Shameless cross posting from my thread because I need answers.
I managed to get some renders, but ofcourse problems appeared.
I managed to get the body and cape working (THX TO PİOR) but they might be a little too lighten. My major problem is the place the hair's UV map. the place where th UV changes is a fail take a look and pls help. And the other problem is hair must go light orange to dark orange but in here it is only orange. How can ı fix it?
But in second render, I wanted to show you how they are lighten up is it too much?, or what I can do to make it better and I used this perspective because from this view the problem on the first render doesnt seen. Anyways pls feedback about anything good or bad.
@Godzy Woah that Lich design looks awesome. However you should consider adding something below his knees. I know his ingame textures isn't so messed up, however you should have plenty of tris/uv to works with after making his dress to drop this spot. I saw that concept don't have anything on his legs as well. Anyway I am looking forward to yours design guys. His shoulders and backs are just pure win!!
looks great Godzy, really sweet sculpt! Only thing I would say is to watch out for the arms you have, the cloth hanging down is exactly what me and Danidem had with our Dead Winter set, but we choose to change it since you could never actually see the cloth well in game. Just a heads up! good work!
Got this bad boy in a chest and gave it to my friend. He has literally only played Axe after I gave it to him. He has all the mythical Axe-axes but prefers this one, looks great in game.
I have one quesstion that someone maybe will know the anwser. I tried to recompile decompiled hero, however I got 3 errors.
1st is easy because I need to rename hero.dmx in .qc files to hero.dxm.smd
2nd "missing animation blends. Expected 2, found 3" I can bypass with changing blendwidth from 2 to 3 in .qc however I am worried that result are sometimes bugged because of that "fix"
3rd I think least problematic however also weird. During creation of hitboxes compiler says he cannot find specific bone, however I double checked and that hero has this specific bone under this name... weird. I can also bypass that with limiting hitboxes just to root bone
Does anyone have better fixes for those problems? I saw that character animation sometimes explode or switch to another in weird fashion, also mouth blends don't work Anyway I am quite happy from what I got, however if there is better solution I would gladly listen to your advice
Got this bad boy in a chest and gave it to my friend. He has literally only played Axe after I gave it to him. He has all the mythical Axe-axes but prefers this one, looks great in game.
Hi! Want to show you WIP Sourdough of the Tide Set for the Tidehunter. This screenshot is about low poly. It's enhanced with normal and masks. I hope that in about a week will post it textured.
Should I procede with this guys? Your honest opinions?
Im not a fan of the slit in the top of the head, i dont think it adds much to the silhouette whilst also stealing a lot of attention away from the great stuff on the lower half of the face, whilst also not being particularly interesting due to being oversimiplified and dark/undetailed. I think if you replaced that with something which brings the piece together it would be a very cool head and worth making, but atm it feels a little incomplete io
Hello everyone, just a sneak peek at a Magnus set.. will have particles and everything on it ^^. Sadly it got delayed a bit as I got swamped with other colab work. Only thing left on this one are the particles and the textures so he should be hitting the workshop around next week.. I hope
@Konras, Bounch, Paskie thanks for the support guys!
@Konras yeah you're right about the belt thingy, problem is if i add some purple-ish stripe on his legs it will look weird with his purple-ish pants. i'll try to add some floating ice or maybe some particles to that part.
@Bounch i really didn't think of that. we'll see how it looks ingame first and maybe redo if its really necessary. but with everything that i have on my plate right now, reworking stuff like that is the least thing i wanted =(
I have one quesstion that someone maybe will know the anwser. I tried to recompile decompiled hero, however I got 3 errors.
1st is easy because I need to rename hero.dmx in .qc files to hero.dxm.smd
2nd "missing animation blends. Expected 2, found 3" I can bypass with changing blendwidth from 2 to 3 in .qc however I am worried that result are sometimes bugged because of that "fix"
3rd I think least problematic however also weird. During creation of hitboxes compiler says he cannot find specific bone, however I double checked and that hero has this specific bone under this name... weird. I can also bypass that with limiting hitboxes just to root bone
Does anyone have better fixes for those problems? I saw that character animation sometimes explode or switch to another in weird fashion, also mouth blends don't work Anyway I am quite happy from what I got, however if there is better solution I would gladly listen to your advice
the animations blends never worked well coming from a decompiler
mu suggestion, since the diference between it on or off is not big, would be to comment the lines of the blends
put an /* before all the blends and an */ at the end, that will make the compiler ignore those lines
the hitbox missing is showing that some of your bones are not present on your model file, so it is probably an decompile issue
if those bones are not an issue for you just comment each line giving the problem with an // in the beggining of the line or comment all the hitboxes with the other style i showed before
Shameless cross posting from my thread because I need answers.
I managed to get some renders, but ofcourse problems appeared.
I managed to get the body and cape working (THX TO PİOR) but they might be a little too lighten. My major problem is the place the hair's UV map. the place where th UV changes is a fail take a look and pls help. And the other problem is hair must go light orange to dark orange but in here it is only orange. How can ı fix it?
But in second render, I wanted to show you how they are lighten up is it too much?, or what I can do to make it better and I used this perspective because from this view the problem on the first render doesnt seen. Anyways pls feedback about anything good or bad.
did you manage to fix before uploading?
that looks to me a wrong axys cordination, im using the left hand coordinate system for normals with the inverted y (3dmax style)
Some progress of making pudge set with nullf and Agito.
actually there is a story behind it.
that's why i use a crane, clam and fisherman as base.
A Crane and a Clam
On a sunny day, a big clam had lain itself on a river shore. The clam opened its shell to enjoy the beautiful sunshine. Meanwhile, a hungry crane flew over the river and saw the clam. It soon flew down and pecked the flesh of the clam with its beak.
Being shocked by the sudden attack, the clam closed its shell immediately and clamped the cranes beak firmly.
The crane tried to pull its beak out of the shell but was not able to. Because of this the crane could only speak in a very strange way: Stupid clam, open your mouth quickly. If there is no rain today and there will be no rain tomorrow, you will dry up and die in the sun.
You have been trapped by me. If I dont let you go, in one or two days, you will starve to death, the clam replied angrily.
Neither of them was willing to give up. A fisherman happened to pass by the river shore. He was able to catch both the crane and the clam without any effort.
Here is the lesson we should learn from the story: fighting can only bring trouble to both parties involved.
Replies
I just finished a magnus set for this month's comp ; drop a like if u wish
Finished the set .
Realm Protector by mihalceanu
Turned out great, I really like this set :thumbup:
I'm really happy for you guys! GO POLYCOUNT!
thanks for the great community that helped me so much!
http://steamcommunity.com/sharedfiles/filedetails/?id=260044654&searchtext=
Even more glad that Monty got in. My warding is infinitely improved by the addition of a monocle.
Right! If the workshop is gearing up again I'd better start sculpting my face off!
haahahaha xD
You literally made me crying from laughter (and a bit of sadness)
wo o oh wo o o ow wo o ow
I managed to get some renders, but ofcourse problems appeared.
I managed to get the body and cape working (THX TO PİOR) but they might be a little too lighten. My major problem is the place the hair's UV map. the place where th UV changes is a fail take a look and pls help. And the other problem is hair must go light orange to dark orange but in here it is only orange. How can ı fix it?
But in second render, I wanted to show you how they are lighten up is it too much?, or what I can do to make it better and I used this perspective because from this view the problem on the first render doesnt seen. Anyways pls feedback about anything good or bad.
Lowpoly + base texture ready. Time to add some color
Soul Destroyer
Got this bad boy in a chest and gave it to my friend. He has literally only played Axe after I gave it to him. He has all the mythical Axe-axes but prefers this one, looks great in game.
1st is easy because I need to rename hero.dmx in .qc files to hero.dxm.smd
2nd "missing animation blends. Expected 2, found 3" I can bypass with changing blendwidth from 2 to 3 in .qc however I am worried that result are sometimes bugged because of that "fix"
3rd I think least problematic however also weird. During creation of hitboxes compiler says he cannot find specific bone, however I double checked and that hero has this specific bone under this name... weird. I can also bypass that with limiting hitboxes just to root bone
Does anyone have better fixes for those problems? I saw that character animation sometimes explode or switch to another in weird fashion, also mouth blends don't work Anyway I am quite happy from what I got, however if there is better solution I would gladly listen to your advice
http://steamcommunity.com/sharedfiles/filedetails/?id=261212583&searchtext=
It's just trying to apply my True Form model to the druid. It has the same issue when testing it in game. Does anyone know how to fix this?
Im not a fan of the slit in the top of the head, i dont think it adds much to the silhouette whilst also stealing a lot of attention away from the great stuff on the lower half of the face, whilst also not being particularly interesting due to being oversimiplified and dark/undetailed. I think if you replaced that with something which brings the piece together it would be a very cool head and worth making, but atm it feels a little incomplete io
highpoly before sculpting, any suggestions on what to change?
Great concept and sculpt! Looking forward to seeing this one finished!:thumbup:
It would be best to connect the apron on pudge unless its going to be on the same slot as the hay.
@Konras yeah you're right about the belt thingy, problem is if i add some purple-ish stripe on his legs it will look weird with his purple-ish pants. i'll try to add some floating ice or maybe some particles to that part.
@Bounch i really didn't think of that. we'll see how it looks ingame first and maybe redo if its really necessary. but with everything that i have on my plate right now, reworking stuff like that is the least thing i wanted =(
the animations blends never worked well coming from a decompiler
mu suggestion, since the diference between it on or off is not big, would be to comment the lines of the blends
put an /* before all the blends and an */ at the end, that will make the compiler ignore those lines
the hitbox missing is showing that some of your bones are not present on your model file, so it is probably an decompile issue
if those bones are not an issue for you just comment each line giving the problem with an // in the beggining of the line or comment all the hitboxes with the other style i showed before
good luck!
did you manage to fix before uploading?
that looks to me a wrong axys cordination, im using the left hand coordinate system for normals with the inverted y (3dmax style)
actually there is a story behind it.
that's why i use a crane, clam and fisherman as base.
source:
http://www.dtes.tc.edu.tw/6_Learn_Resource/English2/t18.htm
The Primal Magnoceri
Concept, paintovers and loading screen by Square.
Models, sculpts, textures and renders by me.
sculpt
I don't really see the clam. Is it the offhand? Because that looks like a pot to me.
Critiques n stuff is welcome^^
Looking awesome guys, can't wait to see it finished!
Ahh incredible!! great work you two!!
i cannot wait to texture this baby *rubs hands together*
I fixed UV problem without changing them. Looks like no problem left.