One of my first characters I ever made was Clare, and I meant to do Priscilla at the time too. But she sat barely blocked-out for years. Since getting laid off in Oct, I've been trying to find personal projects to test my skills. Don't get me wrong, I love stylized animals and cartoony things, but I wouldn't mind working on some more Souls-like stuff too.
So, I decided to revamp Priscilla as if she were a boss in Elden Ring. This could have gone two ways: naked lady monster like Melenia, or fully armored with aspects of Priscilla's Awoken-form throughout the armor. I was really inspired by Keos Masons' recent Frog/Elden Ring work, so armor it is.
At this stage, I'm focusing heavily on silhouette, trying to bring in those Awoken elements. Like her horn, the wings, the large clawed hands, and the blades on the arms. Also trying to bring in elements of the normal Claymore "outfit" like the white hair, large shoulder pads, skirt, white pants and long silver boots.
I've been studying a ripped model of Rennala to get a good idea in terms of how From sets up their characters, textures are done, and usual poly count. Goal is to tackle this like I'm modding the game.
End product I'm hoping for: UE5 scene using bought environmental assets for storytelling.
What I'm hoping to learn from this:
1. Pushing my sculpting further, more mastery of Zbrush
2. Adapt to From's style, less cartoony that usual stuff.
3. Use haircards on full character for first time and implement/shade properly in UE5.
So, I decided to revamp Priscilla as if she were a boss in Elden Ring. This could have gone two ways: naked lady monster like Melenia, or fully armored with aspects of Priscilla's Awoken-form throughout the armor. I was really inspired by Keos Masons' recent Frog/Elden Ring work, so armor it is.
At this stage, I'm focusing heavily on silhouette, trying to bring in those Awoken elements. Like her horn, the wings, the large clawed hands, and the blades on the arms. Also trying to bring in elements of the normal Claymore "outfit" like the white hair, large shoulder pads, skirt, white pants and long silver boots.
I've been studying a ripped model of Rennala to get a good idea in terms of how From sets up their characters, textures are done, and usual poly count. Goal is to tackle this like I'm modding the game.
End product I'm hoping for: UE5 scene using bought environmental assets for storytelling.
What I'm hoping to learn from this:
1. Pushing my sculpting further, more mastery of Zbrush
2. Adapt to From's style, less cartoony that usual stuff.
3. Use haircards on full character for first time and implement/shade properly in UE5.