Hey hey,
I had quite a bit of fun working on the concept for this. Here is the original Phantom Assasin for reference:
Getting started with this set. I can always throw in some bits from the other concept variants. I'm not totally happy with the weapon or the back of the shoulders yet so I'll be tweaking that when modeling. The parts on the gloves and boots will be part of the shoulders and belt if I can make that happen and if it looks decent in the end.
Some of the other variants:
Thanks for looking!
Replies
Next up... some zbrushing.
Is this somehow related to the project name, "look me in the eyes"?
Thanks for the comments!
"are you actually modeling huge tits onto her or did you somehow modify the base model?
Is this somehow related to the project name, "look me in the eyes"?"
They aren't actually huge, but they are on a floating mesh over the original geometry, which was fairly flat. And yeah, the name was a pretty ham-fisted name until I think of something better. I still don't really have a good name for the set but I'm calling it Blind Sister for now.
So My original idea with all the face shields was something along the lines of the Force training helmet in Star Wars. Although in the case of this sect of the sisterhood, they are actually blind and have to rely on other senses, making them an even more frightening foe! Perhaps their eyes are actually gouged out.
The weapon, though, I feel has the typical zbrush scratch syndrome. Too many scratches, that are of the same size and equal spread.
"The weapon, though, I feel has the typical zbrush scratch syndrome. Too many scratches, that are of the same size and equal spread."
Totally! Glad you noticed that thanks. The weapon was the first thing I did so I was trying to get the right look and brushes going. I just redid the blade. I also added trim to the cape that I forgot. I may redo the sword handle as well.
in toolbag:
It seems kind of tricky to get all the pieces visible together but I may try that later this week.
Edit: looking at everything together with shaders and whatnot, I have to tone down that belt buckle. Too bright at the moment.
Cheers!
I forgot to post the finished set here yesterday.
On Steam
I'm pretty ambivalent about it. My thoughts on making things exaggerated is for the sake of showing up better as in-game perspecive. Any opinions?
Thanks!
Regarding the shoulders: the new one loses a lot of that thick bulkiness that made the set as a whole stand out.
But if you are wondering about the older ones breaking her silhouette too much then scaling them down the way you have (with the size and rotations of the upper plates) works well. But I think it would be better if you get a nice half way zone between the two.
Excellent work by the way
I like your set, some of the design is pretty edgy in its bulkyness and to be honest i was still wavering on the line wondering if the bulk was to much. But seeing it from the in game perspective instantly showed me that the bulk looks awesome and really works. Love it.
Thanks. I went with moving the shoulders in and scaling the end in some so they aren't so wide. I think it looks a bit more comfortable and still reads from a distance. The hair I ended up making a bit less bunched but is mostly the same.
"The bigger ones look better. Always do it for the sake of the in-game perspective, it is the most important. Also, did you take the screenshots with the game maxed out? Some screenshots look like you have lower text resolution, or is it just the resolution of the running game itself?
Excellent work by the way "
Thank you! I wound up pulling the shoulders in some but leaving them at scale so they aren't as wide looking.
Lennyagony - Thanks! I'm ready to move on to something new now.
It was fun to make this. I think the next one I can focus on the art and design more now that I know the process and tech stuff. It's funny how many mistakes and things when I went back over all the assets.
edit: I updated my final image with the latest updates.
Someone asked about the trim stuff and I thought it would be easier to show with some images. I used the same means for making the trim on the helmet and weapon. I don't know if this is useful to anyone or the best way to go about it but it got the job done. I tried just masking the geometry and extruding and sculpting but it looked pretty wobbly and half-assed.
Drew out trim in 3D coat.
Convert to dynamesh and subtract base shoulder geometry. (dynamesh uses airtight meshes)
Add solid dynamesh trim to solid dynamesh base.
Do some sculpting: