Well only the scarf is something from Prince of persia concepts, and the rest isn't but the back of the scarf will be quitte different, so I don't think that will be a problem. The shoulder and leg armor are comletely my own concept as well as the blades, ofcourse iwth some reference..
You should change the colors of the scarf, it looks like hes dressed up as the Prince.
Hey guys. I've got a question for those of you that have worked on couriers before. The tech requirements say that they are allowed a max of 3000 polygons for lod1 i just wanted to check if anyone knew if they meant polygons or tris. I have a sneaky suspicion they mean tris and I just wanted to make sure.
Hey guys. I've got a question for those of you that have worked on couriers before. The tech requirements say that they are allowed a max of 3000 polygons for lod1 i just wanted to check if anyone knew if they meant polygons or tris. I have a sneaky suspicion they mean tris and I just wanted to make sure.
Everything in the requirements means tris, no exceptions.
That did it! Thanks a ton. Also, is there any way to set up and preview Jigglebones in the itemtest or HLMV?
Np, I had the same problems and everbody kept saying to scale down with the verts selected or use xform, but those are basic things..
Finially baked down the sword concept for my bounty hunter, and also started working on the textures. Still needs some work, but I'm pretty happy with how the baking came out.
I took a step back with my Lion set and took a couple of days to really focus on the concept and the shapes and what the intention and theme of the set is, this is the result:
Remnants of the last design can still be seen but for the most part it's a complete overhaul -- I really wanted to focus on shapes, colours and readability, reading the Polycount Contest blog posts from Valve gave me a much better idea of what to aim for.
Did some more work on texturing my weapon, here's an ingame test.
It's still a bit to shiny and the textures are not finished yet, but what do you guys think?
I took a step back with my Lion set and took a couple of days to really focus on the concept and the shapes and what the intention and theme of the set is, this is the result:
Remnants of the last design can still be seen but for the most part it's a complete overhaul -- I really wanted to focus on shapes, colours and readability, reading the Polycount Contest blog posts from Valve gave me a much better idea of what to aim for.
if i may say,that hood looks a bit off to me.It has a lot of Gondar's item style in it.
Plus,the whole concept with horns,lava tencacle and stuff throws in the idea of hellish creature and items.That kind of scarf/hood is a persian style,to protect from sand storms etc,its also a good piece of cloth to warm some1 up,so its not a type of cloth some hellish creature would wear,since hell is kinda warm place
if i may say,that hood looks a bit off to me.It has a lot of Gondar's item style in it.
Plus,the whole concept with horns,lava tencacle and stuff throws in the idea of hellish creature and items.That kind of scarf/hood is a persian style,to protect from sand storms etc,its also a good piece of cloth to warm some1 up,so its not a type of cloth some hellish creature would wear,since hell is kinda warm place
I probably should have mentioned that the theme has changed, haha!
The demonic conversion thing wasn't working so I switched it to more of an exiled wanderer.
Regarding the hood, it's going to be made in the same style as his existing one and looking at my concept again, I definitely need to focus on more shaper, pointier shapes and edges. The top of the cape doesn't actually cover the top of his head, it sort of leans out. I think I might toy with the idea of adding something at the front of it, holding it together so it's more of a traditional cape.
Thanks for your input, I hadn't considered much of what you wrote
I took a step back with my Lion set and took a couple of days to really focus on the concept and the shapes and what the intention and theme of the set is, this is the result:
Remnants of the last design can still be seen but for the most part it's a complete overhaul -- I really wanted to focus on shapes, colours and readability, reading the Polycount Contest blog posts from Valve gave me a much better idea of what to aim for.
The set looks awesome. The only thing I'm not 100% on is the orb floating over his head. If there can be some animation to it where it looks like its floating it could work very well. But if it remains a static object, then, I don't know.
OK I have a stupid question, All the shurikens for bounty hunter are made for it's shoulder slot , which is no problem I'm just wondering why the tricount on Valve's models and models allready made are (or look) so low? because the shoulder slot got a max of 600 tri's lod_0
OK I have a stupid question, All the shurikens for bounty hunter are made for it's shoulder slot , which is no problem I'm just wondering why the tricount on Valve's models and models allready made are (or look) so low? because the shoulder slot got a max of 600 tri's lod_0
the polygon limit when decided on a poker game =]
there is some numbers that doesnt make much sense, like the beast masters hawk
lod1 - 1000 tris
lod0 - 1000 tris
just dont worry with them and do you best with the poligons you can use =]
After the Dota2 Polycount contest I had some extra concepts lying around which I hoped to some day make in the future. SoJa has offered to collaborate with the modeling aspect of one of these sets, which is really awesome! Now that I think about it, I really should have collaborated for the contest instead of spend so much time flailing around trying to learn Maya and Mudbox with zero prior experience.
I revisited a concept for Drow Ranger and rendered it in more detail. As always, comments and crits are welcome! We will begin the modeling process soon.
SinAmos, I did play Dota2 right after I got the beta key, but not recently... its a fun game, until you start to get the feeling that your team will hate you if you aren't up to par with strategizing. I'll stick to more relaxing games for now, haha.
@vindalia, that concept looks amazing! Only the legs look a bit boring, add some detail to it, not to much though..
I play dota2 almost everyday, especially when I work on items I intend to start up a game
Did some more work on the Knife for BH, redid the masks so it will add some more detail. The detail is a lot better noticable from a distance now. Aslo started working on the Shuriken, allready backed the high poly and started working on the textures. The model is between the lod_0 and lod_1 (400 tri's), because otherwise I would have had a lot of problems getting a good lod_1 quality. But I think it allready looks good even for a lod_0.
Great work on the blade and the shuriken! I think the yellow is a bit too saturated and I think it'd be really cool if you could introduce some gradients to the yellow parts (I know it's early WIP, so I'm sure you already have plans for it)
Great work on the blade and the shuriken! I think the yellow is a bit too saturated and I think it'd be really cool if you could introduce some gradients to the yellow parts (I know it's early WIP, so I'm sure you already have plans for it)
Thanks a lot!
Like you said, it's still a WIP, but I allready made some minor changes to it. And also tested out the model ingame. This time with some basic masks. The textures still need some work though. I might change the gold from the 4 blades, too a dark gray, like the color on the knife, so it stands out more.
yea Tvidotto made this guide (He seems to have Valve buddies) I just had to fix it for myself and tried to make it as easy to understand as possible. Credit to TVid for sharing this with us.
Here is my version
All I did was sort everything in Txt form I didn't discover this process, just clearifiying.
Here is the original
Edit will link it once I find it, buried in this thread.
So now that Rubick is officially in the workshop I decided to revisit the first 3d model I ever made This time as a full set, hopefully this time around I'll be able to make better textures.
Here's what I managed to block out so far, I figured I should get some feedback before I go any further, and there's no staff yet. I felt that rubick's mask needed a mischievous smile, and that was my starting point for the mask's concept. After adding the new hood I really liked how the shape of it turned out, and I didnt' want to cover that up with giant shoulderpads so that's why I came up with the "cross" strapped across his back for the shoulders slot. I realize this is all a pretty big departure from Rubick's default look so I'll be sticking very closely to the original color scheme to avoid hero confusion.
Replies
Like that face already!
Frump! Woah! I love that! She looks even sexier! Respect
You should change the colors of the scarf, it looks like hes dressed up as the Prince.
Any C&C before I begin modeling? A lot of the decorations are subject to minor alteration, I just wanted to sketch out the broad strokes.
Looking amazing Hunter
i with i had 10% of your abilities to work on my couriers =]
Thanks, sexiness is the goal, most of the comments on the items are about her butt though, and I had nothing to do with that.
Np, I had the same problems and everbody kept saying to scale down with the verts selected or use xform, but those are basic things..
Finially baked down the sword concept for my bounty hunter, and also started working on the textures. Still needs some work, but I'm pretty happy with how the baking came out.
Remnants of the last design can still be seen but for the most part it's a complete overhaul -- I really wanted to focus on shapes, colours and readability, reading the Polycount Contest blog posts from Valve gave me a much better idea of what to aim for.
It's still a bit to shiny and the textures are not finished yet, but what do you guys think?
if i may say,that hood looks a bit off to me.It has a lot of Gondar's item style in it.
Plus,the whole concept with horns,lava tencacle and stuff throws in the idea of hellish creature and items.That kind of scarf/hood is a persian style,to protect from sand storms etc,its also a good piece of cloth to warm some1 up,so its not a type of cloth some hellish creature would wear,since hell is kinda warm place
came here to share the update on the courier
had some problems with the triangles that came from the dynamesh, so i "retopologed" the character and now its more "workable"
still some work to do, need to define some parts like the top horn and the wings but im almost there, now its time to polish details
i got jelous of Anuxi´s production rate, so i trying to do this one quickly =]
I probably should have mentioned that the theme has changed, haha!
The demonic conversion thing wasn't working so I switched it to more of an exiled wanderer.
Regarding the hood, it's going to be made in the same style as his existing one and looking at my concept again, I definitely need to focus on more shaper, pointier shapes and edges. The top of the cape doesn't actually cover the top of his head, it sort of leans out. I think I might toy with the idea of adding something at the front of it, holding it together so it's more of a traditional cape.
Thanks for your input, I hadn't considered much of what you wrote
The set looks awesome. The only thing I'm not 100% on is the orb floating over his head. If there can be some animation to it where it looks like its floating it could work very well. But if it remains a static object, then, I don't know.
No matter what, the set looks fantastic!
Looks like he is wearing a diaper!
Does polycount have with takes to make this happen?!
the polygon limit when decided on a poker game =]
there is some numbers that doesnt make much sense, like the beast masters hawk
lod1 - 1000 tris
lod0 - 1000 tris
just dont worry with them and do you best with the poligons you can use =]
It sure looks that way, some ppl really had a bad poker day then, especially the one that played for skeleton king
Now on to the high poly model!
By the way the dragon looks great, I'm only not sure about the eyes..
Also great idea with teh tail and lantarn!
Original thread: http://www.polycount.com/forum/showthread.php?t=106769&highlight=drow
I revisited a concept for Drow Ranger and rendered it in more detail. As always, comments and crits are welcome! We will begin the modeling process soon.
SinAmos, I did play Dota2 right after I got the beta key, but not recently... its a fun game, until you start to get the feeling that your team will hate you if you aren't up to par with strategizing. I'll stick to more relaxing games for now, haha.
I have over 300 hours and still play regularly.
Over 800 there.
I play dota2 almost everyday, especially when I work on items I intend to start up a game
Did some more work on the Knife for BH, redid the masks so it will add some more detail. The detail is a lot better noticable from a distance now. Aslo started working on the Shuriken, allready backed the high poly and started working on the textures. The model is between the lod_0 and lod_1 (400 tri's), because otherwise I would have had a lot of problems getting a good lod_1 quality. But I think it allready looks good even for a lod_0.
Let me know what you guys think!
Since WC3, why do you ask?
Played wc3 dota back in the day, currently at 700 hours in dota 2.
Thanks a lot!
Like you said, it's still a WIP, but I allready made some minor changes to it. And also tested out the model ingame. This time with some basic masks. The textures still need some work though. I might change the gold from the 4 blades, too a dark gray, like the color on the knife, so it stands out more.
i have more than 1000 matches. I guess i play more than i should.
If there's going to be another one sometime please post it in here, I check this thread almost every day XD.
WHY DIDNT YOU REVEAL THE WINNING TEAM!? xD
It was the only match we did win :<
was a pleasure playing against the the legend vlad in the middle
we need to do that again =]
@anuxi, here is the result but i will not publish it as an image =]
http://i.imgur.com/4Kgbp.png
MEEEEEEEEEEEEEEEEEEEEEEEPOOOOOOOOOOOOOOOOO!!!!!!!!
(I want in on the next one)
anyone got any idea why my spec might not be working? seems to be uniformly shiny for some reason, like the whole thing was flat grey.
I think I have seem some people implementing theyr whole items into the game somehow,they did it by messing the game files?
EDIT: btw whats the best way to work a item? creating a lod1 first or the lod0 and them converting to lod1?
check the other maps too, the specular power and metalness could be your problem
1- you can use a maya or a 3dmax shader, look for the hero shader some guys made here in the polycount forum
2- yes, you can implement the whole set in game, look for a tutorial a guy called !nz compiled about it, its in this thread
3- do your lod0 with uvs and make your lod1 extracting some polygons from lod0, take care to no mess the uvs
hope that helped =]
edit
the shader
http://www.polycount.com/forum/showthread.php?t=110022
yea Tvidotto made this guide (He seems to have Valve buddies) I just had to fix it for myself and tried to make it as easy to understand as possible. Credit to TVid for sharing this with us.
Here is my version
All I did was sort everything in Txt form I didn't discover this process, just clearifiying.
Here is the original
Edit will link it once I find it, buried in this thread.
ah yep that was exactly my problem! looks like i had my intensity and exponent maps switched around.
thankee
edit: done!
Here's the workshop link to the original
Here's what I managed to block out so far, I figured I should get some feedback before I go any further, and there's no staff yet. I felt that rubick's mask needed a mischievous smile, and that was my starting point for the mask's concept. After adding the new hood I really liked how the shape of it turned out, and I didnt' want to cover that up with giant shoulderpads so that's why I came up with the "cross" strapped across his back for the shoulders slot. I realize this is all a pretty big departure from Rubick's default look so I'll be sticking very closely to the original color scheme to avoid hero confusion.