[SKETCHFAB]af16681aff544c98b619959a6da22ead[/SKETCHFAB]
Man! The things I want to do with this contest haha, really hard to make a decision. I've actually always been a fan of the League's lore, mainly because it's just enough to flesh out the world and characters, but still leaves a lot to the imagination. I wanted to do an Ionian theme'd Riven because of the hinted relation between Yasuo and Riven.....buuuut I felt that the Lunar Revel skin for her had enough Ionian thematics, and I didn't really want to remake that skin. I've always loved Redeemed Riven's splash art though, and her in game model isn't really all that close to the splash art though so Redeemed Riven is the way to go!
Because I'm shooting for something closer to the original splash I wanted to first get a silhouette down to better understand her form's and proportions, at least the major ones.
After that I started sketching out ideas of the body shape underneath all her armor. I quickly realized that major parts of her armor are practically skin tight, so I might have to adjust slightly for believability.
Time to jot down some notes! Can't obviously just copy the splash directly because she's in pose, and was also time to measure height.
League is very hand painted; variations are there between itself and it's peer's like Dota 2 and other handpainted games like Darksiders and Torchlight, but I wanted to gather reference for ways to represent the materials that Redeemed Riven's going to have. To get an idea of current techniques I looked at Riot's more recent skins and champions like Sion, Azir, and Yasuo. I also looked at Garen because Redeemed Riven's design feels much more like a Demacian then an Ionian or Noxian. I also looked at some of the stylized texture art by Genesis Prado to get some inspiration on how I want to handle her materials.
That's it for now! Can't wait to start the sculpt
Replies
The camera is at her feet in that splash, so the head is tiny while the feet are quite large. I'd venture she's actually more like 8, maybe 8 and a half heads tall.
Just thought I'd mention it, because compared to the in-game models, your character model looks quite lanky. Great base, though, looking forward to seeing how this turns out!
AnthonyAnimation...Redeemed Riven haha
Armor's in progress! I decided to model the armor in maya to better achieve the "super polished" look that Riot's highrez sculpts have for their game character's, but also at this stage I've noticed that the trimming is very thin, which isn't usually the case I believe with hand painted/cartoony assets, so I'll need to thicken them up (bed for now though x.x)
The face usually gets as much detail as practically everything else, so I'm saving it for near the end.
After working on it I realize how unbelievable her massive left pauldron is, so I'm going back and adding a strap around her arm connecting to the pauldron, and may add a bit of leather padding that connects to the breastplate so that the pauldron has something to be riveted into.
Have the shoulder belt to work on, and i think i could bang up her armor alittle more. Then I start on the sword!
And of course, feel free to throw your opinions or critiques around
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Jeebs Thank you! I've still got a bit to go so hope to please :P
TeriyakiStyle Thanks for the advice! and I agree, some parts feel alittle boring (like the larger shoulder piece) If i have to restart certain pieces then is k. Also thanks for the compliment!
I also experimented with a lot of silhouette's too counter weight the sword, but in the end I added a second pauldron under her large one, and a cape that connects under the pauldron's on both shoulder's. everything's retopo'd and uv'd, but I might fiddle around with the rune gauntlet alittle more before I sit down to paint.
Loving the folds, especially in the hood !
Orb cracks was actually what i was using for the slashing, so I'll definitely go and vary its settings up to put some changes in the damages. Thank you so much for the suggestions! I'll do this ASAP
also may be make her hands bigger?
I like the right arm cover and the folds but I think that the folds on the back of the hood would look better with a V shape instead of U. I like the hair, you can spend some more time making the face more interesting(mainly for the turnarond shots), always check if everything is working right from the top view like in the game.
The blue parts, clothes and glow on the sword and armor could be more greenish, but this is just my personal taste
I had originally taken out the hip armor piece because it wouldn't deform right when she bends, but during the paint over I realized that that wouldn't be an issue if it was attached from her leg armor, and that'd give me an excuse to continue the embroidery work from her torso plate down her body. Can't work on this for most of today but can't wait to get back to it!
dantert, lazaar, teryiakistyle, thanks agin for your pointers! I've tried to incorporate everything you guys said. Thank you guys again so much for the critiques!
Try adding more variation to the colors so it looks more lifelike, specially on the armor pieces at the scratches and the edges, throw some gunge and dirt like colors to better reflect the use of the armor in battle.
The same could be done with the skin. Dont be afraid to throw some blues and greens into the pink base tone.
other than that, this is looking awesome!
@ Genz: I saw your post, fiddled around with a few design changes but couldn't settle on one that meet a compromise between the original concept and what you were talking about; hopefully the shape changes were enough. At worst I can always add in some texture detail to vary it up.
Also a shout out to Dmitry Grebenkov! I've learned quite a few tips and tricks from reading through other peoples forums, but the way he applys the technique to conserve poly's on deforming areas (like the elbows) onto the fingers was a great idea, and although he used 4 sided cylinders for the fingers I found that 6 worked really well for me in terms of uv's too. Though he probably doesn't know it I thank him for the indirect help!
Also, finally got my hands on Keyshot....its so beautiful TuT
final polycount clocked in at 10.4k tri's
I used Zbrush and Maya so far
I went with a color change for the cloth because I felt it fit the swords original emissive color better. I'm going to make the whiter parts of the armor look like stone (think it'll look cool!) so just gotta get it done.
I'm happy with it, of course there's always more room to improve, but regardless I'm satisfied
Now to rig and get a nice little presentation shot goin!
The fat lady may not have sung, but she's definitely on stage ready to do so haha. These are my final shots-I may do some last edits before the deadline if I can, but I don't think I'm going to have any free time tomorrow and friday, so we'll see.
Thanks for all the support you guys!
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