If he didn't slam the ground with his keg, i would be more inline with the pig replacement. But ... He slams the ground with it hard enough to make a thunderclap?! I'm not sure if I can get behind the pig. It's cute if it's squealing and grunting and wiggling, but eh. I'd kind of feel bad for it.
I posted item to workshop 4 days ago. But when i updated it yesterday i got window with request to agree Steam Workshop Agreement, when i go on link i got window shows that i already agreed. Also my item hidden atm.
Well, i tried to just re texture pig in gold color, but it look not good. I will probably do 2nd version of ceg later, for people who doesnt like pig idea, but i decided to submit current items now. So, its done, vote if u like
Alright, after some delays and difficulties, we managed to finish this cloak. Stefco's concept really pushed the technical limitations on this one from both a triangle, UV space and rig prespective. We are proud of the results and hope you like it.
The texture of the rubick cloak looks a bit blurry, I like the concept but it feels a bit too busy when I see the animations on the workshop. I'm just waiting for him to start flying
I did some more work at the ogre weapon, the contrast is currently a bit too high, but the textures are still wip.
The texture of the rubick cloak looks a bit blurry, I like the concept but it feels a bit too busy when I see the animations on the workshop. I'm just waiting for him to start flying
I did some more work at the ogre weapon, the contrast is currently a bit too high, but the textures are still wip.
It is the best we could achieve on such a large item with only 256x256 texture space. With that said, almost all Rubick cloaks are actually blurry.
Your Ogre Magi weapon turned out great. Maybe colorize it a bit differently than default, since it is almost similar looking ingame.
It is the best we could achieve on such a large item with only 256x256 texture space. With that said, almost all Rubick cloaks are actually blurry.
Your Ogre Magi weapon turned out great. Maybe colorize it a bit differently than default, since it is almost similar looking ingame.
What if most if not all of the individual spikes share the same UV island? Like, mirror the exact same spike UV for almost all of them. That might sharpen the texture quite a bit. Even if it's being a little stingy :P
It is the best we could achieve on such a large item with only 256x256 texture space. With that said, almost all Rubick cloaks are actually blurry.
Your Ogre Magi weapon turned out great. Maybe colorize it a bit differently than default, since it is almost similar looking ingame.
I was thinking the same as Snowstorm, how did you layout the UV's.
I also doesn't think it looks that bad though, I really like it like I said before.
Also thanks for your reaction, I tried to do something different with the colors but I don't like to much variations. I tested a more red color into the design, what do you think.
I also try to make some better masks, so the detail will show some more. But to be honost I like the gold with slight darker variations a lot more.
Also finished my crystal maiden concept for a set, allready finished some low poly items, but still a lot of work to do. First the single items though..
Finished off the medusa tail I'd been working on for the November competition. Missed the deadline, but the extra time to polish the item itself was much needed. Not quite satisfied with the 512 image, but it'll have to do for now
Also, the piece itself looks a little underwhelming. I suppose working on showcase pieces kinda does that to you after a while...
I was thinking the same as Snowstorm, how did you layout the UV's.
I also doesn't think it looks that bad though, I really like it like I said before.
Also thanks for your reaction, I tried to do something different with the colors but I don't like to much variations. I tested a more red color into the design, what do you think.
I also try to make some better masks, so the detail will show some more. But to be honost I like the gold with slight darker variations a lot more.
Also finished my crystal maiden concept for a set, allready finished some low poly items, but still a lot of work to do. First the single items though..
Maybe I'm being a bit nitpicky, but I think the ogre magi weapon needs a bit more color variation, I think if you make the gold trim a bit more vibrant or saturated, it would really push the peice.
If anyone is interested in the unedited version of the VOD explaining how to get animations working I've uploaded it here. These are unedited so I not explaning in depth what Im doing, these are mainly for people who already understand the backdoor process. I am however going to edit these with a more indept breakdown explaining every step. That might be a week or two since this was spontanous and I'm quite busy at the moment, until then you can peck away at these.
Please note, my brain was turned off during this video, I was starving and the plate of food next to me wasnt helping, so there might be some rambling and crude language, so I apologize in advance for that. The edited version will be clean and precise.
Beard hammer is on hold until some designs are changed to allow me to actually make a low poly for it. Went back to my force bow atm, HP done, LP to come after work tomorrow
What if most if not all of the individual spikes share the same UV island? Like, mirror the exact same spike UV for almost all of them. That might sharpen the texture quite a bit. Even if it's being a little stingy :P
I actually thought of doing that but feared that the process I could be messy.
I know it's been said before but does Jeremy Klein use some witchcraft on his textures!? So crisp.
He probably sacrificed a lot of the texture res on the handle so that the blade could be so sharp. But even so it's stunning that he can use the game-res textures for the 512 pic and it still looks so good. UV mapping really is an art in itself.
If anyone is interested in the unedited version of the VOD explaining how to get animations working I've uploaded it here. These are unedited so I not explaning in depth what Im doing, these are mainly for people who already understand the backdoor process. I am however going to edit these with a more indept breakdown explaining every step. That might be a week or two since this was spontanous and I'm quite busy at the moment, until then you can peck away at these.
Please note, my brain was turned off during this video, I was starving and the plate of food next to me wasnt helping, so there might be some rambling and crude language, so I apologize in advance for that. The edited version will be clean and precise.
:thumbup:
Thank you mister!
I'll wait for the full version of your tutorial. I have a few questions if you dont mind.
1)In the first video i saw you using the Pralls tool for Maya. Can you please provide a link where i can get one? The links in Source engine wiki are dead.
2)Is there a wat to play Valve's default hero animation in Maya? My items deformations a little bit off in game, and i would like to test them deforming directly in Maya, so i can tweak them.
Maybe I'm being a bit nitpicky, but I think the ogre magi weapon needs a bit more color variation, I think if you make the gold trim a bit more vibrant or saturated, it would really push the peice.
Love the progress so far!
Thanks Andrew, your right the texture really needed some work.
I tried out a lot of different things, also talked with mango about how we can push the item. He had the idea of changing the rounds into gold so it stands out more.
Here are the results so far, i would love to hear which version u guys like best!
Andyk125: I think the red version looks better than the blue. You could try using self illumination for the eyes so it looks like they're glowing? I think it looks pretty good as is
chiniara: The staff looks better with the white trim, liking how it's looking.
I like this idea so much, someone should get on it!
My wife is very into pintrest, and loves dota, I will ask her if she would like to start a board incorporating crazy fashion and other things that could help for reference/ inspiration
I know anuxi said she liked to look at super ridiculous fashion designs for interesting looking shapes or something
Yeah, I remember some stuff like that while watching her stream about a year ago haha
It's pretty interesting how many great ideas you can get from unrelated stuff.
I'm not really sure how Pinterest boards work, since I pretty much only search for references instead of pinning stuff, but I think that I made a board, and apparently I have to invite people to pin stuff there, so whoever is interested in doing so, feel free to ask here or on Pinterest.
Missed kite's post! Would be way better to have someone that understands how Pinterest works to manage this kind of stuff, so feel free to ignore my link if you or your wife want to create another board
Replies
Kind of looks like an Omni hammer. Nice sculpt nonetheless.
>.>
that way it wouldn't be as awkward when brewmaster takes a sip from it in his idles
Here's my first item on Dota 2. Hope it works haha
Now working on a Courier...soon I'll post some progress!
Thanks
http://steamcommunity.com/sharedfiles/filedetails/?id=200699309
http://store.steampowered.com/app/244290
I posted item to workshop 4 days ago. But when i updated it yesterday i got window with request to agree Steam Workshop Agreement, when i go on link i got window shows that i already agreed. Also my item hidden atm.
Somebody know what i must to do ?
Holy crap yes! Wonder what pricing will be like, and whether having a current license for Modo will entitle one to the Steam version as well.
I'm interested in your opinion. Axe's set
1. V.upside
OR:
2. V.downside
?
greez
I like the more erect one personally. It fits Skeleton Kings boney exterior and hard attitude. It's looking great!
Glaive of the Moon blessing:
workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=200794245
Majestic Mantle by Vayne and Stefco
The texture of the rubick cloak looks a bit blurry, I like the concept but it feels a bit too busy when I see the animations on the workshop. I'm just waiting for him to start flying
I did some more work at the ogre weapon, the contrast is currently a bit too high, but the textures are still wip.
ok after the voting upside vs downside ended like 16:15 we decided to upload both
downsided: http://steamcommunity.com/sharedfiles/filedetails/?id=200794936
upsided: http://steamcommunity.com/sharedfiles/filedetails/?id=200812084
thx @Andumy and everyone elise here
i see a lot of improvements from your last weapon!
congrats man!
http://steamcommunity.com/sharedfiles/filedetails/?id=200861853
It is the best we could achieve on such a large item with only 256x256 texture space. With that said, almost all Rubick cloaks are actually blurry.
Your Ogre Magi weapon turned out great. Maybe colorize it a bit differently than default, since it is almost similar looking ingame.
What if most if not all of the individual spikes share the same UV island? Like, mirror the exact same spike UV for almost all of them. That might sharpen the texture quite a bit. Even if it's being a little stingy :P
An ingame without high poly or masks (base color)
eagle..fur?
feather ı mean....
I was thinking the same as Snowstorm, how did you layout the UV's.
I also doesn't think it looks that bad though, I really like it like I said before.
Also thanks for your reaction, I tried to do something different with the colors but I don't like to much variations. I tested a more red color into the design, what do you think.
I also try to make some better masks, so the detail will show some more. But to be honost I like the gold with slight darker variations a lot more.
Also finished my crystal maiden concept for a set, allready finished some low poly items, but still a lot of work to do. First the single items though..
Also, the piece itself looks a little underwhelming. I suppose working on showcase pieces kinda does that to you after a while...
Maybe I'm being a bit nitpicky, but I think the ogre magi weapon needs a bit more color variation, I think if you make the gold trim a bit more vibrant or saturated, it would really push the peice.
Love the progress so far!
proudly presenting our submission (my very first) I made together with GhostDetector (Concept), ultimatec (Modelling+Bakes)!
It's my first ever texture. Curious what you think!
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=201062957
Cheers!
[ame="http://www.youtube.com/watch?v=xwliIRNZSuI"][Unedited] Dota 2 Custom Animation Tutorial - 2 / 2 - YouTube[/ame]
If anyone is interested in the unedited version of the VOD explaining how to get animations working I've uploaded it here. These are unedited so I not explaning in depth what Im doing, these are mainly for people who already understand the backdoor process. I am however going to edit these with a more indept breakdown explaining every step. That might be a week or two since this was spontanous and I'm quite busy at the moment, until then you can peck away at these.
Please note, my brain was turned off during this video, I was starving and the plate of food next to me wasnt helping, so there might be some rambling and crude language, so I apologize in advance for that. The edited version will be clean and precise.
:thumbup:
Thank you! I am both happy yet greatly confused as to why it got in on its own (it was made for the International 3 with a bunch of other items).
Edit: Never mind, Primrose explained, it seemed to be an oversight. Hm.
snow*reindeer*
Finishing up that Spectre weapon. More shots here!
Would love some comments
I actually thought of doing that but feared that the process I could be messy.
He probably sacrificed a lot of the texture res on the handle so that the blade could be so sharp. But even so it's stunning that he can use the game-res textures for the 512 pic and it still looks so good. UV mapping really is an art in itself.
Thank you mister!
I'll wait for the full version of your tutorial. I have a few questions if you dont mind.
1)In the first video i saw you using the Pralls tool for Maya. Can you please provide a link where i can get one? The links in Source engine wiki are dead.
2)Is there a wat to play Valve's default hero animation in Maya? My items deformations a little bit off in game, and i would like to test them deforming directly in Maya, so i can tweak them.
Looks really great!
Thanks Andrew, your right the texture really needed some work.
I tried out a lot of different things, also talked with mango about how we can push the item. He had the idea of changing the rounds into gold so it stands out more.
Here are the results so far, i would love to hear which version u guys like best!
chiniara: The staff looks better with the white trim, liking how it's looking.
handles/hilts/whatever, just take a look at table legs
could get a lot of really nice design ideas out of them
speaking of which, what if we had a dota 2 modding reference archive?
We could have a thread, or maybe even a Pinterest board dedicated to Dota 2 references. Would be great.
I like this idea so much, someone should get on it!
My wife is very into pintrest, and loves dota, I will ask her if she would like to start a board incorporating crazy fashion and other things that could help for reference/ inspiration
Yeah, I remember some stuff like that while watching her stream about a year ago haha
It's pretty interesting how many great ideas you can get from unrelated stuff.
I'm not really sure how Pinterest boards work, since I pretty much only search for references instead of pinning stuff, but I think that I made a board, and apparently I have to invite people to pin stuff there, so whoever is interested in doing so, feel free to ask here or on Pinterest.
The board: http://www.pinterest.com/brunomonti/polycount-dota-2-references/
EDIT
Missed kite's post! Would be way better to have someone that understands how Pinterest works to manage this kind of stuff, so feel free to ignore my link if you or your wife want to create another board