Mina from Samurai Showdown V
It's not that common to see a fighting game character using a bow.
Mina looks so clean, she's like a blank page, I might go demonic or future with the redesign. Haven't decided on that, but she's cool enough, I'm rolling with this character!
inspiration:
concept:
Stay tuned!
Replies
Warcraft, Paul Richards and Mr-Jack. Fine inspiration for a hot demonic archer chick methinks.
(now that I look up Nakoruru, I realize she doesn't even have a bow! I was sure she did with those gloves but I guess they're supposed to be falconing gloves or something)
edit: second version
Might refine some details later but for now I'm pretty happy with it.
As said earlier her glove is used to form bolts of demonic energy, which can be fired from her bow. :] While shooting these bolts with her bow means maximum damage, she can use the glove to fire short ranged bursts for close quarters combat. Also, she kicks really high.
Modeling this is going to be the real challenge for me. I'm not that experienced but I'll do my best!
Texturing wise I'm most confortable with doing diffuse only in a hand painted style. But this character has so many details which could look amazing with norm+spec+emissive.
So I'm leaning towards the second approach, which is going to be a learning experience. Which is good! :poly142:
small crit. I dont see alot in your concept that reflects the original Mina except maybe the hair. The big white dress, long bow and blue hair tie seem to be the key features.
Anyway. Will be watching where this goes.
i really like what you have theres but it looks like an entirely new character. the horns and armor work really well, but you should include the full hair, maybe with some chains or blade braided in, and a longer skirt, maybe made from barbed chain mail or something? i think you could do some cool layering stuff with multiple skirts, but keeps one long.
Have a look.
Taking it into mudbox next.
I think I'll start with sculpting on the glove, it seems like a fun warmup. I'll use maya to layout the basic shapes used in the concept and then I'll throw it in mudbox and see what I can make of it. Then I'll adress that silly looking floating hood.
edit: shit I forgot the tail, lol
edit2: fixed
I love the concept, looks very inspired by DarkSiders/Joe Mad artwork.
Question for you though...Do you use one ref image only? The top one? Or you use front and side ones as well.
To awnser your question Nitewalkr, I'm using this image as a reference for the body shape:
That one I did myself, but I also use alot of photos for specific areas.
For all of the armor pieces and the bow I'll just be looking at my own concept though.
Now I have a question for you guys. My character has 2 chains going over her skirt. I'm a bit worried about these ever looking good when skinning the mesh. I know final shots will be still poses but I'd like it to be ready to use in a game engine.
Maybe I could place the chain parts on a curve/spline and keyframe the curve?
Any ideas on this?