Hello community!
I'm pretty excited to entering the Riot challenge! For it I chose my favorite character,
Twitch "the Plague Rat". My intention is to give him more life and context on his clothes Armour, more related to the sewer, where he belongs and self-build elements he can make. I have already all in my head so I'm ready to go!
Good luck to everyone
LAST image:
[sketchfab]d181613c681c43758792f997228cd512[/sketchfab]
Twitch "The plague Rat" by
mrnunez on
Sketchfab
Replies
I'm working now in silhouette and character shape. Im kinda' organize when creating a chap, specially if there is no clear concept I should follow. I know which kind of elements I wand to use on him, but the main shape I'm most open....at this point I'm working with Zspheres to get a better clear idea.
Other issue pop up today, is the fact as he is coming from the sewer (plague rat), I see him more crappy and even mutant style...so I'm considering building mutant parts for him like 2 tails, or even 4 arms...who knows...
Hope you guys like it
But is to be honest, my gfriend just told me the same about the arms so I will drop them out.
I like honesty, thanks!
I will describe the process on how I get to final bust, also you can see the image process:
1. Using poligroups to separate body parts. Make the whole bust one single group and just split it
2. Finding the head shape/mood: When I see Twitch designs defo there is one word that describes him, "CRAZY MADAFACKA". So this is the first thing that should say the new design Im buildig. I had to recreate different head shapes until I was satisfied with the last version which I started sculpting
3. Sculpting: There will be more asymetry for him besides the fact Im missing loads of elements, but Im happy with the main face.
Now I will start moving to the Body
As now Im moving to body and armour I started conepting it, to have a better clear vision before start sculpting. This is the first sketch Im building as a moodboard.
Something Im having in mind is the fact most of the characters ingame as are in 3/4 view, the most evident area is back and chest, so Im focusing more on those. Legs will be much cover, specially tibia area which defo will be symetrical in order to share UVs.
Any critique is welcome
To give it some sense, shoulders will be hold by the chains by themselves, so during runing animations shoulders can bounce a little
I will keep thinking about it. For now I will be moving to the weapon design
Thanks for the critiques guys
I'm wondering how are you going to translate such small details (like the wire on his left hand, or the breads in the beard) to the low poly!
Looking forward to see the progress!
Lkz
Yeap, regarding low detail like the wire, that's a good question! I believe with a good baking and some extra topology on the forearm should be enough....I defo do NOt want to have it as a separated mesh. I trust during the texture process I can keep most of the details but let's see....also will depend which elements are bigger on the Uvs space, its a challenge to keep all in a single sheet to be honest!
Good luck with your twitch version. Good choice!
Regarding weapon, I started the sculpt though still have loads of ideas on how to improve it, but I hope to have the weapon sculpt finished during this week and lowpoly.
Any critique is more than welcome,
cheers guys!
your retopo looks really clean too, so nice job on that!
Now I'm playing a bit with Weapon sculpt, this is the initial idea that I liked. The idea is to focus in 2 main points:
- The weapon should be self-maid, simple. Nothing fancy, decoration or this kinda'.....but something anyone can came across in order to design the weapon. So simple objects and materials.
- It should be a crossbow, but also should be able to use in short distance combat. For this the main shape is a bat, which hold the crossbow mechanism.....if someone approach too much.....BAAAM!!! hehe
any critique is more than welcome!
So today I finished all the lowpoly meshes for the character and the weapon, and worked on the UVs set up. Right now Im testing baking and how it looks on the chap (finding out if need more polys or better UVs space), but at the moment Im satisfied with the resulting map, just the head for now.
Will start baking the whole body + weapon and hopefully can move to texture the chap soon
the process is almost like everyone I believe. To make it faster I decided to bake the AO using Xnormal rather than 3DsMax, so to be honest nothing special, just define high and low poly meshes. On the UVs I maintain the most important elements bit bigger so they can have better detail, nevertheless in one 2K map there is not too much space for small detail.
One trick, is that I'm baking the normal map too, and from this one I'm extracting the cavity map....which is added in multiply mode to the baked AO. During AO baking a lot of detail can be lost, so is good to help yourself using secondary maps. Also have a LightMap to have better shadows from the 3/4 up view.
Im just finishing whole bake and happy with the alpha generated, almost took all the detail from the borders . Will post the finished lowpoly (chap/weapon) + bake + UVs soon.
Baking is OK and alphas are working as expected fortunately. In the image below you guys can see the alpha channel for the character. Also attached a preview of the final Uvs and the baked texture.
Will move to textures now . yay!
I can't wait to seeing the finished model.
I started the texture process, this just the base texture, mainly Im trying to find the best colour combinations, so still to do:
- Dirt pass
- Asymetry pass
- Bake light pass
- Extra detail pass
Will post more progress soon...
Finished the last passes for the body texture. Now will move to finish the weapon!
Will post more soon
Thanks for the feedback guys
I started today on the rig and little texture updates. Also finished texturing the weapon.
Things to do:
- Polish rig/skin
- Polish textures - specially greens spheres, still unhappy with them
- Animations samples
Looks great man; alittle more towards photo realism then I see in the other submissions, but if thats what you want to do then power to ya!
@jeebs, I'm also thinking about giving a 2nd thought towards color. I will see what I can came across and will post it.
@D_Wall, right . I decided to give it more realism to the character.....probably unconsciously :P
I decided to start working on final images. Have spend some days playing with colours, but nothing worked on my head...and still liked the first variation.
Lately I wanted to make a beauty image of Twitch, in context....in the sewer. So I recreated the scenario in Max and play a little in Photoshop. Hope you like it.
I will start posting final images from now on