This was my first try at a low poly character and I spent way too much time in the wrong places. I wasn't able to complete the low poly paint. I'm pretty bummed that after all this work I'm not going to be submitting a piece but I did get a ton of knowledge and I'm going to finish this character and make him "cinematic" quality.
Hi everyone,
This is my first post to Polycount! and my Wip thread for my entry into the Riot Art Contest. I'll be modeling Urgot. I have been feeling like doing a disgusting character that is not muscle bound.
http://gameinfo.na.leagueoflegends.com/en/game-info/champions/urgot/
I can't wait to see everyone's work, best of luck to all entries.
Matt
Replies
Color test, still allot of sculpting to do, I'm going to focus on the armor next and I'll add the gruesome details last.
After thinking about it I realized just repeating an already existing skin was kind of lame, this was reiterated by you Lamar and then another friend said he wanted to see Urgot with tentacles. This got me thinking about Ursula and that lead me to think of pirates (naturally). So I'm going to make a tentacle Urgot with pirate gear and a musket/cannon gun arm. :P I'll update my concepts further in just a bit.
I'm going to add some more belts and pouches and I'll try out some a traditional pirate hat and a bandana.
New Direction updates, getting all of my medium forms in the right place. The hand is just for reference I'm going to have a sword arm and a gun arm and both hands cut off.
Top down view to get a sense of how he'll look in game, just testing medium shapes.
Working on the gun arm attachment.
Gun and sword arm attachments are done as well as the steam engine on his back.
I'm working on material separation and scar design right now. I'm going to hopefully finish the legs and all hard surface sculpting by the end of this weekend, then I'll tighten up the anatomy and add the last details to the skin.
I decided to go with mech legs instead of tentacles.
legs placed
Great job btw! I'm loving the mechanical parts. How did you make the details on the metal so cleanly?
You are right that the anatomy needs that last bit of finishing up. I look forward to seeing it.
For the details on the metal I duplicated the SubTool I wanted to have the detail then I divided it to around 1million polygons then I drew out the pattern I wanted as a mask, then in the "Polygroups" palette I made sure the (Group Masked) polish slider was moved to around .3 after that I just polygrouped what I had masked. Next I deleted my lower subdivision levels and then hid everything but the polygroup I created from the mask, then in the geometry tab I went to "modify geometry" and "delete hidden" then just one last step, in the "Geometry" palette go to "EdgeLoop" and select "Panel Loops" I drop the number of loops down to 3, adjust the thickness to whatever you think looks good. And done!
All of my large hard surface shapes were created in Maya.
:thumbup: