I do like the idea, but the shield is still throwing me off. I would look at some of Riot's environment art (the new summoner's rift) to get a good grasp on how they do wood grains/how they sculpt it to match how stylized Braum is. It's just looking too realistic to match him right now. Just my 2 cents though!
I do like the idea, but the shield is still throwing me off. I would look at some of Riot's environment art (the new summoner's rift) to get a good grasp on how they do wood grains/how they sculpt it to match how stylized Braum is. It's just looking too realistic to match him right now. Just my 2 cents though!
thanx guys! and yes NSmith you are 100% correct. ive actually spent some time today already doing some better research on what wood would look like in these type of games.
this is what ive got so far for some changes. still needs work but i think im heading more on the right direction.
damn i thought you were doing well too haha, but if you wanna switch to annie go for it; have plenty of time haha
yeah plenty of time i don't have hahaha im also working on a diff challenge at the same time plus work but! i love everything i do and i wouldn't change it for anything!
so with that said: update on Franken Tibbers just working on some details, i made a quick fur alpha in zbrush and started placing it on the model and just overall shape im working on as well. he still seems a bit fat. what do you guys think?
yeah plenty of time i don't have hahaha im also working on a diff challenge at the same time plus work but! i love everything i do and i wouldn't change it for anything!
x'D hellz yeah! Best of luck to you mate!
(try to get some sleep here and there though haha)
So im trying to get Annie's proportions a little better so went ahead and made this quick ref sheet and lined up my model against the CGI one.
now i know the in-game models proportions are a little different but i think updating/upgrading Annie's model would be a good thing. So I know her topology and overall look could use this nice update and making this model be in between the in-game and CGI one would be good.
Need to fix my neck length and head shape some more as well as work on the torso and shoulder proportions.
Looks good so far - they go great together. You might want to make the mouth a little more demure. I think you are pretty close overall and it will turn out great!
nice fancy word but yeah i want to get her overall proportions right before i start defining some more.
and thanx everyone else.
really wanting to get her proportions right, not that easy on 1: kids 2: a style ive never done before 3: girls overall, but im very happy so far with my progress.
better but she still needs work. just not super happy with her proportions. Im liking that the detail is visible tho, Tibbers fur looks ok, might actually go back and touch up those hands a bit more.
Yes yes yes!! I agree, Annie´s hair could have more volume in the sides to make it more aestetic and that curly strand sticking out would be perfect. Go for it man!
Dreadleft: yeah good idea on her hair! Ill def look into doing some strands that way, the only thing is, remember this game doesnt really have hairflow, or blowing hair with the wind lol so it would have to be very subtle and probably still connected on both the root and the tip.
Tibbers actually has a few ripped areas, a lot on the back actually, i forgot to make it but he also has one on the left side of his pants leg,
Awesome man. I can see it clearly in my mind how they are doing the MJ Thriller dance! xD
yeah lol its coming along. Im going to go back in tonight and make all the claws and teeth into a few uvs instead of having them like this all separate. that should give me some more room for the most important parts. (head and body)
updated UVs. i think this is better, im still kinda worried about the tri-count. anyone knows? i think mine might be way too low atm. Tibbers is sitting at 5700 Tris
i think you're fine man. I'm not quite sure how to handle the UVs either. right now im thinking i want the low polys of tibbers, abbie, and little tibbers to be 10-15k? although im sure it could be MUCH lower. I was gonna put tibbers on a 2048 and annie and little tibbers on a 1024...
i think you're fine man. I'm not quite sure how to handle the UVs either. right now im thinking i want the low polys of tibbers, abbie, and little tibbers to be 10-15k? although im sure it could be MUCH lower. I was gonna put tibbers on a 2048 and annie and little tibbers on a 1024...
all 3 at 15 k? i mean sorta sounds right i suppose. Wish we had a bit more guidance seeing as some of us have never done this hahaha but they did say no limit just dont go crazy. so i think 13k to maybe 18k for all 3 would be optimal.
not sure about the UVs, can we do 2048? seems kinda high for this style.
been playing around with this. after many many problems i finally got to this part. till not 100% happy. for some reason the maps are being applied blurry onto the low poly specially on the hands... but in PS they seem fine. anyone got any ideas?
Bake looks solid...I think you could have used a tad more polys and it prob would have baked better if you had cut the nails into the hands...how are you gonna paint out those seams?
Replies
thanx guys! and yes NSmith you are 100% correct. ive actually spent some time today already doing some better research on what wood would look like in these type of games.
this is what ive got so far for some changes. still needs work but i think im heading more on the right direction.
did a bit more to the base of Franken Tibbers:
and started a base for Annie:
Getting her proportions right is becoming a nice challenge. hair looks horrible but it will get there.
edit: My tibbers is really not photogenic... the actual model isnt as fat as it comes out on screenshots lol idk wth...
Anyways, playing around with her proportions and fixing up her hair. started on the backpack and her teddy.
yeah plenty of time i don't have hahaha im also working on a diff challenge at the same time plus work but! i love everything i do and i wouldn't change it for anything!
so with that said: update on Franken Tibbers just working on some details, i made a quick fur alpha in zbrush and started placing it on the model and just overall shape im working on as well. he still seems a bit fat. what do you guys think?
x'D hellz yeah! Best of luck to you mate!
(try to get some sleep here and there though haha)
for sure! and ok i think im calling it done on Tibbers. have a lot to do on Annie still.
Me too. And I might finish it at some point. (: hopefully if a better shield idea comes along. I think that was my biggest problem with it.
Franken tibbers and Annie is turning out really fun. Working on her proportions more and then I'll post an update.
now i know the in-game models proportions are a little different but i think updating/upgrading Annie's model would be a good thing. So I know her topology and overall look could use this nice update and making this model be in between the in-game and CGI one would be good.
Need to fix my neck length and head shape some more as well as work on the torso and shoulder proportions.
but not bad for eyeballing it so far lol
I wish you the BEST and the new character looks fantastic :thumbup:
nice fancy word but yeah i want to get her overall proportions right before i start defining some more.
and thanx everyone else.
really wanting to get her proportions right, not that easy on 1: kids 2: a style ive never done before 3: girls overall, but im very happy so far with my progress.
in-game silhouette and proportions test:
Tibbers actually has a few ripped areas, a lot on the back actually, i forgot to make it but he also has one on the left side of his pants leg,
Ill try and make those stand out a bit more
Silhouette ok guys?
[vv]110218222[/vv]
Thanx lol this is more challenging =]
few updates. re-did the dress and backpack and added some more details to other areas.
Not sure how the pair works as far as Polycount goes... would i have to split what a 1 character usually is? like half for annie half for tibbers?
edit: im going back in and redoing some parts... i see i made some really dense for no reason.
yeah lol its coming along. Im going to go back in tonight and make all the claws and teeth into a few uvs instead of having them like this all separate. that should give me some more room for the most important parts. (head and body)
all 3 at 15 k? i mean sorta sounds right i suppose. Wish we had a bit more guidance seeing as some of us have never done this hahaha but they did say no limit just dont go crazy. so i think 13k to maybe 18k for all 3 would be optimal.
not sure about the UVs, can we do 2048? seems kinda high for this style.
in 3D Studio Max - No lights
Diff so far.
In-game mesh 5800 Tris
still have some issues with the model. for some reason it seems my Uvs are not aligning correctly... no idea how that would happen.
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