Supercell Contest WIP - Fig the Fairy Bomber

General / 27 September 2020

My idea for a new Brawl Stars playable character; introducing Fig the Fairy Bomber! He's a nautical fellow who specialises in taunting you and firing his featured variety of fruit bombs. I will be creating a 3D model of him as my entry.

Initially, I was going to keep his ability theming based on butterflies, with the idea of magic scales to slow enemies and his curly fringe would act like a probiscus that attaches to enemies and saps their health. But the concept felt restricted. Then I thought about using fruit as projectiles, but then though of fruit designed as different types of bombs, which sounded a lot more fun to experiment and would make him a more exciting character to play. For extra flair, I portrayed him as a foppish male fairy character who dresses like a fashionista. I think he works both as fun character to play, and an annoying enemy player you want to punch in the face. :P

Final Design/Turnaround

Initial Concept

Color Tests

Below is the high poly sculpt pass. I added a couple extra details you may not see, such as butterfly stitches on his gloves and leaf-shaped zippers on his heel boots. Like how he looks so far. I'll need to model his bag and fruit weaponry next.

Sculpt Pass

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Japanese War Horse Project - WIP

Work In Progress / 27 July 2020

Next project: working on the war horse counterpart to my last project, also based on Marco Alvares' concepts. Below's the high poly sculpt. Need to unwrap the low poly before texturing. 

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Toyotomi Hideyoshi - Stylized Character WIP 3

Work In Progress / 01 June 2020

Since last time, I've textured the sword, created a small stone base and posed the character for his beauty shot.

Originally, I wanted to learn Blender 2.8's Rigify toolset in order to properly rig a 3D character for animation. It became too frustrating however, between the character's overlapping clothing geometry collisions to Blender's cumbersome Vertex Weight method. For some reason, I can't use the X-ray overlap during Vertex Weight mode to properly select hidden faces. I ended up relying on ZBrush's Transpose Master to pose him. Not what I planned, but it got the job done.

I've also set up the lighting rig in Marmoset Toolbag, ready for his beauty shot. After playing around, here's the first pass.

I need to find out how to fix the blocky shadows. If anyone could tip me on how to fix this, it would be a big help.

Below's an I-ray render of the sword and SP.


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Toyotomi Hideyoshi - Stylized Character WIP 2

Work In Progress / 27 May 2020

Update on the texturing. It's all been applied to a single 4K texture set. Not the final pass but most of the work is done. C&C welcome! 



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Toyotomi Hideyoshi - Stylized Character WIP

Work In Progress / 10 May 2020

Getting back into 3D character creation, I've spent the past few weeks on a new real-time character. The character is based on Marco Alveres' awesome concept design; his interpretation of historical figure Toyotomi Hideyoshi.

It's taken me longer than expected and caused quite a bit of frustation from constant tweaking and adjusting until I was happy. I also took the liberty of adding extra detail not present in Marco's concept, such as straps, the fancy helmet knot and a metal fastener in the back of the helmet ornament.

Below are screenshots the finished sculpt, and will be retopologised and textured when ready. Any constructive feedback is very appreciated.


  


  



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