Dirty skinning pass but I couldn't resist to make a pose test. That made me realize that I can't make the color/brightness gradient too obvious on his shield since he carries it horizontally when he's running. Something I will try to keep in mind when I get back on the textures (after a proper skinning).
Chicken photo bomb!
Thanks guys, I wish I had modeled the chicken wings for funnier poses but they are already the reason why my polycount goes over 10K. @Katzeimsack: Yes, it's just a maya screengrab with default quality rendering and no lighting (lambert mat with white ambient color and incandescence). I still have to work on the textures to make things pop though!
I asked because some of the shading is a bit grey, which usally is the look you get from not being 100% unlit. Looking forward to the texture polishing
Thanks guys!
Since the beginning I was thinking about custom abilities for this new skin. I thought it could be fun to have new icons for that. Hopefully I will find time to make some pictures for each of them.
This one is a preview, gotta rework on the pose etc. but it gives an idea I guess.
I know you are going to make changes to the pose but I thought I might drop my two cents. Feel free to tell me to jam it.
- His Screen Left foot (Right foot) feels a little too angled, I would probably angle it down just a touch.
- There is something weird between the first chilli on his belt and his mouth. I don't know what is going on there but it is making that whole area hard to read.
the end,
Like I said feel free to ignore me.
So good. More please.
P.S. I dig his list of abilities..very nice touch.
Thanks Elyaradine and Duncan!
No you're absolutely right Duncan, his legs are not quite right. I might try another camera angle so I will probably repose the character from scratch. For the chili, it's actually the saftey pin that is bouncing and creating all this mess over there, nice catch! It's on my change list for the final version.
And no way that I would ignore your input, thanks so much for the feedback!
it looks really nice, I do have a question for you..
Are we supossed to completely rig the character or just make a basic rig so we can pose it for the beauty shot?
Thanks Beastypet! In terms of rules for this contest, as far as I know, you don't have to rig your character at all but it's never a wasted time to make one if your schedule permits it. I guess it doesn't matter if it is super basic or very complicated, as long as you can achieve the poses you want to show your character in its best light.
PS: You can even send your low-res mesh in Zbrush and use the transpose tool for quick posing if it's easier.
Insane stuff man! So much appeal in the character, all the small things pay off big time - I'm especially fond of the chickens chasing the worm (those chickens man... so good). Terrific stuff!
Duncan:
JRancourt: Thanks man, what should I say? You're doing two entries and both are top quality!!!
mrnunez, WorldMaker: thanks a lot guys
Cam Sykes: Don't say that! Maybe your guy will look more serious.
Arkadius: Thank you! I know I'm using some typical archetypes there, sorry :-/
Slosh: I was gonna go for the short answer and then I started to take screenshots :P
It's actually a mix of both. I modeled the cactus in Max and did a rush sculpt in Zbrush with lots of render passes. I didn't waste time doing in-game assets for them since I was just using them in this small shot.
There is not much photoshop work on the cactus besides some highlights, spikes and of course the blending with the background provided by Riot. All the beams/sparks FX are of course photoshoped.
For Braum I'm still using the first Marmoset for two reasons: their OUTLINE feature is more advanced than a simple STROKE effect in toshop (draws outlines inside your silouhette as well) and they have the animation support.
However there is no unlit mode by default compared to Marmoset 2.
What you have to do for that is create a fully white sky and remove all the ocllusions/shadows etc.
1.Exit the Tools Menu
2.Enter the Sky Tool
3.Import a simple white squared TGA texture
4.Export your sky
5.Exit the sky tool and go back to the material editor
6.Now you can import your new .env sky and
7.Have your model unlit
8. Next you want to activate the outline in the View panel.
9. I'm not sure but I don't think Riot is using a fully black outline. You might want to change the color and strength. What you see on your screen might be thiner when you open it in toshop so I tend to up that value to 2 or 3. Too much though and you will start seeing that it's not a real outline but a succession of broken straight lines.
10. I tend to lock my camera, make a render with outline and one without. You might have to delete some lines that break the lisibility, on the faces most likely. I also make a third pass with a white floor and the cathedral sky for the dropped shadow.
The only minus about using M1.1 is that you have to do some guess work with the camera angle (unless I am missing something) and the drop shadows are very low-res.
But ya, to answer your question, Braum and the cacti fissure are in 3D and the rest is composited in photoshop, sorry for the boring tutorial, I'm not sure if anybody is still using Marmoset 1.
Thank you man and good luck on finishing your awesome entry!
Get this skin in-game, I'd buy it with Braum in a second! XD
REALLY great job man, and thanks for taking the time to put that tutorial together, it was very interesting to see your work flow
Replies
Chicken photo bomb!
Is the latest screenshot is 100% unlit?
@Katzeimsack: Yes, it's just a maya screengrab with default quality rendering and no lighting (lambert mat with white ambient color and incandescence). I still have to work on the textures to make things pop though!
love it man
Since the beginning I was thinking about custom abilities for this new skin. I thought it could be fun to have new icons for that. Hopefully I will find time to make some pictures for each of them.
This one is a preview, gotta rework on the pose etc. but it gives an idea I guess.
I know you are going to make changes to the pose but I thought I might drop my two cents. Feel free to tell me to jam it.
- His Screen Left foot (Right foot) feels a little too angled, I would probably angle it down just a touch.
- There is something weird between the first chilli on his belt and his mouth. I don't know what is going on there but it is making that whole area hard to read.
the end,
Like I said feel free to ignore me.
So good. More please.
P.S. I dig his list of abilities..very nice touch.
No you're absolutely right Duncan, his legs are not quite right. I might try another camera angle so I will probably repose the character from scratch. For the chili, it's actually the saftey pin that is bouncing and creating all this mess over there, nice catch! It's on my change list for the final version.
And no way that I would ignore your input, thanks so much for the feedback!
Are we supossed to completely rig the character or just make a basic rig so we can pose it for the beauty shot?
PS: You can even send your low-res mesh in Zbrush and use the transpose tool for quick posing if it's easier.
And this is after a long day of fighting baddies.
Awesome work. I dig everything about it.
WELL DONE!!
Here is El Braum's ultimate: "Cacti Fissure"!
outstanding all features.
even a polycount' sign. Chickens, worms.... style... best everything.
Kidding aside this kicks ass and I love the ultimate.
JRancourt: Thanks man, what should I say? You're doing two entries and both are top quality!!!
mrnunez, WorldMaker: thanks a lot guys
Cam Sykes: Don't say that! Maybe your guy will look more serious.
Arkadius: Thank you! I know I'm using some typical archetypes there, sorry :-/
Slosh: I was gonna go for the short answer and then I started to take screenshots :P
It's actually a mix of both. I modeled the cactus in Max and did a rush sculpt in Zbrush with lots of render passes. I didn't waste time doing in-game assets for them since I was just using them in this small shot.
There is not much photoshop work on the cactus besides some highlights, spikes and of course the blending with the background provided by Riot. All the beams/sparks FX are of course photoshoped.
For Braum I'm still using the first Marmoset for two reasons: their OUTLINE feature is more advanced than a simple STROKE effect in toshop (draws outlines inside your silouhette as well) and they have the animation support.
However there is no unlit mode by default compared to Marmoset 2.
What you have to do for that is create a fully white sky and remove all the ocllusions/shadows etc.
1.Exit the Tools Menu
2.Enter the Sky Tool
3.Import a simple white squared TGA texture
4.Export your sky
5.Exit the sky tool and go back to the material editor
6.Now you can import your new .env sky and
7.Have your model unlit
8. Next you want to activate the outline in the View panel.
9. I'm not sure but I don't think Riot is using a fully black outline. You might want to change the color and strength. What you see on your screen might be thiner when you open it in toshop so I tend to up that value to 2 or 3. Too much though and you will start seeing that it's not a real outline but a succession of broken straight lines.
10. I tend to lock my camera, make a render with outline and one without. You might have to delete some lines that break the lisibility, on the faces most likely. I also make a third pass with a white floor and the cathedral sky for the dropped shadow.
The only minus about using M1.1 is that you have to do some guess work with the camera angle (unless I am missing something) and the drop shadows are very low-res.
But ya, to answer your question, Braum and the cacti fissure are in 3D and the rest is composited in photoshop, sorry for the boring tutorial, I'm not sure if anybody is still using Marmoset 1.
Thank you man and good luck on finishing your awesome entry!
REALLY great job man, and thanks for taking the time to put that tutorial together, it was very interesting to see your work flow