You've really nailed the animation of the cloth, I like how the bandana has bouncier animation for being smaller and lighter material. Are you planning on creating any rare anims?
You've really nailed the animation of the cloth, I like how the bandana has bouncier animation for being smaller and lighter material. Are you planning on creating any rare anims?
Thanks! Yeah I am, still working on them as we speak! I'll add same type of bandana animation to everything at the end once the base movements are polished. I've since updated a couple of these but the same ideas will be used
@penOr
The destrution animation is looking really natural. At one point I thought the eye was going to throw himself onto the shuriken in the death anim seppuku style.
I agree in the idle the eye hopping on top of the shuriken breaks the flow of it a bit where before the animation is quite bouncy and well paced.
A Drow concept I was working on last semester and completely forgot about
Pants are a little too poofy for me personally, but really like the rest of it, especially the head makes her seem rugged and bad ass, she has seen some shit...
Really great work going on here! What are you guys' opinion on homages/look alikes for cosmetics on heroes? I for one would like to do a homage-based set for Meepo from another game. Of course, it will not look the same as the other game's character.
Really great work going on here! What are you guys' opinion on homages/look alikes for cosmetics on heroes? I for one would like to do a homage-based set for Meepo from another game. Of course, it will not look the same as the other game's character.
Taking inspiration is fine. I'm not sure about anything too obvious and on the nose.
madzia's loading screen art is too awesome till i now basically is behaving like this.(already downloaded the loading screen art and set it as wallpaper in fHD) http://i.imgur.com/mGXiPAs.jpg
after few thought of the sven head and the horn design in toilet... i decided to put BKB's horn on sven....
what do you think?
(i personally think is nice but i'm sure this might be looks not nice with other people, so i better put here and see what feedback i can get )
Cross-posting from my thread: I've submitted a new version of my little pet project, the Celestial Spark for wisp. Take a look and drop a vote if you like
Cross-posting from my thread: I've submitted a new version of my little pet project, the Celestial Spark for wisp. Take a look and drop a vote if you like
Hello everyone! I've submitted a weapon for Spectre to the workshop recently. The premise behind this weapon is that it's part of a promotional bundle of weapons/items (which will likely be released in conjunction with, or in preparation) for a custom game mode that I'm also working on called the "Soul Harvest". The game mode is actually a 4-player campaign spanning almost a dozen maps (including maps for several boss fights) and is loosely based on the lore of several Dota 2 heroes as well as some characters that have not been mentioned in the lore (ie. non-cannon characters). I'll post some concept art and progress concerning the game mode on the forums, if anyone is interested!
Anyways, on to my submission. So here it is (feedback is greatly appreciated!):
Cross-posting from my thread: I've submitted a new version of my little pet project, the Celestial Spark for wisp. Take a look and drop a vote if you like
Armaments of the Dragon Emperor Set has been re-added to the store. The new bundle does not ship with the "Emerging Dragon Missile" in it. The missile is no longer customizable. The older missiles that people already have are made non marketable
Edit: Missiles are now one piece! YAY
Seems that a lot of people on the workshop want to see a custom force staff animation and the such... :P
Yeah its all giff giff giff, too bad I dont animate I did post on the colab thread looking for an animator and particle artisit, so maybe they will get what they want
Loving the pullback and aftershock of the bow when she shoots! Is that a custom animation or does her default animation support that?
That is just all default animation, it is just a matter of how it is skinned to the stock rig. You can make custom animations, and so far people really want a powershot animation, but sadly I am not a good animator and lack the patience to do custom animations :poly136:
Fair enough. I knew about the skinning, but I didn't realize how much it affected the bow. Interesting to note
On another note, I seem to be getting some mixed ratings on my glaive, anyone care to elaborate on what I can improve (or why they don't like it) and/or give some feedback on it? It'd be much appreciated!
Fair enough. I knew about the skinning, but I didn't realize how much it affected the bow. Interesting to note
On another note, I seem to be getting some mixed ratings on my glaive, anyone care to elaborate on what I can improve (or why they don't like it) and/or give some feedback on it? It'd be much appreciated!
As far as the item goes, I think the shape is interesting, but the it seems the color map, and the masks could use some tweaking. The details get a little lost from looking at the screenshots. Also what resolution are you uploading the textures at? I find that letting dota compress the textures it smooths too much, so I resize all my textures myself so I can control the sharpness. Hope this helps!
Edit: I also dont think the promo image in the description is helping much, more distracting from the item itself.
Thanks for the feedback. I'll try and tweak the color map some more (it was actually sort of more vibrant and colored differently, but it didn't match Spectre's color scheme so much, so I had to change it). I resize all of my maps manually in photoshop. I try to keep it at 300 dpi, with bicubic sharper reduction. Perhaps the screenshots aren't representing that texture quality very well.
As for the description image, I figured it was sort of distracting as well. I''ll remove it
I resize all of my maps manually in photoshop. I try to keep it at 300 dpi, with bicubic sharper reduction.
for textures dpi should not matter, dpi translates to print, for textures only care about pixel resolution. For example when working on my textures if the requirements is 256x256, I work in 1024x1024 72dpi, then when it comes to upload I will downsize to 512x512 with bicubic sharpen, then apply a subtle smart sharpen filter, then downsize to 256x256 with bicubic sharper. It may seem overkill and not be the best approach, but I have personally found this to be the best way to keep a lot of detail from my textures :poly142:
Damn, and I thought my 300 dpi thing was overkill! That's a good trick! I usually just scale my 1024 to 256 with no sharpening in between (except for the bicubic sharper reduction setting). This could come in handy, thanks
I managed to update the masks and decided to revert/modify the color map back to what it as before (with some saturation tweaks and such). I think this is much better! It has some metalness (which looks awesome! can't believe I missed this before) to it but retains its color and the glow/self-illum is much more prominent. Updated my previous post with a modified promo image/link to submission, and replaced the crappy screenshots on the sub page with some better-suited ones.
I've also recently been working on a dagger for Riki. Started texturing the sculpt, but not sure where to head with this.:
Also, because of my love for cloth (:D) I sacrificed some polygons to get some actual cloth to wrap around the dagger. Bad idea? Perhaps I should use planes instead? (low-poly below)
I'd go with a baked normal and skip any geometry, I think the small size of the dagger ingame and how the strap is positioned don't justify those extra polygons.
***
In other news, I've bought a new computer and decided to give the workshop another try.
It's a courier I'll be doing with pen0r, and it'll be part of a bigger set of items.
For now the dragon is done, I just need to finish the tail tip and a bag of sorts, then retopo time.
I'd go with a baked normal and skip any geometry, I think the small size of the dagger ingame and how the strap is positioned don't justify those extra polygons.
Thanks for the insight, I thought as much. I'll opt for more geo on the dagger itself and remove the cloth.
Those brow-horns are so good! It really flows well from her face shapes, and even though I don't usually like bangs of that kind (personal preference), they really, really fit well with how they frame the horns.
@Toyoka
A good rule of thumb is to make sure any extra geometry is improving the silhouette of object. Especially when it's not going to be really close to the camera
Thanks Toby, good advice Sometimes I get lost in detail more than I'd like to admit, so I think I have to start focusing on bringing more interesting silhouettes.
@Toyoka
It's really easy to do, especially because you tend to work so much closer to the model than its ever seen in game. You've just got to take a step back every now and again
@Toyoka
It's really easy to do, especially because you tend to work so much closer to the model than its ever seen in game. You've just got to take a step back every now and again
Indeed. I'm now making sure I zoom out every now and then to make sure the item is readable from afar, and I'm trying to utilize my polys as much as possible to get an interesting silhouette. So after some time, I reworked my dagger and here's the result! (350 low-poly):
I decided to scrap the cloth thing altogether and I like this version much better!
So the image is a bit big to put in this page, so click the thumbnail for full effect. This is why I down sample my textures manually. It is much better to retain smaller details, even at shitty resolutions like 256x128.
Replies
You've really nailed the animation of the cloth, I like how the bandana has bouncier animation for being smaller and lighter material. Are you planning on creating any rare anims?
http://steamcommunity.com/sharedfiles/filedetails/?id=312324426
hmm what do you think?
It reminds me of ultron, never a bad thing. I like the little asymmetrical detail on the foreheard
Thanks! Yeah I am, still working on them as we speak! I'll add same type of bandana animation to everything at the end once the base movements are polished. I've since updated a couple of these but the same ideas will be used
death - http://www.gfycat.com/UnsteadyUnfinishedGar or http://www.gfycat.com/SpotlessHeartyApatosaur
idle_rare - http://www.gfycat.com/MintyAgitatedAmericansaddlebred (i'm going to change how the shuriken and eye interact, don't like it currently, but still like the idea)
The destrution animation is looking really natural. At one point I thought the eye was going to throw himself onto the shuriken in the death anim seppuku style.
I agree in the idle the eye hopping on top of the shuriken breaks the flow of it a bit where before the animation is quite bouncy and well paced.
A Drow concept I was working on last semester and completely forgot about
Pants are a little too poofy for me personally, but really like the rest of it, especially the head makes her seem rugged and bad ass, she has seen some shit...
She seems like a super pirate or a smuggler. Any idea for a weapon concept to go with?
Dope work my man.
Taking inspiration is fine. I'm not sure about anything too obvious and on the nose.
madzia's loading screen art is too awesome till i now basically is behaving like this.(already downloaded the loading screen art and set it as wallpaper in fHD)
http://i.imgur.com/mGXiPAs.jpg
after few thought of the sven head and the horn design in toilet... i decided to put BKB's horn on sven....
what do you think?
(i personally think is nice but i'm sure this might be looks not nice with other people, so i better put here and see what feedback i can get )
[ame="http://www.youtube.com/watch?v=SHZ3kwg8Hvg"]Celestial Spark[/ame]
that is very nice wisp. :P
Anyways, on to my submission. So here it is (feedback is greatly appreciated!):
Set came out great, and that loading screen is absolutely amazing.
Edit: Missiles are now one piece! YAY
at first i thought she was goku because i view via my phone without glasses...then i take back my word after i put back my glasses on.
i dont know , i feel crown and hair colour are blended together, i mean icon photo.
Links to workshop:
Seems that a lot of people on the workshop want to see a custom force staff animation and the such... :P
Yeah its all giff giff giff, too bad I dont animate I did post on the colab thread looking for an animator and particle artisit, so maybe they will get what they want
Loving the pullback and aftershock of the bow when she shoots! Is that a custom animation or does her default animation support that?
That is just all default animation, it is just a matter of how it is skinned to the stock rig. You can make custom animations, and so far people really want a powershot animation, but sadly I am not a good animator and lack the patience to do custom animations :poly136:
On another note, I seem to be getting some mixed ratings on my glaive, anyone care to elaborate on what I can improve (or why they don't like it) and/or give some feedback on it? It'd be much appreciated!
As far as the item goes, I think the shape is interesting, but the it seems the color map, and the masks could use some tweaking. The details get a little lost from looking at the screenshots. Also what resolution are you uploading the textures at? I find that letting dota compress the textures it smooths too much, so I resize all my textures myself so I can control the sharpness. Hope this helps!
Edit: I also dont think the promo image in the description is helping much, more distracting from the item itself.
As for the description image, I figured it was sort of distracting as well. I''ll remove it
Again, thank you!
for textures dpi should not matter, dpi translates to print, for textures only care about pixel resolution. For example when working on my textures if the requirements is 256x256, I work in 1024x1024 72dpi, then when it comes to upload I will downsize to 512x512 with bicubic sharpen, then apply a subtle smart sharpen filter, then downsize to 256x256 with bicubic sharper. It may seem overkill and not be the best approach, but I have personally found this to be the best way to keep a lot of detail from my textures :poly142:
I managed to update the masks and decided to revert/modify the color map back to what it as before (with some saturation tweaks and such). I think this is much better! It has some metalness (which looks awesome! can't believe I missed this before) to it but retains its color and the glow/self-illum is much more prominent. Updated my previous post with a modified promo image/link to submission, and replaced the crappy screenshots on the sub page with some better-suited ones.
I've also recently been working on a dagger for Riki. Started texturing the sculpt, but not sure where to head with this.:
Also, because of my love for cloth (:D) I sacrificed some polygons to get some actual cloth to wrap around the dagger. Bad idea? Perhaps I should use planes instead? (low-poly below)
Looks very plain , any idea to improve it ? Clock weapon btw
I'm working on a set for nyx,
I'd go with a baked normal and skip any geometry, I think the small size of the dagger ingame and how the strap is positioned don't justify those extra polygons.
***
In other news, I've bought a new computer and decided to give the workshop another try.
It's a courier I'll be doing with pen0r, and it'll be part of a bigger set of items.
For now the dragon is done, I just need to finish the tail tip and a bag of sorts, then retopo time.
Crits and suggestions are welcome:
Dota has lots of dragons.
I love that Nyx design, great contrasting colours and the patterns look rad.
Thanks for the insight, I thought as much. I'll opt for more geo on the dagger itself and remove the cloth.
A good rule of thumb is to make sure any extra geometry is improving the silhouette of object. Especially when it's not going to be really close to the camera
@Belkun, those brows on her remind me of my ex :P
It's really easy to do, especially because you tend to work so much closer to the model than its ever seen in game. You've just got to take a step back every now and again
I will do a set for Alchemist, i start with the sword.
Indeed. I'm now making sure I zoom out every now and then to make sure the item is readable from afar, and I'm trying to utilize my polys as much as possible to get an interesting silhouette. So after some time, I reworked my dagger and here's the result! (350 low-poly):
I decided to scrap the cloth thing altogether and I like this version much better!
Almost done with this.
Edit: Images are from HLMV if you were wondering