So I have Polycount account and am throwing myself into contests and monthly challenges to help push myself in my techniques and time management skills.
I am taking part in the League of Legends challenge. I choose to work on a new skin for Azir, he is a newer character and there aren't a lot of skins for him so far. I wanted to do a steampunk direction to match with some of the other character skins or a Knights of the round table Middle ages approach.
Here were the rules for Character models
First rule is Google it and find images for reference.
I study the character looking at key parts and areas that make this character unique, things areas I like and points that need to be carried over, like the original skin and the alien skin how they are alike and not.
This is a "Naked" Azir I Sketched a base to work on and from.
These are the skin concepts I worked on I really liked to way the Plague design was going and I was inspired to do a steampunk/Victorian style something.
Early model Zbrush Sculpt started from my Human male alpha.
Low model, worked on the staff
Rough posing to see where I need to fix the topology and working on texture map. Now it took me about a good week and a half to get to this point.
The Contest final submission required a few things.
Beauty shot of the high poly sculpt (high resolution) at angles that will best show the quality of your asset (Optional if you created a high poly sculpt)
Beauty shot of the low poly model (high resolution) at
angles that will best show the quality of your asset
Composite shot of your character over the updated
Summoner’s Rift map (3/4 view)
A construction shot (high resolution) which should
include the following:
Even if I don't get anything from this contest it was a lot of fun and my Photoshop skill were greatly improved. And I think he turned out pretty well.
I am taking part in the League of Legends challenge. I choose to work on a new skin for Azir, he is a newer character and there aren't a lot of skins for him so far. I wanted to do a steampunk direction to match with some of the other character skins or a Knights of the round table Middle ages approach.
Here were the rules for Character models
Mission: Create a fully-textured
character model of your favorite League of Legends champion/skin
- Take any champion in LoL and create a high-poly sculpt (optional) and low-poly fully textured model
Things to keep in mind
- There are no hard limits on polycounts but efficiency is appreciated: use your best judgment and make every polygon count
- Bake the Ambient Occlusion (AO) map and use this as the start of your Diffuse Map
- Try to keep the texture on its own single 2048 diffuse sheet
- You can recreate the base champion, an existing skin or create your own design.
What to deliver
- Beauty shot of the high poly sculpt (high resolution) at angles that will best show the quality of your asset (Optional if you created a high poly sculpt)
- Beauty shot of the low poly model (high resolution) at angles that will best show the quality of your asset
- Texture with flat lighting on, as found in League of Legends (LoL)
- Composite shot of your character over the updated Summoner’s Rift map (3/4 view)
- The goal is to see your character in context to the environments found in LoL while being mindful of the design requirements of the MOBA genre
- A construction shot (high resolution) which should include the following:
- Wireframe of the low poly model w/ polycounts
- Texture Sheet showing a good demonstration of economical UV space
- Any reference and/or sketches that illustrate your thought process
First rule is Google it and find images for reference.
I study the character looking at key parts and areas that make this character unique, things areas I like and points that need to be carried over, like the original skin and the alien skin how they are alike and not.
This is a "Naked" Azir I Sketched a base to work on and from.
Early model Zbrush Sculpt started from my Human male alpha.
Low model, worked on the staff
The Contest final submission required a few things.
Beauty shot of the high poly sculpt (high resolution) at angles that will best show the quality of your asset (Optional if you created a high poly sculpt)
- Texture with flat lighting on, as found in League of Legends (LoL)
- The goal is to see your character in context to the environments found in LoL while being mindful of the design requirements of the MOBA genre
- Wireframe of the low poly model w/ polycounts
- Texture Sheet showing a good demonstration of economical UV space
- Any reference and/or sketches that illustrate your thought process
Even if I don't get anything from this contest it was a lot of fun and my Photoshop skill were greatly improved. And I think he turned out pretty well.
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