good god the item tricounts for some of these heroes are so picky
this already looks way too low and it doesn't even meet Lod0
Valve really needs to increase the tricounts by 100 at the very least
It's not like a mere 500 extra triangles on a hero would make a decent computer chug or anything
hell even 1000 total extra triangles divided among hero items would be fine
but trimming this down and still trying to get it to look good is incredibly tedious.
They're that way because that's all it needs. If you can't fit it within the texture/poly budget it means it's too ambitious - a quiver isn't meant to be a big show piece like a weapon, head slot or mount; it should compliment a set.
Either your concept doesn't work or you need to be smarter/more resourceful with your triangles.
It's still just way too much white and you have no gradient which draws the viewers' eyes towards the head, the white of his legs are just as bright as his head. You removed all that pink/purple/teal/dark blue and just replaced it with white. The white on his default beard is so minimal and is the only instance of that in the whole model, I don't think it works covering his whole body. There's also no flow to the hair, it just seems like a coral pattern instead of hair which flows from follicles.
The problem I have with the horns is that they're pretty much the same constant thickness - They could use a little flare - play with the weight and flow of them a bit and you'd have something awesome going on.
I also see you heeded none of my advice but never the less they're still pretty good.
but the shaft on that centaur axe could be much better it feels very crooked
kinda like that, i think i am coming to a close on this model soonish.
Awwy yes, i would've added the vertical unevennes on the teeth, and made the chin paint bit less obviously mirrored and looking more like a brush stroke
I also see you heeded none of my advice but never the less they're still pretty good.
but the shaft on that centaur axe could be much better it feels very crooked
Awwy yes, i would've added the vertical unevennes on the teeth, and made the chin paint bit less obviously mirrored and looking more like a brush stroke
You know what to do so i could submit them.
That doesn't make any sense
I told you to manually model the high poly before sculpting a non organic item
but it's as if you completely ignored everything I asked you to do
don't get me wrong I'm glad you can churn out items as quick as anything but I'm still looking for quality over quantity
That doesn't make any sense
I told you to manually model the high poly before sculpting a non organic item
but it's as if you completely ignored everything I asked you to do
don't get me wrong I'm glad you can churn out items as quick as anything but I'm still looking for quality over quantity
Yeeeeeah, i'll stick to the way Valve does their models.
Yeeeeeah, i'll stick to the way Valve does their models.
yeah, it really... shows
Anyway, good working with ya, good luck with the stuff.
My own items very rarely meet my own standards and expectations
I absolutely hate that centaur set
the only reason it was uploaded was because my friends and family kept bugging me not to let it go to waste even after telling them I don't like it.
The fact that you aren't taking any of my advice into consideration is incredibly childish especially when I know you can do better than this.
I know you don't like hearing feedback on your items especially if it's criticism but you're just going to have to grow up and learn to take criticism like everybody else here on polycount.
I've been trying as hard as I bloody can to get better, doing what little I can on my items between my college classes and it's incredibly frustrating knowing someone significantly less skilled than I am is finding significantly more success, Call it jealousy if you want Vlad but this awful attitude of yours has made working on Dota items, a once pleasant experience for me a complete and total nightmare.
Yeeeeeah, i'll stick to the way Valve does their models.
They way you do your models is not how valve makes their models. There is a reason why valves work is significantly better than anything you could do with the way you model.
My own items very rarely meet my own standards and expectations
I absolutely hate that centaur set
the only reason it was uploaded was because my friends and family kept bugging me not to let it go to waste even after telling them I don't like it.
The fact that you aren't taking any of my advice into consideration is incredibly childish especially when I know you can do better than this.
I know you don't like hearing feedback on your items especially if it's criticism but you're just going to have to grow up and learn to take criticism like everybody else here on polycount.
I've been trying as hard as I bloody can to get better, doing what little I can on my items between my college classes and it's incredibly frustrating knowing someone significantly less skilled than I am is finding significantly more success, Call it jealousy if you want Vlad but this awful attitude of yours has made working on Dota items, a once pleasant experience for me a complete and total nightmare.
But if you can't follow your own advices and pull off desired quality content, why do you expect the others to listen to them and to follow them? I'm sorry, but I only see Vlad acting more adult and proffesional than you are, and bringing up your conflict every once in a while is getting a little tiresome, so please don't.
@Marul - Indeed - i'll get back to it later on. push the eyes a little farther apart, the nose a little higher, mouth a little wider..make the head in general have less human shape. will update...but i have to finish my dark seer set first
1) Giving critique has nothing to do with the abilities of the person giving the critique. If I make a dumb mistake and somebody on the workshop who has no clue of 3D content generation calls me out on it, then I still made a dumb mistake.
2) From what I gather, Vlad made an uploaded a concept by Hawt without his permission after Hawt explicitly stated that he would like to be asked when using any of his concept.
3) It's over. Lets move on. Things were anything but pretty but lets not resort to being passive aggressive or having people afraid to post up ideas.
@reverendK
Nice concept! And I agree with the making it less human, give it some glowing eyes or something, otherwise the facial detail gets lost at game cam distance.
Nice items vlad and sharc, really like the shape of the blade on that centaur axe, although the handle's angle does look a bit odd.
On the jugg sword, could you try adding the spec from the preview pic to the diffuse on the actual item? It looks really nice and would make the item appear less plain.
Thanks for the feedback! Updated the antlers a bit, especially the lod0.
Going to make some minor adjustments then I think it should be good.
1) Giving critique has nothing to do with the abilities of the person giving the critique. If I make a dumb mistake and somebody on the workshop who has no clue of 3D content generation calls me out on it, then I still made a dumb mistake.
2) From what I gather, Vlad made an uploaded a concept by Hawt without his permission after Hawt explicitly stated that he would like to be asked when using any of his concept.
3) It's over. Lets move on. Things were anything but pretty but lets not resort to being passive aggressive or having people afraid to post up ideas.
1) Giving critique is one thing, but forcing people to follow your own pipeline is dumb, especially when it's not working well for you.
2) It was ovbiously a bold joke a he deleted it almost immediatly after hawf saw it. Also it was more or less an act of help after hawf wrote a big post about how much he works and that his only accepted item is one of his first. From what I see, vlad only had the best intentions, even if he did it in a provocative way.
3) Yes I agree. I see nothing preventing people from posting ideas, you can always report a certain submission if your concept was used.
A cold knocked me on my ass this week so I haven't been able to spend a ton of time on this until today. I made a bunch of changes and mostly finished off the high poly. I have a feeling it's going to be grueling to meet poly budgets and rig this.
I think it got buried at the end of a page the last time I posted it, but I am looking for design feedback on it.
I like what i see frump! Huge fan of this battlegear theme for Lina. Maybe some more details/ornaments with the style from her default corset or what she is wearing?
I noticed like almost the entire Polycount community uses the high poly to low poly technique, and I'm seeing why. It's just less of a hassle. I'm still using the low poly to high poly technique but when it comes to sculpting, it's a damn chore.
I noticed like almost the entire Polycount community uses the high poly to low poly technique, and I'm seeing why. It's just less of a hassle. I'm still using the low poly to high poly technique but when it comes to sculpting, it's a damn chore.
The way I do it is form a low poly model then sculpt it.
I noticed like almost the entire Polycount community uses the high poly to low poly technique, and I'm seeing why. It's just less of a hassle. I'm still using the low poly to high poly technique but when it comes to sculpting, it's a damn chore.
Yeah, with the PA Hair I did, I did the low poly first rather than more of a base mesh. Because of this it was far more difficult to sculpt in some areas that weren't evened out and it forced to me to stay more focused on edges rather than having free form or I'd risk distorting the mesh.
I'll probably try doing a base mesh to high poly before creating a low poly from now on.
Usually i go highpoly to low only because it allow me to prototype in zbrush directly without caring too much about keeping the original volumes.
You can change the main shapes very quickly and then do a quick retopology with the right polygonal detail in the point where you need them. Usually is hard to know earlier in my opinion.
I like what i see frump! Huge fan of this battlegear theme for Lina. Maybe some more details/ornaments with the style from her default corset or what she is wearing?
Thanks for the suggestion, I am going to try to work some more stuff like that into the texture.
Usually i go highpoly to low only because it allow me to prototype in zbrush directly without caring too much about keeping the original volumes.
You can change the main shapes very quickly and then do a quick retopology with the right polygonal detail in the point where you need them. Usually is hard to know earlier in my opinion.
I tend to jump into the deep with new things, thanks for the advice! :thumbup:
Another question though, how do you guys sculpt sharp edged forms like you would find on swords or any mechanical part? That's my main concern in sculpts at the moment.
But what boggles my mind is how do you make sharp edged things, you know, like, swords and mechanical objects?
I don't know if this is how everyone do it, but I crate a low poly model and subdivide it to just enough subdivisions so it won't get distorted when you sculpt on it.
I would've done it like this:
But it's so minor that it won't matter. Good job
It's also good to zoom out and check how it'll actually look in game. Portrait view size:
ah ok, wasnt really clear to me how you ment it at first. now i get it. I checked the portrait size every now and then when making screenshots. works well i think. thanks for the help, really appreciated
Another question though, how do you guys sculpt sharp edged forms like you would find on swords or any mechanical part? That's my main concern in sculpts at the moment.
Edit: Sorry double similar post! >.<
Damnit bad internet.
If you're using blender, one good way to get the fine edges and clean surfaces is to use subdivision surface modeling. At least that's what they call it in blender. A good tutorial is at the blender cookie website. It's called "creating an Axe" and shows some of the methods pretty good.
I'm sure that the other 3d packages have similar features. I'm just not familiar with them.
So you could model the blades/axeheads/other smooth stuff with sub-surface, then model the more organic forms on a separate mesh, then retopo over both meshes for the final model. Then bake normals and ambient occlusion from the high detail model to the final model.
If you're using max or zbrush, you can model using Nurms sub-d, smoothing by smooth-groups, and export that to Zbrush and reconstruct sub-divisions - that will retain your hard edges when you further sub-divide in Zbrush.
If you're just using zbrush, I use a combination of Dam Standard and Trim Dynamic brushes to get hard surface edges. It's kind of a trial and error process, though, and there may be a better method i don't know about.
In Bleder, even using a multiresolution mesh, you can keep hard edges by beveling (Ctrl+B) its corner edges, fairly simple, there's no need for separating the meshes.
If you're using max or zbrush, you can model using Nurms sub-d, smoothing by smooth-groups, and export that to Zbrush and reconstruct sub-divisions - that will retain your hard edges when you further sub-divide in Zbrush.
You can do something similar with Maya using the Crease edge tool.
Replies
Either your concept doesn't work or you need to be smarter/more resourceful with your triangles.
Poor guy is cross-eyed
He looks great though, the whole set does!
It's still just way too much white and you have no gradient which draws the viewers' eyes towards the head, the white of his legs are just as bright as his head. You removed all that pink/purple/teal/dark blue and just replaced it with white. The white on his default beard is so minimal and is the only instance of that in the whole model, I don't think it works covering his whole body. There's also no flow to the hair, it just seems like a coral pattern instead of hair which flows from follicles.
What about this?
The color looks a lot better, maybe change the head item/horns?
Clonk on it!
Also, we hugged, kissed and i did some items
kinda like that, i think i am coming to a close on this model soonish.
but the shaft on that centaur axe could be much better it feels very crooked
You know what to do so i could submit them.
I told you to manually model the high poly before sculpting a non organic item
but it's as if you completely ignored everything I asked you to do
don't get me wrong I'm glad you can churn out items as quick as anything but I'm still looking for quality over quantity
yeah, it really... shows
Anyway, good working with ya, good luck with the stuff.
My own items very rarely meet my own standards and expectations
I absolutely hate that centaur set
the only reason it was uploaded was because my friends and family kept bugging me not to let it go to waste even after telling them I don't like it.
The fact that you aren't taking any of my advice into consideration is incredibly childish especially when I know you can do better than this.
I know you don't like hearing feedback on your items especially if it's criticism but you're just going to have to grow up and learn to take criticism like everybody else here on polycount.
I've been trying as hard as I bloody can to get better, doing what little I can on my items between my college classes and it's incredibly frustrating knowing someone significantly less skilled than I am is finding significantly more success, Call it jealousy if you want Vlad but this awful attitude of yours has made working on Dota items, a once pleasant experience for me a complete and total nightmare.
They way you do your models is not how valve makes their models. There is a reason why valves work is significantly better than anything you could do with the way you model.
OM club from my lunch break.
But if you can't follow your own advices and pull off desired quality content, why do you expect the others to listen to them and to follow them? I'm sorry, but I only see Vlad acting more adult and proffesional than you are, and bringing up your conflict every once in a while is getting a little tiresome, so please don't.
Nice concept but I feel it should look a little less "human" :poly124:
2) From what I gather, Vlad made an uploaded a concept by Hawt without his permission after Hawt explicitly stated that he would like to be asked when using any of his concept.
3) It's over. Lets move on. Things were anything but pretty but lets not resort to being passive aggressive or having people afraid to post up ideas.
@reverendK
Nice concept! And I agree with the making it less human, give it some glowing eyes or something, otherwise the facial detail gets lost at game cam distance.
the hardest task gives the better satisfaction at the end =] going really well man =]
On the jugg sword, could you try adding the spec from the preview pic to the diffuse on the actual item? It looks really nice and would make the item appear less plain.
Thanks for the feedback! Updated the antlers a bit, especially the lod0.
Going to make some minor adjustments then I think it should be good.
1) Giving critique is one thing, but forcing people to follow your own pipeline is dumb, especially when it's not working well for you.
2) It was ovbiously a bold joke a he deleted it almost immediatly after hawf saw it. Also it was more or less an act of help after hawf wrote a big post about how much he works and that his only accepted item is one of his first. From what I see, vlad only had the best intentions, even if he did it in a provocative way.
3) Yes I agree. I see nothing preventing people from posting ideas, you can always report a certain submission if your concept was used.
I think it got buried at the end of a page the last time I posted it, but I am looking for design feedback on it.
Its the details in the end. I think i'll leave it like that. now on to the promo. lets see if i can get that modelviewer to work.
I like the look, looks like raw painted wood.
The way I do it is form a low poly model then sculpt it.
then i succeeded ^^ thx
But it's so minor that it won't matter. Good job
It's also good to zoom out and check how it'll actually look in game. Portrait view size:
Mah nigga!
Yeah, with the PA Hair I did, I did the low poly first rather than more of a base mesh. Because of this it was far more difficult to sculpt in some areas that weren't evened out and it forced to me to stay more focused on edges rather than having free form or I'd risk distorting the mesh.
I'll probably try doing a base mesh to high poly before creating a low poly from now on.
You can change the main shapes very quickly and then do a quick retopology with the right polygonal detail in the point where you need them. Usually is hard to know earlier in my opinion.
Thanks for the suggestion, I am going to try to work some more stuff like that into the texture.
I tend to jump into the deep with new things, thanks for the advice! :thumbup:
Edit: Sorry double similar post! >.<
Damnit bad internet.
I don't know if this is how everyone do it, but I crate a low poly model and subdivide it to just enough subdivisions so it won't get distorted when you sculpt on it.
ah ok, wasnt really clear to me how you ment it at first. now i get it. I checked the portrait size every now and then when making screenshots. works well i think. thanks for the help, really appreciated
Workshop Link
If you're using blender, one good way to get the fine edges and clean surfaces is to use subdivision surface modeling. At least that's what they call it in blender. A good tutorial is at the blender cookie website. It's called "creating an Axe" and shows some of the methods pretty good.
I'm sure that the other 3d packages have similar features. I'm just not familiar with them.
So you could model the blades/axeheads/other smooth stuff with sub-surface, then model the more organic forms on a separate mesh, then retopo over both meshes for the final model. Then bake normals and ambient occlusion from the high detail model to the final model.
That's the approach that I'm using, anyway.
If you're just using zbrush, I use a combination of Dam Standard and Trim Dynamic brushes to get hard surface edges. It's kind of a trial and error process, though, and there may be a better method i don't know about.
You can do something similar with Maya using the Crease edge tool.
Our set is finally done! ^^
http://steamcommunity.com/sharedfiles/filedetails/?id=138677288
Wonderful set, I really loved her hair.
http://steamcommunity.com/sharedfiles/filedetails/?id=137708335