Lucille Redmayne
Hey, guys! I was tasked with creating a model that would depict one of the key characters in the DFO game, Grand Inquisitor Lucille.
I was given a few references and a short story about this character. According to the customer's instructions, the model should fit into the visual setting of Warcraft as best as possible, while maintaining the individuality of this beautiful character (I am very grateful to customers when they trust me with more creative freedom in this approach).
Geometry-wise the model is interesting because of the large selection of fabric that matches the armor. In Warcraft, this is almost impossible to see, as well as a female character with a powerful two-handed weapon.
What did I do? I used Jaina's silhouette as a base, because of the similarities, and figured out what and where the armor and clothing would be approximately located on the model:
In the process of assembling the mesh, I figured out where the teamcolor would be located. As you can see, the skirt merges with the heroic glow, and painting the cape will displace the very idea of the snow-white robe of the inquisitor, symbolizing the purity of faith:
The choice fell on the shoulder pad and ribbon, which are not such significant parts of the hero's wardrobe but are widely used in other models.
Next, I touched on the top part of the armor. One shoulder of the heroine is covered with fabric, and the other is protected by a pauldron:
Since the Warcraft shoulder pads are quite massive areas, I decided to move this part beyond the shoulder girdle to add additional mobility to the arm and reduce clipping during the fighting stances that I had seen in advance. The Knight model has a similar shoulder pad, so our geometry doesn't go out of scope and compliments the game style of the silhouette.
Next I paid special attention to the skirt for several reasons: it is long and flexible; it is a multi-layered; it must be animated without clipping, while being in a difficult spot near the legs, the cape and the shaft of the weapon:
To prevent much clipping, I resorted to a trick and added a small "belt" of polygons on top which I attached to the pelvis bone. To it I also attached the upper plate from the chest armor and the diamond-shaped plate of the lower abdomen just like on the reference:
Thus, the movement of the entire upper part of the structure will not affect the lower one, which means they will not cling to each other with their geometry, as can be seen in the image above.
You may also have noticed how I turned two layers of the skirt into one, due to the play of shadow and light on the texture, which also helps keep the number of parts at the SD level.
And of course, I paid attention to the lining of the cloak and skirt, since they were a different color. I also created a small cute volume and placed a simple image of a crusader cross on it so that it would not dazzle the eyes, unlike more complex patterns:
If you want a coat of reversible color like here, then untick a two-sided flag in your geoset's material in Magos, copy and mirror your part, then sandwich them together, so you get two different surfaces lying on top of each other.
Finally, to make our heroine look more feminine, I made her body parts a little more graceful, for example, I narrowed the waist and lengthened the legs, which slightly increased the amplitude of the animation and was well reflected in the fluctuations of the skirt fabric:
To better reveal the strong-willed Lucille's character, I also added serious expression while making the eyes more telling and larger by emphasizing the eyelashes and eyebrows, which led us to an average result between the reference and the Warcraft style.
Ultimately, she is a young and strong woman who has achieved a high position through her talents and will, which should be reflected in her poses and face.
Animation
To reveal a character with such an interesting weapon and transfer the combinations from a game where there are a lot of combat techniques, you definitely need to turn on your imagination.
Most importantly, do not try to animate all parts of the armor at once - first animate the main bones of the skeleton and only at the end move on to cloaks, flags and other little things when you are 99% sure in the result.
A two-handed weapon with a massive striking part at the end is heavy, and its weight greatly changes the amplitude of the blow. It would be nice to reflect this during combat, as, for example, is done in Paladin models:
To do this, our heroine actively works with her pelvis, shifting the center of gravity back and away from the weapon in the middle of a swing, in order to "throw" the striking part at the enemy, thereby giving the greatest acceleration to the blade.
While pulling the weapon, Lucille shifts her weight to her back leg, moving her body forward as if she is changing places with the weapon. In addition, in order for the blow to be quite realistic, the heroine has to wait a short pause before returning the weapon to its original position, and also, as it were, slightly pulls it out from the point of impact:
You may have noticed how Lucille's weapon "lengthens" during combat - she releases the shaft from her hands during the swing and grabs it at the end, which adds centrifugal force to the weapon and increases the fighting distance. It is important that during these strikes the blade ends its stroke at approximately the same distance from the starting point.
In general, there are many subtleties and details hidden at first glance that I could talk about for a long time. I suggest making it easier for you to read and move to a more visual format.
Here is a girl hovering above the ground and emitting an aura. Why not depict this for us too during the 'Stand Channel':
Of course, you can always add more effects, but we stick to the golden mean to be closer to the Warcraft original. And here is the 'Spell Throw', which I added to send, for example, a powerful wave of force across the ground:
And we will use such animation as 'Spell' to apply buffs to ourselves, allies or debuffs to the enemy:
To make these animations different from normal 'Attack' 1 and 2, I used a more different position for the character's legs, such as a step back or a wide step to the side for a swing. It is also advisable for the heroine to make a special swing with her weapon so that this action is more noticeable to the players.
Of course, it would be a sin to avoid spinning animations with the axe. I also added a ribbon emitter and sounds of swinging an ax like the Tauren Chieftain:
A short swing and braking after the rotation add naturalness to the animation:
But in order for the animation to be commensurate with the 'Attack' animation in terms of time and the moment of causing damage, make a rotation animation in the same time range, and then add 100-200 frames to its end, moving the ending keyframes further away: this way the blow will be timed, and there will be more time for the model to return to the initial pose, which will create a braking effect.
The 'Death' animation has a special place: it's always better to synchronize it with sound, having previously thought through the poses.
And don't forget to start with the 'Stand Ready' posture if you have one, since that's how the engine works.
One of the required animations for order execution is the animation when Lucille calls for a raid. I called this animation 'Stand Victory' so that it would not play along with 'Stand':
When the ax blade is at the bottom, the pose looks more pretentious, but in normal 'Stand' I had to turn the ax over, because when switching poses from 'Stand' to 'Stand Ready', Lucille would swing the ax like a fan's spinner. Such moments should be thought through in advance, so as not to redo your animations later.
Another useful trick that can come into play is that the movement of the ribbon behind the cloak essentially repeats the movement of the cloak itself, so if you are too lazy to animate that, just copy the bones of the cloak at the end, scale down the chain and connect them with the ribbon:
(I didn't actually do this, but for some it's a good point.)
This concludes my message, I tried not to go too deep into details where possible. The model was challenging, especially in terms of animation: a lot of attention had to be paid to the movement of the fabric due to the complex placement (the ribbon is placed under the arm and wraps around the shoulder at the same time) in addition to handling a two-handed weapon, which requires the synchronized interaction of both arms.
If you commission models from me and if there is time or at your request, I can then lay out the details of creation in the same way. I always think through and justify my actions during the creation process, so you can always be confident in the result
Sincerely,
Villagerino