It's the only thing I could think of that matches the luchador idea, but I'm open to other ideas though. The chair of course would be modified, not just a simple chair.
I started doing some block out. I'll be adding him a cape. I noticed braum has a big shoulder pad on his right arm, I might make the cape bigger on that side or something like that.
I like your idea Turista, I also need to make a poro with a lucha libre mask too, since braum always come with a poro.
A very small update. I think I have a better idea of what to use as a shield... a poro! this is my blockout so far. I'll start detailing soon. What do you think?
This is how the shield is looking. These are overall the colors for the shield. The poro's hairs are supposed to be made from wood. I'll detail them on the diffuse map. They are going to have some brown colors on them.
CC welcome. I'll start working on the poro luchador and then jump to the low polygon.
I think that your concept is very interesting. You have a great opportunity with the isometric viewing angle of the game to incorporate a design on the back of his cape. Perhaps taking something from sugar skull imagery mixed with the Poro?
It's coming along really well! I'm excited to see the next update.
Thank you for the idea chayruby. I might try that once I'm texturing the low polygon. My design skills aren't very good so I'll take me a couple of tries though. I'll try to update this faster so you can check it out!
Here is another update. I backed the AO and fixed some of the errors that appear. There were a lot of errors! I'm still refining the AO but I feel it's starting to look good and wanted to share it. C & C welcome.
Just saw the new skin for braum in youtube. He's a wrestler with a chair.. damm. Still I'll finish this guy who's giving the impression of a nicer guy/super hero like the wrestlers in mexico are supposed to be.
Congrats on finishing! You have a decent base for the textures, but I notice your shadows are all grey which makes it look less "alive". I'd recommend using colored shadows (I typically colorize my AO to a blueish purple) so it helps add some depth to his form.
Also, his value and saturation all over the character look too similar. You can try baking out what Valve calls a "point light map" and use that on overlay or softlight or something, to direct the focus around his head and chest area. You can do it by hand too using a 3D paint program, or just eyeing it via photoshop.
Thank you for the feedback Tickwomp. I actually made a layer and colored the shadows, I guess I needed to add more saturated colors.
This might sound like a dumb question, How do you bake a point light map? I tried using mudbox to paint my lowpoly but it doesn't run well on my computer. Zbrush runs fine but mudbox keeps having lag and freezes.
Hey cesardca93, the images are attached. You might need to double click the files to open them on another tab. I don't know how to post them without attaching them, sorry :S
If you search polycount for "point light map" i think there are some threads about how people set one up; usually it's baked out in Max but I'm sure there are other ways. I know you can paint in Zbrush but I don't do it; a little too weird for me. Maybe 3D Coat or Substance Painter?
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https://image-cdn.zap2it.com/images/cy-young-award-2013-wwe-championship.jpg
make something like the center because it has the shape of a shield but make it about Poro.
I like your idea Turista, I also need to make a poro with a lucha libre mask too, since braum always come with a poro.
CC welcome. I'll start working on the poro luchador and then jump to the low polygon.
I think that your concept is very interesting. You have a great opportunity with the isometric viewing angle of the game to incorporate a design on the back of his cape. Perhaps taking something from sugar skull imagery mixed with the Poro?
It's coming along really well! I'm excited to see the next update.
Also, his value and saturation all over the character look too similar. You can try baking out what Valve calls a "point light map" and use that on overlay or softlight or something, to direct the focus around his head and chest area. You can do it by hand too using a 3D paint program, or just eyeing it via photoshop.
http://www.fumper.com/uploads/2xbuvbe7yt-PointLightMap.jpg
This might sound like a dumb question, How do you bake a point light map? I tried using mudbox to paint my lowpoly but it doesn't run well on my computer. Zbrush runs fine but mudbox keeps having lag and freezes.
steamcommunity.com/sharedfiles/filedetails/?id=183672148
If you search polycount for "point light map" i think there are some threads about how people set one up; usually it's baked out in Max but I'm sure there are other ways. I know you can paint in Zbrush but I don't do it; a little too weird for me. Maybe 3D Coat or Substance Painter?
I think I'll download 3Dsmax and practice this then.
I have 3D coat, I'll practice 3D painting in it too.