Hey, cool cats.
So I've been working on this fan art for some time now, sort of in a vacuum.
I figured it wouldn't hurt to post some WIPs and maybe get some fresh opinons.
I'd be grateful for any and all critique.
Without further ado
It's Leona from League of Legends appropriated into Overwatch style
The original character is by
Michael MaurinoInitial 3d dummy overpaint
Further concept development
3d WIP
Face closeup
Replies
Next step would be to clean the model up and add some bells and whistles.
There's probably going to be a tailcoat like detail in the back to add more weight to the lower half of the silhouette and improve general balance.
I would love some input if you guys have any
Thanks
@kreativbloc thanks mate! Glad you like it.
After all, perfect is good, but complete is better.
Looking forward to see the progress!
@lotet I'll look into that, thanks!
@slosh Thanks man! I've been checking out your Aloy thread. Really cool progress so far, can't wait to see next step.
I've rerendered the highres with slight tweaks, Bigger head, slightly looser fingers, pulled the model down to the main plane.
And I've finished the gameres model. Tirned out just under 31k, so pretty much in with Overwatch standards. Pretty clean, I guess I'm overall satisfied. Before textures I gotta work on the weapon and shield, so that's probably going to be the next update.
@karytsukinoThanks!
my only crit (which might be a bit late now, but its a quick rebake) is the collar is just kinda smashed into her chest, there should probably be a chamfer edge there.
I second what slosh said, I'd even say starting with flat colors and gradients only first will help you set values and see what works and what doesn't before even going with the subtle material painting.
@lotet Thanks man!
The long overdue update. I'm finally happy with weapon designs and can move on to weapon game resolution models and then textures.
@kanga Thanks! I'm going with mostly neutral expression for now. Well, as neutral as possible without making the character visually unappealing. Later I'll have it rigged and apply facial expressions for the beautyshots.
I've completely reworked the face and the hairdo! And added some honest corneas for proper eyeball glare. Very happy wtih the result.
Huge thanks to @shayleen_hulbert for outstanding feedback.
I've retoped and baked sword and a shield.
Not being a fan of Marmoset, I've setup the scene in UE4, baked all additional maps and I'm finally ready to texture!
@jpr thank you!
Superb job though and good luck!
Thank you all so much guys! Your comments are a great motivation!
I've been working on textures almost non-stop for the whole weekend. I think the texturing finish line is on the horizon!
Regarding the color of the cloth, I'm planning to do color variations, like the actual overwatch skins have. I'll play around with hues and maybe alter cloth a little.
I'm still not entirely sure about the flow map. I've used on the guides on the internet. Gonna experiment a little more.
I think the flow map for the braid part is looking good, but there are definitely some issues with the rest of the hair. It kinda looks like you drew the flow map in the wrong direction or something.
I also noticed all the gold is the same colour, I think it could be really nice to have some break up with colour variation, to add some more interest. You could probably brighten it up as well, making it a bit more yellow or white-ish.
It would also be cool to see some purples in there, like in the original skin.
Will you show us some actual textures?
Alright!
I think I'm finally done with texturing. I've cleaned up excess noisiness from the base textures, slightly adjusted the hair and have done the shield and sword force field parts.
And here are some promised variations. These are done in photoshop for the moment.
Base colors with reds slightly turned towards magenta. Looks alright actually
A couple of regular color variations. These are mainly recolors.
And an epic type color variation. I was going for Jem type of glam-pop style.
The material that I had In mind should roughly look like this. Sort of glittery look with flakes.
And, last but not least, here's how opacity looks on those glowy parts
What is left right now is to have her rigged and do a series of poses to fit her into game screenshots for maximum game immersion.
Cheers!
Looks a little better IMO.
Also, turns out I'm not very good at rigging. If by any chance you're a rig artist looking for a character to work on or you know someone who might be one, I'd really appreciate if you hit me up here or on twitter
Cheers!
the new colors are a lot more distinct and at the same time harmonious. I am also curious how you did that render? is the background just an image or are you actually using it for lighting, is there geometry?
@floon Thank you
Here's the backdrop in case you need it
@Skinner3D @Nikolas3D Thank you guys
@STRIKER Ey thanks man!
The render is basically me opening official renders on one screen and Keyshot on the other, side by side. Several days of noodling with standard plastic material and I kinda stumbled into a decent look.
It's a simple beige plastic with dark-red AO. And I did a glossier version for the eyes