FINAL UPDATE :
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Hey Polycount!
I'm so excited about this contest, I didn't have the chance to finish it last time. Thanks to Polycount and Riot for organizing such a cool event
So, I've been digging League of Legend universe for the past few days and there's two themes/regions that I'd like to work into the environment : the Freljord and Bilgewater. I didn't wanted to stop on my first idea so I worked on both, only on the creep den concept for now. I used elements from the game to help shaping my ideas faster but once I'm settled on the theme, I'll work on the concepts more deeply. (Please don't mind my savage copy paste!)
First one on the Freljord theme, inspired by the "Tomb of the Troll Boy" story, it's about Braum's door/shield before he founds it. It contains a lot of elements from the Howling Abyss map.
Second one on Bilgewater region, inspired by the Lore and the map made for the event. I really like the houses built from old boats idea so I imagined a camp made the same way.
I'm really interested to have your opinions on which theme you prefer!
Thanks folks
Replies
Promising start, keep us posted!
I decided to go with the Freljord creep den and refined the concept for it, the colors are not definitive though.
I'm going to focus on the second prop now, not sure if it's going to be an inhibitor or a turret yet. I'll keep you updated!
good luck!
I've been working on the second prop design for a bit, I think I'll go for a turret for now and probably a statue. But let's see once I'm done with the creep den. Speaking about the den, I've started the block out in Maya and Zbrush. I'd like to work a maximum in Zbrush in order to create that really organic feeling between each assets. Next step is about detailing each one of these assets and getting that feeling. I think I'll keep the details pretty rough, most of it will be done in texture.
Thanks for checking
Today's update, rearrange some elements and try different things.
Alright, here's my progress on the sculpt. I need to polish the door and the icy spikes and I'm good to get into the low poly, yay!
One small note though, pay attention to how you model the trees. Because the way you have it now looks like the old Summoner's Rift map trees. The new trees are very optimized and are just a few well textured floating planes facing the camera :P
(I understand this is still work in progress ofc, but I hope this helps you)
Keep up the good work!
It's been a long time since my last update, I had a lot of work to do for the retopology, mapping and baking. It's mostly done for now, I'll probably add some elements on the way if needed. It's finally time to texture, woohooo! Good thing is that I'm on holiday for a couple of weeks, should be enough to make a valuable progress
Here's the actual render, I baked a couple of maps to build a good base for the texturing phase and assembled them in Photoshop. There's no alpha yet.
Thanks for checking!
Feedback welcome
I changed the general tone to get more vibrant colors. Still a lot of painting to do, feedback is very welcome at this point!
Here's an update, trees are finally there. I'm going to focus on the second prop from now on, I'll get back to the den to make the final adjustments.
Quick update.
Here's some turret designs I've been working on.
Here's a more final version, gonna start the sculpt soon!
Outstanding rendition of the neutral camp. Blue ice at the base of the shield really feels like it has depth.
@Svartberg Thanks a lot, I really appreciate it dude
I receive useful feedback from my peers about the den, I'll have to polish it at some point (probably after the turret is done). Also, I'd like to do a floor texture around the den to better blend the geometry.
About the turret, I decided to explore another design closer to the Freljord theme, felt like that guy could fit in a cold and dark environment.
Which one is your favorite ?
So I decided to go for the second concept (The blue one with a red crystal) because I think it correspond better to the global design. I might use another color palette to better match the actual summoner's rift statue though.
Starting with a rough sculpt, I've been exploring the design more deeply during the process, it's now time to add surface details. I'm still not sold on some choices, specially concerning the shoulder pad.
Retopology should come soon, the deadline is coming fast!
Retopology and baking done. Here's a quick setup with a few maps (2xAO/Cavity/Gradient) and some values, super WIP. Total polycount: 2600. Now let's texture, yay!
Here's a new update, I spent a couple hours cleaning the texture in 3DCoat and PS.
Few points I'd like to offer for doublechecking before you submit. Nothing's worse than hindsight biting you on the ass after you send in the work and start thinking "Damn, how in the world didnt i notice that!", amirite?
I. Turret
I think the picture is pretty self-explanatory, but just for clarity's sake, here's a little text
1. Values.
Your turret comes off a little flat when in comes to values. General top-down gradient is pretty much lost and although in color we can clearly see the difference in tone, the whole object still looks a little flat. Values are tricky like that. Try playing around with it.
2. Lost a little color there
3. Your texture is a little too good-looking. Updated summoners' rift, while looking sick as hell, at a closer look is actually painted a little loosely, with visible artistic irregularities. To put it shortly - It's perfect in its' imperfections.
With that being said, first of all, take a really good look at the summoner's rift turrets and try to compare them to yours. Looking at b/w versions from point 1, I can see that your curvature is way too accentuated and uniform compared to current turrets.
Also there's things like patina, which could help break up the monotony of the metal. In general, even if your turret is meant for colder color palette, there's still place for warm accents to outweigh the cold stone and the almost white metal.
This is a little rushed, i hope you can make out whatever is essential from my thoughts here.
As for the camp, nothing to add, really. Great job on that.
One thing I gotta say, your ground plane around the camp feels a little rushed. IMO, little frosty tips on the grass might help blend the whole thing into rift a little better. There's stil plenty of time for that.
Good luck!
Good luck!
Thanks to the community for the awesome feedback along the way, taking part of this challenge was an awesome experience and I can't wait for the next one!
Here's the final renders, breakdown on my Artstation.
Thanks for the breakdown