Hey man! awesome concepts! I think armor plating and warrior/like clothes are the way to go in order to really diferenciate her from any other ionian champ, try to explore different designs for the floating piece at her back and find the synergy between that and her weapons, since, in my opinion Irelia is pretty much…
I agree with what Kimono just posted, I use triangles and n-gons in every HP I make, and triangles in every LP. The idea that meshes "should" be all quads is indefensible. As you get more familiar with modeling IMO the distinction between mathematical classifications of polygon become irrelevant, it's just verts and edges,…
I've not messed around that much with the Creation Kit since I have a friend doing the conversion/implementation work for me, but the way I understand it is that attachments are separate .nifs that attach to sockets defined in the main weapon .nif. You'd want to make even standard variants for parts you want to swap out…
One way to do it, is to have two sets of normal maps, one wrinkled all over, one unwrinkled all over. Then you can store masks in the vertex color channels (or use an actual RGB map) to define where the wrinkles should appear, and use the bone rotations to drive the fade in and out. It's not something you can readily plug…
one thing i'd point out about the girl shooting the gun is that the motions are overly flamboyant making it look unreal and cartoony. Im not sure what style you were going for but it definately looks over the top to my eye. It actually looks like a mime doing an act instead of someone actually shooting a gun. the other…
For the most part I'm currently focusing on improving performance and simplifying/improving the UI and UX. One thing I'm adding this week is the ability to have multiple points selected at once, and have a user defined falloff distance affect nearby points when translating your selection. Here's a WIP of the UI…
The first one is looking really good. Notice how you pushed in the area almost right under the center of the eye? You need to do the same thing on the second one. You cannot clearly define where his cheek bone is. Right now, that area reminds me of the lion from Wizard of Oz. Looking good though. Out of curiosity, how long…
Retopologized + unwrapped most of him and did a quick color block-in now trying to get the materials defined properly using a specular map (not to experienced with that), seems to slowly get there. Here's a shot of what the spec currently looks like, plenty of space left, even after putting the final parts in. I want to…
this is interesting. Using a paint feature to define cuts is nice. But when i tried it i realized, from personal experience using maya, max, and zbrush, that XSI is faster. I know this detracts from the topic a little but what i really want from zbrush is to be able to transfer high rez geo info to a game model using the…
More progress and cleaning. I'm trying out some side details, but will likely remove them in favor of cleaner panels. Most of the time there will be stowage or ammo boxes on the side to break things up anyway. I feel like I'm noodling around, slowing my progress a lot. So, this week I'm going to try and finish a smaller…