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Friday, January 2, 2015

League of Legends Contest: Plauge Azir

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

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.
 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
    • 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

     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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