.
We're thinking 8 or 12 on the daggers, and 2 or 3 on the capes.
#6 or #7
Cape:
#2
#2 cape.
LoD0 Triangle Limit: 1200
LoD1 Triangle Limit: 600
Texture Size: 256H x 256W
Shoulders
LoD0 Triangle Limit: 1000
LoD1 Triangle Limit: 550
Texture Size: 256H x 256W
Back
LoD0 Triangle Limit: 500
LoD1 Triangle Limit: 450
Texture Size: 256H x 256W
Weapon
LoD0 Triangle Limit: 700
LoD1 Triangle Limit: 600
Texture Size: 256H x 256W
This model should primarily be bound to the bone: weapon0_0
Belt
LoD0 Triangle Limit: 500
LoD1 Triangle Limit: 300
Texture Size: 128H x 256W
Also do not forget about polycount and this fact, that you can not use alfa to cut feathers tips on the shoulders. http://www.polycount.com/forum/showpost.php?p=1690681&postcount=242
Great job so far, Keep it up!
ACap: He must be able to use alpha, look at the base of that cape. The bottom is all alphaed up! xD
Were thinking about using #1 but if you guys want to share your thoughts on this that would be cool.
in order of what I like the most to what I like the least, don't even consider 3 it's an odd shape for phantom assassin