Final thing. Would love some critique! I probably won't go back to change much on this, it was a good trial run and now I want to make something new. But let me knwo if you like the design and colours
Final thing. Would love some critique! I probably won't go back to change much on this, it was a good trial run and now I want to make something new. But let me knwo if you like the design and colours
Great job, i loved the sculpt and the color choices for the textures. Low poly not so much, but i guess you had too much going in small details to effectively translate that.You can try getting back and going for bigger shapes, so it'll be easier to retopo and so it'll be visible ingame.
Hmmm, a quick Q, for some reason my recent submission is not showing up in any of the lists, I can access it when it's linked but when trawling through the pages using various search features it's nowhere to be seen? Any thoughts, could it have been banned or something?!
Hmmm, a quick Q, for some reason my recent submission is not showing up in any of the lists, I can access it when it's linked but when trawling through the pages using various search features it's nowhere to be seen? Any thoughts, could it have been banned or something?!
Put it to friends only visibility and change it back to public.
You could just dynamesh your model in zbrush with a high enough resolution. That should fix the geometry problems.
But yes that fixed geometry does look better.
when I dynamesh it , the whole thing shrink into some wierd shape . And btw no one had answer one of my question regarding the problem of making smooth curve surface
You have to dynamesh it with a high enough resolution. The higher the resolution the better it will conform to your original base mesh. The resolution can go up to 2k.
Smooth curve shapes can be hard to do in zbrush if i'm thinking of what you're thinking of. Google for a zbrush hard surface tutorial, it'd explain it a lot better than I could without having to write a whole tutorial myself.
You have to dynamesh it with a high enough resolution. The higher the resolution the better it will conform to your original base mesh. The resolution can go up to 2k.
Smooth curve shapes can be hard to do in zbrush if i'm thinking of what you're thinking of. Google for a zbrush hard surface tutorial, it'd explain it a lot better than I could without having to write a whole tutorial myself.
For me, I posted it on friday, but I just finished a marketing stuff for it now.
There is a lot of people saying that its just too big. But IMO, the proportions are better now, without the little original head of SK.
Anyway, please let me know what you think, if its really too big...or, maybe should I just resize and post 2 pictures of it, for the community to see, like a comparison????
The head feels indeed slighty too big compared to the rest of the model.. the concept is cool nonetheless.
The way you designed your marketing image might not be the best though.. Too less focus on the model,.. I like the idea with the sandstorm but try to focus on the head and cut the distortion on the model itself.
cheers
Edit: Also be aware of your lighting in the image, there are almost no highlights and too less contrast overall.
For me, I posted it on friday, but I just finished a marketing stuff for it now.
There is a lot of people saying that its just too big. But IMO, the proportions are better now, without the little original head of SK.
Anyway, please let me know what you think, if its really too big...or, maybe should I just resize and post 2 pictures of it, for the community to see, like a comparison????
I feel that on it's own its a bit large and does feel slightly disproportionate from the rest of his body. If you couple it with some additional builky items, such as a large tail end, or broad shoulders it would really tie the peice together. I really do like the design though, I like a more bulker Sand King, it fits his character better. If this get implemented I know I'd be using and I don't even play Sand King, hah!
@ BohSheh I don't quite know what you mean I modeled it in maya to get the smooth curves and basically just used zbrush for nicks and scratches and the runes
In other news, I got it in the game but the shading is all gooby I tried unlocking normals and hardening/softening edges but nothing works. It looks fine using the cgfx dota 2 hero shader in maya
In other news, I got it in the game but the shading is all gooby
If anyone knows what the issue is, please tell me
I do! And i just wanted to post about it too!
So i finished updating some of my old submissions and had some similar problems with normals and hard edges, and i must say Handplane helped A LOT. It's pretty easy and makes hell of a difference on stuff that should look hard-edged ingame, but due to 1 smoothing group lead to bunch of errors.
Thanks that worked like a charm! Well, for a quarter of the blades...It worked on one side but the mirrored sides (mirrored on x and z) and pretty gooby
@ BohSheh I don't quite know what you mean I modeled it in maya to get the smooth curves and basically just used zbrush for nicks and scratches and the runes
Made an item using a concept drawn by NobleBatterFly. A bit of a daring item from multiple fronts. Hope you like it.
Spectral Matter by Vayne and NobleBatterFly
Replies
So, here is my first one (I know its newbish :>)
http://steamcommunity.com/sharedfiles/filedetails/?id=196971899
Put it to friends only visibility and change it back to public.
* the white edges *
Is the polygon correct now ? Evenly spreaded and no ngon ( Still have tri for sharp point )
But yes that fixed geometry does look better.
when I dynamesh it , the whole thing shrink into some wierd shape . And btw no one had answer one of my question regarding the problem of making smooth curve surface
Smooth curve shapes can be hard to do in zbrush if i'm thinking of what you're thinking of. Google for a zbrush hard surface tutorial, it'd explain it a lot better than I could without having to write a whole tutorial myself.
alright thx !
I made a beard for Dragon Knight for the november thing, but had to make a helmet too since he doesnt have any ears or texture under it.
Here's my workshop page. Clicky clicky
Dirtied up the center:
edit: baked down to lopoly:
done correction , good enough for sculpting edi ? XD
Nice! Awesome sculpt and really cool, well-sized shapes.
Click on image!
Selaznog, nice sculpting, dude!
For me, I posted it on friday, but I just finished a marketing stuff for it now.
There is a lot of people saying that its just too big. But IMO, the proportions are better now, without the little original head of SK.
Anyway, please let me know what you think, if its really too big...or, maybe should I just resize and post 2 pictures of it, for the community to see, like a comparison????
link: http://steamcommunity.com/sharedfiles/filedetails/?id=197177725
The way you designed your marketing image might not be the best though.. Too less focus on the model,.. I like the idea with the sandstorm but try to focus on the head and cut the distortion on the model itself.
cheers
Edit: Also be aware of your lighting in the image, there are almost no highlights and too less contrast overall.
I feel that on it's own its a bit large and does feel slightly disproportionate from the rest of his body. If you couple it with some additional builky items, such as a large tail end, or broad shoulders it would really tie the peice together. I really do like the design though, I like a more bulker Sand King, it fits his character better. If this get implemented I know I'd be using and I don't even play Sand King, hah!
http://steamcommunity.com/sharedfiles/filedetails/?id=197507829
@MDK The matcap is fg_grey_metal. Here's a link to the matcap page : http://pixologic.com/zbrush/downloadcenter/library/
In other news, I got it in the game but the shading is all gooby I tried unlocking normals and hardening/softening edges but nothing works. It looks fine using the cgfx dota 2 hero shader in maya
If anyone knows what the issue is, please tell me
So i finished updating some of my old submissions and had some similar problems with normals and hard edges, and i must say Handplane helped A LOT. It's pretty easy and makes hell of a difference on stuff that should look hard-edged ingame, but due to 1 smoothing group lead to bunch of errors.
So yeah, use it, it'll take like 5 minutes.
but yeah just use handplane
improviz: looks a bit blunty to be honest , It doesnt have any sharp edge feeling anywere .
Hawkseye: looks great man, you inspired me to go for a chainmail mesh and a white beard allso for my next item
and the crosspost from my thread ofc.
Eaglesong bow
workshop link:http://steamcommunity.com/sharedfiles/filedetails/?id=198162267
@AndrewHelenek, thank you very much for the feedback and I'm glad you liked!!
I messed with the proportions a bit, so It may look better now:
Thx!
Lol my exact thought as well, the concept is rather good but it looks a bit too much like a hydralisk.
I started working on a shield for dragon knight as well, one that fits with the sword I made before from doubleleaf sketchs!
Need some cleaning up though, but the overal shape is finished
I agree with Vayne, the new size feels just by itself. That change really tied everything together. Solid work!
maybe someone will be interested how I draw
http://steamcommunity.com/sharedfiles/filedetails/?id=198314709
http://steamcommunity.com/sharedfiles/filedetails/?id=198314709
Spectral Matter by Vayne and NobleBatterFly
Thanks Robo, appreciate it! Always interested in someone elses flow
Edit: Subscribed your blog, amazing things going on there! Keep bringin' it!
Master Cheif approves
Hahah that was my first thought too! I love the design!
http://steamcommunity.com/sharedfiles/filedetails/?id=198314709