TY for the comments. More vector concepts below. I am going to have to rework the weapons so there is more design symmetry between the character and the gear.
Some pose testing. I can't seem to figure out a shoulder configuration that deforms correctly in all directions with a basic bone set up, and the terminal joints are the only ones that hold up at extreme angles, but that might not be important. I also shrunk the head so that it is just a touch wider than the shoulders (about 10% smaller). I think it's a better head/body ratio while not deviating majorly from the concept.
All five elements without armor sets. Redid the hands as a I decided that they need to be able to at least open a mitten. Not sure how I'm going to texture them as I have no tablet currently. So just modeling for now.
Working on the armor concepts. Originally I was just going to have one set, but having some different silhouettes will help to differentiate between the characters. My plan is to have all the geometry be pretty low poly (~1000 triangle range), but I don't know how to keep the armor that low without losing some of the detail...so I might end up sacking some of the edges from the concepts.
Damage type: Shock
Effect: Adds some instant shock damage
Critical effect: Damage jumps to nearby enemies up to four times losing 1/2 damage each jump (nearly doubles total shock damage)
Damage type: Fire
Effect: Adds some instant fire damage
Critical Effect: Target bursts into flames taking an extra 3x fire damage over some amount of time (~10 seconds ish)
Damage Type: Ice
Effect: Adds some instant ice damage and slows target by 15% for 3 seconds.
Critical effect: Target is completely frozen for 3 seconds
Replies
Shock Knight modeling done with armor and shield.
Unarmored: 566 triangles
Armor: 562
Helmet: 148
Chest: 54
Shoulder: 56
Forearm: 24 (x2)
Hand: 18 (x2)
Belt: 20
Thigh: 38 (x2)
Shin: 34 (x2)
Foot: 28 (x2)
Shield: 20
Damage type: Shock
Effect: Adds some instant shock damage
Critical effect: Damage jumps to nearby enemies up to four times losing 1/2 damage each jump (nearly doubles total shock damage)
I will probably go back and optimize some of the shapes like the hair and overlapping parts of the armor. We'll see how the others turn out.
Unarmored: 680 triangles
Armor: 1268
Helmet: 186
Neck: 48
Chest: 118
Shoulder: 136 (x2)
Forearm: 98 (x2)
Hand: 56 (x2)
Thigh: 38 (x2)
Shin: 90 (x2)
Foot: 40 (x2)
Shield: 32
Damage type: Fire
Effect: Adds some instant fire damage
Critical Effect: Target bursts into flames taking an extra 3x fire damage over some amount of time (~10 seconds ish)
Damage Type: Ice
Effect: Adds some instant ice damage and slows target by 15% for 3 seconds.
Critical effect: Target is completely frozen for 3 seconds