After over one year of working on it, Seraphic Apotheosis is now finally up on the Workshop! Don't forget to check the video, a lot of work was put into it!
Finished up this set just in time! Was a fun ( read: tiring ) jam session of around >10 days, but I managed! Lots of thanks towards Ken for having such a great concept and being a great texture artist. Give it a vote, pretty please?
This ward model got dropped, if anyone would like to texture, and/or rig animate it let me know. It will also need a promo artist. Its fully sculpted and retoplogized. Add me on steam @ K_Factor if interested.
Too many good sets to comment on just one, amazing stuff!
Been working on this courier, still cracking away with the texture but was after some feedback if possible please (feel it maybe a bit too blue!) Thanks
Hunter Killer> I'm looking forward to this very much. I think you need to make it clear whether the courier is wearing pants or not. It's the belt that suggests a message like that.
There is a pretty slim chance of getting in game because valve doesnt accept single items anymore and valve said to lay off of particle effects for now.(The second point could be void; haven't really been keeping in touch that long)
agree with swag in that this seems to be a risk (well.. more than normal dota items are, at least). They haven't said no more singles, it's just been their conduct. They did say no particles though, but from what I hear it might just be ability stuff and not ambient ones. Risky bisky either way, but the result is fantastic.
especially dat centaur axe. goddam. Really great work guys!
Our rubick courier is finally finished, after more than a year!
I did the concepts, and DarkKyo and Hayes did all the magic. Look at that slimeball go!
We took our time on this one, even brought in the amazingly talented Simon Allen from Pixar 's UP (2009) to animate the life into this happy Robot dog creation!
Be sure to check out the YouTube video to see this guy go smile emoticon vote us up to see him in dota2. Thanks!-A
Simon Allen: Animation
Chay Johansson: Rigging and Tech
Simon Boxer: Concept Art and Illustration
Anwar Bey-Taylor: 3D modeling and Textures
Wow, that's really great to hear that we got someone who helped create a movie to work along side us as workshop artist! Courier looks great guys, Fantastic work on the animations as well
After over one year of working on it, Seraphic Apotheosis is now finally up on the Workshop! Don't forget to check the video, a lot of work was put into it!
Those wings are great, how did you rig them? with only the original bones? it looks a crazy if you did it =]
well done
Could use some advice on how to tackle the feathers on this helmet, the lod limit is 350/500, which im having a super hard time trying to get to with how im doing it, basically, right now.
Basically, the feathers going along the top of the helmet eat up more than a third of the tri count, and thats doing the center row as a simple flat plane, and the outer feathers as 2 tris each per side, which leaves me very little for the rest of the helmet. On top of that, each feather currently has its own texture, which is taking up a huuuuge amount of my texture space. Having never dealt with something like this before, im not sure how to correctly go about it.
TTZ,
Really the only way to do the feathers is an alpha plane (same for side feathers). The problem is you won't get the volume from the front angle and honestly not sure how you could really get that and keep the low poly count for in game models.
That's part of the difficulty, making something look really awesome and having it bake down good to such low tri counts.
Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume from the front as baddcog mentioned. After that I'd add a few more individual or grouped feathers to give it the illusion of the shape you want, once again leaving them at angles that will let them be seen from the front. Something like the pic on the left. Then mirror all the feathers so they can be seen from both sides.
My central plane mirrored is abouttttt 32 polygons. So if you set yourself a 100 poly limit for the feathers you have a decent 68 more polys to play with. The ear feathers likewise look like sub-10 polygon pieces to me.
I think when you approach such models you need to ask yourself the following - if I leave all this geometry there will the viewer be able to see any of it? In Dota 2's case I think the answer is just no. Even if you left the centre plane as a single plane of polygons without additional indivdual or grouped feathers players would not be able to tell the difference from the normal camera angle. So that's what I would do for the LOD1. With the LOD0 you have a little more budget, so then the individual feathers could be added to bulk up the volume from the portrait view.
Also, if you want to do each feather duplicated, I suggest baking a single feather out to texture and duplicating that in your model so all the individual feathers use the same UV coordinates. I'd personally do that in a modeling package. Nobody will notice that the feathers are all duplicated if they've been shaped differently, and that's just the sort of work you need to do to make such geometry work within the constraints of a game engine.
Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume from the front as baddcog mentioned. After that I'd add a few more individual or grouped feathers to give it the illusion of the shape you want, once again leaving them at angles that will let them be seen from the front. Something like the pic on the left. Then mirror all the feathers so they can be seen from both sides.
My central plane mirrored is abouttttt 32 polygons. So if you set yourself a 100 poly limit for the feathers you have a decent 68 more polys to play with. The ear feathers likewise look like sub-10 polygon pieces to me.
I think when you approach such models you need to ask yourself the following - if I leave all this geometry there will the viewer be able to see any of it? In Dota 2's case I think the answer is just no. Even if you left the centre plane as a single plane of polygons without additional indivdual or grouped feathers players would not be able to tell the difference from the normal camera angle. So that's what I would do for the LOD1. With the LOD0 you have a little more budget, so then the individual feathers could be added to bulk up the volume from the portrait view.
Also, if you want to do each feather duplicated, I suggest baking a single feather out to texture and duplicating that in your model so all the individual feathers use the same UV coordinates. I'd personally do that in a modeling package. Nobody will notice that the feathers are all duplicated if they've been shaped differently, and that's just the sort of work you need to do to make such geometry work within the constraints of a game engine.
I'll give that a shot, you're right in that pretty much any depth is lost in game, i figured having the feathers are least bend might be worth doing but its pretty much not.
@badcogg - I know, i made the mistake of doing the design first and looking at the tri limit later. =X
uwahhhh my WR set made it in. I'm so happy!!!!!!!!!!!!! Now I can pursue this dream!!!! Thanks everyone so much, especially Shock, for your feedback and suggestions for my WR set at the polycount contest. I really couldn't have made it without you guys!!!
Congrats to everyone who gets something in too!!! So many great sets!
Replies
[ame]http://www.youtube.com/watch?v=4xEHhbB9ILs[/ame]
http://steamcommunity.com/workshop/filedetails/?id=449669652
great set @belkun @OrganizedChaos
i love the rubick set very much.
thanks shock,look forward your amazing work~
Awesome sets in the last page anyway
Finished up this set just in time! Was a fun ( read: tiring ) jam session of around >10 days, but I managed! Lots of thanks towards Ken for having such a great concept and being a great texture artist. Give it a vote, pretty please?
http://steamcommunity.com/sharedfiles/filedetails/?id=449756143&savesuccess=1
http://steamcommunity.com/sharedfiles/filedetails/?id=449805539
Good job on your sets Belkun, OrganizedChaos, K-PAX, Hawt!
*goes and cries in a corner*
(Amazing quality work guys... color me envious... 10... *sobs*)
http://steamcommunity.com/workshop/filedetails/?id=449705399
http://steamcommunity.com/sharedfiles/filedetails/?id=449782034
This cogs m8, it's great!
[SKETCHFAB]5f5e5f8ad2d44a079ae3b62595d6e1fd[/SKETCHFAB]
Been working on this courier, still cracking away with the texture but was after some feedback if possible please (feel it maybe a bit too blue!) Thanks
hey motenai. not yet,but the solt was there. polycount limit is 800.i think it's wrong value .so we was compiled manual.
Allison Theus did the load screen for me, cus my brain sucks at making them.
It's been a long time coming, but the Evil Geniuses Singles Chest is finally finished. Feels good man.
especially dat centaur axe. goddam. Really great work guys!
I did the concepts, and DarkKyo and Hayes did all the magic. Look at that slimeball go!
https://steamcommunity.com/sharedfiles/filedetails/?id=450035494
[ame]https://www.youtube.com/watch?v=8llIMk1fCwA[/ame]
Check out our latest Courier name Ember the Retriever!
http://steamcommunity.com/sharedfiles/filedetails/?id=448236600
We took our time on this one, even brought in the amazingly talented Simon Allen from Pixar 's UP (2009) to animate the life into this happy Robot dog creation!
Be sure to check out the YouTube video to see this guy go smile emoticon vote us up to see him in dota2. Thanks!-A
Simon Allen: Animation
Chay Johansson: Rigging and Tech
Simon Boxer: Concept Art and Illustration
Anwar Bey-Taylor: 3D modeling and Textures
Demonic Upheaval for Warlock was finally finished! Check out the video:
http://steamcommunity.com/workshop/filedetails/?id=450476552
The Bundle replaces all slots of the hero + the Ultimate ability and a Loading Screen.
Original concept: Noblebatterfly
Everything else: Gumbata
Those wings are great, how did you rig them? with only the original bones? it looks a crazy if you did it =]
well done
I wouldnt expect less from you, amazing set as usual!
yes.
Looks famil, but at least you dressed it up, nice.
I like the head part most.
Free to use for sets now?
Basically, the feathers going along the top of the helmet eat up more than a third of the tri count, and thats doing the center row as a simple flat plane, and the outer feathers as 2 tris each per side, which leaves me very little for the rest of the helmet. On top of that, each feather currently has its own texture, which is taking up a huuuuge amount of my texture space. Having never dealt with something like this before, im not sure how to correctly go about it.
Really the only way to do the feathers is an alpha plane (same for side feathers). The problem is you won't get the volume from the front angle and honestly not sure how you could really get that and keep the low poly count for in game models.
That's part of the difficulty, making something look really awesome and having it bake down good to such low tri counts.
Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume from the front as baddcog mentioned. After that I'd add a few more individual or grouped feathers to give it the illusion of the shape you want, once again leaving them at angles that will let them be seen from the front. Something like the pic on the left. Then mirror all the feathers so they can be seen from both sides.
My central plane mirrored is abouttttt 32 polygons. So if you set yourself a 100 poly limit for the feathers you have a decent 68 more polys to play with. The ear feathers likewise look like sub-10 polygon pieces to me.
I think when you approach such models you need to ask yourself the following - if I leave all this geometry there will the viewer be able to see any of it? In Dota 2's case I think the answer is just no. Even if you left the centre plane as a single plane of polygons without additional indivdual or grouped feathers players would not be able to tell the difference from the normal camera angle. So that's what I would do for the LOD1. With the LOD0 you have a little more budget, so then the individual feathers could be added to bulk up the volume from the portrait view.
Also, if you want to do each feather duplicated, I suggest baking a single feather out to texture and duplicating that in your model so all the individual feathers use the same UV coordinates. I'd personally do that in a modeling package. Nobody will notice that the feathers are all duplicated if they've been shaped differently, and that's just the sort of work you need to do to make such geometry work within the constraints of a game engine.
Forgot to post this, Silencer set in the workshoppers!
http://steamcommunity.com/sharedfiles/filedetails/?id=450061120
I'll give that a shot, you're right in that pretty much any depth is lost in game, i figured having the feathers are least bend might be worth doing but its pretty much not.
@badcogg - I know, i made the mistake of doing the design first and looking at the tri limit later. =X
http://www.dota2.com/store/itemdetails/10924/
Quickly, dig trough old dota 2 memes and cash in quickly!
Congrats to everyone who gets something in too!!! So many great sets!