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RE: Project: HEROES WIP

 
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11/17/2016 8:34:58   
bruextian
How We Roll Winner
Aug14


First of all, great job arachnid. You're very passionate to your work. Leaving very detailed descriptions about it. I honestly wish that i'm like that.

These arts seem to have a story. Can you please tell me a brief story of it?
And I just want you to know, i'll be following your journey from now on :)
AQW Epic  Post #: 101
1/9/2017 20:50:09   
Arachnid
Member

Sorry for the massive lack of anything! The holidays have been pretty busy and i've been working on stuff that can't really be shown yet!

Right now I'm working on an ACTUAL animation, using very simple meshes because I still can't rig soft body surfaces very well.
Learning a lot of new stuff in a very short amount of time, and even discovering new stuff that I haven't seen others use yet, so that's pretty cool.

I'm not sure when the animation itself will be done, but I'm working hard on it!


quote:

These arts seem to have a story. Can you please tell me a brief story of it?

I don't have much written down as the premise, since the whole thing is fairly complicated, but here's what I have:

Main Synopsis:
Magic has always existed within the world itself. Dragons, werewolves, potions, alchemy, all of it has assisted in bringing humanity to the point it is, even spawning human Gods with the powers to control the functions of reality. But what happens when normal people begin to have magic; when mere mortals begin to have the power of the Gods? Distrust, fear, and war. Follow three opposing groups: the Mages, the Silver Axe, and the Covenant of Arc as they fight between two truths: those with magic cannot be trusted with power, and those without it cannot be trusted to control those with it.

Side Synopsis:
There are fifteen human gods: Light, Life, Death, Heat, Cold, Magic, Mind, Time, Decay, Air, Water, Nature, War, Calamity, and Music. These gods are charged with protecting humanity from whatever threats may arise, including itself. They are not omnipotent, and they are viewed as heroes instead of higher beings. They are immortal, but they can be killed by a human through complicated means. As time goes on, the gods pick a time when they should find a replacement for themselves. Now is that time. As the world begins to shatter from the existence of mages, a new set of gods must be chosen to combat a threat more powerful than themselves.


quote:

And I just want you to know, i'll be following your journey from now on :)

Thanks! Welcome to the party! =D


Thanks for looking!
AQW  Post #: 102
2/7/2017 3:30:15   
Arachnid
Member

A bit of radio silence on my end, been trying to do some animating...or at least correcting what animation I have. It's a fairly steep learning curve, but since the list of short things I want to animate keeps growing, I want to stick with it that much more.

Now, that being said, I did take a break from animating today, to make sure my modelling skills aren't getting rusty. I went and remodeled Cold, one of the gods I modeled in the weeks of gods.

For comparison, this is where she started off:


And this is after spending today working on her:



The reason I did Cold was because I liked her simple design, but was not a fan of how the face ended up, particularly the creepy eyes. With the shadow from the hat, she ended up looking creepy. Can't have that.

The hair mesh is still shoddy work, but I only wanted to work on her for today before I go back to animating.

If I take another break from animating, it really should be to make an actually good male model instead of what I have now, but that probably won't be the case. Oh well.


The animating continues! Thanks for looking!
AQW  Post #: 103
2/20/2017 2:39:35   
Arachnid
Member

Hey everyone!

Just dropping in for a quick bit to show what i've been doing the past few days.
I did a collaboration with a group of people making a sort of tribute to Monty Oum, who is a big inspiration to me.
Here's the link: https://youtu.be/twbX0Zz9Lg4

I did the part from 2:17-2:33.

It wasn't a lot of animation (only 16 seconds), and it wasn't particularly hard (given there were no complex movements), but it was fun to do! I'm decently happy with how it turned out, given it's the second thing i've ever animated.



That's all for now, thanks for looking!

< Message edited by Arachnid -- 2/20/2017 2:45:09 >
AQW  Post #: 104
3/2/2017 23:15:47   
Arachnid
Member

Hey everyone!

Alright, so update. I've decided that doing something with very basic models isn't really the best way to advertise my abilities as both an animator and modeller, so I'm back to more complex models. Rest assured, rigging won't be too much of a headache, since i've found a few ways to get around some issues i've been having with it.


Right now I have the environment modeled for this animated short, and I'm finishing up the final design for the character.

This is her:


Higher res: http://imgur.com/c0LyERn

All that's left before animating is rigging her, and making the extra monster actors, which shouldn't take too long, maybe a week or two.

Runtime for the animation should be about 4 and a half minutes. I know that sounds pretty long, but most of the animation is pretty simple, or just straight up walk cycle from different angles. Either way, it's all planned out.


Don't really want to give an ETA, but shooting for end of april.


Thanks for looking!

< Message edited by Arachnid -- 3/2/2017 23:17:17 >
AQW  Post #: 105
4/28/2017 2:33:55   
Arachnid
Member

Heheheh, I may have bit off way more than I could chew.

TL;DR: There was a an animation contest with money prizes. I didn't get in, but i'm not too surprised or upset.



Alright, so here's the deal. I checked out the contest, got super hyped about it, and decided I wanted to do it. Only catch was, I needed an animation to put on the application. Only animation I have is the one from the RWBY Collab, but that's like 8 seconds of sad Ruby, not exactly award winning action. No problem, I have six days to make an action sequence, shouldn't be too hard.

Oops.

So I started making assets. I thought it'd be cool to make the fight at Hyun's Dojo, so I made a fully textured model of the Dojo. Thought it would be cool to have my duelist fight a stickman, since it's predominantly 2D animators. Easy, took 20 minutes to model and rig. Next I needed my duelist... How about Lady Scarlet? Sure. So I gave her a new outfit...



Higher res: http://imgur.com/LPuX8j4


And started animating immediately...with five days left. EEAASSYY.

It wasn't easy.

I've never done any sort of combat animation, let alone even a walk cycle. Which, by the way, I spent a day learning how to make my walk cycle not suck. Four days left. Render needed trees to look better, so I made tree textures. Needed weapons for both fighters, made and rigged weapons. Then animated. For fourteen hours straight. Two days in a row. One day until deadline.



Higher res: http://imgur.com/lK2Dsn0


At this point, I was drained, and losing motivation. I was at 28 seconds of animation, it wasn't very good, it was all just buildup, and I had NO IDEA how to do any action animation. On that day, I gave up. Something I never wanted to do. I submitted the RWBY animation on my application, and waited.

I didn't get in.



Higher res: http://imgur.com/9IRZtZ3


But honestly? I don't care. That week, stressful as it was, was full of SO MUCH LEARNING. I learned a massive amount of things just in that small time. I impressed myself by making fully functional rigs for two characters (one with bone controlled hair AND clothes) in only a day. I made a completely new set with textures for everything in maybe eight hours. I did SO MUCH. And it was a LOT of fun.
I still failed at my goal, but I learned that it doesn't matter too much. That's what this period of my career is for: learning and failing, and you learn the most when you fail.







So that was about a week ago. Since then, I took a break from animating and made a more "artistic" piece. you can see it on my deviantart, here: Linky link!




As always, thanks for looking!
AQW  Post #: 106
8/10/2017 2:48:57   
Arachnid
Member

I'm back!

Been taking a big chunk of time to learn animation, redo my models, learn colors better, update my photoshop skills, etc.



Higher res: http://graysilhouette.deviantart.com/art/A-Warm-Day-697921779

Not much to share, as most of the stuff is animations, but here you go!

Thanks for looking!
AQW  Post #: 107
1/5/2018 2:52:58   
Arachnid
Member

So, I finally started working on Experiment 217 again (you know, the main character? No one important)


I actually like how she's coming out so far, except maybe the hair color.
Need to think about her outfit, though...


Thanks for looking!
AQW  Post #: 108
1/6/2018 19:59:34   
Arachnid
Member

Taking a short break from character modeling to try out some low poly practice.

Made two swords from some AE games!

The Blade of Awe from AdventureQuest

Higher res: https://imgur.com/Swu3OCf

And Sepulchure's Blade from AdventureQuest Worlds

Higher res: https://imgur.com/E5tcN5J

The BoA ran at 404 verts, 772 tris, while Sepulchure's Blade ran at 321 verts, 576 tris.
I also timed myself while making Sepulchure's Blade, and it was 23 minutes, 10 seconds, which is longer than I expected for a low poly sword.

I may make a few more before going back to character modelling, these speed models are pretty fun to do. The textures weren't me, though, I just projected them on from wiki images.



Thanks for looking!

< Message edited by Arachnid -- 1/6/2018 20:06:24 >
AQW  Post #: 109
2/1/2018 2:52:34   
Arachnid
Member

​Alright, so I'm trying to redesign Lady Scarlet's armor, trying to be at least somewhat realistic and cover important parts with armor.

Higher res: https://imgur.com/pBTbxwi

Belly area is going to be leather with chain mail on top, when I get around to texturing it. Not sure what to do about the thighs, since that's another area that is pretty important to protect... Probably some leather padding, maybe have chain mail there as well.

Also took a break from characters to practice making up maps, these two are the two countries for Project Broken World.


Higher res 1: https://imgur.com/lzss2Zy
Higher res 2: https://imgur.com/d7vqhU9

I actually took a bunch of DnD dice and rolled them all to get a general shape for them. The numbers will likely be either elevation or population when I start to get more detailed with them.

I'm not good at names, so I'm not even going to try to think of names for them yet, heh.


Thanks for looking!​
AQW  Post #: 110
2/1/2018 11:06:13   
  Master Samak
Productive!
Steward Leprechaun
L&L


Your map-work is quite clever---I love the idea of using DnD dice to inspire the shape! And awesome to see the Blade of Awe and Sepulchure's Blade!
AQ DF  Post #: 111
4/25/2018 14:45:46   
Arachnid
Member

quote:

Your map-work is quite clever---I love the idea of using DnD dice to inspire the shape! And awesome to see the Blade of Awe and Sepulchure's Blade!

Thanks! =D


Ah, I haven't posted here in a while...
Blah, blah, busy busy, still working on stuff
Alright, let's see...Haven't posted anything since working on the maps?!


Oh boy, have some stuff.

First, there was a character design contest in a discord server I'm in, and the theme was "Steampunk".

My submission was this:

Higher res: https://imgur.com/HLBTkS4​

I didn't win, but given that I made her within the time span of ~2 hours, I'm pretty satisfied, haha
Also yes, there is a difference in model between them, left was disproportionate so I fixed it up after.


Next up, the work on Lady Scarlet continues!
Three total outfits right now:

First, her battle outfit:

Higher res: https://imgur.com/PZLYVi6​

This one is very much wip while I try to learn how to make my texturing suck less; there will be chainmail in a few places along with covering the vest with fur. I wanted it to be realistic enough, yet stylish while not being incredibly revealing. Seriously, the amount of reference one has to look through when trying to make female armor is just...ridiculous.
It doesn't look very armor-y yet, but i'm not entirely sure how to make the leather look more like leather. Also probably gonna make a helmet of some kind but I have 0 ideas for that right now.


Next up...The other two!
Her casual outfit (left) and her prisoner attire (right).

Higher res: https://imgur.com/7v4c5L0​

Both of these are also pretty wip. I keep changing the casual attire because I'm never satisfied with it, since i'm trying to go for a mix of realism and fantasy. I want something that could still work in real life while still being fantasy-esque.
For the prison garb, I want to make the malnutrition/poor care obvious. I trimmed down a lot of muscle from arms/legs/torso (though it's a bit hard to tell given that prisoner clothes aren't known for being form fitting), and desaturated a lot of her color. Also the hair. Next up I need some texturing to dirty up/tear the clothes and dirty her skin.
Probably add some fake shadow for her cheeks/eyes to make them look more malnourished.


There's a few other very minor things i've done to other models, but I'll wait to share those until they're actually important.



Thanks for looking!
AQW  Post #: 112
9/30/2018 12:22:59   
Solar Boy
Vorpal Edges Biggest Fan!


It's awesome to see the progress you've made since starting this thread. Your characters have gone from looking a bit stiff (not just in the T-pose sense) to looking warm and lively. It's cool to see your style develop too; I dig the softness. Your takes on the two AE weapons were a nice change of pace and the map stuff was very cool!
AQ AQW  Post #: 113
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