Great sculpt. It's really a credit to artists that even with some heroes who have multiple sets and cosmetic items like Crystal Maiden, Windrunner and Axe that new sets still continue to improve and fit in with their original style.
Wow some amazing sets, @chemical Alia, I think the direction your taking is great, can't wait to see it finished!
I did some concept and work for items I actually wanted to finish before the International 2014, but because of the holiday season I probably won't be able to get it finished soon enough.
The idea for the headpiece is that the horns, will have some small particle fire. Not sure how to make that yet or if I will even be able to get it in, but that's something for after my holiday
The ward was something I wanted to make for all TI4 teams, or team supporters. It can also be used for other championships if needed. The idea is to make a basic version with the dota 2 logo, and teams could add there own banner.
If anyone is interested in picking up the ward and finishing it before the TI4 starts, you can pm me
So I'm thinking of adding a crystal eye to the roshan ward instead of just a plain eye. Its going to follow the silhouette roughly but do you guys think I should do it?
So do you guys and gals know how much you can vary the original hero's color scheme?
I am making a set for a hero that uses an analogous color scheme but I think an accented analogous could work quite well. I just don't know how much flexibility Valve offers on this kind of thing.
So do you guys and gals know how much you can vary the original hero's color scheme?
I am making a set for a hero that uses an analogous color scheme but I think an accented analogous could work quite well. I just don't know how much flexibility Valve offers on this kind of thing.
Cheers!
Eduardo
Why the heck not ? There's set for Bounty Hunter that uses complimentary accent and it works really well
I'd say you're pretty safe as long as you don't overdo them accents.
So do you guys and gals know how much you can vary the original hero's color scheme?
I am making a set for a hero that uses an analogous color scheme but I think an accented analogous could work quite well. I just don't know how much flexibility Valve offers on this kind of thing.
Cheers!
Eduardo
I'd try it, as long as the character is recognizable. But, I would only use analogous color scheme for the less dominant main colors.
Hi! I'm totally noob to this 3D modelling thing. I just wanted to ask if the 3D models in the Workshop site contain animation. I tried to import the meepo_body.smd but can't find the animations.
I hope it's not too late for some comments, but I think you should make some of these details, such as buttons and other small things, bigger.
In game it will look small and textures may look very blurry.
Hey! I'm not sure if you want to go back a few steps, but your fur is too thin and actually does'nt look like fur. The model has too many small details, and I wouldn't use so many alphas over the surface, like you did over the snout!
For coloring, I recommend that you use some flat shader on your model. That way if your diffuse map looks great, with normal map will look even better! Good luck.
Replies
Ways to go.
Make something for she breathes
You're not my favourite anymore.
Give the metal flaps a bit more thickness if you can afford it polygon wise
Super super stoked about this, it's too cool! It's 'almost' better then it going in game, almost
why printed the low polly and not the sculpt?
a bit more progress on oglodi guy
also if didnt see, here's footmen frenzy logo, I did + portal concept
btw actual footmen frenzy video from dota 1
I like golems from SC better
that's some borderlands stuff right there
I'm digging it!
We wanted to give this set more of an arctic feel than a princess-y one, going with the motifs of her base outfit.
Great work!
Clean work. I'd suggest adding a top-down gradient to make it look less plain
P.S. That icon is perfect
This is kind of my favorite thing at the moment, cant wait to see the colors!
I did some concept and work for items I actually wanted to finish before the International 2014, but because of the holiday season I probably won't be able to get it finished soon enough.
The idea for the headpiece is that the horns, will have some small particle fire. Not sure how to make that yet or if I will even be able to get it in, but that's something for after my holiday
The ward was something I wanted to make for all TI4 teams, or team supporters. It can also be used for other championships if needed. The idea is to make a basic version with the dota 2 logo, and teams could add there own banner.
If anyone is interested in picking up the ward and finishing it before the TI4 starts, you can pm me
Well that's just lovely. Super work as always!
I am making a set for a hero that uses an analogous color scheme but I think an accented analogous could work quite well. I just don't know how much flexibility Valve offers on this kind of thing.
Cheers!
Eduardo
i really like it,good job!
Why the heck not ? There's set for Bounty Hunter that uses complimentary accent and it works really well
I'd say you're pretty safe as long as you don't overdo them accents.
I'd try it, as long as the character is recognizable. But, I would only use analogous color scheme for the less dominant main colors.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=283951518&searchtext=
"][/URL]
That actually looks pretty cool. Thanks!
Link.
Hey guys , just finished my first ward:)
link : http://steamcommunity.com/sharedfiles/filedetails/?id=284192215
http://steamcommunity.com/sharedfiles/filedetails/?id=282382919
working on the rest of the set. all help welcome thank you!
:thumbup: awesome ward!
Two excelent sculpts. Nice work guys!!
I hope it's not too late for some comments, but I think you should make some of these details, such as buttons and other small things, bigger.
In game it will look small and textures may look very blurry.
Second one. The first is too small and will look even smaller ingame.
Hey! I'm not sure if you want to go back a few steps, but your fur is too thin and actually does'nt look like fur. The model has too many small details, and I wouldn't use so many alphas over the surface, like you did over the snout!
For coloring, I recommend that you use some flat shader on your model. That way if your diffuse map looks great, with normal map will look even better! Good luck.