Looking Great! Wasn't sure about the handle, but it seems to work pretty well.
I've blocked out the rest of my brewmaster set.
For the back I'm going with a wooden shield with parts from a barrel and a spear. I will probably have some tri's left so I might add something.
The shoulder will have a dragon skin armor like the concept I made and also a hairpiece so it looks more like a warrior.
As for the arm slot I will keep it simple and go with the concept I made, but except for the pointy spikes I will make some nice round extrudes on it.
Let me know what you guys think, before I start working on the high poly versions
Made a new account in an effort to start unifying all my online IDs (previously Junglehermit). Hopefully I never "outgrow" this one and feel the need to change it again!
How to fix "non manifold mesh as input" in blender, is Decimate only modifire that can reduce number of tris? I would appreciate help
Dude.. I use Blender too. I do it manually because if you use Edgesplit/Decimate it ruins your model and you don't want that.
You can check the non manifold meshes by this method I use. Without selecting anything in wireframe mode (vertex), press Ctrl+Shift+Alt+M. You will see all the highlighted vertices. Just join adjacent vertices at the centers. (Alt+M) and you're done.
Blobby from the standard brush. From trying to build form at high subdivs. Build form at lower subdivs, use the higher ones to refine.
Thanks Anuxi. Unfortunately, I use Sculptris and when ever I sculpt from lower subdivisions I get problems when baking normals and A0's in Blender. So to avoid that first, I subdivide the model in blender and then export it as obj to Sculptris.
[EDIT:At this moment I really didn't understand what Anuxi said due to my noobness in modeling.. I already had a formed lowpoly models for the whole set before Sculptris. lol]
Anyway, this is what I was trying to achieve as close as I can Sculptris from my imagination. Just needs more polish. hehe
@Asi - There is also an addon for blender called "meshlint" that will select non-manifold, triangles, N-gons, and poles for you.
It has saved my sanity when trying to export .obj to sculptris or xNormal.
Just keep in mind that if your details are not really refined on your high poly with 2K maps, they will barely show up (if at all) on your scaled down texture maps. You can lose a lot of information during this process if it's not planned ahead.
Thanks Anuxi. Unfortunately, I use Sculptris and when ever I sculpt from lower subdivisions I get problems when baking normals and A0's in Blender. So to avoid that first, I subdivide the model in blender and then export it as obj to Sculptris.
Anyway, this is what I was trying to achieve as close as I can Sculptris from my imagination. Just needs more polish. hehe
Anuxi gave u the recipe. Switching from different levels of mesh resolution is a must have option if its not just a concept stage. Sculpting via dynamesh is not enough to get the right results. U must carefully make you clean and polished Low poly mesh and then go and just put some details on higher res mesh.
Anuxi gave u the recipe. Switching from different levels of mesh resolution is a must have option if its not just a concept stage. Sculpting via dynamesh is not enough to get the right results. U must carefully make you clean and polished Low poly mesh and then go and just put some details on higher res mesh.
Thanks a lot guys.! Ill do more details in low poly next time. hehe.
I'm so in love with the antimage materials i almost want to make a video of how shiny the blades are. Antimage and Slardar both have the awesomest materials.
I'm so in love with the antimage materials i almost want to make a video of how shiny the blades are. Antimage and Slardar both have the awesomest materials.
AHEM
I don't think I ever gave you permission to use that let alone hear you ask me.
Someone seriously thinks that it's a good idea to "steal" something from literally two threads away?
That's absolutely no excuse, If I recall correctly I said in BOLD
My concepts are up for critique and nothing else
if someone wants to use one I expect them to ASK ME first
In the case with Jalcobers Alchemist set, he ASKED ME if he could take a crack at it and I happily agreed.
Thanks a lot guys.! Ill do more details in low poly next time. hehe.
This is the lowpoly I actually sculpted from.
*snip*
You can try using the multiresolution mesh modifier with the sculpt tool in Blender.
I think Blender Foundation is going to focus in polishing their sculpt tools in the next updates for Blender, so give it a go, as it's already very usable
oh? Who is this hood for? Right now it looks pretty roughed out
I would go in and retop and refine it more to clean it up. Unless the hood is made out of clay
LOL. Now I understand what ytou meant about the clay. I actually sculpted it from this low poly I made.. hehe
Dragon Knight Sword (if you cloudn't guess by yourself lol).
I think the dragon heads have to many to small details, but I'm so proud of it Im going to leave is as that and see what happen .
Alright, a few suggestions here.
First off, your mesh looks like its a bit messy, you might want to go in there and use TrimDynamic, Hpolish, and Polish around pretty much any flat area.
The tip of the sword could use some sharpening, it looks like a butter knife right now.
While the design is cool, I think that the dragon heads aren't going to read in-game at all. What I would suggest, is either making them bigger (way bigger, but not to compromise the sleekness of the sword), or remove the dragon heads, and scale up the wings a bit.
What I usually do is zoom out roughly the distance you can see Dragon Knight in-game, and make sure that the shapes and forms are easily recognizable.
For the handle, it's awesome, but is a bit bland (although I guess it doesn't matter since his hands are going to be covering it)
As I say, when in doubt---straps. It's Valve's love language.
Yeah, i too think that calling names the guy who wants to help you is scummy
Hawf made it clear he did not want anyone to create his concepts without permission. You might have asked him, and he probably didn't respond, but that still doesn't give you the right to act in the way that you did. With that being said, the fact that you took his concept and just did it anyway shows you have no respect and think you can walk over anyone without justification. If I was working professional with someone and found out they did this I'd make sure to have them fired on the spot. If you wanted to help you would have just walked away.
So to reiterate, I called your behavior, actions, and way you treat people scummy.
I know we try to keep it professional on these forums, but sometimes things like this happen and we might have to get just a little bit dirty to make sure it doesn't happen again. I don't stand for things like this, even if he did take it down it wasn't right to begin with, Just because he did take it down doesn't mean he should be vindicated.
Woah, so making 3d models for your own enjoyment is the rude thing to do now? Wow, just wow.
Vlad, I'm really hoping this is sarcasm cause if it isn't your reading comprehension of the english language is that of a child. Would you care for me to explain on a much simpler level? I don't mind taking the time to help a fellow workshop contributor.
It's like you're not even trying to think.
People seriously assume that you can grab something and pose it as your own work and then post on the same place where you got it?
This issue clearly shows some problems the polycount dota 2 workshop community needs to address asap imho. I dont wanna make it too big of an issue but it clearly shows the need for some general guidelines so this wont happen in the future.
I am not a community member for long but I see some need for guidelines so that they are there and no one can say "sry i didnt know"
As tvidotto questioned, do we now have to keep our concepts secret to prevent fraud? I sure hope not cause I like the input it gives to the author of the works to improve and revise his/her ideas. I think I see where vlad is going with his arguement but I kinda have my doubts with it. I think it is totally fine if someone posts a concept and just for the lack of ideas or the pure enjoyment someone models that concept. End of Story - this would be fine to me if the model stays where it is - with the model creator and not in the workshop.
The game gets turned upside down when someone then actually tries to submit it since then it gets really hairy with intellectual properties. I dont think this is cool no longer. But clear communication is key in this scenario. I would advice to message the concept creator and talk with him, show him the model you have done after his concept. Figure something out, maybe you could really cooperate, maybe he wants to do it on his own, then you have everything in the clear and should respect his decision.
But I am not making rules or guidelines here, if someone says "these are MY concepts, I show them for c/c and I clearly dont want them to be modeled by anyone else but me!" I think it is good artist/creative manners to respect that and not model them. Maybe you even model them just for the sake of modeling something for yourself, no one can hinder you or control you, but for the sake of good community and sportsmanship dont post it anywhere or mention anything about it. keep it to yourself and certainly dont submit it. We are alot of people who take a close look into the workshop, someone will notice and find out about such fraud attempts.
I am not taking sides in this vlad - hawt situation since I dont know much about it, but as I said I think we need to raise awareness and address these things as a community.
tldr; imho we need some guidelines, respect others work and decisions, communicate - win!
You can try using the multiresolution mesh modifier with the sculpt tool in Blender.
I think Blender Foundation is going to focus in polishing their sculpt tools in the next updates for Blender, so give it a go, as it's already very usable
"New" Guidelines: 1) If a model is based on another person's concept, say so everywhere you post it. 2) Ask permission before submitting a work based on someone else's concept.
There. Done. Moving on. Is the drama over yet? Can we get back to modeling now?
Alright, a few suggestions here.
First off, your mesh looks like its a bit messy, you might want to go in there and use TrimDynamic, Hpolish, and Polish around pretty much any flat area.
The tip of the sword could use some sharpening, it looks like a butter knife right now.
While the design is cool, I think that the dragon heads aren't going to read in-game at all. What I would suggest, is either making them bigger (way bigger, but not to compromise the sleekness of the sword), or remove the dragon heads, and scale up the wings a bit.
What I usually do is zoom out roughly the distance you can see Dragon Knight in-game, and make sure that the shapes and forms are easily recognizable.
For the handle, it's awesome, but is a bit bland (although I guess it doesn't matter since his hands are going to be covering it)
As I say, when in doubt---straps. It's Valve's love language.
Thanks for feedback. Guess I will try to scale up heads and removing them and see which works better.
Replies
Here is link to workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=135061350
хостинг фотографий
Awesome textures! gj :thumbup:
Looking Great! Wasn't sure about the handle, but it seems to work pretty well.
I've blocked out the rest of my brewmaster set.
For the back I'm going with a wooden shield with parts from a barrel and a spear. I will probably have some tri's left so I might add something.
The shoulder will have a dragon skin armor like the concept I made and also a hairpiece so it looks more like a warrior.
As for the arm slot I will keep it simple and go with the concept I made, but except for the pointy spikes I will make some nice round extrudes on it.
Let me know what you guys think, before I start working on the high poly versions
Dude.. I use Blender too. I do it manually because if you use Edgesplit/Decimate it ruins your model and you don't want that.
You can check the non manifold meshes by this method I use. Without selecting anything in wireframe mode (vertex), press Ctrl+Shift+Alt+M. You will see all the highlighted vertices. Just join adjacent vertices at the centers. (Alt+M) and you're done.
Thanks Anuxi. Unfortunately, I use Sculptris and when ever I sculpt from lower subdivisions I get problems when baking normals and A0's in Blender. So to avoid that first, I subdivide the model in blender and then export it as obj to Sculptris.
[EDIT:At this moment I really didn't understand what Anuxi said due to my noobness in modeling.. I already had a formed lowpoly models for the whole set before Sculptris. lol]
Anyway, this is what I was trying to achieve as close as I can Sculptris from my imagination. Just needs more polish. hehe
It has saved my sanity when trying to export .obj to sculptris or xNormal.
Anuxi gave u the recipe. Switching from different levels of mesh resolution is a must have option if its not just a concept stage. Sculpting via dynamesh is not enough to get the right results. U must carefully make you clean and polished Low poly mesh and then go and just put some details on higher res mesh.
Thanks a lot guys.! Ill do more details in low poly next time. hehe.
This is the lowpoly I actually sculpted from.
some progress
Clickity click!
I'm so in love with the antimage materials i almost want to make a video of how shiny the blades are. Antimage and Slardar both have the awesomest materials.
AHEM
I don't think I ever gave you permission to use that let alone hear you ask me.
I can see you have absolutely no respect for intellectual property.
[ame="http://www.youtube.com/watch?v=fbfzahtZsN8"]WTF Parrot - YouTube[/ame]
http://freelanceswitch.com/freelancing-essentials/what-to-do-when-someone-steals-your-work/
That's absolutely no excuse, If I recall correctly I said in BOLD
My concepts are up for critique and nothing else
if someone wants to use one I expect them to ASK ME first
In the case with Jalcobers Alchemist set, he ASKED ME if he could take a crack at it and I happily agreed.
Hey I didn't ask for any of this, I'd much rather not spam up the dota thread with this either.
So what do you guys think? It's so cool, it's a shame Valve just used it all on his weapons almost exclusively
Is the guy who did the Brew set that got in is among us? I wanted to ask him how he textured those wraps.
Is no one going to do anything? No one thinks this is kinda scummy?
I guess it was removed already.
You can try using the multiresolution mesh modifier with the sculpt tool in Blender.
I think Blender Foundation is going to focus in polishing their sculpt tools in the next updates for Blender, so give it a go, as it's already very usable
This can help you out: http://www.youtube.com/watch?feature=player_embedded&v=pO58JyGh7SM
Dragon Knight Sword (if you cloudn't guess by yourself lol).
I think the dragon heads have to many to small details, but I'm so proud of it Im going to leave is as that and see what happen .
highpoly progress
plus a few alterations to the threads
LOL. Now I understand what ytou meant about the clay. I actually sculpted it from this low poly I made.. hehe
Alright, a few suggestions here.
First off, your mesh looks like its a bit messy, you might want to go in there and use TrimDynamic, Hpolish, and Polish around pretty much any flat area.
The tip of the sword could use some sharpening, it looks like a butter knife right now.
While the design is cool, I think that the dragon heads aren't going to read in-game at all. What I would suggest, is either making them bigger (way bigger, but not to compromise the sleekness of the sword), or remove the dragon heads, and scale up the wings a bit.
What I usually do is zoom out roughly the distance you can see Dragon Knight in-game, and make sure that the shapes and forms are easily recognizable.
For the handle, it's awesome, but is a bit bland (although I guess it doesn't matter since his hands are going to be covering it)
As I say, when in doubt---straps. It's Valve's love language.
Hawf made it clear he did not want anyone to create his concepts without permission. You might have asked him, and he probably didn't respond, but that still doesn't give you the right to act in the way that you did. With that being said, the fact that you took his concept and just did it anyway shows you have no respect and think you can walk over anyone without justification. If I was working professional with someone and found out they did this I'd make sure to have them fired on the spot. If you wanted to help you would have just walked away.
So to reiterate, I called your behavior, actions, and way you treat people scummy.
I know we try to keep it professional on these forums, but sometimes things like this happen and we might have to get just a little bit dirty to make sure it doesn't happen again. I don't stand for things like this, even if he did take it down it wasn't right to begin with, Just because he did take it down doesn't mean he should be vindicated.
shame on you Vlad
now we need keep concepts as a secret?
Vlad, I'm really hoping this is sarcasm cause if it isn't your reading comprehension of the english language is that of a child. Would you care for me to explain on a much simpler level? I don't mind taking the time to help a fellow workshop contributor.
People seriously assume that you can grab something and pose it as your own work and then post on the same place where you got it?
He stated clearly he was going to model one of Hawt's concepts to let him decide if he wanted the help.
I dunno if I'm missing something, but for now it looks like people are making a mountain out of a molehill.
And Hawf clearly has it in is megathread that no one create any of his works unless he allows it, nowhere so I see him accepting that offer.
I am not a community member for long but I see some need for guidelines so that they are there and no one can say "sry i didnt know"
As tvidotto questioned, do we now have to keep our concepts secret to prevent fraud? I sure hope not cause I like the input it gives to the author of the works to improve and revise his/her ideas. I think I see where vlad is going with his arguement but I kinda have my doubts with it. I think it is totally fine if someone posts a concept and just for the lack of ideas or the pure enjoyment someone models that concept. End of Story - this would be fine to me if the model stays where it is - with the model creator and not in the workshop.
The game gets turned upside down when someone then actually tries to submit it since then it gets really hairy with intellectual properties. I dont think this is cool no longer. But clear communication is key in this scenario. I would advice to message the concept creator and talk with him, show him the model you have done after his concept. Figure something out, maybe you could really cooperate, maybe he wants to do it on his own, then you have everything in the clear and should respect his decision.
But I am not making rules or guidelines here, if someone says "these are MY concepts, I show them for c/c and I clearly dont want them to be modeled by anyone else but me!" I think it is good artist/creative manners to respect that and not model them. Maybe you even model them just for the sake of modeling something for yourself, no one can hinder you or control you, but for the sake of good community and sportsmanship dont post it anywhere or mention anything about it. keep it to yourself and certainly dont submit it. We are alot of people who take a close look into the workshop, someone will notice and find out about such fraud attempts.
I am not taking sides in this vlad - hawt situation since I dont know much about it, but as I said I think we need to raise awareness and address these things as a community.
tldr; imho we need some guidelines, respect others work and decisions, communicate - win!
Wow. I didn't know blender sculpt can achieve such sculpt.. hehe. I usually just form vertex to vertex from the sketch. Thanks for this!
There. Done. Moving on. Is the drama over yet? Can we get back to modeling now?
http://steamcommunity.com/sharedfiles/filedetails/?id=135162222
Thanks for feedback. Guess I will try to scale up heads and removing them and see which works better.