Hi it's been ages since I've posted anything on polycount and I think doing my first contest is a good way to pick it back up. I hope I'll be able to finish it considering the time I have left but I'm hopeful
EDIT: it's finished
So what I would like to do is create a turret, that is heavily influenced by the Freljord champions since I love winter and love the designs of them. For the purpose of that I made a quick concept using Anivias wings, Tryndameres sword, the emblem of the freljord, Sejuanis Spauldrons and helmet and the ground spikes from Lissandra
I wasn't happy with tryndameres sword though since for the tower it felt to bulky so I exchanged it for the axe, that's on sejuanis emblem
I didn't make a sideview for it since I already have a set idea in my head for it. Since the shield is essentially a kiteshield the statue would hold it in a similar fashion with the lower arm attached to it with two straps however I'll model it like the statue has been made out of a single piece of rock so the entire lower arm will be molded to it.
I'm making one more change though which I started modelling already which is that rather then making the statue a male figure I'm making it female since the three leaders of the Freljord are women. I'll still have to concept out some changes for the shield and axe though since they are both to bulky for a female. I expect I'll leave the height of the shield the same but make it slimmer and the axe will be scaled down slightly aswell and made into more of a halberd with a long slim shaft
Here is the current WIP any tips or criticism welcome specially on the arms since I've only modeled a person once before and that was about two years ago :P
Or you look for one which fit more to comic-proportions if you need them. I can't judge the head/neck because of the helmet. A common mistake is, that the neck/through is made too short but it might be perfect - without helmet it would be easier to tell
I did model it with a t shape to get the length right but I think I may have messed it up when rotating it to get the arms in the right postions but ill make sure tomorrow. I actually shortened the neck since it looked a little strange (even though i used an orthographic female figure to model it) I should change it back though and keep the original shape.
Uw, nice! I would love to see a version in t-pose. From that perspective the lower arm looks a bit too long now But it's hard to judge! Anyway, what do you plan with the wings? Which pose shall they get?
For me, the feather-spikes look a bit random. If i compare it with a real world statue, i can see more "flow" even in the silhouette. Maybe it would help if yo post a front-view of your model But it's really good too, that you show it from the perspective, it will have in the final game.
For the wings i'm planning to take references from anivia which is why its so spiky since the wings are ice crystals but in the statue it would just be rock
as for the pose I'm looking at something along the lines of this:
I agree that the angel statue flows a lot better so I'll have to try to make it work in the pose
Oh you're already unwrapping? That's fast! I did a small check regarding the t-pose and i thing you could work out some anatomy details. Besides that the arms seems a bit too short, you could make the whole silhouette a bit more female. I took the woman on the right and put her silhouette over your screenshot. Especially the form of the torso and the hips could gain something from that step. Also, the silhouette of the neck is "floating" into the head. If you look at the picture, you can see that the jaw-bone is actually "breaking" the lines and "hangs over". Not a major thing since your figure wears a helmet, but i guess for learning it's good to do it right just from the beginning.
Not sure if you are able to change stuff after you're already uv-wrapping, but i think it's good to spend a bit more time until the basis.
I haven't actually gotten around to uv mapping the statue yet ive just done the bits around so far so making those changes isn't a problem I did have to move the chin back quite a bit to make space for a diamond shape eye but I'm thinking of reworking that at the moment as well :P
Nice! Did you check the hands too? I don't know ... somehow the seem to be too small. But i might be wrong. Another thing i wanted to mention: I'm not sure how wings would exactly look (didn't find a good example picture) but the seem a bit stiff to me. I imagine wings more round and with volume - yours are a bit flat for my taste. But like i said, i don't know how it would look like in reality:
Here are some examples for wings with more volume ... maybe you should add some addiational polys?
Nice! Looking forward seeing more! Just an idea: Why not ive here a weapon with long shaft like a halberd? Would explain here "relaxed" arm while holding such a heavy weapon
Cool! I like the one with snow more, because it has more contrast. Two fast things you could do:
1. Add a gradiant to the whole figure to let their top stand out more.
2. Add some color to make it less "boring" grey. Notice, that the color gets more and more desaturated to the ground.
Replies
Do you have a concept for the sideview? I'm not sure if i understand exactly how "he" holds the shield.
I'm making one more change though which I started modelling already which is that rather then making the statue a male figure I'm making it female since the three leaders of the Freljord are women. I'll still have to concept out some changes for the shield and axe though since they are both to bulky for a female. I expect I'll leave the height of the shield the same but make it slimmer and the axe will be scaled down slightly aswell and made into more of a halberd with a long slim shaft
Here is the current WIP any tips or criticism welcome specially on the arms since I've only modeled a person once before and that was about two years ago :P
Or you look for one which fit more to comic-proportions if you need them. I can't judge the head/neck because of the helmet. A common mistake is, that the neck/through is made too short but it might be perfect - without helmet it would be easier to tell
I'll post another WIP tomorrow
For me, the feather-spikes look a bit random. If i compare it with a real world statue, i can see more "flow" even in the silhouette. Maybe it would help if yo post a front-view of your model But it's really good too, that you show it from the perspective, it will have in the final game.
as for the pose I'm looking at something along the lines of this:
I agree that the angel statue flows a lot better so I'll have to try to make it work in the pose
unfortunatly I don't have much else to show since I'm UV mapping at the moment :P
Not sure if you are able to change stuff after you're already uv-wrapping, but i think it's good to spend a bit more time until the basis.
Here are some examples for wings with more volume ... maybe you should add some addiational polys?
http://th08.deviantart.net/fs70/PRE/i/2013/292/e/c/wolf_with_wings_by_darthmischee-d6r26n1.png
http://fc04.deviantart.net/fs71/i/2013/341/4/6/folded_furry_wings_silver_by_thy_darkest_hour-d5dondb.png
p.s. Also your reference-bird has more roundess at the area i marked in your picture. For me that works better. What do you thinkg?
1. Add a gradiant to the whole figure to let their top stand out more.
2. Add some color to make it less "boring" grey. Notice, that the color gets more and more desaturated to the ground.
These are basic tricks from the awesome Dota2 character art guide from Valve. You could even think about giving your wings another gradient ...