Some heads I did while I was as Trion on Rift. Will add more to this thread as I get them finished! Reposting the other images I put in the waywo as well.
Eth Female:
High Elf Female:
Kelari Female:
Kelari Male:
Viewport screengrabs with xoliul 2.0 and viewportgrabber 2.0
I'll add more stuff as I get it done. Still a fair bit to go! Hope you dig it!
Replies
Good work.
Awesome work Hazardous!
did you manually twist the curly hair on the High Elf?
Thank you hazardous!
That dappled skin spec makes all the difference.
I dig it!
Maph: Nah man, no texture flats sorry!!!!
Choco: This is a classic comment man, It pops up a lot! " any hints on your workflow " Its really hard to answer that one honestly keep your eyes peeled for more tuts in the future
jeffro: Thanks man, they are my favourite too
darbeenbo: Simple mmo mouth style animation The topo does look kinda funky to me too, but the standard was set, and it was done with the blessings of the skinners / riggers - and making those guys unhappy by changing it all half way through development is not something you want to risk... trust me.
Scudz: Yeah man that hair was done by hand, I think it took me 2 days for that one lol. Longer than the others by quite a way.
Haikai: That dragon will fortunately NOT be gracing this art dump ROFL! But I think You should dump some of your stuff too man And i already know everyone here agrees.
fonfa: Thanks man, which part in particular are you looking for, because theres plenty of texture painting tuts out there, what are you wondering about specifically? Thats a pretty broad and open request haha
tacit math: Dude that would be the ultimate thrill, if I see a Kelari Female im going to spontaneously combust.
I also got to give shoutouts to Daz, Shawn, Chee, Hai and the rest of the soldiers in the Trion art team, as this work wouldnt really be what it is without their help, aid and guidance when I needed it.
Games need to be going for style over realism.
so yeah. is good
Soz Bigjohn, I didnt respond!
There are normals for the faces, but I like my normal maps not to dominate my model by defining all of the forms all of the time. I prefer it being mostly visible only via the spec maps and careful use of reflection maps in the xoliul shader. Call it a personal taste If you see ingame shots you'll see more aparent normal maps.
Thanks for sharing,
It is, sorry
What strikes me the most is your color choice and how subtle and delicate everything is.
Could you show a fullbright shot with just the diffuse and one with just the specular? That itself would help a lot! Right now I don't know what's painted, what's reflected and what's shaded.
This is damn sexy brah.
This would be really cool actually. Also, while I know that you cannot show the texture flats themselves, is there a way we can see how you unwrapped the models for UV shells; like the wireframe flats with no textures being shown? I tend to struggle with unwrapping faces and it would be interesting to see how you get your faces so clean with little to no distortion.