Blocking out weapons and gear I'm intentionally moving away from original design, focusing more on functionality. Original Kat has too many extra blades she never used, so I'm removing everything except primary swords, which obviously need to be sheathed. Didn't want sheathes to be obnoxiously big, so I'm shrinking swords to similarly shaped daggers blah blah who the hell reads this anyway.
@Jager sorry yeah you're right, my definiton of blockout maybe different from everyone else's. For me it's a rough sculpt that I can mash around without fear to break something. Quick prototyping, you can call it that. Anyway, here's small update before I go into details. Kinda satisfied with hair shape and gear layout, probably not gonna change it much. She has only 2 blades now and they're sheathed, which I think works well for this interpretation of character
Finally done with topology, I think it's obvious at this point she doesn't fit into contest restrictions, Now I'm just gonna tag along for fun and get this model textured for PBR (need some practice with that).
I actually changed my mind somewhere halfway through high poly, when I realized her details don't really work for game camera.
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I'm intentionally moving away from original design, focusing more on functionality. Original Kat has too many extra blades she never used, so I'm removing everything except primary swords, which obviously need to be sheathed. Didn't want sheathes to be obnoxiously big, so I'm shrinking swords to similarly shaped daggers blah blah who the hell reads this anyway.
This look wicked good!!
Back to the main reason I'm posting... Your Katarina is awesome!
Anyway, here's small update before I go into details. Kinda satisfied with hair shape and gear layout, probably not gonna change it much.
She has only 2 blades now and they're sheathed, which I think works well for this interpretation of character
https://www.youtube.com/watch?v=u2qd6sraqpQ&feature=youtu.be
Small update. Only weapons left to do, everything else is almost done for high poly
I actually changed my mind somewhere halfway through high poly, when I realized her details don't really work for game camera.
now with AO and region maps and I can finally start texturing.