For weapons my opinion is 5 and 14 have the better silhouettes. They feel more hand-made with resources in the jungle for hunting. For hair Rengar has a more predator hairstyle, however, I think 3 would be interesting and 4 as well for the ponytail. Like what you have so far, keep on progressing.
When you have so many good options, it's getting hard to choose!
I think some heads would pair very well with some outfits, eventhough it's hard to say how it would look from a top/down view.
My picks would be: #9 head + Ranger #1 head + Arcangel #7 or #3 head + Gladiator
Really nice work, I don't think you can be wrong with any of these variants!
Probably a little late but, for face 3 or 4, for armor 7, 8, 3 and for weapon idk heh. Hvae to agree with D_Wall - the wings don't seem to go with rengar in my opinion.
After considering the designs. I'm gonna go with the Monster Hunter Rengar. I's sorry for not modelling other good designs but I think this one with work well with Rengar's sneaky-hunter character.
Here is the first doodle and block out.
This outfit is very tribal. Everything is hand crafted from the pieces of Rengar's prays.
Working further on the top. I've decided to change on the design. Removed the other shoulderpad. Based on less is more. I like it better. Continue polishing.
I hope you're doing fine. I would like to share some work in progress images and a method I use for most of mz project.
IN-GAME PREVIZ:
Arrived to one of my favourite state. The state when the "in-game" model start to getting shape. At this point do something I call "in-game pre-visualization". Basically I bring the model all over to the end of the process. It will help me at the later stages. It gives a much better understanding of the whole. I see how the value, colour, animation and camera view affects to the model. Usually I also take notes about things I want to change before or during polishing.
The steps I went trough
1. Sculpt. Don't need explanation.
2. Retopology. 80% ready budget and topology-wise. At this point I wanted to see how the future steps will affect to my topology. I want to get the final piece around 12000 tris with weapons and everzthing.
2. Uv/Ao. With zbrush I've made a very quick Uv. It has a quick ao and lighting baked onto.
I've added weapons to the back to help the silhouette.
4. Rigging
5. Animating. A character is really itself only when animates.
6. Set up for render. Set up the camera. Used Matte/Shadow/Reflection shader and Environment background in 3ds max for rendering the shadow on top of a background image. At least this is prepared for future use as well.
7. Value. I gave Rengar a black fur with partially turning into grey. This helps building up contrast in the face area. I also removed the torso armour. Acted by the rule "less is more" again.
The sculpt looks fantastic. Also digging the black fur. You may have to lighten the colors on the rest of his outfit depending on how dark his fur is though.
haven't slept for two days but it was totally worth it. Finally submitted. Enjoyed working on this. It was a pleasure. Thanks for Riot Games for the opportunity and for all the polycount fellas as well. There aro so many amazing art you ispired me a lot guys! So cheers
Replies
"In-game" preview
...I'm gonna make an Art Direction and readability update next
Concepting time. having so much cool idea time. Maybe throwing out original idea time.
Check out these weapon concepts.
Which one do you like???:)
Of course weapons will come with armours. I'll come soon with armour designs to you. Till that, throw your opinions below.:poly142:
Did you mean Yorikus to add more "tribal attribute" to the creature. If so, yes I aggree. Will do. Cheers!
Which one do you like?
(Please, write next to the number if it's a weapon or headgear. e.g.: "I like weapon #4")
Big Thanks! :poly121:
Could you imagine a Rengar-design with a bit different character? ...like:
- Archangel Rengar
- Monster-hunter Rengar
- Desert-ranger Rengar
- Gladiator champion Rengar
- Juggernaut Rengar
- Battleworn Rengar
Which one do you find inspiring?
This weekend I want to sketch up the decided designs.
Add your favourite armour deisgn below...
You can also think like mix-matching designs.
(e.g. Would look great a weapon #14 + Face #3 + Armour# 3)
Face #9 + Armour #3!!!
Face #8 and I like armour #4 or #7, mainly for their strong silhouettes.
I think some heads would pair very well with some outfits, eventhough it's hard to say how it would look from a top/down view.
My picks would be:
#9 head + Ranger
#1 head + Arcangel
#7 or #3 head + Gladiator
Really nice work, I don't think you can be wrong with any of these variants!
Rengar got his steroids to match with the art direction of League of Legends better. Bulking Caturday. :poly127::poly121:
[ame="http://www.youtube.com/watch?v=VP0HBKsuqw8"]Rengar WIP turntable 01 - YouTube[/ame]
See you tomorrow!
Thank you for all the answers. Helped me a lot. You are right Goldo_O. It's very hard to choose.
I was hesitating between the Archangel, Ranger and the Monster-hunter. Would love to model all of them.
How would look an Arch Angel Rengar??
good luck man!
I get a good sleep on it and get another go tomorrow. Thanks for the feedback!
Here is the first doodle and block out.
This outfit is very tribal. Everything is hand crafted from the pieces of Rengar's prays.
Primary Weapon
(Carved from horn and some kind of animal frill or blade is embedded)
Secondary Weapon
(Made from the jaw of the bug's head on Rengar's shoulder)
I hope you're doing fine. I would like to share some work in progress images and a method I use for most of mz project.
IN-GAME PREVIZ:
Arrived to one of my favourite state. The state when the "in-game" model start to getting shape. At this point do something I call "in-game pre-visualization". Basically I bring the model all over to the end of the process. It will help me at the later stages. It gives a much better understanding of the whole. I see how the value, colour, animation and camera view affects to the model. Usually I also take notes about things I want to change before or during polishing.
The steps I went trough
1. Sculpt. Don't need explanation.
2. Retopology. 80% ready budget and topology-wise. At this point I wanted to see how the future steps will affect to my topology. I want to get the final piece around 12000 tris with weapons and everzthing.
2. Uv/Ao. With zbrush I've made a very quick Uv. It has a quick ao and lighting baked onto.
I've added weapons to the back to help the silhouette.
4. Rigging
5. Animating. A character is really itself only when animates.
6. Set up for render. Set up the camera. Used Matte/Shadow/Reflection shader and Environment background in 3ds max for rendering the shadow on top of a background image. At least this is prepared for future use as well.
7. Value. I gave Rengar a black fur with partially turning into grey. This helps building up contrast in the face area. I also removed the torso armour. Acted by the rule "less is more" again.
8. Colour (coming soon)
[ame="http://www.youtube.com/watch?v=eua0lOwes_k"]Rengar turntable wip12 - YouTube[/ame]
Will come back soon with the next steps. I hope you having a great fun! I wish the best you guys for the contest.
I like the black hair, looks more evil.
Tickwomp - I'm glad you like the sculpt. Cheers for the tip bro. I'll definitely be aware of it during the colouring.