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Original Post:
I'm excited to finally participate in a Polycount contest. I've drawn a huge amount of inspiration from all the talented artists who post their work here.
It took more time than I would have liked to research the Dota 2 heroes, do some preliminary sketching, and make a decision (there are so many!) but I finally settled on a full set for Clinkz. His back-story in particular has a lot of thematic potential.
Concept
Rather than shield him from harm this armor struggles to contain the demonic forces which threaten to consume Clinkz, even as horns and spars violently burst forth, blisters born of the hellfire within. This is not armor he wears for vanity or rank. It is painful; a reflection of his tortured existence.
Description
- Purple/Obsidian armor plates with dark steel trim
- Steel and cloth bits glow orange/gold hot in areas close to his burning inner fire
- Demon horns/spikes burst through the armor, affixing it to his skeleton
- Archers helm, neck wrapping, and gauntlets nod to battle practicality
Here's what I've got so far:
Any and all critiques would be greatly appreciated!
Replies
Thanks.
Time to do a quick and dirty optimize to import and see how the armor does with his animations.
I figured since he doesn't actually have eyes, covering the sockets would be a good opportunity to help the helmet look a bit more creepy and menacing.
I'm still looking for ways to push the personality of the armor. Ultimately I want it to feel a bit surreal and unsettling, and hopefully more of that will come through once I bring it into Zbrush.
Here are a few horn options to help give him a more unique silhouette along with a matching quiver model.
I also changed the horns to a combination of styles 2 and 3, since the horns read well with a bit more height from the in-game perspective, but I like how version 3 sweeps back. Not sure if this is the final shape yet, but luckily the horns are pretty easy to change.
Some screengrabs from Modelviewer showing the new shapes (on hastily optimized versions of the high res geometry):
And here's the armor ready for Zbrushing:
Head
- LoD0 Triangle Limit: 800
- LoD1 Triangle Limit: 350
- Texture Size: 256H x 256W
Shoulders- LoD0 Triangle Limit: 800
- LoD1 Triangle Limit: 450
- Texture Size: 256H x 256W
Gloves- LoD0 Triangle Limit: 500
- LoD1 Triangle Limit: 300
- Texture Size: 256H x 256W
Back- LoD0 Triangle Limit: 350
- LoD1 Triangle Limit: 250
- Texture Size: 256H x 256W
Weapon- LoD0 Triangle Limit: 500
- LoD1 Triangle Limit: 400
- Texture Size: 256H x 256W
- This model should primarily be bound to the bone: bow2_0
Be careful with gloves. It is 300 tris only. I measured basic clinkz palm - it is 170 tris in one - so palms have a great potential to completely eat your poly budjet.Couldn't you make maybe the horns really be stuck to his bones? Like, imagine the bones in the helmet are actuallky stuck to his skull and ripping through the helmet. The same for the rest. So in each armor piece there would be huge holes and cracks where the horns come out from.
P.S: I feel the pain with the polycount dude
Shoulder sculptin':
Still working on the textures, and the diffuse is about done. I'm planning on playing around with the size and shape of the molten areas, though, as I'm not happy how they read from an in-game perspective.
Hopefully these changes help that come through a bit better. In-engine shots forthcoming.