Wondering about some quick advice! I'm doing an item for a tournament and I'm curious if anyone can suggest what a usual good split is. I'll have an animator/rigger and some of the money will be going to the prize pool. There's lots to consider of course but I'm curious if anyone knows of a reasonable ballpark for splits that are reasonable.
Hey all, I am an experienced animator with eight shipped titles, including Guitar Hero III: Legends of Rock, and Trigger Fist. I am looking for people to collaborate with. Below are links to my resume and demo reel.
How do you guys decide on which hero you should make a set for?
For example in the community chest thread, Shock said it's best not to create for chen, slardar, void or kotl atm cause they might be getting overhauled.
Where does one find such information?
Do you guys also check how recently new sets were added for certain heroes and pick one that hasn't seen new sets in a while?
Or is all this of very little significance and you guys just go with whatever inspires you?
Thanks Insane . Yeah I was wondering about those requested sets as well. Do they bypass the normal submission process? If you're a pro player, you can order a custom set and Valve will guaranteed let it through?
Guys, i need some H3LP!
I'm testing the rigging and stuff, while Mango finishes the textures and masks, and this clipping is happening when Sniper uses his blendshape's facial animations.
I don't know what I can do to avoid his facial animation to clip the mustaches... Is there any way to export the fbx from Maya with blendshapes info? Or any other way to fix that?
Any help will be very appreciated Thanks in advance
Guys, i need some H3LP!
I'm testing the rigging and stuff, while Mango finishes the textures and masks, and this clipping is happening when Sniper uses his blendshape's facial animations.
I don't know what I can do to avoid his facial animation to clip the mustaches... Is there any way to export the fbx from Maya with blendshapes info? Or any other way to fix that?
Any help will be very appreciated Thanks in advance
to export with blendshapes I believe it need it to be an smd, I may be wrong, I did that some months ago.
Usually Valve is the one to do the blend shapes in the end, but if you want to make some promo video you need to do them by yourself and compile "manually"
to export with blendshapes I believe it need it to be an smd, I may be wrong, I did that some months ago.
Usually Valve is the one to do the blend shapes in the end, but if you want to make some promo video you need to do them by yourself and compile "manually"
Oh, I see! The clipping only happens when he sniffs..but its annoying..
I'll try that out! If I dont make it until the Event deadline, I'll try to provide a update afterwards. Thanks
Oh, I see! The clipping only happens when he sniffs..but its annoying..
I'll try that out! If I dont make it until the Event deadline, I'll try to provide a update afterwards. Thanks
I forgot to mention, the blend shapes uses some expressions to work, I asked Valve but the workflow is inside their tools on maya so they cant share.
Even if you do a perfect work with the blend shapes, they will not work the same way, but it will probably fix the moustache issue
Hello Jova - it's a great design, but you might want to have a closer look at the downloadable Sniper model and its budget restrictions in order to determine if your design is actually doable. To give you an idea, here is a recent Sniper model by Airborn studios and the budget breakdown they worked with :
Now I am not saying that a full trench coat would be completely impossible to do (the bracers slot could be used for the sleeves, and the cape and shoulder slots could be combined somehow in order to build the coat), but it might be more frustrating that it seems. Just thought I'd give you a heads up.
Thx Pior,I had conversation with few artists when I had very rough sketch on start and yea,all of them told me the same,it is quite challenge but not impossible..... here is what I have on mind about combined parts.....
Yeah ... from there my advice would be to test things out very early on with an untextured model. At the end of the day its not so much about polygon count (after all, anything can be baked to a very simple lowpoly model) and more about the tricky aspects of building deformable models sitting on top of an existing body. I've had something similar going on with my recent WR (gave her a chest piece covering most of the front of her torso) and while optimizing the model down to a low count was not really an issue, the deformation and rigging adjustments I had to make drove me insane and ended up costing me a lot of time
Again, it might not be impossible but it will be tricky and potentially frustrating. As long as you catch issues early it might be fine - just try to avoid having a modeler spend hours on a sculpt and a bake, only to realize that the rigging falls appart and everything has to be rebuilt and rebaked multiple times. However, you could ask the modeler to spend a day or two on a on-budget, untextured but rigged and exported lod0 model to see if it all works - and later on, go on with the sculpt and bakes.
You might face resistance about such a non-linear workflow (some artists only want to work in zbrush and dislike working in lowpoly) but I think it will be necessary in order to make it all work without too much messing around.
It doesnt work perfectly because of the lack of expression but I think it is enought
Oh dang...hopefully that's not a big issue for our submissions then! But yeah, I'd think twice now about creating something that may be on a blend shape way
Can't wait to see what's going to change of this technical modding aspects on Source 2.
And yeah, that bear was DOPE!
THanks!
And oh, JovaGrof, that sniper concept is really ace! However, Im pretty much sure you would like to consider what pior said about creating a low poly on the very early stage to test if it works. I am just finishing an Sniper Set right now, and god... it's a very low budget hero, with very low texture size. The main concern is really about creating mesh where the body deforms most. Those medals you painted, for instance, could deform as hell, even if you rig it to the closest joint. Anyway, please do no take this as a non encouragement, and be brave and do it
Best of luck for ya!
hey people, i just set up the big collection!
im rly happy with the result. all of u guys did such an amazing work!
like, favor and share it with ur friends
@wuttivas actually u can ,its just that the head is off screen .Try binding the skin with this method by selecting the mesh first then select the joints then bind skin. hope it works
Hi guys, I'm back with my dragon knight set after almost 5 months!
Very busy with work so whenever I could sput some hours on the model I did... I have usually kept the progress for me and some close friends after the hipoly pass... well, now I'm done I would say and I like to share the result with the community.
As I stated originally, this dragon knight is a bit of an homage to Dracul/Gabriel of the Lords of shadow games from Castlevania. He is a "Dragon knight" after all!
So long coat, mostly red leather and dragon horns all around.
The back story of Dragon knight works very well with this design as the set shows the legacy with the dragon that forged his strength with the knight.
anyway, I hope you like it! Soon I will finalize it with the extra materials and I will submit it .
Cheers
Hi guys, I'm back with my dragon knight set after almost 5 months!
Very busy with work so whenever I could sput some hours on the model I did... I have usually kept the progress for me and some close friends after the hipoly pass... well, now I'm done I would say and I like to share the result with the community.
As I stated originally, this dragon knight is a bit of an homage to Dracul/Gabriel of the Lords of shadow games from Castlevania. He is a "Dragon knight" after all!
So long coat, mostly red leather and dragon horns all around.
The back story of Dragon knight works very well with this design as the set shows the legacy with the dragon that forged his strength with the knight.
anyway, I hope you like it! Soon I will finalize it with the extra materials and I will submit it .
Cheers
God that design, I'm gonna be super blunt, so don't read on if you don't have a bit of thick skin.
Your design has amazing potential! I love the distribution of weight, and lines. But the whole set is executed on a sub par level. I don't have much to go on from this image so I can't assess what went wrong but it looks like a slightly muddy high (I'm looking at the horn material on the shoulder, the shield and the helm.) Couple that with a texture style that doesn't fall in line with the dota2 style, plus I haven't seen an in game view to assess if it even works in game; It makes for this set to fall down for me.
If you can provide other shots, like when you get the masks on and some in game shots (remember to take some from the default camera angle) I'd gladly give more thoughts on this set.
I really hope you don't stop designing, your design eye is very nice, I would just like to see the execution fit the art style of dota2 a bit more.
personally i really like the brown, it makes him stand out from the other dragon knight sets and it has a really nice softness to the colors which makes him look more ancient- but i agree with it perhaps being a bit muddy. and perhaps repeating the dragon face twice, on the shield and on his back could be avoided- id remove the face on his back because faces on backs always confuse me from a design perspective lol
@phobalien Seeing as everyone else is, I'll give my 2 cents. I personally like the brown and the back face ( I did that on my necro set). The design is pretty good over all, but as stated, lacks edge control so it looks muddy. I did a rough paint over of how I think it could be improved, hope it helps.
Hi people... wow after a couple of days all this attention is unexpected !
First off, thanks for the time to comment my model, I appreciate any critique and feedback since it can lead to improvements.
On the other end I learned with time that you will never pleased everyone so the best you can do is please yourself and some others in the process!
Now to the comments:
@Anuxi: Hi there, we don't know each others personally and I'm pretty new to dota in general so here is quick intro: this is my first complete dota model, with the previous one being the Lifestealer set made with Motenai where I took care of general design a hipoly sculpt.
Usually my week is pretty busy as I am artist and runner of Forge Studios. This is not an excuse for work done sloppy of course! But I believe this wasn't the case. I work on this model over 6 months I think... with very discontinued time and focus.
I believe the design and modelling to be pretty solid for Dota and general standards. The texturing, when I will be able to show some flat diffuse screens, will look good as well i believe. However, yes I may have fall short on the execution of the horn material and even after some tweak I did, perhaps I could do an extra pass.
As I said, this was the first set where I had to deal with textures and material for dota so I won't really shine as a master in handling them I believe.
Also, I found the material preset of Dragon knight to be super reflective in game and it is very annoying. However there is possibly more I can do to control that.
About the dota style in texturing it I don't see this distance honestly.
I could touch up the highlights but I will have to reduce the metalness maybe so is a more visible effect. Maybe that would work?
Of course, thanks for your time in providing feedback
@mihalceanu: ehi man, thanks for the image and I have actually tried that in the beginning... I didn't like that much contrast to be honest. I know is a common choice for a red dragon to have black horns but even looking at your image now It doesn't work for me. Still as Clyptic suggested after you, maybe if I push more the highlights it will become more defined and less muddy.
@Pipotchi: thanks for the support on the brown . About the double face, in the end was a choice to be able to see the dragon both from front and back... the original idea was to have it only on the back. Later however I went on the shield as well... there was a moment were I was thinking ''well, what about the sword then...and the knee pad... and..'' luckily my sanity went back .
In any case as you can imagine, removing one of the 2 is too much work and redesign so, giving that I'm happy with it, this time it will stay :P
@Clyptic: thanks for the supporting image man. I think I will try something like that. This way the muddy effect should be reduce due to more contrast and definition. Following Motenai and others artists suggestions I had already boosted the highlights but I see I can do more. I will pair this with a less specular strength on the masks perhaps.
Thanks everyone for the feedback. I will see to grab some screens tomorrow to show you more how it looks as a flat texture and in-game as it is now.
So you can see better how it was put together.
Sorry for he long post as well but I did it with passion and I don't want to look like a dumb artist .
Best
Replies
My resume - http://www.jesseobrien.com/resume.pdf
[vv]57693799[/vv]
[vv]90963176[/vv]
For example in the community chest thread, Shock said it's best not to create for chen, slardar, void or kotl atm cause they might be getting overhauled.
Where does one find such information?
Do you guys also check how recently new sets were added for certain heroes and pick one that hasn't seen new sets in a while?
Or is all this of very little significance and you guys just go with whatever inspires you?
Appreciate any insight into this.
Sometimes people get requested a set from different organizations/pro players etc.
Thanks!
come and vote plz
Hope u like item-hero lore.
link:http://steamcommunity.com/sharedfiles/filedetails/?id=431959557
[ame="http://www.youtube.com/watch?v=b7MPKBnPxaw"]http://www.youtube.com/watch?v=b7MPKBnPxaw[/ame]
2 styles Loadingscreen:
Black King Bar style:
Custom ability icons:
Guys, i need some H3LP!
I'm testing the rigging and stuff, while Mango finishes the textures and masks, and this clipping is happening when Sniper uses his blendshape's facial animations.
I don't know what I can do to avoid his facial animation to clip the mustaches... Is there any way to export the fbx from Maya with blendshapes info? Or any other way to fix that?
Any help will be very appreciated Thanks in advance
to export with blendshapes I believe it need it to be an smd, I may be wrong, I did that some months ago.
Usually Valve is the one to do the blend shapes in the end, but if you want to make some promo video you need to do them by yourself and compile "manually"
Oh, I see! The clipping only happens when he sniffs..but its annoying..
I'll try that out! If I dont make it until the Event deadline, I'll try to provide a update afterwards. Thanks
I forgot to mention, the blend shapes uses some expressions to work, I asked Valve but the workflow is inside their tools on maya so they cant share.
Even if you do a perfect work with the blend shapes, they will not work the same way, but it will probably fix the moustache issue
Here is an example (1:31)
https://youtu.be/k1-e6N6UkcI?t=1m31s
It doesnt work perfectly because of the lack of expression but I think it is enought
Now I am not saying that a full trench coat would be completely impossible to do (the bracers slot could be used for the sleeves, and the cape and shoulder slots could be combined somehow in order to build the coat), but it might be more frustrating that it seems. Just thought I'd give you a heads up.
Again, it might not be impossible but it will be tricky and potentially frustrating. As long as you catch issues early it might be fine - just try to avoid having a modeler spend hours on a sculpt and a bake, only to realize that the rigging falls appart and everything has to be rebuilt and rebaked multiple times. However, you could ask the modeler to spend a day or two on a on-budget, untextured but rigged and exported lod0 model to see if it all works - and later on, go on with the sculpt and bakes.
You might face resistance about such a non-linear workflow (some artists only want to work in zbrush and dislike working in lowpoly) but I think it will be necessary in order to make it all work without too much messing around.
Oh dang...hopefully that's not a big issue for our submissions then! But yeah, I'd think twice now about creating something that may be on a blend shape way
Can't wait to see what's going to change of this technical modding aspects on Source 2.
And yeah, that bear was DOPE!
THanks!
And oh, JovaGrof, that sniper concept is really ace! However, Im pretty much sure you would like to consider what pior said about creating a low poly on the very early stage to test if it works. I am just finishing an Sniper Set right now, and god... it's a very low budget hero, with very low texture size. The main concern is really about creating mesh where the body deforms most. Those medals you painted, for instance, could deform as hell, even if you rig it to the closest joint. Anyway, please do no take this as a non encouragement, and be brave and do it
Best of luck for ya!
http://steamcommunity.com/sharedfiles/filedetails/?id=434820412
Please vote if you like it!
3D by me, and 2D by Mango
Great sniper set)
Love the hat
I finished a bristleback set with Noblebatterfly
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=435842483
cheers
hey people, i just set up the big collection!
im rly happy with the result. all of u guys did such an amazing work!
like, favor and share it with ur friends
check it out
Hi guys this is my 2nd set hope you guys like it C&C are welcome
i import head riki but i not see it
and this frist my porduct
http://steamcommunity.com/workshop/filedetails/?id=437012805
hope you'll like him
Wow, thanks a lot! Glad that you like him!
Very busy with work so whenever I could sput some hours on the model I did... I have usually kept the progress for me and some close friends after the hipoly pass... well, now I'm done I would say and I like to share the result with the community.
As I stated originally, this dragon knight is a bit of an homage to Dracul/Gabriel of the Lords of shadow games from Castlevania. He is a "Dragon knight" after all!
So long coat, mostly red leather and dragon horns all around.
The back story of Dragon knight works very well with this design as the set shows the legacy with the dragon that forged his strength with the knight.
anyway, I hope you like it! Soon I will finalize it with the extra materials and I will submit it .
Cheers
Have finished rigging the Meepo set, So here is a side by side comparison between our set and the default one:
God that design, I'm gonna be super blunt, so don't read on if you don't have a bit of thick skin.
Your design has amazing potential! I love the distribution of weight, and lines. But the whole set is executed on a sub par level. I don't have much to go on from this image so I can't assess what went wrong but it looks like a slightly muddy high (I'm looking at the horn material on the shoulder, the shield and the helm.) Couple that with a texture style that doesn't fall in line with the dota2 style, plus I haven't seen an in game view to assess if it even works in game; It makes for this set to fall down for me.
If you can provide other shots, like when you get the masks on and some in game shots (remember to take some from the default camera angle) I'd gladly give more thoughts on this set.
I really hope you don't stop designing, your design eye is very nice, I would just like to see the execution fit the art style of dota2 a bit more.
As a suggestion , I wouldnt use brown and desaturated colors for that hero . He is all about bright red+yellow and black
ref of a good set : https://s-media-cache-ak0.pinimg.com/originals/e6/3e/14/e63e14f23766a4605ceeb845be58b360.jpg
here's a quick test :
First off, thanks for the time to comment my model, I appreciate any critique and feedback since it can lead to improvements.
On the other end I learned with time that you will never pleased everyone so the best you can do is please yourself and some others in the process!
Now to the comments:
@Anuxi: Hi there, we don't know each others personally and I'm pretty new to dota in general so here is quick intro: this is my first complete dota model, with the previous one being the Lifestealer set made with Motenai where I took care of general design a hipoly sculpt.
Usually my week is pretty busy as I am artist and runner of Forge Studios. This is not an excuse for work done sloppy of course! But I believe this wasn't the case. I work on this model over 6 months I think... with very discontinued time and focus.
I believe the design and modelling to be pretty solid for Dota and general standards. The texturing, when I will be able to show some flat diffuse screens, will look good as well i believe. However, yes I may have fall short on the execution of the horn material and even after some tweak I did, perhaps I could do an extra pass.
As I said, this was the first set where I had to deal with textures and material for dota so I won't really shine as a master in handling them I believe.
Also, I found the material preset of Dragon knight to be super reflective in game and it is very annoying. However there is possibly more I can do to control that.
About the dota style in texturing it I don't see this distance honestly.
I could touch up the highlights but I will have to reduce the metalness maybe so is a more visible effect. Maybe that would work?
Of course, thanks for your time in providing feedback
@mihalceanu: ehi man, thanks for the image and I have actually tried that in the beginning... I didn't like that much contrast to be honest. I know is a common choice for a red dragon to have black horns but even looking at your image now It doesn't work for me. Still as Clyptic suggested after you, maybe if I push more the highlights it will become more defined and less muddy.
@Pipotchi: thanks for the support on the brown . About the double face, in the end was a choice to be able to see the dragon both from front and back... the original idea was to have it only on the back. Later however I went on the shield as well... there was a moment were I was thinking ''well, what about the sword then...and the knee pad... and..'' luckily my sanity went back .
In any case as you can imagine, removing one of the 2 is too much work and redesign so, giving that I'm happy with it, this time it will stay :P
@Clyptic: thanks for the supporting image man. I think I will try something like that. This way the muddy effect should be reduce due to more contrast and definition. Following Motenai and others artists suggestions I had already boosted the highlights but I see I can do more. I will pair this with a less specular strength on the masks perhaps.
Thanks everyone for the feedback. I will see to grab some screens tomorrow to show you more how it looks as a flat texture and in-game as it is now.
So you can see better how it was put together.
Sorry for he long post as well but I did it with passion and I don't want to look like a dumb artist .
Best