Working on a Hero Protoss Immortal model.
Aiming for a fairly high poly cinematic version, almost like a statue.
Also want to do a damaged version where you see the pilot.
And preferrably have it in close combat vs an Ultralisk.
//Current Update
WIP 23
Created a base bubble shield VFX with basic collision VFX if it gets shot.
Muzzle Flash. Added electrical burst and smoke on the fire.
Want to add more depth to the shield now and figure out the on-hit colision VFX explosion, like cannon fire.
Replies
Right now I'm trying to figure out the design of the whole thing before I commit to the rough sculpt.
If anyone has additional ideas, I'd be down to hear them.
Legs are proving a bigger issue to me, but I like the segmented idea at the moment for the left most bottom design.
Which one looks better?
rough 3 tone concept
4 tone now.
Defined the cannon arm and made some small adjustments to the legs.
Onto the 3D blockout.
Concept can still change if anything stands out to anyone.
Sculpt sketching the body.
Feeling out the detailing. Trying my best to understand Anthony Jones' direction with the concepts he did for the Legacy of the Void intro cinematic.
Self-Feedback:
Side gem needs to be inset better into the cannon
Raise the torso to accomodate cannon swivel
The muzzle cowl needs to taper off on the ends to match the shape language better of the walker.
Fixing proportions
So the new method of making clean HP meshes with the new Zremesher has helped, but I'm still finding it's use far too finnicky in certain instances. But it CAN work.
Also learned a lot more about a proper Modo MOP Boolean workflow via some artists' help.
Further detailing the cannon. Now gonna need to get loose with the noise detail pass and damage details. Need to gather references for those from damaged tanks, etc.
I think I'm in a place where I'm satisfied with the detailing, minus a damage pass.
I'm gonna step away and either work on the ultralisk or the Protoss pilot to prep it for the final vision in my head about this being a diorama.
Gonna get some beauty shots done for the portfolio.
Any criticisms about the dedsign, please let me know! I still feel as if something is critically missing.
Do you think some floating bits to break the silhouette will make it more Protoss like? Also allow for seondary animations.
I doubt floating details will change much, but maybe you can try scale it down vertically at the front so it looks less blocky and rigid
Ended up doing a combination of decimating, retopology, and auto matic UVing to get to the textured model.
Any critiques as it stands?
Id try to make it much more matte and make some reflective things stand out
If all stands out nothing stands out
Thank you everyone. Did what I could to lay into a more defined and readable material read.
Thank you to Dylan Mellott for helping me reassess how I layout my textures at the beginning. Thanks to Matt Waggle for additional feedback.
I'm starting to hit a wall here detail wise. Anyone see anything I can be pushing into more, or just keep slowly painting in the wear and tear details.
maybe try have darker shadows and AO and more contrast in lighting / less even lighting overall but less contrast on the piece by piece, especially legs.
Also a gradient from top to bottom going darker could also help focussing
The previous shot worked better also
Id do the legs more matte, more the red gold color, and the top more the yellow gold with a clear cut
For the lighting and presentation I would avoid to use that strong DOF. If you are doing some illustration, cinematic shot you can use it, but if you are aiming to present model as best as you can then make render as sharp and possible, maybe you can add some DOF on the farer legs, but just a little bit.
About lighting I would avoid using colors in background(it make it more like illustration look in my personal opinin)-black or really dark grey background would work good in most cases . Also think If you want to put your model on floor on not. If yes you have another problem to make shadow nicely, avoid effect when you have couple shadows from couple different light sources. And about lightin overall I personally like to wipe out all lights/hdrs etc from the scene and make just black screen. Then I would add key spot light to make main interesting lighting scenario. then I would add second fill light, then rest lights like rims(to extract shape of the model and make it better to read) then I would add HDR to make some nice detail in reflections. It's my workflow, some people setup HDR first and then they add other lights. Which software do you use for rendering?
@Shrike good point on dark gradient from bottom to top
here are some cool examples:
https://www.artstation.com/artwork/nZWB4
https://www.artstation.com/artwork/lVb2RY
Hope I helped
@Go2frag
@Tits
Those examples are hella helpful, danke.
Created a base bubble shield VFX with basic collision VFX if it gets shot.
Muzzle Flash. Added electrical burst and smoke on the fire.
Want to add more depth to the shield now and figure out the on-hit colision VFX explosion, like cannon fire.