More:
Specularity is a little hot. I’ve modified the spec and gloss a bit since this, along with a little saturation change. Raziel as a human:
Renders in Zbrush:
The Raziel model was a reworking of the Lieutenant Raziel model from Soul Reaver:
http://legacyofkain.wikia.com/wiki/Raziel
This is the final armor for human Kain, and I reworked his skin a bit:
Attachments
More of the sword:
Zbrush
Marmoset:
This is an animation test in Maya that I did with Evolved Vampire Kain:
https://youtu.be/xd_qPS4Uy5g
And this is a long video in Unity 5, showing a lot of the assets I’ve done. I need to optimize it so it doesn’t slow down so much. It was made more for the fans of the series. Once it’s optimized enough, I can edit together a proper trailer and hopefully add animated characters, make it playable.
Attachments
Some more stuff: The Soul Reaver, fully aged, some finished shots of the Guardian Statues I showed ages ago – my first time using Substance Painter for texturing.
Reaver, rendered in Marmoset Toolbag 2:
Wraith Raziel is done.
In remaking wraith Raziel, I wanted to keep as much of the GlyphX cinematic model in mind, but also try for as much enhancements to realism as felt right. For instance, the GlyphX model was not modeled to be what vampire Raziel would have melted away into. The proportions are very different on things. His ear has migrated up his face; his arms are a lot longer and his legs are a lot shorter. Just for a couple of examples. Perhaps this was to reflect that his visage is warped due to waking up in the Spectral Realm and its distortion, along with this being basically what Raziel thinks he should look like. Anyway, for this recreation, I’ve made this model fit proportionally within the vampire model. So, this is what would be left over if his skin and flesh burnt away. Reasoning that the cartilage melted away from his lower ribs, that’s the reason they are unconnected to the sternum. Some of Raziel’s design was always concept over reality, and so the reason he has a nose, ears, hair, and the thin wing membrane left at all basically has to be chalked up to style over realism. I tried to think of logical reasons for things like the ribs where I could without completely changing the original character concept.
This is the real time model, rigged and posed out of Maya.
Modeled in Zbrush and Maya; textured in Zbrush and Photoshop; Rendered in Marmoset Toolbag 2:
Worked on defining further muscle groups that would have thickened in the back to support the wings. Also, having ripped away the large bone base, I left a deep cavity exposing both the double spine split he evolved and some of the shoulder blades, and then I added some fleshy remnants of the wing’s flesh hanging off. The rig in Maya has blendhsapes, sculpted also in Zbrush, helping to correct for the muscles contracting, like here with the right arm pulled back.
Attachments
Long time since posting in this thread. My redesign of Ariel as the living Balance Guardian and the ghost bound to the Pillars from the Legacy of Kain games. Her dress was briefly seen in the first game, Blood Omen, as a red dress with a gold vertical gold trim/sash. I kept these colors, redesigned the dress as a more classical looking one with a mix of the 12th and 13nth centuries as inspiration. Velvet with silk gold trim, symbols from the game stitched into the sash, gem stones, and other calligraphy. Gave her a bronze belt with each plaque depicting a discipline of the Pillars (Mind, Dimension, Conflict, Nature, etc. with Balance the oval with the lady in the center), and in the roses, some of the unifying elemental energies also in the games, associated with the Pillars. Her likeness is a mix of looking at concept art for Soul Reaver 2 and of the actress who provided the voice and likeness for her in the games, Breaking Bad’s Anna Gunn. The first renders are of her lighting the Balance Scales, seen briefly in the first game before she’s assassinated. Sculpted in Zbrush, textured in Zbrush and Photoshop, with some Substance Painter 2 for the belt. Realtime model rendered in Marmoset Toolbag 2 (backdrop in the first render out of a scene I’m recreating in Unity 5):
Ghost Ariel, bound to the Pillars for all time. The games mostly have her in burial wrappings and with half of her face showing her scull, ruined away. Ghosts in this universe always otherwise appear how they did when the died, but perhaps the reason for this wardrobe change is that she saw her corpse, being bound to the Pillars, they probably had a ceremony for her there and she could have seen it then. In the video when she is murdered in the first game, she tips over the Balance Scales with her hand with her last bit of effort. I reasoned perhaps the face was melted away due to that, but I left it a little ambiguous as to if it’s that, or just that it’s rotted away symbolically due to the loss of balance in Nosgoth. The lead artist on the later games said that’s how he thought of it.
nice to see another Soul Reaver fan :3