So I've gotten all the base models created, rigged, and tested in Dota to make sure the whole set works together. I've got the quiver sculpted and baked at this point with a basic color on it. I've learned so much about Zbrush doing this. I'm forcing myself to use it as the primary high-poly modeling tool for this set and it has been a challenge. Now that I have the Zbrush portion of my workflow figured out the remaining four items should go faster and then on to real texture work. I'm also glad that I've gotten the rigging done so early in the process because I know already that the meshes work together very well without any major clipping.
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Finished up the concept by doing the bow. I should be modeling tomorrow. I'm going to start by working out the low poly meshes so I know I can do what I want within limits. I'll throw those into the game and see if they work with the animations as well. This set is more ambitious than my last one so I want to make sure it works before I get into sculpting.
Worked out the color scheme on the helm. Now I just need to translate that to the rest of the armor. Then then work on the bow. I feel like developing the armor is harder and more important than making a weapon. With armor each item needs to fit well with every other item. Weapons just need to look cool and share 1 or two qualities with the armor set. I feel like it is far easier for people to mix and match weapons than it is to mix up armor pieces.
Finished up the line work save for the bow. I'm going to do a color pass on the front side tomorrow and post to polycount for feedback. Once the color is done on one side I think I'll go for modeling. This time around once I have a color pallet figured out on once side I should be able to make that work on the rest. It'll save me some time.
Starting a new set for Dota 2. This is a rough pass. I'm going to be reworking it some but I wanted to throw this up in the mean time. For the color scheme think think something along the lines of an old boiler furnace. Dark, black iron with molten light coming from the vents.
About a month ago I changed the color scheme of my silencer set to match the color scheme Valve has changed the original silencer to. Because of those changes and based on community feedback I feel that my bishop helm no longer fits the theme as it originally did. I have begun work on a hooded version of the helm to be added to the set. The hood should keep well with the theme and fit in nicely with the other cloth elements of the set.
The Xbox 360/PS3 game I worked on at NetherRealm has been announced. Lately I've been working in Zbrush to better incorporate it into my workflow. Below is a set of wood floor planks I sculpted. I was then able to easily bake it down for the normal map and texture information for the Diffuse and Spec (ambient occlusion, height, and cavity maps).
My League of Legends Art of Revelry contest entry. It took a while but was a lot of fun and I like how it turned out. This was a wonderful exercise in Photoshop and great practice working in that style. I gathered and used a lot of reference to get the style and proportions correct. I designed the armor, cloths, hairstyle, and environment myself.
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Work In Progress Blog
Here is where I will post updates on what I am working on before each project is ready to post on my main page. Archives
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