latest
really small update on the lowpoly version. Currently at around 10k triangles.
Some items are already UV'ed, ill show the UVs when I finish them.
In this image you can see some assets of the clothes, some are already in high res and some in low res yet
What im doing is using the base mesh model you saw on my first post and in Maya I create very basic shapes of all the assets, then I export them to Zbrush and start working on them.
Here is a close look at the Shoulder, not quite very satisfied with it, I might work on it some more:
For cloth think about how it's weighted and just use reference is the best advice. But if i were you id remove some of that noisy detail on the stone etc it doesnt fit inside the league style
This is the quick mesh I did right in the beginning of all the process in order to start making the clothes and assets, I started completely from scratch in Zbrush using zspheres.
The Attached Images are the reference pictures I used to start making the character.
Alright, so I started making the low poly version of the clothes, it's triangulated already Still needs fixes but tell me what you think.
As far as I know the characters in LoL range from 4k to 13k triangles? Or am I wrong?
I think you can more optimize dragon's head on the scapular (nouse area)
and you don't need to make low poly version for the scales. You can make simple bended surface and then bake these scale on it
thanks for the advices, yes I'll make the scales more like the ones in the chest, as you can see it's a bended surface. And dont worry I'm optimizing it further
Hi, Chraim you have very nice work keep it amazing!!!
About your low poly model you should be more optimized some areas like the details in the torso and armor on the thigh. In both cases those extra polys make no difference in your final model and will be a nightmare to rig.
Replies
What im doing is using the base mesh model you saw on my first post and in Maya I create very basic shapes of all the assets, then I export them to Zbrush and start working on them.
Here is a close look at the Shoulder, not quite very satisfied with it, I might work on it some more:
btw guys, im really bad with cloth sculpting, any suggestions?
The Attached Images are the reference pictures I used to start making the character.
As far as I know the characters in LoL range from 4k to 13k triangles? Or am I wrong?
and you don't need to make low poly version for the scales. You can make simple bended surface and then bake these scale on it
Some items are already UV'ed, ill show the UVs when I finish them.
Low Poly by chraim on Sketchfab
About your low poly model you should be more optimized some areas like the details in the torso and armor on the thigh. In both cases those extra polys make no difference in your final model and will be a nightmare to rig.
My regards
Hugo.