Hi there! This is my first time here at Polycount. I love playing League of Legends and I'm very excited to participate to this contest!
Since the release of Aurelion Sol, I always wanted to concept a chinese dragon skin for him! He is perfect for it! He has a long body without wings (like a chinese dragon) and explosive abilities that would fit pretty well with a fireworks theme.
I'm planning to make him fit with these existing skins: Lion Dance Kog'maw, Dragonwing Corki, Firecracker Jinx and Panda Annie. (I still need to think of a fancy name for the Aurelion Sol skin)
I'm very happy this contest exist so I have a good excuse to start making this skin haha.
This is an ace idea! I was toying with the idea of doing this kind of thing with Gnar before I came to my final idea. I can't wait to what you're final model looks like any idea what colour scheme you're going for yet?
Thank you! I'm not entirely sure about the colors yet. I will likely use red with purple and green accents since that fits nicely with the other skins. I will tackle the colors when I'm satisfied with the design.
Love the concept! If anything, just be careful of the scale size once you start sculpting, I have a feeling they might be a little too small for the scale of the character in-game
I made a few iterations for the head of Aurelion Sol. I figured that once I get the head right, the rest of the body will be somewhat easier to design. The head is the most prominent feature of Aurelion Sol after all.
I made the scales also a little bit bigger (thanks for the feedback ^^), I think it will also be easier to define the exact proportions once I get some ingame background in there.
Ive not seen many aurelion sol, glad theres someone else other than me giving this guy some love! I love your concepts.
Now youve made the scales bigger I'd suggest reducing the amount so that theyre not everywhere, I think the character mesh could be quite noisy in game view. perhaps have clusters of scales in different areas (btw, i prefer the first head iteration ^^)
For the scales I wanted them to look a bit like the scales of the skin Lion Dance Kog'maw. I liked the golden outlines on the scales a lot so I tried to implement that in my concepts aswell.
So here are a few concepts of the body of Aurelion Sol. I experimented with pointy scales and round scales. I also made a few different iterations for the schoulder pads, I wanted them to fit with the golden horns. Number 4 is my personal favourite, but I'm very curious what you guys think :P I will likely combine all the features that I like of these concepts and make a final version with ingame background.
@Jarran: Thank you for the feedback! I tried to not completely cover the body with scales, for example the inside of the arm and the lower parts of the legs are not covered. I personally like a lot of scales haha since you often see that in traditional chinese drawings of dragons and koi fish. With the placing of the scales I tried to mimic those kind of chinese drawings :P
Thanks for the comments! I really appreciate the feedback
I made the final concept art for Aurelion Sol with ingame background. I still want to make some color variations (I'm not yet sure if I want to go for red and purple). Atleast I can start modeling now haha. I thought it would be cool if the tail would have some fireworks particles (I thought it could work well with the tranparent tail). I probably will make a bit less distracting in the final model though.
I'm really sorry for not posting updates lately, I feel terribly quilty. The reason I couldn't post any updates is because I'm currently no-lifing to finish a graduation project. I'm studying Game Architecture and Design, and I've basically been sculpting in Zbrush and modeling non-stop (+/- 8 hours a day litterally every single day for 7 weeks :'D).
So unfortunately I haven't had a lot of time to sculpt and model Aurelion Sol. However, I will move heaven and earth to finish him and deliver an entry for the contest! The pro of having worked in Zbrush for so many hours now, is that I got really fast at it, and now I know a lot of tricks to speeden up my workflow. So I'm confident I'm going to make it! (even if I need to sacrifice some sleep haha)
Okay, I ffinished my graduation project so I finally could work on the sculpt! Wooh!
So today I sculpted a rough mock-up (a lot of parts are still blobby, but atleast I have a good idea of the shapes and proportions now). I'm aware that the default T-pose of Aurelion Sol looks a bit different. Unfortunately, I don't have time to rig and pose him xD, so that's why I sculpted him directly in his idle pose.
I hope you guys like it, and feedback is ofcourse always appreciated I will work very hard and post updates every day from now on!
Here is a little update on the retopo: I only need to do the hair still, after that I'm ready to do the UV's. I might need to reduce the poly density in some places.
Another update on the textures. It is still work in progress. I'm working really hard to finish it (I'm dying inside :'D) Anyone got some last-minute feedback?
Woooh! I finished it in time Just submitted it. There are still a few things I would have liked to add (transparent tail and fireworks passive), but I decided that I don't need to die during this contest. I'm gonna catch up some sleep haha. Thanks for all the support and encouragements!
Maybe you can just quickly import your mesh in zBrush, rotate slightly some parts with Transpose Master and soft masks and re export it; it keeps your UVs, but messes up the smoothing groups, but it's unlit so who cares :Y
Replies
I'm not entirely sure about the colors yet. I will likely use red with purple and green accents since that fits nicely with the other skins. I will tackle the colors when I'm satisfied with the design.
I made the scales also a little bit bigger (thanks for the feedback ^^), I think it will also be easier to define the exact proportions once I get some ingame background in there.
Now youve made the scales bigger I'd suggest reducing the amount so that theyre not everywhere, I think the character mesh could be quite noisy in game view. perhaps have clusters of scales in different areas (btw, i prefer the first head iteration ^^)
So What I did now was figuring out what features I liked in my concept art, and what features I want to keep in the final design.
So now I created a (somewhat) final design fo the head of Aurelion Sol:
(I will do a full color pass after I'm done designing the body :P)
Now I got the head done, it will be easier for me to design the rest of the body. (For example the shoulder parts should match with the horns etc.)
I liked the golden outlines on the scales a lot so I tried to implement that in my concepts aswell.
So here are a few concepts of the body of Aurelion Sol.
I experimented with pointy scales and round scales. I also made a few different iterations for the schoulder pads, I wanted them to fit with the golden horns.
Number 4 is my personal favourite, but I'm very curious what you guys think :P
I will likely combine all the features that I like of these concepts and make a final version with ingame background.
@Jarran: Thank you for the feedback! I tried to not completely cover the body with scales, for example the inside of the arm and the lower parts of the legs are not covered.
I personally like a lot of scales haha since you often see that in traditional chinese drawings of dragons and koi fish. With the placing of the scales I tried to mimic those kind of chinese drawings :P
I made the final concept art for Aurelion Sol with ingame background. I still want to make some color variations (I'm not yet sure if I want to go for red and purple). Atleast I can start modeling now haha.
I thought it would be cool if the tail would have some fireworks particles (I thought it could work well with the tranparent tail). I probably will make a bit less distracting in the final model though.
Thank you guys so much for the comments! It makes me very happy and motivated!
I'm really sorry for not posting updates lately, I feel terribly quilty. The reason I couldn't post any updates is because I'm currently no-lifing to finish a graduation project. I'm studying Game Architecture and Design, and I've basically been sculpting in Zbrush and modeling non-stop (+/- 8 hours a day litterally every single day for 7 weeks :'D).
So unfortunately I haven't had a lot of time to sculpt and model Aurelion Sol. However, I will move heaven and earth to finish him and deliver an entry for the contest!
The pro of having worked in Zbrush for so many hours now, is that I got really fast at it, and now I know a lot of tricks to speeden up my workflow. So I'm confident I'm going to make it! (even if I need to sacrifice some sleep haha)
So today I sculpted a rough mock-up (a lot of parts are still blobby, but atleast I have a good idea of the shapes and proportions now).
I'm aware that the default T-pose of Aurelion Sol looks a bit different. Unfortunately, I don't have time to rig and pose him xD, so that's why I sculpted him directly in his idle pose.
I hope you guys like it, and feedback is ofcourse always appreciated
I will work very hard and post updates every day from now on!
I almost done with the sculpt, I only need to polish some minor things and then I can start with the retopo.
I also changed the horns a bit to something that looks more powerful and traditional.
Here is a quick test to see if the sculpt would fit with in the game:
Thank you so much! ^^
Here is a little update on the retopo:
I only need to do the hair still, after that I'm ready to do the UV's.
I might need to reduce the poly density in some places.
I'm done with retopologizing and UVing
I'm working really hard to finish it (I'm dying inside :'D)
Anyone got some last-minute feedback?
Just submitted it.
There are still a few things I would have liked to add (transparent tail and fireworks passive), but I decided that I don't need to die during this contest. I'm gonna catch up some sleep haha.
Thanks for all the support and encouragements!
Would have loved to see him posed though
@GravityBwlast : Haha if I only had time to make a rig :'D. Thank you very much though!