very cool owl vlad, already said what i would like to test but as it doesn't seem to work i'd say cool work!
i'm not so much a fan of the owl mask, what type of owl is that? it looks like you improvised some shapes that don't really fit together in my oppinion, it just doesn#t really flow like an owls head does, however it might be a breed i don't know, it just feel like you mixed a snow owl with a great horned owl
anyways update on my keeper, already fixed a few consistency issues but i'm to lazy to render out new images
IRYO: I would take another pass on the item because the textures look really blurry and the rune wont even be visible in game. You mentioned you needed help on the workshop page? What kind of help requires the dota team opposed to us on polycount?
vikk0: that set looks really nice, and well done so far. I will say its a bit too warrior-like for Pudge IMO The general shape language looks like it would be a better fit for Beastmaster or Bloodseeker
Sukotto: Thank you very much for the feeback! We are very optimistic with this concept, however, I'll see what I can do to make it look better
GummiEnte: This is a cool concept man! I know its kinda too late for this.. but imo this black blade doesn't fit with the boneish handle. I'd go all bone! Maybe some black stripes between the spine would look nice.
Game over, man! game over! You win Jeremy.....just take the entire workshop, just take it....
All that aside, I was waiting to see a full Sven set from you and you did not disappoint. Its amazing how you've been able to infuse the Darksiders style and meld it perfectly with the Dota style. Bravo sir!
@Neox> Not a big fan of the black color for Ezalor (maybe a lighter gray or brown would be better), but I simply love the mount! I want it! @Vikko> Awesome! Very unique set for Pudge You guys are doing great! @JeremyKlein> This is my favorite Sven set so far!
Oni and I decided to rework an ogre mage concept I did a long time ago. I'd love to add hair, but the budget limit don't let meee T__T
jeremy that is indeed pretty sweet looking! It might be a bit to detailled but i love it, very well made
zaphk: yeah maybe you are right, though we didn't use any color thats not on him already, maybe we can make it a bit less contrasting with a top down gradient in texturing so it's brighter up top
anyways that swirly/cloudy fur looks pretty cool and the idea of the masks is just great
@thorste: yeah i would ditch the black blade as well, it really doesn't read very well ingame, i'd go bone or something brighter than this so it's readable, maybe make his spikes black with lots of spec if you want to keep that
I'm also working on a set for Sven with Kyle Cornelius.
Here is my Current WIP:
lovely big chunky shapes, and great design details - love it!
As for me, finished up my tidehunter harpoon for the monthly challenge...
Have to say, one thing that strikes me as a little odd is that my specular doesnt seem to very noticeable in game
I've messed around with my masks, and i'm fairly confident that theyre all doing the right thing, and its looking pretty good in the maya dota shader, but when it gets in game it looks decidely less shiny...
I love the sven armor, hope to see it in-game! I started working on a hammer few days ago and now I could use suggestions from more experienced workshop contributors. I kinda thought it was ready but now I'm unsure after looking some other submitted content
lovely big chunky shapes, and great design details - love it!
As for me, finished up my tidehunter harpoon for the monthly challenge...
Have to say, one thing that strikes me as a little odd is that my specular doesnt seem to very noticeable in game
I've messed around with my masks, and i'm fairly confident that theyre all doing the right thing, and its looking pretty good in the maya dota shader, but when it gets in game it looks decidely less shiny...
Or instead of baking, you can try the masks that i did to get it this shiny:
left mask - 1, right - mask 2. Top-down: R, G, B, Alpha
I think you need some metalness.
Also, i think that baked in spec details are kind of noisy, so you may want to tone that down.
Or instead of baking, you can try the masks that i did to get it this shiny:
left mask - 1, right - mask 2. Top-down: R, G, B, Alpha
I think you need some metalness.
Also, i think that baked in spec details are kind of noisy, so you may want to tone that down.
Interesting! Looks like I might have to play around with some of the masks a bit - seems like they need to be a bit more extreme than I would have thought!
Nevermind I fixed it :P
The rig was being imported in FBX with the wrong unit conversion
Trying to see if any of you know how to fix this issue. I have submitted things in the past to the workshop and haven't had an issue like this. Making some Proportion Tests for a mount on CK and the Rig Seems to be scaling the mounts vertices inward making the model a stick figure mess
Only your image doesn't do the balde any justice, not sure whcih program u used for it, but it might be an idea to make a specular map for it so it shines better and ppl will read it better
Great job none the less, can't wait to see it ingame!
I need to get over myself and fear of drawing/painting/making proper concepts so I'm developing out some single item sketches that I've got kicking around instead of just jumping into 3d like ususal. I need to start working things out ahead of time more. The idea is to eventually make these. Blades for Anti-Mage, a mace for Faceless and a sword for Kunkka.
Frump, that sword and mace looks good, imo I would make that blade for AM just a little more stretched out or longer. Btw Pustullio and I wanna do a cute dog like courier. Any comments??
Only your image doesn't do the balde any justice, not sure whcih program u used for it, but it might be an idea to make a specular map for it so it shines better and ppl will read it better
Great job none the less, can't wait to see it ingame!
Thanks I am really happy that you like it. I have only just gotten my hands on a copy of marmoset and I rushed out the display image before I really had any grasp of how to use it. I am hoping to improve with it as I go along.
I am making my first workshop item and have just started the textures. I wanted to see if i could get it into Dota which worked fine but when I test it in game it glows like this. Anyone tell me why??
Ahhh sweet!! I haven't gotten round to looking into masks yet so I had no idea. I guess that will be the next thing I do. Here it is without the glow. Just started the textures but I am hoping that soon "The Haxe" will look awesome
Replies
i'm not so much a fan of the owl mask, what type of owl is that? it looks like you improvised some shapes that don't really fit together in my oppinion, it just doesn#t really flow like an owls head does, however it might be a breed i don't know, it just feel like you mixed a snow owl with a great horned owl
anyways update on my keeper, already fixed a few consistency issues but i'm to lazy to render out new images
Workshop Link
yeah I've used a jiggle bone animation on it
many thx for Twilight Sparkle
I'm doing a set for Pudge, with Mr. Scrake!
vikk0: that set looks really nice, and well done so far. I will say its a bit too warrior-like for Pudge IMO The general shape language looks like it would be a better fit for Beastmaster or Bloodseeker
http://steamcommunity.com/sharedfiles/filedetails/?id=162064181
GummiEnte: This is a cool concept man! I know its kinda too late for this.. but imo this black blade doesn't fit with the boneish handle. I'd go all bone! Maybe some black stripes between the spine would look nice.
I'm also working on a set for Sven with Kyle Cornelius.
Here is my Current WIP:
All that aside, I was waiting to see a full Sven set from you and you did not disappoint. Its amazing how you've been able to infuse the Darksiders style and meld it perfectly with the Dota style. Bravo sir!
Has anyone run into an issue with Maya 2014 and FBX where it will crash on export randomly.
@Vikko> Awesome! Very unique set for Pudge You guys are doing great!
@JeremyKlein> This is my favorite Sven set so far!
Oni and I decided to rework an ogre mage concept I did a long time ago. I'd love to add hair, but the budget limit don't let meee T__T
zaphk: yeah maybe you are right, though we didn't use any color thats not on him already, maybe we can make it a bit less contrasting with a top down gradient in texturing so it's brighter up top
anyways that swirly/cloudy fur looks pretty cool and the idea of the masks is just great
@thorste: yeah i would ditch the black blade as well, it really doesn't read very well ingame, i'd go bone or something brighter than this so it's readable, maybe make his spikes black with lots of spec if you want to keep that
lovely big chunky shapes, and great design details - love it!
As for me, finished up my tidehunter harpoon for the monthly challenge...
Have to say, one thing that strikes me as a little odd is that my specular doesnt seem to very noticeable in game
I've messed around with my masks, and i'm fairly confident that theyre all doing the right thing, and its looking pretty good in the maya dota shader, but when it gets in game it looks decidely less shiny...
thats sounds like an excellent suggestion
*adds to to-do list*
left mask - 1, right - mask 2. Top-down: R, G, B, Alpha
I think you need some metalness.
Also, i think that baked in spec details are kind of noisy, so you may want to tone that down.
Interesting! Looks like I might have to play around with some of the masks a bit - seems like they need to be a bit more extreme than I would have thought!
update :
Hellthorns sword for doom
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=162074892
The rig was being imported in FBX with the wrong unit conversion
Trying to see if any of you know how to fix this issue. I have submitted things in the past to the workshop and haven't had an issue like this. Making some Proportion Tests for a mount on CK and the Rig Seems to be scaling the mounts vertices inward making the model a stick figure mess
http://www.polycount.com/forum/attachment.php?attachmentid=12183&stc=1&d=1374452706
if anyone has any suggestions that would be helpful.
I'm exporting FBX out of Max 2013
http://steamcommunity.com/sharedfiles/filedetails/?id=162558847
Some feedback or a vote would be great
Streaming some abaddon stuff
CLICK ME! Kraken's Bane by PIXELHERDER
(And big pic)
wow amazing details! I love it
and the workshop link:
http://steamcommunity.com/sharedfiles/filedetails/?id=162717402
http://steamcommunity.com/sharedfiles/filedetails/?id=162726334
thanks
WIP it seems, I thought it was done but then I got some good feedback in the comments, way more constructive than on anything else I've submitted.
Check it out
Cheers Mr! Its just a humble harpoon, but it was a fun palette cleanser after struggling with my monkey for so long!
That looks realy awesome, especially ingame
Only your image doesn't do the balde any justice, not sure whcih program u used for it, but it might be an idea to make a specular map for it so it shines better and ppl will read it better
Great job none the less, can't wait to see it ingame!
Great detail, love it!
baking done, i love our new workflow, not a single stroke was done in PS on the textures \o/
TUTORIAL! TUTORIAL! TUTORIAL!
I concur! =O
I third that, those textures look amazing.
Thanks I am really happy that you like it. I have only just gotten my hands on a copy of marmoset and I rushed out the display image before I really had any grasp of how to use it. I am hoping to improve with it as I go along.
I'm pretty sure it's called "every stroke was done in Zbrush" instead of PS. ; )
working on a Lina set atm. Here's a quick colour paint over, any critiques would be appreciated
I've gotta re-think the belt/skirt details, not really a fan of the sonic inspired rings atm.