Gungriffon Geona: I really like the mood of that piece! Andrew Productions: Cool character, though I'd work on defining some areas a little more. The face in particular has an interesting shape but is quite difficult to read. kaktuzlime: Awesome as always! An old and bitter king...
Thank you! Another minor update! I lost a few hours yesterday due to corrupted files sadly /cry I have other work I need to get done tomorrow but I will be working on defining the arms and doing a lot of sculpting on the hand on monday.
Focusing on some smaller props before moving onto the centrepiece, still unsure exactly what to do. Rocket/missile almost definately, but a cool retro design I still have no clear idea for yet. Hope you enjoy, thanks for looking! Feedback is welcome :)
I'd concentrate on the sub-surf first and then do another detailing pass. I use Blender and the raw base vertex shading algorithm is hideous. Adding a sub-surf with some edge-defining loops will make your bolter look 100% better straight away.
@UncleFantazmo Ok. The face is almost done. I'll move on to the hair soon. @DB3D Thanks man. I think the topology works though. I tried some facial movement, they can morph accurately Going over the face and emphasizing some defining facial details
Man this looks beautiful! Mad props to all involved! The guys at riot were nice enough to post a bit of art theory about the new look here: http://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-defining-rifts-visual-style
Yep I knew it but... you have to define the pattern (and the pattern browser sucks..), no rotation nor mirror... uff I wonder how many years we have to wait until Photoshop will get all these stupid little features we really miss :neutral:
Well, Ben Mauro did work with Aaron Beck on Elysium too. http://www.artofben.com/ELYSIUM Oh, My Elysium art book arrived the other day. It's amazing. Didn't realize that they also got Syd Mead to work on the Elysium designs. Definately worth buying.
This is your low poly yeah? Not really suited to games. Quite a few loops that'll add almost nothing once normal mapped, and several concave ngons. Consider how much screen space it'll take up and that polygons are used to define the silhouette of the model.
I've looked at this one for a few days now, and I think it may be lack of contrast? Or at least, lack of any apparent contours to define shapes. From what I can tell, there's two knight-guys tackling two beasties? But it's hard to tell what's what.