Worked on the left arm a bit tonight. Also, tried to make the tears in the hood a little more apparent. I'll have to come up with stuff for the weapon and totem next.
Your sculpt are really really clean but IMHO that's not always good.
The wood feels like engineered wood which is the result of both the sculpt (therefore the texture) and the masks.
But anyways I dig your works.
Hey guys! Rather new around here, I didnt realize this thread existed until a few days ago. I really enjoy the quality of the work being done here, motivated me to give it a try! ^_^
my workshop thread is also available here, I share my progress and process regularly. All comments and crits are most welcomed!
some wip,i rly apreciate all the critics,i want to improve it because i feel like it could look even more epic
I believe that those 2 tail things could be thicker to be more visible ingame, and maybe you'll want to sculpt the back of the wings?
But in general, looking good! Good luck
some wip,i rly apreciate all the critics,i want to improve it because i feel like it could look even more epic
Your edges could use a once over to really smooth them out. Right now they are really uneven in alot of places, most noticeably the eyes. that needs fixing.
Andrew that courier is really freaking cute! Another Nexon partnership it seems?
Praetus, thats a sweet ET set, the weapon looks really original. I'm not sure I like the gauntlet though, the bone end(near his elbow) looks too round and bulbous like a cartoon bone.
Glad everyone likes the Abaddon set, here it is with some polypaint! and mackingtosh, thats not a bad idea actually, I'll have to converse with Silwer to hear his thoughts
AndrewHelenek - Ah! That's really cool looking. The only thing that throws me off is the live bomb he is constantly holding.
Sukotto - Yeah, I may go back and mess with the arm item a bit. I made some progress on the weapon and the back totem in the mean time though. Still some more to do I think.
So, how much do you guys make your base diffuse through polypaint in ZBrush? I laid down some base colors, but knowing I'll be overlaying cavity maps, AO, etc I don't know how much my colors will be retained. So, I'm curious for other people, do you use polypaint for basic layout or do you just go all the way with it?
Nice, I really like the idea of layering the color over the AO/bentnormal bake again, did you come up with this yourself or did you find it somewhere? Either way, it's pretty clever, can't wait to try it out!
Edit: Add a shot of the diffuse on the model after adding all the bakes/layers for easy comparison please ^^
It's pretty much the way Valve does stuff according to this PDF They paint everything on the color layer, then layer the AO/lights above it, and finally copy the color layer and paste it on top of the AO/lights on those blending modes to really make them pop. I did lots of experimenting with different ways to texture, but I settled on this one in the end, which I believe is one of the easiest ways to get a really nice base texture and requires a lot less painting afterwards. Also, it's the one that fits the game style the most IMO (well, it should since it's the way Valve does it, haha).
Here's a shot from Marmoset of the model unlit, with just that base texture using the bakes, which is usually the texture I paint on top of or send to the texture artist:
Guys has anyone noticed that the two different models of LS provided in workshop are different from each other and in some parts the difference is highly noticable? For example the left biceps of lod.smd is much bigger than the other one.
Why do we need to have 2 models anyways?
Which one is closer to the in-game version?
Why does volvo do this?
That's one of the compromises of working on a tight budget such as the ones on Dota 2 ): The differences aren't significant though. You can barely tell that from the ingame view.
Yeah - the high detail lod can sometimes be a tiny bit beefier than the low detailled one, as a consequence of manually collapsing edges/verts for reduction.
Well thanks for your replies
but I don't know it just feels wrong. Now half of my arm piece is clipping with the arm!(which wasn't clipping before because I used the other one first)
Hopefully I can fix it
Im sure the Valve Devs have a reason for everything they do. I imagine they aren't the type of people who send out stuff for zero reason...
yeah but they are very very lazy at some certain parts as well.
The problem is that the hero models don't follow a system. If they have a reason for that, they should have that for all the models.
Check the keeper of the light's model files in the workshop page. In case they have fixed it by now, the problem was that they had forgotten to separate the models!
Or the workshop webpage! half of the links can't be opened in a new tab! that's like 2002's web design standard
Welp, good luck retopoing that flower Dry hyuck hyuck hyuck. Fro the cape I'd go with the 2nd version just cause the first one is a bit too African safari for my taste ^^
yeah but they are very very lazy at some certain parts as well.
The problem is that the hero models don't follow a system. If they have a reason for that, they should have that for all the models.
Check the keeper of the light's model files in the workshop page. In case they have fixed it by now, the problem was that they had forgotten to separate the models!
Or the workshop webpage! half of the links can't be opened in a new tab! that's like 2002's web design standard
You think that's bad you should try out TF2. Only a head model, not even a bone structure. Have to decompile classes, etc..
yeah but they are very very lazy at some certain parts as well.
The problem is that the hero models don't follow a system. If they have a reason for that, they should have that for all the models.
Check the keeper of the light's model files in the workshop page. In case they have fixed it by now, the problem was that they had forgotten to separate the models!
Or the workshop webpage! half of the links can't be opened in a new tab! that's like 2002's web design standard
If you dont like it you can always just decompile and build it yourself. Honestly the stuff they provide compared to other workshops is incredible. The only thing you can really get pissy about is the lack of animation and particle support for two years. Its there, but they gray it out, and they tease you, so hard. It makes me cry. volvo, stop making me cry.
@Andrew true!!! I would just love if they would to make use of those "workshop_anim01-10" that are to select in drop list of every hero after importing your item. I mean I know how to animate stuff, how to export and such, however never yet was so stubborn to learn how to compile the whole hero with new animation ^^'
Replies
http://steamcommunity.com/sharedfiles/filedetails/?id=237137665&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=237167080&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=236528244
Simply perfect! Really clean, colorful and realistic textures! I love it!
Keep it up man!
http://steamcommunity.com/sharedfiles/filedetails/?id=237450301
[ame="http://www.youtube.com/watch?v=Ugs28DP0H0I"]Teron The Squirrel General Courier - YouTube[/ame]
Your sculpt are really really clean but IMHO that's not always good.
The wood feels like engineered wood which is the result of both the sculpt (therefore the texture) and the masks.
But anyways I dig your works.
You could have a custom hasted animation where he charges as a typical jousting knight would. Just an idea, don't know if its actually achievable.
it's achievable
yet another submission done with ultimatec, hope you guys like it and give us your thumbs ups Cheers
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=237691198
my workshop thread is also available here, I share my progress and process regularly. All comments and crits are most welcomed!
Looking great dude!
I believe that those 2 tail things could be thicker to be more visible ingame, and maybe you'll want to sculpt the back of the wings?
But in general, looking good! Good luck
Your edges could use a once over to really smooth them out. Right now they are really uneven in alot of places, most noticeably the eyes. that needs fixing.
Praetus, thats a sweet ET set, the weapon looks really original. I'm not sure I like the gauntlet though, the bone end(near his elbow) looks too round and bulbous like a cartoon bone.
Glad everyone likes the Abaddon set, here it is with some polypaint! and mackingtosh, thats not a bad idea actually, I'll have to converse with Silwer to hear his thoughts
Sukotto - Yeah, I may go back and mess with the arm item a bit. I made some progress on the weapon and the back totem in the mean time though. Still some more to do I think.
Let me know what you guys think!:)
Thought it would be, just whether valve allow them to create a kinetic gem or not. would be good if it had it though.
Drop a like if u wish
[ame="http://www.youtube.com/watch?v=GwAPHry59gA"]DreamHack - YouTube[/ame]
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=237977792&searchtext=
I personally lay down some base colors and do a simple shading, and then set everything up following Valve's texturing guideline.
Here are some pics from a piece of the NP set I'm working on. The polypaint, the layer setup and the outcome of the bakes ONLY:
Edit: Add a shot of the diffuse on the model after adding all the bakes/layers for easy comparison please ^^
It's pretty much the way Valve does stuff according to this PDF They paint everything on the color layer, then layer the AO/lights above it, and finally copy the color layer and paste it on top of the AO/lights on those blending modes to really make them pop. I did lots of experimenting with different ways to texture, but I settled on this one in the end, which I believe is one of the easiest ways to get a really nice base texture and requires a lot less painting afterwards. Also, it's the one that fits the game style the most IMO (well, it should since it's the way Valve does it, haha).
Here's a shot from Marmoset of the model unlit, with just that base texture using the bakes, which is usually the texture I paint on top of or send to the texture artist:
How the fuck have I been doing this for close to 2 years now and still managed to miss this slide entirely everytime... /the biggest of facepalms
Why do we need to have 2 models anyways?
Which one is closer to the in-game version?
Why does volvo do this?
One is the lod0 and the other is the lod1.
The lod0 is used on the portrait and loadout view, while the lod1 is the model used ingame.
Thanks, but the weird point is that they are different in dimensions! that's silly
but I don't know it just feels wrong. Now half of my arm piece is clipping with the arm!(which wasn't clipping before because I used the other one first)
Hopefully I can fix it
yeah but they are very very lazy at some certain parts as well.
The problem is that the hero models don't follow a system. If they have a reason for that, they should have that for all the models.
Check the keeper of the light's model files in the workshop page. In case they have fixed it by now, the problem was that they had forgotten to separate the models!
Or the workshop webpage! half of the links can't be opened in a new tab! that's like 2002's web design standard
You think that's bad you should try out TF2. Only a head model, not even a bone structure. Have to decompile classes, etc..
If you dont like it you can always just decompile and build it yourself. Honestly the stuff they provide compared to other workshops is incredible. The only thing you can really get pissy about is the lack of animation and particle support for two years. Its there, but they gray it out, and they tease you, so hard. It makes me cry. volvo, stop making me cry.