The remake looks a lot better already!
I would suggest using the vertical channel from normal map for baked lighting and applying a top-down gradient to the weapon overall. You could also lighten up the sharp part of the blade to show that it is shiny-and-sharpened and is used for cutting opponents down.
Also try to not make the scratches on the weapon totally random. Think about where the weapon will be used and which parts will get worn out and place them there.
Hmm, I still love the previous design but it worked a lot better for the size at loadout screen than in game, so it definitely had to change. I designed with the polycount limitation this time around as well, since a lot of those nice curves in the old concept got lost in translation.
the changes to the lighting are good imo, it follows the lighting suggested by valve with a top down gradient and has more focus on the tip of the weapon and the bottom end of the weapon looks much better being more muted
I feel that the black stripes on the weapon are a bit too drastic, I understand that you are trying to show that there is an indent on the blade itself, but try to use a more subtle grey color rather than a very dark grey, mostly because I feel that the black on the blade just contrasts too much. But I love your sculpt though, looks really nice! Keep going!
Thanks for the feedback, now that i look at it, it's a little too out of place to the rest of the weapon but i did have an intention to keep it a different colour, rather than just an indent.
Gauntlets.
It took a bit to be free enough to continue but here's the next part. I had to turn down some details because it was creating too much visual noise.
I made a few items and slowly chipping away at it but I haven't updated the thread, so here they are. The head, back (which is the dress) and shoulder slots. Took a long while specially with the head piece since I remade it three times over as I wasn't satisfied with the quality of the first two.
Replies
I would suggest using the vertical channel from normal map for baked lighting and applying a top-down gradient to the weapon overall. You could also lighten up the sharp part of the blade to show that it is shiny-and-sharpened and is used for cutting opponents down.
Also try to not make the scratches on the weapon totally random. Think about where the weapon will be used and which parts will get worn out and place them there.
It took a bit to be free enough to continue but here's the next part. I had to turn down some details because it was creating too much visual noise.
Will need to rework polearm handle colour, and it's blending with the claws too much.
https://www.artstation.com/artwork/champion-of-the-morrigan-skin-for-legion-commander
You can vote for the set here
http://steamcommunity.com/workshop/filedetails/?id=462415534
Looking forward for the next spot of free time in between assignments to create the next set! Enchantress here I come.
Looks great! but the shader mask could be a lot better !
I had to modify the proportions a bit to fit the current model
and I've finished the sculpting already
Did a quick base in MD for the clothes
and sculpted that up
I've started and mostly completed the bow already, I just need to fine tune the bowstring to give it a thinner look.
At some point I will revisit my legion commander skin as I feel much better than I was 6 months ago when I made it
if you have any feedback feel free to post it.