Hi everyone, I come with a bit crazy idea, but I think that if I execute well it can be interesting, so I'll make an Ekko skin ''Renaissance''.
I decide to choose Ekko champion cause I think he got some interesting shapes, gadgets and silhouette,and this theme to play with a nice color palette, different materials and also shapes and silhouette. So here I show a simple collage of some images of the main idea.
Good luck to all the participants!!
Replies
@RogerP THanks man, I model just the general shapes with not details, I'll put this on the hand painted textures
@ericdigital I'm glad that you like it bro I saw your portfolio and looks so great! Are you not going to enter to the contest...? I didn't saw an entry from you... I think that you can make a very good character
I think if you wanted to match is closer i would have the mouth not as wide. The top and bottom lip are pretty much the same thickness. Currently the way the mouth is it looks like he might have a slight under bite ( It would be good to see a shot from the side view!) I think the nose should be slightly smaller. I would soften some of the lines on his face particularly around the mouth. The indentation under the bottom lip i think is too harsh, straight and high. I would soften it and curve it around, so it follows the chin more. I would also make the chin slightly more pointy. I think with those changes it would match closer to the concept
Actually I have a doubt, did you know guys more or less the poly count that it would be in same way acceptable for this characters...? I was thinking something from 8K to 12K..?
yeah some characters are around 7K while some others are over 12K if I remember correctly; It just depends on the complexity of the champion.
Also, I'm sure you know this already but you can look on Lolking.net, they have all the champions models; you can't see the wireframe but it's quite easy to guess how the geo is, and lots of the human characters have 4 sided cylinders for the fingers, but as you never see them close, saves loads of polygons.
I think your character doesn't need much more than 10K
Great sculpt anyway!
But I'm wondering that if for this contest is good to think exactly as Riot develop the characters for ingame having in mind that we would watch them from certain distance on a perspective camera (so the polybudget that you mention its OK),
Or put a bit more of poly's to expose more well the shapes for this particular contest cause we would have to expose them in a more close cameras...
Maybe I lose some info in this area, I just want to be sure what do we need to do regarding on the polybudget, cause I know that for the texture it would be just on 2K map right?
Yeah, you guys are right, I just saw some references as Gravity mention and the past contest winners and they are more close to the ingame polycount, so I'll make mine around 8K and just one 2K texture thanks for you kindly attention guys!
I have some suggestions to reduce the polycount and fix little issues in your retopo:
I think the leg and arm topology can be a clean cylinder with a nice edgeflow, these are not in my opinion the areas where you'll collapse edges to gain polycount; I think the sword and the hourglass are the parts where you can cut big time. You have lots of detail that wont be seen in game view, and the changes would just affect the silhouette in a minor way, if any.
Also, the eyes, if you want to follow the game's ways, are merged with the head and there's no facial animation. It saves also a lot of triangles. Ignore this if you planned to animate the face of course ^^
Also I'd reduce some bevels here and there that don't matter like on the gloves or the neck.
Anyway, great hair retopo, the overall shapes are really good, and I can't wait to see the texturing for this guy!
I hope this helps a bit, cheers!
#2 hourglass, your idea is good, I just want to know if I can make use of alphas, so I can separate transparent parts by the alpha instance of loops. And I'll consider your advice to optimize on the weapon, the ones on the back of the neck I think that it would be a good idea to delete them ^^
Thanks for all Antoine
Imho the hourglass can stay as it is, cause it's a solid unbedable object, so topology on it doesnt count as much as on joints.
Also you might need an extra horizontal loop on the pants cause that area seems pretty lowpoly for such an animation intensive area, i'd imagine that when a leg stretches back it might show a nasty hard edge the way it is now.
EDIT: i also think that you can crunch up some polys on the gloves, considering you made the belts buckles fully polygonal and you could easily bake that whole detail onto a couple of quads.
So I was working on the UVs, right now I have 10,605 triangles.
So, here I post my low poly with the baked AO and some tweaks on it (the bake wasn't perfect :P ) I use this map just as a basic lines shapes and as a rough base color making some gradient maps from it. So here's were the magic start, there's a lot of work to do here xD
Pior posted pics from his workflow here :
http://polycount.com/discussion/126980/piors-workshop/p2