Hey guys 'n' gals, I'm going to be dumping my work on Legacy here, which is comprised of game design, art and animation. Everything you're about to see is very much subject to change, I very much appreciate feedback both positive and negative. Enjoy your stay while I make my journey! Questions are very welcome, I have this FAQ that I'm slowly growing so fire away! I'll hide some of the GIF's with the spoiler thingy so the thread doesn't get too heavy as I will be updating things over time.
Hey Iruka! There's definitely going to be both genders for character creation in fact there's 3 if you check this is why I'm practicing female sculpts first, there isn't much concept art at the moment because I've been focusing on the mechanics and animation displayed in the demo but there is more on the tumblr. I'm definitely trying to get back to the artwork now! Here's some more zbrush:
Great work. For the models, if you're going to keep with the sculpted look in the pecs (and in the hair) it might be nice to carry that aesthetic through to the facial structure and neck musculature as well. Not sure if that was planned or not, but figured I'd mention it!
You seem to have quite the skill range! What do you have the most fun with / what do you think is your best strength? Animation/sculpting/2D...?
Haha thanks Analivia! NightDragon so far with sculpts nothing is planned other than boxmesh proportions, I'm generally just sculpting the anatomy in how it feels natural, if some kind of style emerges ill try and make it more prominent, I was thinking about how to add more of that sculpted look to other areas but I think it's too early because I'm using a really low-res dynamesh for blocking.
I think my greatest strength is my analysis, I don't really have much innate aptitude I just really really like the whole art process which is why I've added so many areas of production to my skill set, although I think at this time my 2D and sculpting are my weakest areas because I give them the least amount of time, animation is just very time consuming even when you know what you're doing.
Still working on the hands and feet, but I doubled the resolution for face, trunk and arms, I think the face needs to double once more to get crisp edges on the eye lid areas, so many creases! Seriously cannot wait to do the fullbody female sculpt (ノ◕ヮ◕)ノ*:・゚✧
Haha unfortunately no nips Kochikens, the edges on the pectoralis minor just made it weird the last time I did it, but I'm gonna give it another shot just for you Thanks DoxaOwl, I'm sure with some consistent diligent practice you'll be able to do anything you want without a genie lamp!
A little late, but Have you considered angling his ears back a bit? The smaller and less cartoony his face got, the more sort of out of place they seem. I personally liked the earlier faces because they seemed a lot less generic, but I guess hes just the stock body for which the customization would then come into play?
A little late, but Have you considered angling his ears back a bit? The smaller and less cartoony his face got, the more sort of out of place they seem. I personally liked the earlier faces because they seemed a lot less generic, but I guess hes just the stock body for which the customization would then come into play?
For sure man, I'm very undeveloped as an artist and this is a journey to finding out what I'm comfortable with, anything and everything will change along the way. The evolution of the face was constrained to my own design principles I'm building, the relationship between the body and the size of the face forced me to change the size of the eyes i.e:
- Cuter = head bigger than body, eyes can dominate the face and be bigger in general, although they can still be small
- Serious = head in proportion or smaller than body, the eyes need to be in proportion or smaller
When I rendered the original face with the beard it actually looked really weird and continued to look weird until I changed the size of the eyes, the same kind of weird of having nipples on hard edges. There are other designs I have that support more creative exploration of anatomy, this was not one of them unfortunately
Just from a consumer, I think from indie stand point I look for things that stand out. If you find that style more appealing to you and your goals, then go for it, but to me it went from "interesting" to "Could be a generic dude in any game".
It's early though, and maybe once you get that dude in a bunch of armor and such, it wont seem bland. I have an affinity for more cartoony things, too, so I'm operating with a bias. I would just say that whatever you are defining as your design principals, make sure you are pushing the outer edges of it, find what you like but also refine it to something unique.
Just from a consumer, I think from indie stand point I look for things that stand out. If you find that style more appealing to you and your goals, then go for it, but to me it went from "interesting" to "Could be a generic dude in any game".
It's early though, and maybe once you get that dude in a bunch of armor and such, it wont seem bland. I have an affinity for more cartoony things, too, so I'm operating with a bias. I would just say that whatever you are defining as your design principals, make sure you are pushing the outer edges of it, find what you like but also refine it to something unique.
Well style isn't something that can generally be forced unless you're emulating something pre-established, here I'm trying to find something that occurs naturally or quirks that I like to latch on to, in the end it's a big learning expedition. I haven't bridged my skills from 2D to 3D because I've never directly tried to translate them, now that I am doing it I'm learning how things can become unappealing, weird or brilliant. Bear with me ;D
Testing some functionality of real space integrated UI and discussing switching up traditional gear with everyone's favourite crab: "take stats, make them collectibles, take talents and put them on gear instead".
There are 8 angles on the y axis (0-360° in 45° increments) and 2 on the x axis (10° and 35°). The 35° angle is designed for fighting large groups and the 10° angle is designed for boss fights so you can see their animated telegraphs more clearly. However the zoom function (z axis) may make the 10° angle redundant.
When I refer to integrated UI it's about cleverly putting it in the world space so it doesn't create a frame of dead space around the screen. Skill frames may be more traditional however. More art is on the way, just switching things up with what I post for a bit.
Looking good dude. Everything is still so malleable that I'm not sure whats worth providing feedback on or not, but I hope you'll keep updating us as you go.
Looking good dude. Everything is still so malleable that I'm not sure whats worth providing feedback on or not, but I hope you'll keep updating us as you go.
I'm making some final changes to the sculpt and textures since I did the UVmap bad (to think I know what that is now :'D) so I revisited it again and re-did the abs and pecs, he has some nips now! Slowly understanding the workflow in zbrush there are a lot of milestones you can't turn back on without throwing out lots of work. No pain no gain eh.
I'm guessing that you may be waiting for the texture phase, but I feel like the wear and tear on the armor is really selective, just a pop mark here and there rather than coherent damage to particular areas or a more wide spred rough quality.
I'm guessing that you may be waiting for the texture phase, but I feel like the wear and tear on the armor is really selective, just a pop mark here and there rather than coherent damage to particular areas or a more wide spred rough quality.
I was learning how to get those crisp edges on hard surface in zbrush, the part you're taking about is the really fun part detailing all the damage, I still need to sweep it with this sort of texturing:
I had previously done stuff to the arm plating, but when I wanted crisper edges with more defined planar surfaces I had to scrap them and learn a proper hardsurface pipe, after redoing them from scratch I also managed to get the gorget and helmet in. It's a long length process of modeling it in maya then doubling up on edge loops on the sharp parts to maintain the correct shape when smoothed and then converting the smoothed shape into a poly mesh.
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https://www.youtube.com/watch?v=6s2zqtYhUgI
Nice to have another 3D artist posting, our only other member doing major 3d work is @Toasticus
So are you going to have that giant character generator, thing, but only a male playable character? I like the concept art, is there any more of it?
You seem to have quite the skill range! What do you have the most fun with / what do you think is your best strength? Animation/sculpting/2D...?
I think my greatest strength is my analysis, I don't really have much innate aptitude I just really really like the whole art process which is why I've added so many areas of production to my skill set, although I think at this time my 2D and sculpting are my weakest areas because I give them the least amount of time, animation is just very time consuming even when you know what you're doing.
diggin yer flows
Still working on the hands and feet, but I doubled the resolution for face, trunk and arms, I think the face needs to double once more to get crisp edges on the eye lid areas, so many creases! Seriously cannot wait to do the fullbody female sculpt (ノ◕ヮ◕)ノ*:・゚✧
For sure man, I'm very undeveloped as an artist and this is a journey to finding out what I'm comfortable with, anything and everything will change along the way. The evolution of the face was constrained to my own design principles I'm building, the relationship between the body and the size of the face forced me to change the size of the eyes i.e:
- Cuter = head bigger than body, eyes can dominate the face and be bigger in general, although they can still be small
- Serious = head in proportion or smaller than body, the eyes need to be in proportion or smaller
When I rendered the original face with the beard it actually looked really weird and continued to look weird until I changed the size of the eyes, the same kind of weird of having nipples on hard edges. There are other designs I have that support more creative exploration of anatomy, this was not one of them unfortunately
It's early though, and maybe once you get that dude in a bunch of armor and such, it wont seem bland. I have an affinity for more cartoony things, too, so I'm operating with a bias. I would just say that whatever you are defining as your design principals, make sure you are pushing the outer edges of it, find what you like but also refine it to something unique.
Well style isn't something that can generally be forced unless you're emulating something pre-established, here I'm trying to find something that occurs naturally or quirks that I like to latch on to, in the end it's a big learning expedition. I haven't bridged my skills from 2D to 3D because I've never directly tried to translate them, now that I am doing it I'm learning how things can become unappealing, weird or brilliant. Bear with me ;D
There are 8 angles on the y axis (0-360° in 45° increments) and 2 on the x axis (10° and 35°). The 35° angle is designed for fighting large groups and the 10° angle is designed for boss fights so you can see their animated telegraphs more clearly. However the zoom function (z axis) may make the 10° angle redundant.
When I refer to integrated UI it's about cleverly putting it in the world space so it doesn't create a frame of dead space around the screen. Skill frames may be more traditional however. More art is on the way, just switching things up with what I post for a bit.
I'm making some final changes to the sculpt and textures since I did the UVmap bad (to think I know what that is now :'D) so I revisited it again and re-did the abs and pecs, he has some nips now! Slowly understanding the workflow in zbrush there are a lot of milestones you can't turn back on without throwing out lots of work. No pain no gain eh.
I was learning how to get those crisp edges on hard surface in zbrush, the part you're taking about is the really fun part detailing all the damage, I still need to sweep it with this sort of texturing:
I had previously done stuff to the arm plating, but when I wanted crisper edges with more defined planar surfaces I had to scrap them and learn a proper hardsurface pipe, after redoing them from scratch I also managed to get the gorget and helmet in. It's a long length process of modeling it in maya then doubling up on edge loops on the sharp parts to maintain the correct shape when smoothed and then converting the smoothed shape into a poly mesh.
booty like pow
https://www.youtube.com/watch?v=Bne74pwXsX4