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***CURRENT PROGRESS***
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Staff Texture by Drywall
Staff Highrez by Drywall
Cape Highrez by Drywall
Shoulders by Chemical Alia
Hair by Chemical Alia
Chemical Alia,
Jett12 and
I are collaborating together to make a set for
Crystal Maiden. We'll be splitting up the modeling and texturing amongst ourselves, and updating whenever we have new work to show.
Original Crystal Maiden:
Our concept:
Item breakdown:
Highrez by Chemical Alia:
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Replies
Thanks! We want it to have a little bit of a curve, but she's kinda got this weird curves + straight angles thing going on all over too. I want to make sure it doesn't look so straight from most angles for sure.
Here's some high poly stuff for her head attachments I did today:
That staff is so cool too
Also, a word of caution on the amount of detail. Some of your poly limits are absurdly low, so make sure you can have all of that lovely detail in your concept come to fruition in polygons.
Excellent work so far, and good luck!
Thanks! Your sets are beautiful, I consider that quite a compliment!
Thank you! And yeah, it definitely needs something, I figured we'd sort that out and come up with something cool in the modeling/texturing phase. That was pretty much the laziest sketch ever v: I like the gold idea, will definitely keep that in mind!
Polycount limits, yeah, they can be rough. Dry and I did a Lone Druid mini-set a while ago that had only 300 tris available for the back slot for LOD 1 which is actually the shoulders and the cape combined, and somehow managed to pull off a decent amount of detail. I try to keep things as economical as I can for geometry and texture res, but with as much detail as I can get away with. Stuff can always be tweaked here and there if necessary, or just pro-optimize the ever loving shit out of everything. Especially for the stuff that's outside of the portrait view (which unfortunately on her is practically nothing, lol.)
Thanks guys! And I'll mess with that on the hair a little before I get to the low.
I did some stuff on the shoulders. After this I"ll get to retopologizing these duders so I can texture them and all, but the hair and the shoulder shapes with the fur and stuff are kinda dependent on each other and I wanted to make sure they fit together. Oh, and the fur is modeled out behind the hair, since it would need to be compatible with other head items v:
Thanks! It took forever, haha.
Thanks as well! I'm not really too concerned about the res. I gave the front parts a bit more UV space for the portrait view, lots of mirroring, and the back shapes should be big enough to read fine at the in-game camera distance. I'll get it in-game and take some shots as I get the lod1 finished and do some retopologizing on the next piece.
This is with the 256:
My suggestion would be to reduce the black AO colour and replace it with a warm saturated colour to really bring out the SSS in the hair (I just hue saturate > colourise the AO map)
Thank you! Yeah, working at 1024 for the psd source and then resizing the textures for in-game.
The AO is actually colorized to sort of a reddish purple color, but maybe it's not coming through that well, either in my crappy render or just in general. Though it does look like I forgot to colorize one of the AO layers, looking at the texture v: I'll play around with that again when I'm working on the texture of the shoulder stuff, some of the color toning might end up changing here and there.
You might want to push it lighter and more saturated so reduce the value difference in the hair shadows. Have a play and see how you feel. I wanna see it with the rest of the set!
Girls need more fashion choices like this in the game!
Flat diffuse:
A quick Max render:
done today. I know chemical almost has the bracers textured... After that it's the cape, and being done with her! Starting to get excited.
awesome work
Workshop page!