Hey all! I wasn't sure if I'd have time to compete, but I managed to get a model done and rigged up. Here's a somewhat sloppy low poly Rengar! I mostly concentrated on the proportions, and I may add a few more details here and there but it's pretty much done. Now onto the fun part!
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Dig the low poly look of this model.
Here's a bocking pass for Rengar's attack - a running rage multi hit combo. If you can line people up, it allows him to cause damage to multiple enemies. Or maybe it can be used to chase down a fleeing opponent to finish him off.
I really like the first part, but not the end where he stops. It loses a lot of power at that point. I'm going to revise it to keep him moving forward and attacking.
waiting for more
Loosen him up, make him slide (as suggested) Push those poses.
Cool stuff so far man, keep it up.
I am having some trouble finding a good balance between something that would work in game and something that takes more time for the animation. Somewhere in the Q&A it says to keep in mind this is a fast paced competitive game. I would do this completely differently if it were an animated short for example. I'm probably over thinking it.
Anyway, here is my latest attempt.
http://youtu.be/qXUkWj4UjLg
Agree with monster, or maybe make the slashes more tiny.
Couple super quick things.
1. I agree with monster, boot the temp FX for now. while they are awesome and will/might award you brownie points down the line its fuzzy reading the upper body.
2. On the jump really reallllly hold that apex pose, and make it something ferocious, something iconic, something that will make people remember this attack. you have so much room there to play with it. Push it to the max.
3. When he hits the ground, make it heavy, make it count. I love the feel of the attack as a whole but like I mentioned earlier, you are creating these great moments, and they feel kind of "light" right now. Make it fierce, you can do it!
Excited to see where you take it, great work man
Onto the run cycle!
Only thing for animation I see is when he jumps he goes into a huge anticipation pose and it looks like he's going to follow up with a big action but then he kind of just lightly swings his sword, it would be nice to see a huge attack after the jump in the air.
loving everything, but I feel the "sword" arm can ease out more, to give it a resting feel, a bit stiff in comparison to the rest of the animation flow
but man I got happy to see more of this
EDIT: on second thoughts, keep the arm as is, just add a few more frames of settling his arm from that last jerk.
Here's what I would change:
The last jumping move to me doesn't feel powerful enough. If you are will to give something a try, I think the jump can be the anticipation for a mega downward strike. That may be too arcade-like for LoL, but a quick 5 minute block out wouldn't hurt.
Keep it up dude, the ends in sight on this one for sure!
loved the character . !!
For the run, its a cool idea, but i find it looks a bit more like hes punching the ground rather than stabilizing himself with it. the character looks awesome btw
I had a fun time working on this and seeing all the other entries. Thanks for the comments and good luck to all!
Great work man, best of luck