Total noob here.
I recently started 3d modelling and I love it. Its freaking amazing.
My goal will be to get as close as possible to proffesional level stuff.
I will post WIP and what i learned through each step. All feedback is more than welcome, especially on my Notes (since I could have gotten the wrong idea and i dont want to build my knowledge and skill on a bad foundation.
WIP
My first project is going to be a game ready character for League of Legend (The water sculptur/artisan).
I want to take him all the way from idea to finished product with animations and everything (is this too wide spread? should I spent my focus on one or two proccesses?)
First model: The water sculptur/artisan.
What I learned: basic knowledge of the software and introduction to sculpting.
Notes: use simpler shapes. Make all pieces from scratch. Finish all detail on one sub level before subdividing. Make good base topology at the beginning of the sculpt.
Learning the software. First concept.
Replies
What I learned: I need to learn UV and normal mapping.
Notes: Much cleaner shapes. Extracting 0 thickness objects into remesher and the topology brush create clean low polygon bases.
Really happy about buckle and swirley cloth concept.
Lowest sub level and poly view.
Game res?
Honestly I could use some pointers here.
polygons: 20k.
What I learned: shrinkwrapping is cool. I really need to learn UV and normal mapping.
Notes: is this too simple? and is it ok? I made this with shrinkwrap and base topo instead of redoing topo from scratch. If you have a good base topology do you still need to redo topo from scratch?
I feel like this character has misplaced point of focus (area where your eyes are drawn to) interesting stuff is happening primarily at the bottom of character which makes the top get lost; wraps around his legs, fancy boots, big belt buckle. This leads person to look at the bottom of character while rest of body feels non-existent
Would really suggest trying to create point of focus on your characters in future
In the mean time, I took what i liked idea wise and created some quick sillouttes.
I also looked at alot more reference especially "style" wise for league of legends. It seems to me like they focus on simple and sharp shapes.
With that in mind here is the 3rd model (WIP).
I wanted his look to also tell his story.
I will do similar guards for legs and other arm.
What I learned: Shadowbox is perfect for "carving" stuff out. Inflate brush is great for making clean big forms.
Notes: stick to a few points of focus.
The most left one (with the flat area on top) I feel like it gives a more metalllic (cast/forged) look. Also it gives off a more "non magical" feel aswell.
The right one (swirley one) I feel lik it gives a more organic (carved) and flowing look I tried to make it look like a wave abit. The swirley armguard is lighter and has a more magical/godly feeling to it.
My character i would say could be taken in different directions, I want the lore and the outfit to fit together. I have 2 rough background stories that im bouncing a bit between.
Since all elemental mages in league seems to be wandering/travelling (Brand, taliyah, yasuo) I decided to give my character a traveller styled look.
1) Student of water from Ionia. Was sent out into the world to study the currents of the world.
2) Man who gave his body to a lake. (more folklore inspired). The lake wanted a form and the man wanted peace.
ALL inputs are more than welcome.
Your clothes are reading fluffy in terms of feel. Was that intentional?
What I learned: look at reference whenever you can. Base your "style" on something real.
Notes: When dynameshing remember to remesh early.
Either elemental(water or fire) martial artist or Ki master. Cant decide.
Standard:
When using ultimate.