i was just watching the texturing video of that ember spirit sword, and i saw he took the blue channel from bent normal - i normaly take the green channel of bn, now i wondered what the blue channel does and whats the difference after all?
greez
I'm using the blue channel cause i baked the bent normal with 3d studio max...3dsmax uses a different coordination system where the vertical axis is Z and not Y, so in the end the vertical light information goes into the blue channel and not the green.
@heboltz3 Thanks you. I am not an expert, however maybe that will be any of help
1. Sometimes I will fix my hipoly to match closer to low poly. Hipoly on the right side will force me to add one more loop to low poly to go deeper below the top layer of dress. However poly limit was tight, so insead I decided to make top layer of dress thicker do match low poly that I already have made. Without it bake was really goofy because it was grabbing areas that were between top and bottom layers of dress.
2. This part is fine example. It has goofy shape, it has fairly low polygons, but from the distance its even better readable than hipoly
3. Before I retopo often I tend to flat unnecessary detail that could distract me from overall shape. If hipoly is to noisy its easier to make low poly based on smooth mesh. It works at least for me
@Hudston Maybe you can go for both X and Z symmetry at the beginning. Later you can switch to radial symmetry for sculpting some detail that will be away from the symmetry planes. If something will go wrong you can always go for "tools"->"geometry"->"modify geometry->"mirror and weld"(i hope it is there, I don't have zbrush on right now, will need to check it later to be sure), and that will fix the symmetry for you on any axis. Also if you want to go for radial symmetry its also possible to rotate you low poly 4 times by 90 degrees rather than mirroring it by x and z axis. Sometimes when I want to have for example leather strip twisted like a spring on blades handle I go for radial symmetry and later just rotate my low poly instead of mirroring it.
@marul This is so weird, for me sometimes it works, sometimes it don't. However I would mostly by happy if that list would be alphabetical Minus of that would be that some people would change their names to aaaaa_name to be on top of that list for sure
Finally got round to redoing my lycan concept. I took some more time to flesh it out. Crits are always welcome. I'm actually pretty happy with the way he turned out. Guess this is what i'll be spending my free time on in 2014
I kind of missed the whole spring event boat. With the time I need/have to make things it's a little unrealistic to jump on now. Love what everyone is doing with the theme though!
@Xajai
That Gyro set looks absolutely wonderful! If that doesn't end up making it into the game I'll need to reconsider how much respect I have for Valve :P Awesome work!
@Tyn
I love how rugged that concept feels. I hope that ends up translating well to 3D.
@Vayne4800
Great sculpt! I think the way the swirls at the base of the blade build up really give it a nice effect. I love how clean the detail in the blade itself is. How did you make that? I feel like I'm somehow missing out on a technique for clean sculpting. That's what I get for being a relative noob to it I guess.
@Xajai
That Gyro set looks absolutely wonderful! If that doesn't end up making it into the game I'll need to reconsider how much respect I have for Valve :P Awesome work!
@Tyn
I love how rugged that concept feels. I hope that ends up translating well to 3D.
@Vayne4800
Great sculpt! I think the way the swirls at the base of the blade build up really give it a nice effect. I love how clean the detail in the blade itself is. How did you make that? I feel like I'm somehow missing out on a technique for clean sculpting. That's what I get for being a relative noob to it I guess.
I tried various methods and Got the fastest and cleanest method by applying alpha mask. Just select alpha masking on the right pane, make a black and white png file and use it as alpha, use drag stamp brush, control drag to size and while not lifting the pen and not releasing the cntrl key, press space to move it. So move and scale as you see fit then place the mask. Invert select by cntrl+click outside the mesh. Go to deformation, choose to inflate in Y direction only (for my setup as I have symmetry as well) and make your adjustment. Pretty useful and neat after you get used to it. Pros do this all the time and it took me a few hours to figure out. Lots to learn ^^.
Almost done with my gyro set for the spring event! just have to rework the texture on the umbrella
Great concept, you really captured the "chinese feel". I would suggest working a bit more on the wooden parts though. It could be better if they are a little more defined.
Just some blockouts of a couple single items for Earth spirit for the new years event. Going into zbrush now to detail them. Id like to do a weapon for him but can't seem to get anything interesting working.
First off Happy New Year all and daaaamn this thread is getting full of some seriously quality work!
Started on an item for the obvious choice, Ember Spirit. Unsure if this maybe a little more on the Japanese side (though I did research on Chinese demons and similar faces popped up!)
As per my usual workflow I've got the highpoly base down and done a quick test ingame, will be sculpting in some details and working on the colours and masks next.
Hmmm I feel like it would be a better fit for Juggernaut honestly since he normally wears a mask. Maybe you could reconfigure it so more of his face is showing?
"Be sure to mark your submissions using the Spring2014″ tag when placing your items on the Workshop."
Don't forget! Good luck everyone!
It's been stated on other forums, and I am sure others have come across this already. There is no way to add this tag to an item currently. At this time you can only tag a collection with Spring2014
Happy New Year! I've only been around for a month, but my resolution is more posting, more collabs, get something into the game, and make some kickass animation. Thanks for making it enjoyable so far
@Hunter-killer
Seems a bit unfitting. Ember's face for me is characterized by being elongated and relatively simple/minimalistic compared to the rest of the body. By adding a relatively broad mask which takes up a lot of the design space (the things players immediately see), it seems to liken him to Juggernaut too much for my liking (especially since they share some similarities in abilities), I think it's important to clearly separate them in terms of item design.
oDD, really love the coin on Ember =D
Finished a pudge set I was working on for a couple of months. Probably won't tag this for the CNY event and risk inciting a Chinese flame war... =\
NICE! How do you that glowing part on lycan body ? And besides , do you utilise the metalness map to give the shine , or through self generated lighting in the color map ?
barely getting any work done on this set but I'm finally starting to get back on track with it
having to bake each component separately just to get nice clean bakes is a real pain
Ohi !
New noob question here.
Do you guys focus more on the look of lod0 or ingame model ?
Considering they use the same texture, the normal map on the lod1 is a bit off.
I wonder if i won't bake things directly for the lod1 because lod0 will not be on screen all the time. Thoughts ?
Thanks
Replies
I'm using the blue channel cause i baked the bent normal with 3d studio max...3dsmax uses a different coordination system where the vertical axis is Z and not Y, so in the end the vertical light information goes into the blue channel and not the green.
1. Sometimes I will fix my hipoly to match closer to low poly. Hipoly on the right side will force me to add one more loop to low poly to go deeper below the top layer of dress. However poly limit was tight, so insead I decided to make top layer of dress thicker do match low poly that I already have made. Without it bake was really goofy because it was grabbing areas that were between top and bottom layers of dress.
2. This part is fine example. It has goofy shape, it has fairly low polygons, but from the distance its even better readable than hipoly
3. Before I retopo often I tend to flat unnecessary detail that could distract me from overall shape. If hipoly is to noisy its easier to make low poly based on smooth mesh. It works at least for me
@Hudston Maybe you can go for both X and Z symmetry at the beginning. Later you can switch to radial symmetry for sculpting some detail that will be away from the symmetry planes. If something will go wrong you can always go for "tools"->"geometry"->"modify geometry->"mirror and weld"(i hope it is there, I don't have zbrush on right now, will need to check it later to be sure), and that will fix the symmetry for you on any axis. Also if you want to go for radial symmetry its also possible to rotate you low poly 4 times by 90 degrees rather than mirroring it by x and z axis. Sometimes when I want to have for example leather strip twisted like a spring on blades handle I go for radial symmetry and later just rotate my low poly instead of mirroring it.
@marul This is so weird, for me sometimes it works, sometimes it don't. However I would mostly by happy if that list would be alphabetical Minus of that would be that some people would change their names to aaaaa_name to be on top of that list for sure
@motenai awesome work as always!
Thanks for the advice!
I kind of missed the whole spring event boat. With the time I need/have to make things it's a little unrealistic to jump on now. Love what everyone is doing with the theme though!
My first contribution to the Spring 2014 event. Ember Spirit blades. Concept by Ike! Sculpt is halfway finished.
FUCK MY LIFE. this is awesome. u totaly got me with this
Stop it. You're making us all look bad.
That Gyro set looks absolutely wonderful! If that doesn't end up making it into the game I'll need to reconsider how much respect I have for Valve :P Awesome work!
@Tyn
I love how rugged that concept feels. I hope that ends up translating well to 3D.
@Vayne4800
Great sculpt! I think the way the swirls at the base of the blade build up really give it a nice effect. I love how clean the detail in the blade itself is. How did you make that? I feel like I'm somehow missing out on a technique for clean sculpting. That's what I get for being a relative noob to it I guess.
Here's a taste of what's to come;
@konras Thanks for the step by step! Real short, simple and to the point awesome
I tried various methods and Got the fastest and cleanest method by applying alpha mask. Just select alpha masking on the right pane, make a black and white png file and use it as alpha, use drag stamp brush, control drag to size and while not lifting the pen and not releasing the cntrl key, press space to move it. So move and scale as you see fit then place the mask. Invert select by cntrl+click outside the mesh. Go to deformation, choose to inflate in Y direction only (for my setup as I have symmetry as well) and make your adjustment. Pretty useful and neat after you get used to it. Pros do this all the time and it took me a few hours to figure out. Lots to learn ^^.
So, we started a Lycan ultimate for the chinese contest
Love the design! Can see the Chinese elements but I'm also getting Okami vibes
From my side, 2014 is coming in 5 hours so Happy New Year in advance! Any workshop-related resolutions?
Cunning Fang
Cunning Fang Off Hand
Great concept, you really captured the "chinese feel". I would suggest working a bit more on the wooden parts though. It could be better if they are a little more defined.
i just finished my first DOTA 2 courier, Shroomy!
english video:
http://www.youtube.com/watch?v=HF8f2xQ_cQg&feature=youtu.be
Смотреть это видео на русском языке:
http://www.youtube.com/watch?v=m9JuVWH9rTM&feature=youtu.be
中文视频链接
http://www.youtube.com/watch?v=Ekb4QgJTfkE&feature=youtu.be
Happy New Year everyone, and don't forget to vote on the steam page:
http://steamcommunity.com/sharedfiles/filedetails/?id=210578693&searchtext
Only resolution I have is to suck less in hopes that Valve will show me some love back :poly136:
Let me know what you think
@TrevorJ: i really like the shoulder piece, it looks nice ^^
It's 3 pm here, so we still have time to finish this bad boy today:
Bake done, now time to overpaint!
Started on an item for the obvious choice, Ember Spirit. Unsure if this maybe a little more on the Japanese side (though I did research on Chinese demons and similar faces popped up!)
As per my usual workflow I've got the highpoly base down and done a quick test ingame, will be sculpting in some details and working on the colours and masks next.
Hunter-Killer: Looking at the ingame view, seems to fit him well, especially those spikes follow nicely with his shoulder spikes.
I've finished my first item for the event (Workshop Link)
@Vayne: About 2 or 3 hours to retopo and UV
"Be sure to mark your submissions using the Spring2014″ tag when placing your items on the Workshop."
Don't forget! Good luck everyone!
It's been stated on other forums, and I am sure others have come across this already. There is no way to add this tag to an item currently. At this time you can only tag a collection with Spring2014
Oni, great stuff, can's wait to see it ingame ! You're almost done
Happy New Year! I've only been around for a month, but my resolution is more posting, more collabs, get something into the game, and make some kickass animation. Thanks for making it enjoyable so far
Seems a bit unfitting. Ember's face for me is characterized by being elongated and relatively simple/minimalistic compared to the rest of the body. By adding a relatively broad mask which takes up a lot of the design space (the things players immediately see), it seems to liken him to Juggernaut too much for my liking (especially since they share some similarities in abilities), I think it's important to clearly separate them in terms of item design.
@oDD
Gotta agree, nice and simple does the trick.
Finished a pudge set I was working on for a couple of months. Probably won't tag this for the CNY event and risk inciting a Chinese flame war... =\
Workshop Link
TrevorJ
oDD
identikal
I like your work guys
OniLolz
Is that wolf for lycan or his ultimate ?
Here is my new item for Legion Commander (http://steamcommunity.com/sharedfiles/filedetails/?id=210966463)
drop a like if you wish: http://steamcommunity.com/sharedfiles/filedetails/?id=211219624
Almost done!
NICE! How do you that glowing part on lycan body ? And besides , do you utilise the metalness map to give the shine , or through self generated lighting in the color map ?
barely getting any work done on this set but I'm finally starting to get back on track with it
having to bake each component separately just to get nice clean bakes is a real pain
Wow @ Oni and Zaph! Amazing, you guys really keep me amazed every time u post work here!
I don't know if I should be conserned, but I really enjoy doing death animations. :P
New noob question here.
Do you guys focus more on the look of lod0 or ingame model ?
Considering they use the same texture, the normal map on the lod1 is a bit off.
I wonder if i won't bake things directly for the lod1 because lod0 will not be on screen all the time. Thoughts ?
Thanks