Sages
Once there were three guardians of the world as old as the land itself, or so legend has it. Unable to prevent the breaking of the world during the conjurer’s war more than a thousand years ago, these sages disappeared and no one has seen them since. Their existence now dismissed by most as mere fairy tales.
Yet there are those who believe they got separated when the Shaded Vale flooded the valleys of the land, and only the mountains remained as a safe refuge. Till this day Drachar Ris'sul Vohlor roughly translated as the shadow valley blankets the once inhabited fertile lowlands. The residual magic waste corrupting the world, seeping into its crevices, deforming every living thing. Only ruins remain there now and much worse things linger in the darkness.
One of the sages escaped, living on a desolated mountain, waiting for the day the world can be restored. The sphere of pure life-force sustaining him during the millennia, his clothes endlessly mended. As the ages passed his eyes turned white with sorrow as he could not bear to see his world destroyed. Living his days disconnected from his brethren, severed from one more than a thousand years ago as he was cast outside of the time stream in a perpetual state of meditation. The other a constant agony in the back of his mind, the aching feeling of his tormented shape and his corrupted being lost deep somewhere in the Shaded Vale.
Replies
If Beast were in the Dark Crystal, I think he would look like that. Beautiful sketch!
- I think the 100.000 tris limit is too tight and should be upwards of 200.000, at least for the character I want to create. Current gen 'the order' has over 100.000 tris (and those characters only have hair, not fur). If I include all the clothing, props and body hair/fur I just need more. I strongly believe we should create the best art possible, not limit ourselves to the current gen bandwidth. In a few years this stuff will be dated or it will remain relevant. Why have such a strict amount anyway?
- I also think the exclusion of tessellation is strange. Displacement/tessellation is based on a map, and needs at least one channel of one or two of the maps 4k maps. Its a process handled by the video card too.
- Thirdly, It would be better to have some flexibility in extra maps (like tiling maps used for micro detail in the shader tree.
I will see how far I will get in these limitations, but I just don't want to cut on quality here.
Of course, I'm not at all affiliated with Allegorithmic. This is just my 2cents. Concept's looking gorgeous already, though!
and like you mentioned yourself, focus on the highpoly, and then retop it and see how it goes. also, its not like someones gonna count your verts, you can most likely have a 20% buffer without breaking any rules.
Looking forward to seeing it.
Reminds me of years ago with some projects I was on where I'd argue for characters with 10k tris when the budget was normally around 3k tris
@.CSM I use reference: photos, anatomical plates and art. I also use a freedom-of-teach male statue: http://www.anatomytools.com/anmfv2-1-3scale-p14.php