@zicoV
Nice, really dig it! Personally I think you can make the jacket a bit shorter so that it ends above the belt line/directly on it. Am seems like the kind of guy who would wear ajacket that shows off chest/belly a bit more
hey guys! some awesome stuff here, i need to start working harder on my set xD
anyway here is a small update on the set i am working on, just messing around with the horns and shoulders for now, crits are more than welcome.
Just left with the shoulder and armour pieces now. Offhand still bugging out and particles seem to have disappeared. Guess the weapon needs a re-import.
(and maybe an alternative head piece... because anti mage really ought to be blind :P)
Im working on pugna set. So far i have only weapon "finished". Im not really satisfied with the outcome, but im not sure what to do. If anyone have any idea, i would be most gratefull.
Allso if anyone knows a way to make that green light more dim that would help me a lot. As it is now it overshines most of the weapon
Here is the pic:
I need help, I have a lot of concepts and ideas(in my head) but I don't have the skill to actually create the models and textures from concept. So if anyone wants to do some of my message me. I just want to be able to do this stuff! http://www.polycount.com/forum/showthread.php?t=124702
I like it so far Gamer_Alien, although I feel the blade itself is a bit plain, are you planning to use the particle effects?
I was kinda hoping that the particle effects mask off the blade's plainness. I'm thinking about adding some sorta special detail, but what ? right now runes seem like the only option. I dont like runes
At the moment the silhouette is looking really plain, from the in-game perspective it will just look like a basic humanoid shape.
I would recommend pushing the Cthulhu theme a bit more, adding tentacles in all different directions coming off him, give him wings or fins or something.
Hawt:I feel like you could also push his back out more to give him a hunch, which would help I think. Bronto is right about trying to make it different from the standard dude, but I really like the sculpting you did on his back right now.
I finally finished up the Enchantress stuff I made at the International. I only managed to run into a couple people from Polycount there that I know of, but it was awesome to get to know some of you c:
Really looking forward to seeing everyone else's TI3 stuff!
whats up with the workshop? it all of a sudden has weird filtering/sorting issues. Last night my item was still on top of page 2 now it is completly vanished and instead some old items start popin up everrywhere. anyone else noticed that
Finished up the Kunkka sword. I feel like the texture is lacking detail but anything else I tried to add was lost from game perspective or drowned by the shader. You guys will let me know if you think I can improve it, right?
Finished up the Kunkka sword. I feel like the texture is lacking detail but anything else I tried to add was lost from game perspective or drowned by the shader. You guys will let me know if you think I can improve it, right?
It looks really clean and nice when tidebringer is active! Maybe the pattern on the sword can be edited to more resemble the yellow lining of his clothes? That might look more wavelike too. Dunno though, I like the sword from the in-game view a lot.
Hm. I'd say the in-game textures look like they could use a little more contrast. Or a tweak on their spec/metalness map
I'll give it a shot. Don't take the top-right shot too much into consideration though as it's kind of an unusual lighting situation. I moved kunkka beside the rune spawn so that it would put more light on the blade. That light kind of blows it out and loses the detail and texture contrast a bit. By default there isn't much light cast on it from the sun.
It looks really clean and nice when tidebringer is active! Maybe the pattern on the sword can be edited to more resemble the yellow lining of his clothes? That might look more wavelike too. Dunno though, I like the sword from the in-game view a lot.
You mean the pattern on the crossguard part? Not a bad idea.
Darkinub : tnx , it is possible but it really adds allot of noise in the ingame view. It makes the other parts unreadable . Thats the reason I deleted them .
I will add some ingame views and you will see the diference:)
Is that in maya? If so, what you've done is rescaled the object in object mode. That makes it scale back to its original size.. if you go into the panel on the right side with the scale number it may read more than 1. If so then thats your problem, select the object and change teh scale in 1 to the side. Then select the faces and scale them up manually rather than in object mode if that makes sense
(the concept has lost quality at the upload in imgur because I didn't resize it, have that in mind)
If anyone wants to make it please contact me. I'm gonna be demanding good skills for whoever wants to model this one, I don't plan on giving it to anyone. I would paint the textures but I may ask for someone else to do it if it drags for too long since I'll be busy in september. Also I may throw in a couple custom icons for the blur and dagger skills made by myself to spice up the set.
Replies
Workshop Link
engine error
[file name] : node error : joint 9(sword_R) has invalid parentId (8)
I try to search google but it no luck, hope anybody around here can help me.
sorry about my english.
Great job on that blade! You really pulled off the look.
The Ursa set looks cool, but it could use a higher contrast to more define the details. Right now I can't really make out what's there.
thanks for the feedback, I have to agree with you now that you mention it
copy bone structure from naga_weapon.fbx or whatever you use and bind it again. Do not touch the bones.
Not sure how well the patterns on the shoulder and arms will read in-game and i definitely need to do something with the blade
Feedback is much appreciated.
Nice, really dig it! Personally I think you can make the jacket a bit shorter so that it ends above the belt line/directly on it. Am seems like the kind of guy who would wear ajacket that shows off chest/belly a bit more
anyway here is a small update on the set i am working on, just messing around with the horns and shoulders for now, crits are more than welcome.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=171107977
"][/URL]
picture is a link for those who wish to vote.
Spud and I had that problem and the issue was submission file size.
http://steamcommunity.com/workshop/filedetails/?id=171037561
[ame="http://www.youtube.com/watch?v=3qIeYweNl_4"]BurnedBones - YouTube[/ame]
(and maybe an alternative head piece... because anti mage really ought to be blind :P)
Allso if anyone knows a way to make that green light more dim that would help me a lot. As it is now it overshines most of the weapon
Here is the pic:
http://www.polycount.com/forum/showthread.php?t=124702
Cthulhu golem sculpt
Perhaps you should make the protrusions in the abdomen connect with the tail.
I was kinda hoping that the particle effects mask off the blade's plainness. I'm thinking about adding some sorta special detail, but what ? right now runes seem like the only option. I dont like runes
anyhow thanks for the helpful comment.
At the moment the silhouette is looking really plain, from the in-game perspective it will just look like a basic humanoid shape.
I would recommend pushing the Cthulhu theme a bit more, adding tentacles in all different directions coming off him, give him wings or fins or something.
Here are some examples of what I'm talking about:
Really looking forward to seeing everyone else's TI3 stuff!
Admiral's Treasury
this is just a mess how do you guys even get lows out of zbrush?
It looks really clean and nice when tidebringer is active! Maybe the pattern on the sword can be edited to more resemble the yellow lining of his clothes? That might look more wavelike too. Dunno though, I like the sword from the in-game view a lot.
workshop link :http://steamcommunity.com/sharedfiles/filedetails/?id=171548453
I actually just ended up decimating it down to 400 tris
In other news hawf is lazy
I'll give it a shot. Don't take the top-right shot too much into consideration though as it's kind of an unusual lighting situation. I moved kunkka beside the rune spawn so that it would put more light on the blade. That light kind of blows it out and loses the detail and texture contrast a bit. By default there isn't much light cast on it from the sun.
You mean the pattern on the crossguard part? Not a bad idea.
http://steamcommunity.com/sharedfiles/filedetails/?id=171502484
Anyway, would someone be happy to share their workflow for presentation of an item?
Hi guys , just finished my drow set that I've remade/retouched (wasnt to polished at that time due to lack of skill i guess )
Any oppinions?
the new version
the old version
So you made that drow set? (that was my favourite drow set in the workshop!)
Is it possible to put the feather back on the hood? I really like them back in your original design
Why'd you post the default weaver then?
Haha, So people can see the difference
I will add some ingame views and you will see the diference:)
here
http://pinterest.com/characterdesigh/character-pose-martial-arts/
this has a huge amount of visually interesting poses you could reference
there's a section on shooting poses but they're mostly just posing with guns
http://pinterest.com/characterdesigh/character-pose-shooting-holding-guns/
might be helpful
thank to Tomus I'm able to import my 2nd item. but I having this problem.
the weapon size in game is very small I try to search google and this is what I got.
http://dev.dota2.com/showthread.php?t=66955
I try to freeze transformation as that thread state but it does not helping.
sorry about my English i try hardest to explain.
(the concept has lost quality at the upload in imgur because I didn't resize it, have that in mind)
If anyone wants to make it please contact me. I'm gonna be demanding good skills for whoever wants to model this one, I don't plan on giving it to anyone. I would paint the textures but I may ask for someone else to do it if it drags for too long since I'll be busy in september. Also I may throw in a couple custom icons for the blur and dagger skills made by myself to spice up the set.