Hello guys! please let me know what you think about this really fast concept for Magnus. Thanks a lot
Although I agree with Bounch about the colors, I don't know what's allowed anymore these days. Seeing the Timber set that was added recently, that really had no red color in it at all.
So although i wouldn't go overboard with the colors and stay more at the original, I really like the second verison!Great artwork by the way
Reworking my old project of a courirer (Owldrich) and here it's Spawn animation.:icon15:
I really like the character and poses in this, my suggestion would be to break up the pacing of the poses because it feels like each beat is a consistant amount of frames apart each time
Sylei also did a great job doing custom particles for it, we went with something very subtle and were able to pull it off just like we had hoped with the original concept
Your Tiny turned out great, Katze! Love the design
Probably it's too late to give you any critisism, but there's one thing that's bugging me a bit. The levels don't differ that much from each other. I would have liked to see a stronger progression like the original Tiny has with the moss and beard.
I want to make tiny glow more and more from level 1-4. Bascially level 4 would be a lava golem. I kept the glow limited for now to not be too far away from the original. I asked Valve in the developer comments, if a lava level 4 is ok. Let's see if my tiny get's in and if valve answers my question
Hey! Been a while since I posted any of my work. So here is my current project. A Tiny tree of a concept by Madshock. I feel I am halfway through the sculpt and it is still missing one element. Not sure how the UV space and tris limits will be but I guess that will be the fun part!
Crits are rare these days so don't hold back to give some!
@katzeimsack I really like how this Tiny turned out!
However I don't like design of his tree. Default pair tree+tiny made nice contrast and were from different material. That was really interesting for me. Same thing goes for TI4 immortal tree. Your tree is made from same rocks as Tiny and that is not as interesting in my opinion as a pair.
certainly counts as industry experience if you ask me, as your final product ends up in a retail game and you receive some form of payment from the work.
Can anyone help me with understanding if it is possible to use blendshapes on a courier? I'm animating in maya and I import by using the fbx method. If anyone can help me out it would be great. Save joints so I don't go over the 52 cap.
It's industry experience.. but it's just one part.
Working on a game has different challanges during the production.
Preproduction is about setting up workflows and planning for the production.
Production is usually trying to follow that plan and adjust it if necessary.
During Beta usually only bugs get fixed. Only a few months in production artists can really work on assets in a proven pipeline with nearly finished lighting and gameplay.
Working on a title from start to finish is always a plus when I look at CVs.
I'd compare working on DOTA assets with a DLC production.
I haven't posted here in a couple years but a friend pointed me to this thread... I finished a HUD at the beginning of this week, not sure if it's appropriate to post here but! Here you go. I just wanted to paint something squishy. It's on the workshop here.
I haven't posted here in a couple years but a friend pointed me to this thread... I finished a HUD at the beginning of this week, not sure if it's appropriate to post here but! Here you go. I just wanted to paint something squishy. It's on the workshop here.
Looks really amazing but this will so not be available in China
so im trying to export out single frames SMD's for the turn poses on a courior (since fbx files dont work)
I have it exporting however:
if i open a new session of maya , and open my scene file (that i have already setup for export) and then do a full compile everything exports fine.... however if i then try and export the same scene again i get the following error
// Error: The directory "c:/games/steam/steamapps/common/dota 2 beta/dota2" is not valid.
completely shutting down and restarting maya is the only way i have found to resolve this. creating a new scene and reloading the file doesn't work. is this a bug or something wrong with my settings?
Is there a reason why they're not really adding much in the store recently?
Or is it just because it's the season and they want people to focus on tournaments etc...?
Could just be me, but the workshop seems a bit quiet right now.
i'm still alive and busy like hell working on some project, due to it is very sensitive project so i only can diving in this thread and read it silently.
here is the picture of me yesterday. working on skywrath set concept.
@katzeimsack this set looks great , but i feel that fire as main element-tiny is something close to invoker forges)
@kite212 turtle set=) feels defensive as clock should be.
@Andyk125i mostly like A) that is the most "iniciation" view
@AmorphTheus Hell idea, may but its too much fleshy , to see whole game such bloody interface, so some metallic inclusions will polish too much agresive-red.
@penOr thx for advice, ill try to assimilate it properly.
For your animation: Feels like basement right leg sliding is not right(It looks good , but after i watched cycle a few times, i would broke it more in moment of starting to fall down(but not much slide) Overlap few frames further.
And maybe detach a bottle to make secondary action bounce in opposite direction.
@Shock Nice idea hook with a rocket) very suitable for clock!
Thanks guys! I feel you MDK I did have many a personal debate about this myself, but in the end I always ended with "but Iron Man Turtle", but I do feel it may be worth to revisit the idea and recolor some of the panels to break it up
Not sure if I'm gonna scratch and weather this one. I like that it has a nice clean look. Clean is in keeping with the original "Dota 2" style imo, which some of workshop highlights I've been seeing these few months certainly don't do.
Details are definitely crowd-pleasers though. I'll decide after the other parts (shoulder and bracer) are done.The sculpted shapes don't seem to look that interesting on their own, so it's a bit of a dilemma.
@Kite212 - I definitely think that the model needs more breaking up. Not only in terms of colours, but in how the armour is layered as well. The layers feel very uniform and the lack of variety makes them look a little uninteresting to me.
Hey guys, where can I find examples of spell effects? I want to create custom spell effects for a set, and I don't really know where to start. Also, can death animations have effects? Thanks.
@Channfree THe fastest way to test rough model courier (or ward) is to bind it to ONLY 1 Joint ( and write it's name in all three helper root locations).
Maybe you exporting mesh not binded to anything , or exporting joint chain to the Mesh slot or something like that , because FBX should work ok( try it with 1 join(bone)) and that will work with complex hierarchy the same way.
FBX is the simpliest way to test courier , if you dont want to make any particles or special jiggle bones , special diffirent timing for your animations , but i think that's not necessary at all.
@katzeimsack I really like how this Tiny turned out!
However I don't like design of his tree. Default pair tree+tiny made nice contrast and were from different material. That was really interesting for me. Same thing goes for TI4 immortal tree. Your tree is made from same rocks as Tiny and that is not as interesting in my opinion as a pair.
I think it looks cool as heck, I just don't like the fact its made out of rocks. The emphasis on the lava like glow creates a nice contrast though. It's got my vote!
Replies
looks awesome though, great works all around
Although I agree with Bounch about the colors, I don't know what's allowed anymore these days. Seeing the Timber set that was added recently, that really had no red color in it at all.
So although i wouldn't go overboard with the colors and stay more at the original, I really like the second verison!Great artwork by the way
I really like the character and poses in this, my suggestion would be to break up the pacing of the poses because it feels like each beat is a consistant amount of frames apart each time
that might become this look
Thanks! I have a thing for roshi shells, I might have a problem :poly142:
http://steamcommunity.com/workshop/browse/?searchtext=shelly&childpublishedfileid=0§ion=items&appid=440&browsesort=trend
:thumbup: I am ok with this
''lina is a neeeeeeeeeeeeeeeeeeerd'' - Crystal Maiden
Now what I don't know is do I want to make a whole set or hmmmmm just leave it single item
http://steamcommunity.com/sharedfiles/filedetails/?id=329537249
or rather something that spawns the flying courier directly could be better
Try -item item_flying_courier
http://steamcommunity.com/sharedfiles/filedetails/?id=329676954
Sylei also did a great job doing custom particles for it, we went with something very subtle and were able to pull it off just like we had hoped with the original concept
please consider giving it a vote if you dig it!
I finished my set, finally
Probably it's too late to give you any critisism, but there's one thing that's bugging me a bit. The levels don't differ that much from each other. I would have liked to see a stronger progression like the original Tiny has with the moss and beard.
I want to make tiny glow more and more from level 1-4. Bascially level 4 would be a lava golem. I kept the glow limited for now to not be too far away from the original. I asked Valve in the developer comments, if a lava level 4 is ok. Let's see if my tiny get's in and if valve answers my question
Crits are rare these days so don't hold back to give some!
However I don't like design of his tree. Default pair tree+tiny made nice contrast and were from different material. That was really interesting for me. Same thing goes for TI4 immortal tree. Your tree is made from same rocks as Tiny and that is not as interesting in my opinion as a pair.
Maybe there could some molten lava on this rock tree that because of its darker material would contrast nicely with light body of tiny? http://upload.wikimedia.org/wikipedia/commons/8/82/Pahoehoe_toe.jpg
Sorry for this criticism. I know that set is already finished and uploaded so its to late for changes.
Btw: I love criticism, don't be sorry for it. That's why Polycount is so awesome!
Working on a game has different challanges during the production.
Preproduction is about setting up workflows and planning for the production.
Production is usually trying to follow that plan and adjust it if necessary.
During Beta usually only bugs get fixed. Only a few months in production artists can really work on assets in a proven pipeline with nearly finished lighting and gameplay.
Working on a title from start to finish is always a plus when I look at CVs.
I'd compare working on DOTA assets with a DLC production.
It's on the workshop here.
I've started animating this guy and sadly started with killing him =[
Looks really amazing but this will so not be available in China
workshop link is on the artwork. if u like our work plz leave us a vote
so im trying to export out single frames SMD's for the turn poses on a courior (since fbx files dont work)
I have it exporting however:
if i open a new session of maya , and open my scene file (that i have already setup for export) and then do a full compile everything exports fine.... however if i then try and export the same scene again i get the following error
// Error: The directory "c:/games/steam/steamapps/common/dota 2 beta/dota2" is not valid.
completely shutting down and restarting maya is the only way i have found to resolve this. creating a new scene and reloading the file doesn't work. is this a bug or something wrong with my settings?
Is there a reason why they're not really adding much in the store recently?
Or is it just because it's the season and they want people to focus on tournaments etc...?
Could just be me, but the workshop seems a bit quiet right now.
i'm still alive and busy like hell working on some project, due to it is very sensitive project so i only can diving in this thread and read it silently.
here is the picture of me yesterday. working on skywrath set concept.
http://steamcommunity.com/sharedfiles/filedetails/?id=330784564
@kite212 turtle set=) feels defensive as clock should be.
@Andyk125i mostly like A) that is the most "iniciation" view
@AmorphTheus Hell idea, may but its too much fleshy , to see whole game such bloody interface, so some metallic inclusions will polish too much agresive-red.
@penOr thx for advice, ill try to assimilate it properly.
For your animation: Feels like basement right leg sliding is not right(It looks good , but after i watched cycle a few times, i would broke it more in moment of starting to fall down(but not much slide) Overlap few frames further.
And maybe detach a bottle to make secondary action bounce in opposite direction.
@Shock Nice idea hook with a rocket) very suitable for clock!
Progress on the AM sculpt.
Not sure if I'm gonna scratch and weather this one. I like that it has a nice clean look. Clean is in keeping with the original "Dota 2" style imo, which some of workshop highlights I've been seeing these few months certainly don't do.
Details are definitely crowd-pleasers though. I'll decide after the other parts (shoulder and bracer) are done.The sculpted shapes don't seem to look that interesting on their own, so it's a bit of a dilemma.
@Kite212 - I definitely think that the model needs more breaking up. Not only in terms of colours, but in how the armour is layered as well. The layers feel very uniform and the lack of variety makes them look a little uninteresting to me.
http://i.imgur.com/23B3wHh.png
Wanna help me out with it?
I am using Maya to export into FBX then into dota 2
Pweeeze
Cereally though,
You have some verts that are unskinned as it says.
Maybe you exporting mesh not binded to anything , or exporting joint chain to the Mesh slot or something like that , because FBX should work ok( try it with 1 join(bone)) and that will work with complex hierarchy the same way.
FBX is the simpliest way to test courier , if you dont want to make any particles or special jiggle bones , special diffirent timing for your animations , but i think that's not necessary at all.
Updated the tree (and actually made it public in the workshop)
Thanks again for the feedback