well, its hard to fit backpack organically, since nutman is kinda round
I'll see what I can do in zbrush, if people on reddit will approve ill make few variants (possible styles)
cheers
How can I improve these works?
I really love the idea of Rorschach ink spots but I'm trying to make them more clear.
Someone advised me to remove the colors, use only b/w and make the figure more clean.
Others tell me to make them more "drawing" and less ink spots but I think that this will delete the Rorschach style.
What can I do?
Thanks for your precious help!
btw, I always love all the works posted in this thread
Hi everyone!
I am trying to make a custom death ward for witch doctor.
The problem is that my alpha map don't seem to work. Does it even support alphas?
And in-game the floating spheres and skull doesn't appear. Am I doing anything wrong?
Thanks!
EDIT: I Think I solved it! Alpha apparently not supported
The green color makes confusion IMHO
Green comes with venom/poison and sand king doesn't have anything like that.
+The sand storm and ulti are sort of similar to venomancer's ulti (but much more mellow)
If you want to an object/part of a mesh look solid and not deform, you must set all of its vertices to the same weight value, so they all will obey the same bone/set of bones and move in one chunk.
Thank you both for the useful advice I've managed to get it working as it should.
The green color makes confusion IMHO
Green comes with venom/poison and sand king doesn't have anything like that.
+The sand storm and ulti are sort of similar to venomancer's ulti (but much more mellow)
Caustic Finale - Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
Caustic Finale - Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
yes but it doesn't slow movement speed and doesn't apply damage over time like venomancer's skills do (or orb of venom or dazzle's poison touch)
my point is that the green effect in game reads as venom effect (slow+damage over time) which is not in sand king at all, therefore putting too much green makes it confusing.
I could be wrong
yes but it doesn't slow movement speed and doesn't apply damage over time like venomancer's skills do (or orb of venom or dazzle's poison touch)
my point is that the green effect in game reads as venom effect (slow+damage over time) which is not in sand king at all, therefore putting too much green makes it confusing.
I could be wrong
I think I get what you are saying, if you are saying all the green particles makes it confusing, and not so much the cosmetics? The only place I think the green particle makes sense is the caustic finale, and maybe the burrow strike, but sand storm and epi with green sand, no soo much. As fas as the cosmetics though I think the green works nicely, as Sadnking injects venom into his victim.
The particles arent confusing, they are just lacking, it looks like a simple change in the hue of the base particle. It doesn't read as vemon, it just reads as green tinted sand for sandstorm, and green cracks in the ground.
I think the particles on the actual cosmetic themselve is cool, nothing wrong there, it's subtle enough to not be annoying, but enough to enhance the tail. But the other particles just seemed shoehorned in without bringing anything special to the table.
I think I get what you are saying, if you are saying all the green particles makes it confusing, and not so much the cosmetics? The only place I think the green particle makes sense is the caustic finale, and maybe the burrow strike, but sand storm and epi with green sand, no soo much. As fas as the cosmetics though I think the green works nicely, as Sadnking injects venom into his victim.
Sure my concern was mostly about the particles
or else rubick is all green
I am working on some wings for puck and they work in the preview. I noticed though in the day and night previews the wings are above puck. I've tried deleting history and deleting geometry that I don't export. The weird thing is when I look at the day/night preview and return to the full body preview my wings are higher than when I first upload them.
The particles arent confusing, they are just lacking, it looks like a simple change in the hue of the base particle. It doesn't read as vemon, it just reads as green tinted sand for sandstorm, and green cracks in the ground.
I think the particles on the actual cosmetic themselve is cool, nothing wrong there, it's subtle enough to not be annoying, but enough to enhance the tail. But the other particles just seemed shoehorned in without bringing anything special to the table.
:thumbup: Exactly all of these things. Especially after the amazing earth shaker particles put in the game, custom particles really need to stand out from the default, and a hue shift does not cut it in this regard. Again set is good, spell particles could use some oomphf, like dat fissure.
Still the same concern I brought up with your other items. The value feels way too uniform, and there is no value shift or gradient. This is a part of the dota style, and will greatly help all your items
I really don't understand this move, if you want to support a pro, you have to gamble? Isn't the pro being exploited here for the benefit of the sets in the chest?
There isn't even a indication anywhere that it's Rox.Kis Yol's set! Hope this is a mistake.
10 years since the last singles chest. I walk through the empty streets trying to think of something else but my path always leads to more set chests...
One can dream.... But seriously... where are my $1 single capsules?
I figure, set chests with couriers as the rare, single chests should have wards. Would be freakin' awesome. However, it's been a long ass time since we've gotten ANY wards so maybe both rares are wards! Donno, excited to see what volovlo does.
I figure, set chests with couriers as the rare, single chests should have wards. Would be freakin' awesome. However, it's been a long ass time since we've gotten ANY wards so maybe both rares are wards! Donno, excited to see what volovlo does.
This would be cool, they could do so much with these treasures. I have a feeling this will continue to be an interesting year for workshop.
Replies
Make sure the backpack is a sack. :thumbup:
with more nuts in that
Don't forget give feedback and support if you like it!
More concept merchandise for TI4 I will post it later
http://steamcommunity.com/sharedfiles/filedetails/?id=255341312&searchtext=sparky
finished up painting diffuse on my meepo set, finally going to get this up on the workshop soon
Make it a fanny pack!
http://steamcommunity.com/sharedfiles/filedetails/?id=257036579
Done my zbro-concept
(BTW a little crit: you could add a bit more specular to make it even more fishy)
Working on a QoP set as my first submission
Gonna be doing some polypainting on that? Other wise, AMAZING work!
C'est bon mon ami.
THAT'S A LOT OF NUTS.
I will take all the Pringles you have.
I have a question for you: http://steamcommunity.com/id/sakuramoon87/myworkshopfiles/?section=merchandise&appid=570
How can I improve these works?
I really love the idea of Rorschach ink spots but I'm trying to make them more clear.
Someone advised me to remove the colors, use only b/w and make the figure more clean.
Others tell me to make them more "drawing" and less ink spots but I think that this will delete the Rorschach style.
What can I do?
Thanks for your precious help!
btw, I always love all the works posted in this thread
I am trying to make a custom death ward for witch doctor.
The problem is that my alpha map don't seem to work. Does it even support alphas?
And in-game the floating spheres and skull doesn't appear. Am I doing anything wrong?
Thanks!
EDIT: I Think I solved it! Alpha apparently not supported
particles, how far will they go?! The ones on the actual cosmetic are cool, but the ablity ones seem unneeded.
The green color makes confusion IMHO
Green comes with venom/poison and sand king doesn't have anything like that.
+The sand storm and ulti are sort of similar to venomancer's ulti (but much more mellow)
Thank you both for the useful advice I've managed to get it working as it should.
:thumbup:
Caustic Finale - Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
my point is that the green effect in game reads as venom effect (slow+damage over time) which is not in sand king at all, therefore putting too much green makes it confusing.
I could be wrong
I think I get what you are saying, if you are saying all the green particles makes it confusing, and not so much the cosmetics? The only place I think the green particle makes sense is the caustic finale, and maybe the burrow strike, but sand storm and epi with green sand, no soo much. As fas as the cosmetics though I think the green works nicely, as Sadnking injects venom into his victim.
I think the particles on the actual cosmetic themselve is cool, nothing wrong there, it's subtle enough to not be annoying, but enough to enhance the tail. But the other particles just seemed shoehorned in without bringing anything special to the table.
Sure my concern was mostly about the particles
or else rubick is all green
I am working on some wings for puck and they work in the preview. I noticed though in the day and night previews the wings are above puck. I've tried deleting history and deleting geometry that I don't export. The weird thing is when I look at the day/night preview and return to the full body preview my wings are higher than when I first upload them.
:thumbup: Exactly all of these things. Especially after the amazing earth shaker particles put in the game, custom particles really need to stand out from the default, and a hue shift does not cut it in this regard. Again set is good, spell particles could use some oomphf, like dat fissure.
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=257780294
video : https://www.youtube.com/watch?v=AlncCkVqI8w&list=UUAJPz_-Dvz7G1i0JXM0WK7A
Still the same concern I brought up with your other items. The value feels way too uniform, and there is no value shift or gradient. This is a part of the dota style, and will greatly help all your items
Something for Magnus, looking 4 collab
I've decompiled Beastmaster and imported the .qc and .smd with Wallworm. It also happens on the ,fbx files from the workshop.
http://steamcommunity.com/workshop/filedetails/?id=257566673
inb4 all chest sets are pro sets :poly142:
I really don't understand this move, if you want to support a pro, you have to gamble? Isn't the pro being exploited here for the benefit of the sets in the chest?
There isn't even a indication anywhere that it's Rox.Kis Yol's set! Hope this is a mistake.
I doubt there will be new treasures every week, but hell if there isn't enough content for it. I would LOVE to see singles and wards come back.
One can dream.... But seriously... where are my $1 single capsules?
I figure, set chests with couriers as the rare, single chests should have wards. Would be freakin' awesome. However, it's been a long ass time since we've gotten ANY wards so maybe both rares are wards! Donno, excited to see what volovlo does.
This would be cool, they could do so much with these treasures. I have a feeling this will continue to be an interesting year for workshop.