[php][/php]Hello Polycount.
We are a group of students working on a League of Legend fan-made map. This project include environment, characters with animations and hopefully some music :poly124:. We actually have lore for the map and some concept for game play but we only focus on the art side.
The idea is to create an environment with different themes and try to bend those themes together. It's pretty challenging but we hope we could come out with something cool :poly121:
I'm team leader and work mostly on concept art for character, environment and environment modeling and texturing. I'm So lucky having such a good team :poly124:
This is still WIP and we will update more as we get stuffs done :poly122:.
Here is what we have so far.
Gameplay and Lore ideas
3D environment
3D characters
Replies
It fits the league style perfectly
Can't wait to see the finished environment!
Either way, I'm super inspired and would love to tackle a scene in locked perspective!
@Jakob Gavelli it is a mixture of both, depending on if the asset is unique or not
@Elyaradine we are primarily just doing the art but with a bit of game play thought out so who knows??
Keep it up !!!!
Just some feedback from my experience making Starcraft maps. Archways tend to obstruct the player's field of view even if its made to fade by the game the engine. This is why you never really see them in current MOBA/RTS maps like Dota and LoL.
Visuals wise, this is pretty darn amazing. Keep up the good work.
I hope you dont mind me bloating your thread
Top: Contrast and luminance change, Bot: Original
Edit: It looks like you dont need too much contrast, the exposure is the main issue, and increasing it makes it a lot nicer
https://hostr.co/file/AusyqdNp9iKa/expos.png
Something about the lighting of the crystal looks strange as well
IMO his saturation adjustments are on point though, completely.
Supernice work guys...
Going to echo/agree with Add3r here as I feel it's important. If this was simply personal work without context, bumping the contrast may present the work better, but as in-game assets, the world's value/contrast range has to be more neutral so that the buildings and characters pop visually [and to align with LoL's other maps]. I believe your current approach is in line with this.
Can't wait to see this finished. Subbed.
Thank you, That's so nice to see stuff more contrast, the forms work better too. Really good critique.
We still in WIP so we're going to vring stuff to 6o-70%, to make sure everything is there first, then we properly will polish more . But we also consider the element hierarchy. So it go like this: Effect, Character, Environment, The ground. So during the polish stage we will have better control on that. Thank you.
Thank you, we mostly focus on art, the gameplay is just mostly concepts, ideas. We know that this totally unplayable :poly136:. But it's just fun to think about gameplay though.
Thank you Owl. I can not do this sure but I have a really talented team. They help me a lot. So cool to work with friends
and then if anyone interested here are the support maps to aid in texturing
my friend, ribtibs will take this to the next level, peace!
Had the pleasure of texturing this bad boy
Great work in here! Saving everything into my inspiration folder...
You guys have a Facebook page?
I am the representative of TADT Team, a Spanish Facebook page of League of Legends News.
Let me tell you have done a great job. And you dont have nothing to envy Riot.
If you understand Spanish, check this post: https://www.facebook.com/TADTeam/posts/966934839985517
We have a Facebook working group but not an actual page.
I will ask if any of my member know Spanish. :poly122:
Hey Daniel.
I'm just curious to know how you went about replicating riots art style (or well, exact super freakin similar looking) in this? Been trying to do something similar for a comic series i'm working on since its got this nice cartoony look to it but i haven't exactly been able to nail it (i did work in paint tool sai alot so i probably screwed my self over a bit working in that more so then PS) and i was wondering if you'd be able to offer pointers?
- BoBo
omg, PEET, thank you, I've learn a ton and we will work more on this :thumbup:
Hey, thank you for you commnet. I'm lucky have a chance to work as environment intern in Riot Games last year so it makes sense that my environment work very similar to Summoner Rift. About the character concepts, mostly I influence by art like WOW, LOL, Draksider... They are stylized but have a comic taste. Mostly I exaggerate the shapes to push characteristic, enhance color saturation to control focal point and try to have a nice flow in every design. I mainly use PS and one simple round brush. Hope it helps :poly136:
PD: el post esta hecho al Espa
Mecanicas: Si no entiendo mal seria como en todos los mapas que hay ahora mismo (exepto dominion) en los cuales gana el equipo que destruya el nexo enemigo y para llegar hasta el, hay primero que destruir las torretas y el inividor enemigo, mientras sorteamos a los minions y campeones enemigos. Tambien una mecanica que me llama mucho la atencion de este mapa no es ya solo que tambien haya jungla (que si se plantea y se hace de forma correcta daria muchos tipos de juego distinto en jungla Ragnar [esto lo explicare en el siguiente mensaje]) esta el boss que hay arriba llamado The Warden el cual dara un buffo considerable al equipo que lo mate (aunque en mi opinion deberia solamente darlo al que lo mate aunque esto lo explicare en el siguiente post) dando una ventaja que en mi caso deberia ser decisiva (y por ello el boss ser dificil y solo accesible a el a mediados de la partida [min 15 si las partidas se quieren de 20-25 minutos o min 20 si se quiere que la partida sea de 30-40 min y dependiendo de la duracion este boss sea mas facil o dificil y que de un buffo mas potente o no]) pudiendo hacerse 3 tipos de estrategias.
- A lo Aram: llendo todos al medio estilo aram para destruir el nexo lo antes posible y ganar
- Clasico: Esta estrategia se jugaria mas o menos como se juega en la grieta del invocador que seria con 3 personas jugando en calles y 2 solamente en jungla(pudiendo ser o bien 2 campeones con smite o un campeon de jungla con smite y un support [ya que esta jungla deberia ser mas dificil que las que conocemos haciendo inviable que un solo jungla pueda con todos sin ayuda]) cogiendo buffos y en caso exepcional que la gente se mueva de la linea central para ayudar al jungla a coger objetivos (para tomar las zonas de capturas para obtener buffos y matar al Ragnar para obtener el buffo que de a la party (estilo Nashor) para ganar ventaja contra los contrarios e ir a ganar.
- Jungla: (composicion: 1-2 en la calle central y el resto en jungla y que min 3 del equipo lleven smites)En esta estrategia seria al contrario que las otras y la diferencia consistiria que hiria mas gente a la jungla en vez de a la linea...y dires porque? (aunque para entenderlo del todo tendreis que leer el segundo mensaje que publicare ahora mas tarde) Simple, primero las torres (en caso de haber solo 1 al final) estas sera, mucho mas dura, con mas vida y mas da
Torres: La vida de las torres seran el doble/tiple y su armadura/resistencia un 30-50% mas altas que las torres de el abismo de los lamentos para asi alargar un poco la partida y ser un poco mas dificil tirar las torres (ya que con los buffos y la ayuda de Ragnar se tirarian muy rapidamente).
Mapa: ( http://i.imgur.com/eGVzGax.png )
Mecanicas de las zonas conquistables: estas zonas (llamemoles pilares) solo seran posibles capturarlas al minuto 3 y se tendra que esperar un minuto para ser capturadas de nuevo, cuando se tienen 3 capturadas (aunque no sean del mismo equipo) se desbloqueara la zona donde reside Ragna, para bien matarlo o bien para Soltarlo y que nos ayude. Segun vayamos acumulando los pilares nos iran dando ciertos buffos (estos buffos estan dise
1. What is the age group of the students?
2. What jobs can be pursued by doing this? If possible name what should be studied in university for this.
Thank you!