Starting set for gyro. Main theme would be a sea captain (maybe a little steampunk). It perfectly fits bio and just a nake model of gyro. Thinking about add more than 2 style for hat.
I figured out several things, the slardar model your download from technical requeriments page is rotated and DOwnscaled a lot. so once skinned my items are downscaled too.
here is an update for the dragon knight set I was working already in the beginning of november. The hipoly is done and even the low with bakes... but I will post them later once I'm done testing skinning and exporting .
For me is the first time in dealing with dota so It can take some trial and error!
I hope you like how is turning out and soon I hope to finish it!
Love the texture of that DK skirt! And the helmet is pure awesome.
I've had a basic question about zbrush that I can't seem to find the answer to anywhere online. Is there away to make all subtools the same material/color(even ones that are already "set" to be other materials/colors) without having to go through them all and manually set each one again?
Love the texture of that DK skirt! And the helmet is pure awesome.
I've had a basic question about zbrush that I can't seem to find the answer to anywhere online. Is there away to make all subtools the same material/color(even ones that are already "set" to be other materials/colors) without having to go through them all and manually set each one again?
Ehi darkkyo, thanks for the comments! The helmet turn out cool enough and I should thank the feedback from the thread some time ago. My initial design didn't had the horns but I have to say that in the end was a right addition!
however about zbrush and the color/material, if you mean getting a result similar to what I have in the pic, that should be easy enough as it is a couple of clicks from the ''SubTool Master'' tab. Then you go to ''Fill'' and choose the option that fits you. This will apply color/material changes to all the sub tools.
The tab should be reachable from the Zplugin menu.
@mihalceanu, I suggest a better avatar for the ward. something that shows the shape of it better, maybe from an angel which shows that this is actually a cube, not a 2D square.
@mihalceanu, I suggest a better avatar for the ward. something that shows the shape of it better, maybe from an angel which shows that this is actually a cube, not a 2D square.
agreed :thumbup:
At the moment it doesn't make the ward very appealing, when in fact it is.
ehi man, you may be right with the shield... when I tested in engine yesterday was feeling a bit too deep. I think I will try to adjust the lowpoly so that the back of it is more concave and the arm can stick more in it.
Thanks for the comment and nice Spear tip
Hey guys! I know that this is not that much time to New Bloom event's deadline, but here's one more concept, add me in steam or send me a PM if you're interested in collab.
@yanosuke: man that's a rad Earth Spirit! nice work! Also the illustration is just magnificent!
Edit: on a second look i think you should add a bit of darker tone in your in-game model on the shoulder crystals, just to give them some depth & translucency like you did in the illustration. Only a minor thing though
@Yanosuke
that is an hell of an illustration man! The model is nicely sculpted and textured, overall a great job... you got my vote @Satanax
Thanks man! I hope to do a good job texturing it .
@Motenai, Satanax, Snowstorm, Phobalien- a big thank you to you, guys! Very happy to hear.
I was told before that the link was strange but didn't get that facebook referral, but hearing it from more people makes me wonder... I pasted the workshop link again in the "link" field that I connected with the image. So hopefully this works now?
Motenai- thanks for the suggestion! The thing is, that I toned it down for the illustration to control the focalpoints easier. But for the ingame it should glow and have the special map/mask on it where light wanders through in waves. But this effect was broken in the workshop when I uploaded the set. Also the glow didn't work properly, unlike on the staff which works fine. The masks are alright, though as far I know- I'll check again later. Point is , I thought it's visually better when the jade is not very contrasty so it isn't too noise ingame.
@Sumers: The gold seems a bit gawdy to be honest. And the weapon blades are very flat. I love the concept and design though, and the little sword at his side is a great touch.
@Toasty For me this siren pure essence of what I would go for while doing New Bloom item so I am pleased to see such fantastic design! Great job! I am looking forward to see this beauty in game
@Toasty For me this siren pure essence of what I would go for while doing New Bloom item so I am pleased to see such fantastic design! Great job! I am looking forward to see this beauty in game
I have a feeling this Naga will be showcased on the blog update about new bloom in the coming weeks, already have a few freinds who can't wait to make this into an effigy as well. Toasty wins new bloom with this one :thumbup:
i don't know if it's a known issue or if i'm just doing something wrong - but does anybody know anything about tidehunter's offhand weapon not respecting the physics that are supposed to be on the bones?
i don't know if it's a known issue or if i'm just doing something wrong - but does anybody know anything about tidehunter's offhand weapon not respecting the physics that are supposed to be on the bones?
you might want to check this by Vovosunt fron Bounch's thread.
Hey guys, any thoughts on this seam? It is only happening on this small section, and is not visible at all angles, the back side of the cape does not show the seam at all in game, I have tried everything I can possibly think of, and still this little spot is like, fuck you
kite212: you baked only half of the cape , so the normals arent the same after u weld them back .
The correct way to bake it is : uvmap half of it , then weld it back before baking; that way you have the same normals as the final version and it will bake the same .
Replies
are there any ways to fix?
If you're working in blender you probably forgot to turn smooth shading on that mesh
doom with nose job like slardar i did.
Set by me and Noble. Final tweaks and promo work now
I figured out several things, the slardar model your download from technical requeriments page is rotated and DOwnscaled a lot. so once skinned my items are downscaled too.
Any idea of how to fix this issue? in 3ds
here is an update for the dragon knight set I was working already in the beginning of november. The hipoly is done and even the low with bakes... but I will post them later once I'm done testing skinning and exporting .
For me is the first time in dealing with dota so It can take some trial and error!
I hope you like how is turning out and soon I hope to finish it!
I've had a basic question about zbrush that I can't seem to find the answer to anywhere online. Is there away to make all subtools the same material/color(even ones that are already "set" to be other materials/colors) without having to go through them all and manually set each one again?
Ehi darkkyo, thanks for the comments! The helmet turn out cool enough and I should thank the feedback from the thread some time ago. My initial design didn't had the horns but I have to say that in the end was a right addition!
however about zbrush and the color/material, if you mean getting a result similar to what I have in the pic, that should be easy enough as it is a couple of clicks from the ''SubTool Master'' tab. Then you go to ''Fill'' and choose the option that fits you. This will apply color/material changes to all the sub tools.
The tab should be reachable from the Zplugin menu.
I hope this help
You are more than welcome, I'm glad I could help!
phobalien: Loving the set , but the shield seems a bit too bulky
--shameless plug time--
just finished these 2 for the event
have a look if u wish:):
spear link:http://steamcommunity.com/sharedfiles/filedetails/?id=375145672
ward link : http://steamcommunity.com/sharedfiles/filedetails/?id=375140859
ty
agreed :thumbup:
At the moment it doesn't make the ward very appealing, when in fact it is.
ehi man, you may be right with the shield... when I tested in engine yesterday was feeling a bit too deep. I think I will try to adjust the lowpoly so that the back of it is more concave and the arm can stick more in it.
Thanks for the comment and nice Spear tip
i really like the combination of the dragon head with the clothes looks really bad ass
You guys know the drill, if you like it please give it a thumbs up
Add me on steam if u are interestedhttp://steamcommunity.com/profiles/76561198088745656/
Hope you like it, guys
Edit: on a second look i think you should add a bit of darker tone in your in-game model on the shoulder crystals, just to give them some depth & translucency like you did in the illustration. Only a minor thing though
Excellent!
Btw your link still includes a link that takes people through facebook. You need to remove it from the "[URL=]" field too.[/url]
Jebus! Awesome awesomeness!
Epic set for DK. The dragon head in DK's back it's looking very good. Congratz!
that is an hell of an illustration man! The model is nicely sculpted and textured, overall a great job... you got my vote
@Satanax
Thanks man! I hope to do a good job texturing it .
I was told before that the link was strange but didn't get that facebook referral, but hearing it from more people makes me wonder... I pasted the workshop link again in the "link" field that I connected with the image. So hopefully this works now?
Motenai- thanks for the suggestion! The thing is, that I toned it down for the illustration to control the focalpoints easier. But for the ingame it should glow and have the special map/mask on it where light wanders through in waves. But this effect was broken in the workshop when I uploaded the set. Also the glow didn't work properly, unlike on the staff which works fine. The masks are alright, though as far I know- I'll check again later. Point is , I thought it's visually better when the jade is not very contrasty so it isn't too noise ingame.
Whoa, this set almost got the better of me timewise, but it's finally finished. Eternal Princess Set on workshop.
I have a feeling this Naga will be showcased on the blog update about new bloom in the coming weeks, already have a few freinds who can't wait to make this into an effigy as well. Toasty wins new bloom with this one :thumbup:
http://steamcommunity.com/workshop/filedetails/?id=376671469
you might want to check this by Vovosunt fron Bounch's thread.
Link on image.
kite212: you baked only half of the cape , so the normals arent the same after u weld them back .
The correct way to bake it is : uvmap half of it , then weld it back before baking; that way you have the same normals as the final version and it will bake the same .
hope it helped