Well, if you can somehow add something about the following in future parts:
- post bake work like painting, brush settings, mindset, finishing. More detailed that what Vlad did a year ago.
- fixing normals in PS. I know it well known but maybe some tips instead of a guide.
- painting in values. I recall you mentioning it sometime and tbh, I never found any resources about that.
- workflow process efficiency. Any tips that help us be faster. As I am super slow when it comes to 2D.
Wow great tutorial! I think it'll be little hard for total newbies but great for starters. Thanks for sharing I learned something new too.
P.S. Lost it at winamp skin
ty! at first I was trying to go for totally new artists, but in the end I think it got more mid term
Well, if you can somehow add something about the following in future parts:
- post bake work like painting, brush settings, mindset, finishing. More detailed that what Vlad did a year ago.
- fixing normals in PS. I know it well known but maybe some tips instead of a guide.
- painting in values. I recall you mentioning it sometime and tbh, I never found any resources about that.
- workflow process efficiency. Any tips that help us be faster. As I am super slow when it comes to 2D.
This is a wishlist of mine ^^
awesome!! added on my doc to work on the next one =]
@OrganisedChaos: Damn! Nice set! Thought why does everyone insist on putting little feet on those little wards? They can't even move @Tvidotto: Great tutorial
I personally don't use the cages as much, mostly only if I get projection errors and even then I edit the cage only in those areas.
I have received some comments that the texture is a bit 'plain' or might just look like a blob in game.
It's not quite finished, I still need to paint the dots on the legs, and i'm going to redo them on the back of shell and tail (larger details).
A comparison to the original mount... From what I can see is that the original have stronger contrast mainly. And that contrast is a stronger shape (the stripe right down the center). I'm trying to stick very close to the same palette and general feel.
I upped the contrast a bit and think it helps. Is it enough? Any ideas on improvement? It's for the Sept. contest so I've got about a week to finish up. Should I continue as is or try another direction with the details?
* Keep the previous colour but notice your blue doesn't have a hint of purple where the stock texture does have it. (Special attention)
* Bake/up the opacity of the gradient bake.
* Make the maroon color of the seat darker.
* Make the wood of the seat darker but preserve bright edges.
* Add highlights in your red dots as indicated by the stock's hair highlights especially around the stock head.
Those dots may well be muddy though. When you're done, reduce the texture size temporarily to game quality (256x256 px) just to check those dots.
The dots definitely become muddy on the tail. So they need to be larger. The ones on the head blur a tiny bit, but not sure iif I want to redo them all larger or not.
I do have a gradient but I will bump it up more. (have modo so the method i used was to replace the color map with a white one, then Airbrush with very large brush a dark fade across him . ModoSE has a gradient tool but it just makes a gradient across the texture from whatever two points are clicked. It basically ignores uv's
I think the really dissapointing thing I didn't see anything about any new heroes being broken down and workshop ready. I was really hoping for Enigma support.
I think the really dissapointing thing I didn't see anything about any new heroes being broken down and workshop ready. I was really hoping for Enigma support.
Yeah swaggerfiend is still not officially workshop compatible, but hopefully soon, the model itself is broken up in the test client files. I'm still waiting on Tinker Undying and Balanar for workshop compatible, and Viper and Zeus really need their remodels, but I guess Viod is still next :poly142:. 2015 hype!
It isn't like people made a lot of stuff for the 2014 models. Haven't seen many treants or Terrorblades yet. Handful only. Only one that really got a lot of attention was Timbersaw.
Tried a pudge hook I am posting here so i can hear your comments.Id love some thoughts on this
I've never tried the rope thing again,so a tried doing it with masks and inflate balloon..Is there an easier way?
Hey Destroyer
It is looking really nice your highpoly. Just dont forget that in game your model will be really small, and all those small rope details will turn into noise on the texture. If you go for bigger details would work better in game
It is looking really nice your highpoly. Just dont forget that in game your model will be really small, and all those small rope details will turn into noise on the texture. If you go for bigger details would work better in game
Thanks for the quick reply,i appreciate your comment..
So should i create big ropes instead of the small ones?
(like the big ones on the handle?)
It is looking really nice your highpoly. Just dont forget that in game your model will be really small, and all those small rope details will turn into noise on the texture. If you go for bigger details would work better in game
@Tvidotto: Thanks for the effort on this Since I bake my lights on max (the only time I open this software on my workflow), this will be very useful!! @Sukotto: Great tip! I create my gradient map on 3D coat, but I'll definitely give this a try. @Prosomogy: Very nice Tiny Branch!! Upvoted!
"finished" the first part (right arm). I will tweak it after i've got all parts this far.
Worked as planned, lowpoly is nearly 100% decimationmaster and texture 100% bake, even the glow was a lightbake in max.
@Tvidotto: Thanks for the effort on this Since I bake my lights on max (the only time I open this software on my workflow), this will be very useful!! @Sukotto: Great tip! I create my gradient map on 3D coat, but I'll definitely give this a try. @Prosomogy: Very nice Tiny Branch!! Upvoted!
@vovosunt: I modeled the highpoly hollow and added a simple inside "lava" geometry with emissive material. Rendering with FG and a few diffuse bounces you get an awesome result
Rendering with point lights would also work but this way i don't have to spend time placing them
I think you can emphasize the contrast / brightness of the lava near the upper body and head area. Right now everything feels very evenly lit. Otherwise, everything looks awesome, can't wait to see the end result!
still just baking, I'll add a gradient and a ageneral texturing/readability pass after all parts are finished.
this set is looking really nice! great work
guys, I am still on the tutorial hype and wrote a third one, now about exporting the textures using quicksave maps
I dont know how you guys exports the mask1 and mask2, but with this pluing is a matter of setting up the folder hierarchy and using one hotkey to export
Replies
- post bake work like painting, brush settings, mindset, finishing. More detailed that what Vlad did a year ago.
- fixing normals in PS. I know it well known but maybe some tips instead of a guide.
- painting in values. I recall you mentioning it sometime and tbh, I never found any resources about that.
- workflow process efficiency. Any tips that help us be faster. As I am super slow when it comes to 2D.
This is a wishlist of mine ^^
ty! at first I was trying to go for totally new artists, but in the end I think it got more mid term
awesome!! added on my doc to work on the next one =]
That cage trick was something that was flying well above my head until now, funnily enough right when I'm preparing to bake a model.
Thanks for your time, definitely getting a part of that extra Valve share in my next items if it makes into the supported tutorials.
@Tvidotto: Great tutorial
I personally don't use the cages as much, mostly only if I get projection errors and even then I edit the cage only in those areas.
I have received some comments that the texture is a bit 'plain' or might just look like a blob in game.
It's not quite finished, I still need to paint the dots on the legs, and i'm going to redo them on the back of shell and tail (larger details).
A comparison to the original mount... From what I can see is that the original have stronger contrast mainly. And that contrast is a stronger shape (the stripe right down the center). I'm trying to stick very close to the same palette and general feel.
I upped the contrast a bit and think it helps. Is it enough? Any ideas on improvement? It's for the Sept. contest so I've got about a week to finish up. Should I continue as is or try another direction with the details?
* Keep the previous colour but notice your blue doesn't have a hint of purple where the stock texture does have it. (Special attention)
* Bake/up the opacity of the gradient bake.
* Make the maroon color of the seat darker.
* Make the wood of the seat darker but preserve bright edges.
* Add highlights in your red dots as indicated by the stock's hair highlights especially around the stock head.
Those dots may well be muddy though. When you're done, reduce the texture size temporarily to game quality (256x256 px) just to check those dots.
I think that even if the dots became muddy it could still be a neat color transition effect as it would be more detail than just a straight fade.
The dots definitely become muddy on the tail. So they need to be larger. The ones on the head blur a tiny bit, but not sure iif I want to redo them all larger or not.
I do have a gradient but I will bump it up more. (have modo so the method i used was to replace the color map with a white one, then Airbrush with very large brush a dark fade across him . ModoSE has a gradient tool but it just makes a gradient across the texture from whatever two points are clicked. It basically ignores uv's
Off to work... thanks again
http://steamcommunity.com/sharedfiles/filedetails/?id=317577766
ty
The Abyssal Bones Set for Mr Slark
Abyssal Bones Set
Would love any support, comments, crits you can give
-Toasty
LINK
Concept so far:
This is going to go great with my ice tiny!
I think the really dissapointing thing I didn't see anything about any new heroes being broken down and workshop ready. I was really hoping for Enigma support.
Yeah swaggerfiend is still not officially workshop compatible, but hopefully soon, the model itself is broken up in the test client files. I'm still waiting on Tinker Undying and Balanar for workshop compatible, and Viper and Zeus really need their remodels, but I guess Viod is still next :poly142:. 2015 hype!
I continued that texture tutorial, and this is part 2
I hope it is useful
Cheers!
The Scratchy
I am posting here so i can hear your comments.Id love some thoughts on this
I've never tried the rope thing again,so a tried doing it with masks and inflate balloon..Is there an easier way?
Hey Destroyer
It is looking really nice your highpoly. Just dont forget that in game your model will be really small, and all those small rope details will turn into noise on the texture. If you go for bigger details would work better in game
Thanks for the quick reply,i appreciate your comment..
So should i create big ropes instead of the small ones?
(like the big ones on the handle?)
Hm something like this?
Oh I wish it was mine It's Adam Fisher's.
@Sukotto: Great tip! I create my gradient map on 3D coat, but I'll definitely give this a try.
@Prosomogy: Very nice Tiny Branch!! Upvoted!
i get 40% he gets 60%
PM me
"finished" the first part (right arm). I will tweak it after i've got all parts this far.
Worked as planned, lowpoly is nearly 100% decimationmaster and texture 100% bake, even the glow was a lightbake in max.
Updated loading screen for an old abaddon set for Nexon
remember the rhino sven set? now here is update, happy ending
could you show other angles? you hope looks flat on this angle
also a good thing to know what works and what not is to study the dota models, also compare the old to the new ones and what they changed on it
Adam, if you are reading this I want to add your image to the resources thread! give me permission! =]
awesome! i hope that one helps you =]
Rendering with point lights would also work but this way i don't have to spend time placing them
still just baking, I'll add a gradient and a ageneral texturing/readability pass after all parts are finished.
I think you can emphasize the contrast / brightness of the lava near the upper body and head area. Right now everything feels very evenly lit. Otherwise, everything looks awesome, can't wait to see the end result!
We can go together.
this set is looking really nice! great work
guys, I am still on the tutorial hype and wrote a third one, now about exporting the textures using quicksave maps
I dont know how you guys exports the mask1 and mask2, but with this pluing is a matter of setting up the folder hierarchy and using one hotkey to export
I hope is is usefull =]
I wanted to use Quick Save maps for a long time on personal projects.. now I will give it a try on tiny
BTW I still have that PS-save-maps-script and I even improved it... now it's all pretty and shit...