PROJECT 1: Modeling
The modeling process went on as expected. Lots of extruding, painful topology puzzle solving, endless studying of the League models on the Model Viewer site (but still lots of fun!)... Main things I tried to focus on were keeping the volume balance of the design and economic use of polys (LoL is quite a low-budget game at the moment). I also tried to use symmetry as much as I could due to super-low texture in-game budget. Not sure how well I've done with either of those, currently I'm at a point where I'm waiting for final feedback from a friend whose advice I value a lot, so we'll see!
Some useful tips I found when studying the Dota 2 Workshop doc:
- Like textures, geometry typically has a gradient, with the lowest amount of polygons being used around the feet/lower torso and highest density around the head and upper torso.
- Avoid creating long triangles as they tend to cause shading errors, especially during animations.
Some useful tips I found when studying the Dota 2 Workshop doc:
- Like textures, geometry typically has a gradient, with the lowest amount of polygons being used around the feet/lower torso and highest density around the head and upper torso.
- Avoid creating long triangles as they tend to cause shading errors, especially during animations.
Use of instances, cannibalizing my 2nd year pirate project (ended up changing the shoe anyway, but served good as a base). |
Simple plane-modeling based on my concept, played around with Push and Bend later to add volume, yet keep polycount. |
Main points of feedback I asked about:
1. Which parts to connect together, e.g. should her arms be connected to the jacket? should her chest be connected to the jacket?
2. The jacket part connected to the breasts has some topology which I tried to clean up for like 3 hours but I still feel like it's wrong especially in the "hem" area.
3. Overall polycount: is that something viable? Are there any obvious areas where it could be lower?
4. With the jacket, should I keep the little "fur" indication polys (I think I saw it on an Ahri model) or will handpainting it be enough?
5. Is it obvious that she's a pilot/aviator or have I messed up? :D
6. Will I be able to handpaint braids (like in my concept) on the hair topology I have or should I add polys?
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