Looks cool so far. My favorite Morgana skin is Blackthorn. Make sure you're not making the details too small. It looks like most of it could use beefing up to look good from a distance. Remember that this character, with the wings and dress etc. is very large. Is this going to be a game res model?
Looks cool so far. My favorite Morgana skin is Blackthorn. Make sure you're not making the details too small. It looks like most of it could use beefing up to look good from a distance. Remember that this character, with the wings and dress etc. is very large. Is this going to be a game res model?
Yeah, Blackthorn is my favorite too, but this chinese splash art for blademistress is just too badass:)
I also have the worry about the detailing part to be too small but i want to follow the reference as close as possible so im just trying to size them the same way they are from the reference.
Currently I am not planing on put this to game res.
Looks amazing so far. Can't wait to see more, as Morgana's my main
Is that official concept art?
Hi thanks for liking it:)
this is not the official concept art for the NA server. but the LOL Chinese server have some different splash art which are mostly better (imo), this is one of them:poly121:
Love It! I only have one suggestion, If you look in the concept it does have alot of super fine details but your missing out on some of the chunkiness. Especially the bottom of the wing you have it alot more smooth then in the concept which is a little more blocky and adds some cool forms.
Hey there GuangArt, really nice work you have there. I have been watching your streams and I have some doubts that I would be really thankful if you answer .
Speficically this: http://www.twitch.tv/senng/b/336773870@6:15 when you select the vertices and flatten them acodring the curvature of the surface, Which Tool did you used for that? Also, which are the tools that you work the most with when modelling Sub -D in maya? thx a lot in advance
I think the round details on the wing are phenomenal. I do, however, think that they're a good deal larger compared to the rest of the wing in the concept - that might help the details read a little better as well...or be way more work than it's worth.
Hey there GuangArt, really nice work you have there. I have been watching your streams and I have some doubts that I would be really thankful if you answer .
Speficically this: http://www.twitch.tv/senng/b/336773870@6:15 when you select the vertices and flatten them acodring the curvature of the surface, Which Tool did you used for that? Also, which are the tools that you work the most with when modelling Sub -D in maya? thx a lot in advance
kinda finished the geo, made the parts on the back , not too interesting tho. also put the body part inside,pants boots and also the face. will work more on the face once start to texturing.
please don't start texturing until you've finished the sculpt... those arms are about 20-25% too long, and the face is nowhere near the concept.
y, Im aware the limb are longer than usual, however for this particular character i think it would work. worst case can fix this in the rigging i think:) but thanks for the heads up:poly124:
got a friend help me with rig now got the rig/pose done and fixed some stuff also changed the back side:)
wings bending is actually looks bad, but Im not sure how this can be better since the wing is not really functional.
nice detailed work, could be the maya viewport but it looks like a lot of your inset detail lines are too tight and might not bake too well. awesome modeling!
The modeling is nice!
But i'm not sure about the way her right arm is lifted. I believe the shoulder would raise more than this. Right now it feels like it's on the same level as the left one and that you just rotated the shoulder bone without influencing the clavicle.
The arm by itself can't rotate more than 90degrees. http://www.hippydrome.com/Shldr.html
Or maybe you need to define the axilla (or armpit? i'm not sure about the proper English word.) a bit more.
Replies
Yeah, Blackthorn is my favorite too, but this chinese splash art for blademistress is just too badass:)
I also have the worry about the detailing part to be too small but i want to follow the reference as close as possible so im just trying to size them the same way they are from the reference.
Currently I am not planing on put this to game res.
Slight thing, the wings looks quite long on the art, whereas on your work it looks shorter.
good luck
Is that official concept art?
Hi thanks for liking it:)
this is not the official concept art for the NA server. but the LOL Chinese server have some different splash art which are mostly better (imo), this is one of them:poly121:
Speficically this: http://www.twitch.tv/senng/b/336773870 @6:15 when you select the vertices and flatten them acodring the curvature of the surface, Which Tool did you used for that? Also, which are the tools that you work the most with when modelling Sub -D in maya? thx a lot in advance
but...dat wing! you're like a crazy person!
Hi I have already replied in the message:)
cloth is not very interesting, heres the glove
y, Im aware the limb are longer than usual, however for this particular character i think it would work. worst case can fix this in the rigging i think:) but thanks for the heads up:poly124:
wings bending is actually looks bad, but Im not sure how this can be better since the wing is not really functional.
But i'm not sure about the way her right arm is lifted. I believe the shoulder would raise more than this. Right now it feels like it's on the same level as the left one and that you just rotated the shoulder bone without influencing the clavicle.
The arm by itself can't rotate more than 90degrees.
http://www.hippydrome.com/Shldr.html
Or maybe you need to define the axilla (or armpit? i'm not sure about the proper English word.) a bit more.
Wow that must have been 100s of hours of work...
Respect... looks great