Whew, finished the high poly for this set. I decided not to go with the previous head idea, I'll make that later separate from this. I don't want to compromise a whole set with one weird item out of five.
The hardest and also most fun part is behind me now, the rest should be easy to autopilot through.
I sort of Chinese censored my own design. Originally the mask was full on angry skull, but I liked it better simplified.
Would love some feedback on this item. It's basically my first model in Zbrush.
It's supposed to be a Conch type of spear for phantom lancer, traditionally serving as a tool to both pierce and bash fish. He is a fisherman after all, no?
The model is made up of a wooden spear, with a conch spearhead, and a pearl butt. The conch is engraved with traditional doodles, and the whole things is wrapped together with some seaweed and sticky goo, the traditional type.
Right now I'm struggling with the projection cage in 3ds max. It's just not fitting well on the low poly version. Also tried polypainting it in Zbrush, looks scary
Would love some feedback on this item. It's basically my first model in Zbrush.
It's supposed to be a Conch type of spear for phantom lancer, traditionally serving as a tool to both pierce and bash fish. He is a fisherman after all, no?
The model is made up of a wooden spear, with a conch spearhead, and a pearl butt. The conch is engraved with traditional doodles, and the whole things is wrapped together with some seaweed and sticky goo, the traditional type.
Right now I'm struggling with the projection cage in 3ds max. It's just not fitting well on the low poly version. Also tried polypainting it in Zbrush, looks scary
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
agreed, try to avoid small details, they will look noise at a distance
Hm, they've added player cards, seems like something along the pennat lines but for players, interesting.
I remember reading something about this some time ago on Reddit. A system where you kinda "follows" a player, making him get items or some stuff like that.
Hey everbody. Congrats to all who got in the latest patch. Great work, love Itsy!
Anyways i need some help, I have two questions.
Does anybody have any experience using adding there own bones for an item? Is this common, i tried it and it seemed to work, but this leads into my second question.
What is the "Overlay" dropdown menu used for in the preview window. And what are these "turns" that are in there. Are they some kind of procedural additive animation.
I'm asking because i'm getting a weird offset when i turn that on, and when the character starts moving ingame. I wish i was able to just do this without a dedicated bone for it, but i couldnt find a combination of initial collar position and skinning that worked at all. It seems like Ursa's poses drastically change his shoulder/neck region or something, or i could have a different issue altogether.
Anywho, any help would be amazing, hit kind of a wall with this part of the set.
drop by my thread if you have any info, thanks!
I'm not sure if Valve would accept an item with added bones but I really couldn't tell you for sure.
But the overlay animations are just layered animations such as look left or look right. Since there are two animations playing that would probably explain the offset you're getting
What's the best way to test how something something which needs a bunch of animations like, oh, let's say a Warlock golem looks in-game without actually having done any of those animations?
Hey everbody. Congrats to all who got in the latest patch. Great work, love Itsy!
Anyways i need some help, I have two questions.
Does anybody have any experience using adding there own bones for an item? Is this common, i tried it and it seemed to work, but this leads into my second question.
What is the "Overlay" dropdown menu used for in the preview window. And what are these "turns" that are in there. Are they some kind of procedural additive animation.
I'm asking because i'm getting a weird offset when i turn that on, and when the character starts moving ingame. I wish i was able to just do this without a dedicated bone for it, but i couldnt find a combination of initial collar position and skinning that worked at all. It seems like Ursa's poses drastically change his shoulder/neck region or something, or i could have a different issue altogether.
Anywho, any help would be amazing, hit kind of a wall with this part of the set.
drop by my thread if you have any info, thanks!
its possible to add custom bones but you will need to upload in a not usual way, you will need to compile it and it will make harder to your item getting accepted
What's the best way to test how something something which needs a bunch of animations like, oh, let's say a Warlock golem looks in-game without actually having done any of those animations?
compile it the old way and replace the default golen in the test client
What's the best way to test how something something which needs a bunch of animations like, oh, let's say a Warlock golem looks in-game without actually having done any of those animations?
Decompile the original golem, it'll give you all his animations and you can load them into the importer.
I got it to a point where I'm pretty sure it should have worked and theeen the Importer is telling me the poly limits for the golem are 1200/2400 instead of 3500/6500.
And you can rest easy, Helenek and Hudson, I'll be giving this guy a whole new set of animations
I've gotten all the other pieces to the set pretty much done but this head is giving me trouble.
As you can see the edge of my head isn't connecting with the edge of the base body but in the rig file the edges are pretty much snapped together. One thing I noticed is that the rig mesh seems to be a single mesh and not composed of the multiple items which definitely makes it hard to actually gauge how to paint the weights. I have it skinned mainly to the Head_1 bone with the edges of the head weighted to Head_0. DId I rig and/or export it incorrectly? And he seems to be suffering from a soft jaw or something, must be because I don't have anything skinned to the Jaw bone or something
I got it to a point where I'm pretty sure it should have worked and theeen the Importer is telling me the poly limits for the golem are 1200/2400 instead of 3500/6500.
And you can rest easy, Helenek and Hudson, I'll be giving this guy a whole new set of animations
Oh whaaa? You are gonna animate him?
So cool!
So while I'm bored I make highpoly for luna. Fun times ensued when I realised her model is 100% not symmetrical in the viewport. T___________T So I had to rotate and delete and mirror to get it looking workable. I hope they fix that for the final model package.
Anyway going for a lunar moth/butterfly theme. I don't like the noise of the silhouette the wings give right now, so I'll smooth them out when I polish. Also I think the back wings on the saddle are too big right now. Might scale them back.
It’s been a heavy couple months but I got 11 different items done all on my own, coupled with one complete Slark set and one half complete Antimage set. It’ll be a long day of uploading once it’s all done and put together.
@Hawt: I'm affraid Valve needs to censor it for the chinese market
Btw it seems like Valve is only adding sets lately, now I started working on more single items Or is that just me? Congrats on everyone that got something ingame..
I've almost finished my chaos knight weapon, I'm thinking of making a complete set for it. Comment are always welcome
Indeed. And shadow wave bounces can be pretty major too if played right. There's an awesome pocket strat where you have a roaming SD and a dazzle on your team, they just go around the map, disrupt somebody, everybody clumps up on the disrupted unit and as soon as disruption end, dazzle lets off a heal which bounces on 3 heroes + 2 illus which is usually enough to kill somebody outright ^^
Valve works in mysterious ways it seems. According to the wiki, Itsy is a common item. I can't see Valve doing that, considering the rarity of every other courier but stranger things have happened I suppose. :poly116:
Valve works in mysterious ways it seems. According to the wiki, Itsy is a common item. I can't see Valve doing that, considering the rarity of every other courier but stranger things have happened I suppose. :poly116:
They've taken down storm spirit from the workshop, i think you should wait.
Than 6.78 is crazy man!
Ah gutted, was he removed from the importer recently? I checked when I started putting the items together to find out the polycounts because he wasn't listed on the requirements page but was still in the importer. Hopefully I'll still be able to salvage some parts once hes re-released.
Quote: Originally Posted by marul You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
agreed, try to avoid small details, they will look noise at a distance
keep the good work =]
Thanks for the feedback marul and Tvidotto. I remade the details on the spearhead and the wraps to make them more visible from a distance. Learned how to make my own alpha brushes ( really awesome ) to give those engravings a cleaner look.
@marul: When you say to make more defined edges are you referring to the silhouette? Should I make it more spiky or stylized rather than smooth and round? Is the silhouette any good at all? Should I just throw this thing in the garbage
BTW, you're all doing some seriously awesome items here!
Been having a bit of fun with a Kunkka set at the moment, here's some progress shots. There's Persian-ish influence on most of these items for a set while still retaining his admiral of the sea background. I did the mask today, and attempted to make a hood for him but my zbrush, cloth sculpting ability and brain were not very productive late in the evening.
Been having a bit of fun with a Kunkka set at the moment, here's some progress shots.
While it's impressive, fullface replacement is not a good idea, partially because you'll have to add flexes, test it and stuff and it's too much pain for changes that small. You can add some stuff under the eyes or the cross on the head cleverly using alpha maps and original geometry though, but i think you're better with alternative hair/hat.
I believe his head is a separate item though, or it was.
Hey Hawt Koffe! I see you also like to make items for Anti-Mage and youre using Blender just like me!
If you don't mind, we could work on a set together
Replies
loved this one Frump! =]
It's supposed to be a Conch type of spear for phantom lancer, traditionally serving as a tool to both pierce and bash fish. He is a fisherman after all, no?
The model is made up of a wooden spear, with a conch spearhead, and a pearl butt. The conch is engraved with traditional doodles, and the whole things is wrapped together with some seaweed and sticky goo, the traditional type.
Right now I'm struggling with the projection cage in 3ds max. It's just not fitting well on the low poly version. Also tried polypainting it in Zbrush, looks scary
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
http://tf2b.com/diff.php?gid=205790
Gratz all!
Wooo grats to all who got in this week!
yay!!! congrats guys!
no more bitching on my side with "the Gatuja will never be accepted"
agreed, try to avoid small details, they will look noise at a distance
keep the good work =]
*squeal*
I remember reading something about this some time ago on Reddit. A system where you kinda "follows" a player, making him get items or some stuff like that.
EDIT: From the patch notes First time they put stuff like that in the patch notes. Don't you feel special now :poly124:
Congrats guys who got items in the game!
Anyways i need some help, I have two questions.
Does anybody have any experience using adding there own bones for an item? Is this common, i tried it and it seemed to work, but this leads into my second question.
What is the "Overlay" dropdown menu used for in the preview window. And what are these "turns" that are in there. Are they some kind of procedural additive animation.
I'm asking because i'm getting a weird offset when i turn that on, and when the character starts moving ingame. I wish i was able to just do this without a dedicated bone for it, but i couldnt find a combination of initial collar position and skinning that worked at all. It seems like Ursa's poses drastically change his shoulder/neck region or something, or i could have a different issue altogether.
Anywho, any help would be amazing, hit kind of a wall with this part of the set.
drop by my thread if you have any info, thanks!
http://www.polycount.com/forum/showthread.php?t=120952&highlight=trevorj
But the overlay animations are just layered animations such as look left or look right. Since there are two animations playing that would probably explain the offset you're getting
its possible to add custom bones but you will need to upload in a not usual way, you will need to compile it and it will make harder to your item getting accepted
be sure if you need an extra bone =]
compile it the old way and replace the default golen in the test client
I got it to a point where I'm pretty sure it should have worked and theeen the Importer is telling me the poly limits for the golem are 1200/2400 instead of 3500/6500.
And you can rest easy, Helenek and Hudson, I'll be giving this guy a whole new set of animations
As you can see the edge of my head isn't connecting with the edge of the base body but in the rig file the edges are pretty much snapped together. One thing I noticed is that the rig mesh seems to be a single mesh and not composed of the multiple items which definitely makes it hard to actually gauge how to paint the weights. I have it skinned mainly to the Head_1 bone with the edges of the head weighted to Head_0. DId I rig and/or export it incorrectly? And he seems to be suffering from a soft jaw or something, must be because I don't have anything skinned to the Jaw bone or something
Oh whaaa? You are gonna animate him?
So cool!
So while I'm bored I make highpoly for luna. Fun times ensued when I realised her model is 100% not symmetrical in the viewport. T___________T So I had to rotate and delete and mirror to get it looking workable. I hope they fix that for the final model package.
Anyway going for a lunar moth/butterfly theme. I don't like the noise of the silhouette the wings give right now, so I'll smooth them out when I polish. Also I think the back wings on the saddle are too big right now. Might scale them back.
the rigging on this turned out better than I thought
BONUS ELEVENTH ITEM
It’s been a heavy couple months but I got 11 different items done all on my own, coupled with one complete Slark set and one half complete Antimage set. It’ll be a long day of uploading once it’s all done and put together.
Nooooooooooooooooooooooooooooooo!
I hated that movie as a kid lol Haz thinks I'm crazy and that I didnt have a childhood
Btw it seems like Valve is only adding sets lately, now I started working on more single items Or is that just me? Congrats on everyone that got something ingame..
I've almost finished my chaos knight weapon, I'm thinking of making a complete set for it. Comment are always welcome
We'll see!
What!? Who could hate that movie? I think Haz is probably right.
I loved the book, itsure looked different in my imagination.
http://www.playdota.com/changelogs/6.78
Looks great, but I think Storm spirit is due for an update/rework which is why they removed him from the importer
Than 6.78 is crazy man!
Ah gutted, was he removed from the importer recently? I checked when I started putting the items together to find out the polycounts because he wasn't listed on the requirements page but was still in the importer. Hopefully I'll still be able to salvage some parts once hes re-released.
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
Thanks for the feedback marul and Tvidotto. I remade the details on the spearhead and the wraps to make them more visible from a distance. Learned how to make my own alpha brushes ( really awesome ) to give those engravings a cleaner look.
@marul: When you say to make more defined edges are you referring to the silhouette? Should I make it more spiky or stylized rather than smooth and round? Is the silhouette any good at all? Should I just throw this thing in the garbage
BTW, you're all doing some seriously awesome items here!
I believe his head is a separate item though, or it was.
Hey Hawt Koffe! I see you also like to make items for Anti-Mage and youre using Blender just like me!
If you don't mind, we could work on a set together