I'm doing a Warcraft character for Blizzcon 2015 Art Contest. Hopefully I could finish her before the deadline :poly127:
I pick Sylvanas Windrunner since she is my most favorite character in Warcraft franchise. I have seen a lot of Sylvanas versions from many artists but I always feel there is something missing... so I decide to do another version of her with next-gen realistic style, not hand painting
I have finished the modeling part and gonna move to small detail, here are some shots of her silhouette. I'm sorry if you don't like this black matcap because I just want to share her silhouette at the moment.
I still have to do sculpting detail, UVs, Rigging, Posing, and Texturing so I'm a little bit worried about the deadline (July 26). I'm thinking about doing a posed clay render version just for the contest then finishing the rest afterwards. Any thoughts?
Replies
Repost with a neutral gray mat cap.
Definitely watching your progress. your CGStudentAwards stuff were amazing man! Grats on the Commendation. All the best with this Blizzcon entry.
I feel rigging is gonna the most challenging part of this character for me. I don't think it is possible to pose her in Zbrush because of those armor pieces so I might have to spend time to learn rigging and weighting in Maya, that's not a good idea in this tight deadline If anyone knows any better ways to pose this kind of character (with many armor pieces), please let me know.
I might be simplifying things a bit since I am not aware of how many pieces of armor you have, but shouldn't this be similar to your Viking character for posing?
My Viking's pose was pretty simple, I didn't build a rig for him, I used Zsphere to build a rig in Zbrush to pose the head and fingers.
I'm not experienced with Maya rigging so I might have a tough time to learn it, especially skinning.
Chest armor.
Real-time Rendered in Marmoset Toolbag 2
What are you using to texture this?
Subbed for more :]
One thing though, I think there should be more explanation for how the Skulls are mounted to her Pauldrons, I think it would add a lot.
Good luck!
@Tzur_H: I'm using Photoshop + Substance Painter for Texturing.
I Agree with Natland on the pauldrons/skulls thing tho, other then that it's awesome!
what the heck! They changed the date or something? I'm pretty sure I saw the deadline was 27th of July : \
Nvm, I will submit it next year with a complete work xD
Thanks for the kind words! Yes, It sucks, I skipped a lot of details because of the tight deadline, the connection between the skulls and the pauldron that you guys mentioned is an example.
How did you go about making that cape with all it's tears and loose threads?
Edit, oh you just posted about the skulls haha
Pretty simple, I painted an alpha for the cape to make those tears. So White = Visible, and black = transparency
And yes, I skipped some sculpting parts because of the tight deadline, and "the skulls problem" is one of them
http://reaganlodge.com/
These are raw renders, no compositing at all.
Check her artstation page here https://www.artstation.com/artwork/sylvanas-windrunner-fanart-6bd1891f-8435-4de3-95f7-7434d398e971