I made a new head piece for BH over the last few days. I've been thinking for a while it'd be cool to uncover the bottom of his face and put something over the top half.
P.S. thanks again for the size crits on my previous SK sword everyone, i resubmitted a smaller version today
I love that beard with the eyepatch, by themselves I think each part would be ok but together they're awesome. I didn't think it was possible to make BH look even more badass :P Nice work!
Custom particles:poly142:
It's now confirmed that by doing the same procedure as we do to test our items ingame. We can try out our custom particle files by renaming the default one and copy over your custom made and using the same name as the default. So i guess it's time to get our particlesystems running again.
So I've run into an issue, I just got done skinning an item to the bones and then realized i had forgotten to set the pivot point to 0,0,0, is there any way to do this without causing the object the be moved by the skin modifier? In 3ds max. Maybe it's really simple and I just can't figure out, simply adjusting the pivot does not work though and I'd prefer not having to redo the skinning.
edit: Nevermind, I was clearly not thinking properly earlier.
Started working on this a few days ago when i was messing around with zbrush and made something that looked a little bit like sand kings head so i just rolled with it
Started working on this a few days ago when i was messing around with zbrush and made something that looked a little bit like sand kings head so i just rolled with it
What do you think ?
the thing with making items for insects ( weaver , sk , brood , nyx etc.) is that its hard to make an item that will stand out and give the hero a different appearance.
i dont see how your model is different from the original sand king , not because it's bad, but because im a human and i cant differentiate insects with different clothing.
> Get a new comment on my Sniper goggles.
> "ХУЙ В РОТ ЕМУ ПРИДЕЛАЙТЕ И ЗАЛЕЙТЕ, ЗАЕБАЛИ"
> Google translate as usual
> "Dick in his mouth to attach and fill, get in a jam"
> Get a new comment on my Sniper goggles.
> "ХУЙ В РОТ ЕМУ ПРИДЕЛАЙТЕ И ЗАЛЕЙТЕ, ЗАЕБАЛИ"
> Google translate as usual
> "Dick in his mouth to attach and fill, get in a jam"
Amazing.
Nearly fell out of my chair.
Thanks for making my night Or should I thank the russian troll?
Hey guys, Hunter's wife here heh... I go by 'rabies' in the workshop.
Been working on the rigging & animation of the Llama courier that he started quite a while ago. I've got experience in modeling/texturing, but pretty much close to none in rigging and animation, so a lot of time was spent learning it all. :poly136:
Finally making some headway! Here's a preview of some of the flying cycles -- an idle, fly, and fly haste.
Oh my goodness.. that llama is the greatest thing ever.
I had seen the progress so long ago and was wondering what had happened to it, so glad to see it's coming along so well! The animations really bring so much life to it.
Hey guys, Hunter's wife here heh... I go by 'rabies' in the workshop.
Been working on the rigging & animation of the Llama courier that he started quite a while ago. I've got experience in modeling/texturing, but pretty much close to none in rigging and animation, so a lot of time was spent learning it all. :poly136:
Finally making some headway! Here's a preview of some of the flying cycles -- an idle, fly, and fly haste.
Here's a shot of it with some updated textures from Hunter :poly124:
OMG!!! Amazing work, that box idea with the wings was the same I had for my Hyena courier glad I changed it otherwise it will probably not look as good as this one..
First courier I will defently think of buying!
Now my BH set got into the game I'm thinking of finishing my Hyena as well
Hello everyone. Iv been lurking around this forum for quite some time now learning and i want to start out with a venomancer set. I have an armour concept that is meant to be scavenged by veno since he lives in the forests. The wood will be mossy and have vines and moss around it. Any criticism would be great.
Hey guys, Hunter's wife here heh... I go by 'rabies' in the workshop.
Been working on the rigging & animation of the Llama courier that he started quite a while ago. I've got experience in modeling/texturing, but pretty much close to none in rigging and animation, so a lot of time was spent learning it all. :poly136:
Finally making some headway! Here's a preview of some of the flying cycles -- an idle, fly, and fly haste.
Here's a shot of it with some updated textures from Hunter :poly124:
Man, this is freaking awesome! I've been following your work with this llama for some time, and I'd definetely buy it!
You could also print it in a fly haste pose!
Amazing job, congratulations
Hey guys, Hunter's wife here heh... I go by 'rabies' in the workshop.
Been working on the rigging & animation of the Llama courier that he started quite a while ago. I've got experience in modeling/texturing, but pretty much close to none in rigging and animation, so a lot of time was spent learning it all. :poly136:
Finally making some headway! Here's a preview of some of the flying cycles -- an idle, fly, and fly haste.
Here's a shot of it with some updated textures from Hunter :poly124:
The courier looks awesome, but the animations need some polishing, not bad for someone "pretty much close to none" animation experience. Add some overlap to the scarf and clean up the tail and its golden!
Bronto, A1mb0t, Paskie, Andyk, BenHenry, Coyo.Te, pen0r, vikk0 -- thanks a ton :O !!
Andyk & AndrewHelenek -- Sweet work on the new ward, the colours and anims are hypnotizing me heh
And thanks for the crits Andrew! Loved your work especially on Cluckles I've had training in 2d animation so that helped a lot in transitioning to 3d. I'll be sure to give some more love to the scarf and tail, thanks again!
Hello everyone. Iv been lurking around this forum for quite some time now learning and i want to start out with a venomancer set. I have an armour concept that is meant to be scavenged by veno since he lives in the forests. The wood will be mossy and have vines and moss around it. Any criticism would be great.
ehh, I am not so sure I like the idea of giving Veno wooden armor and stuff, it just seems a bit out of his character. Honestly I think its better to just try to make body parts that look like actually new body parts on him or try to shoot for less armorer armor. Veno pretty much hates everyone and lives in a Poisson jungle. I doubt he would need or want armor.
Still picking away at my crystal maiden set, the shoulders and the arms are pretty much done, just have to fine tune the rigging for the shoulders and create the masks
I just did my hair normal/texture, and I'm fairly pleased, but I'm not sure if she looks blonde enough. I don't want to make her too blonde so that it's like.. yellow or white, but I'm not sure if I've pushed her far enough yet. I don't know, I've never really done blonde hair before, so I'm not sure what color pallet to use. Any suggestions or tips would be great.
Many ppl talk that out of theme, but I like this set... in the game I look at the character, not at his history.
It's true that in-game you look at the character and nothing else but that's why the character needs to be recognized at a glance. Your set makes that impossible.
I dont think people mean to talk your set down because of the character history but rather the design theme. And as far as I read the comments, no one is talking it down, they rather give advice.
The design philosophy of valves dota2 just seems to be different to your set. Its not a bad set nor is it ugly or anything, as far as I see and understand it, your set might differ too much art-stylewise. It is very detailed which is in contrast to a more, and I hate to say the word but I dont know a better way to describe it, cartoony look of dota2 ingame. It is not a cartoony in a traditional way so dont get it too wrong, but colors and texturing follows certain guidelines. It has to do with readability, recognition and linking things together on a visible level.
Dota 2 happens most time from a top down view so many details get lost in the process, in order to make your set appealing and proper appearing ingame you might wanna think a bit more chunky so to speak, most of the items are reduced to their main, core features when its comes to visibility and readability. Because dota2 is mostly happening in game, the preview or the loadout screen for the chars is a bit misleading when it comes to design choices. The Dota2 Character Art guide is a good place to get some more detailed idea what I am trying to transport here
But maybe I am all wrong here and other users mean something else. just trying to make sense here. ^^
I'm making some things for Chaos Knight which will be staying in high poly form for a while until his requirements are properly released.
It's interesting to think of the kinds of damage an item could take in the world of Dota 2. Swords, arrows, fire magic, ice magic, time magic, bullets, claws, spears, bites, explosions, hammers, axes, machetes, spikes, swarms of bugs, etc
Looks awesome. I'm a big fan of Chaos Knight myself and i would love to see this on him. Also you have a good point about the damage the items could have.
I'm experiencing a rather odd error... Every time I try to submit an item to the workshop, I get an error page telling me that the item doesn't exist or that I've removed it. This happens instead of the page where revenue share is finalized.
I don't get it. I've managed to submit three of five items today, but I can't submit any more...
What gives? The items themselves show up fine in the preview window... I don't understand what's going on...
I haven't touched any 3D application for the past 9 years, I wanted to work with it back then, but got involved in another business, and unfortunately I never really "got back to it". But watching Anuxi's stream it just started itching inside me! And I had to give it a go.
I'm experiencing a rather odd error... Every time I try to submit an item to the workshop, I get an error page telling me that the item doesn't exist or that I've removed it. This happens instead of the page where revenue share is finalized.
I don't get it. I've managed to submit three of five items today, but I can't submit any more...
What gives? The items themselves show up fine in the preview window... I don't understand what's going on...
That could be a problem with your internet connection, try not to download anything (or watch youtube videos etc.) while uploading the files. Also try renaming your file when resubmitting.
Replies
I made a new head piece for BH over the last few days. I've been thinking for a while it'd be cool to uncover the bottom of his face and put something over the top half.
P.S. thanks again for the size crits on my previous SK sword everyone, i resubmitted a smaller version today
http://steamcommunity.com/sharedfiles/filedetails/?id=131157749
wow thanks anuxi! thats really cool of you
I got the testclient to work again (had to reinstall) and snagged some footage from ingame with the mount.
[ame="http://www.youtube.com/watch?v=lXqWh-x8nDg"]Valron the frost guardian - YouTube[/ame]
Custom particles:poly142:
It's now confirmed that by doing the same procedure as we do to test our items ingame. We can try out our custom particle files by renaming the default one and copy over your custom made and using the same name as the default. So i guess it's time to get our particlesystems running again.
Dazzle ward.
Need to change something in your opinion ?
edit: Nevermind, I was clearly not thinking properly earlier.
It should have more pink parts, but it's the model is just perfect
What do you think ?
the thing with making items for insects ( weaver , sk , brood , nyx etc.) is that its hard to make an item that will stand out and give the hero a different appearance.
i dont see how your model is different from the original sand king , not because it's bad, but because im a human and i cant differentiate insects with different clothing.
http://steamcommunity.com/sharedfiles/filedetails/?id=131098172
[ame]www.youtube.com/watch?v=yrhC-miBHfI[/ame]
> "ХУЙ В РОТ ЕМУ ПРИДЕЛАЙТЕ И ЗАЛЕЙТЕ, ЗАЕБАЛИ"
> Google translate as usual
> "Dick in his mouth to attach and fill, get in a jam"
Amazing.
Nearly fell out of my chair.
Thanks for making my night Or should I thank the russian troll?
Been working on the rigging & animation of the Llama courier that he started quite a while ago. I've got experience in modeling/texturing, but pretty much close to none in rigging and animation, so a lot of time was spent learning it all. :poly136:
Finally making some headway! Here's a preview of some of the flying cycles -- an idle, fly, and fly haste.
[ame="http://www.youtube.com/watch?v=RcMGyjZqtFk"]Dota 2 - Llama Courier - Animation Preview - YouTube[/ame]
Here's a shot of it with some updated textures from Hunter :poly124:
I had seen the progress so long ago and was wondering what had happened to it, so glad to see it's coming along so well! The animations really bring so much life to it.
I'll be buying this day one!
80-ties Llama approves :thumbup:
OMG!!! Amazing work, that box idea with the wings was the same I had for my Hyena courier glad I changed it otherwise it will probably not look as good as this one..
First courier I will defently think of buying!
Now my BH set got into the game I'm thinking of finishing my Hyena as well
Man, this is freaking awesome! I've been following your work with this llama for some time, and I'd definetely buy it!
You could also print it in a fly haste pose!
Amazing job, congratulations
http://steamcommunity.com/sharedfiles/filedetails/?id=131427672&searchtext=
Just can't stop looking at that Lama, everytime I visit the forums
P.s. Don't judge the artwork it's my first drawing, with some 3d help
The courier looks awesome, but the animations need some polishing, not bad for someone "pretty much close to none" animation experience. Add some overlap to the scarf and clean up the tail and its golden!
Andyk & AndrewHelenek -- Sweet work on the new ward, the colours and anims are hypnotizing me heh
And thanks for the crits Andrew! Loved your work especially on Cluckles I've had training in 2d animation so that helped a lot in transitioning to 3d. I'll be sure to give some more love to the scarf and tail, thanks again!
:O dat llama! I LOVE it. I like the animations too, lots of personality. great work you two!
ehh, I am not so sure I like the idea of giving Veno wooden armor and stuff, it just seems a bit out of his character. Honestly I think its better to just try to make body parts that look like actually new body parts on him or try to shoot for less armorer armor. Veno pretty much hates everyone and lives in a Poisson jungle. I doubt he would need or want armor.
The little tail and paws... It so freaking cute, I need to buy it!
Great work!
Still picking away at my crystal maiden set, the shoulders and the arms are pretty much done, just have to fine tune the rigging for the shoulders and create the masks
I just did my hair normal/texture, and I'm fairly pleased, but I'm not sure if she looks blonde enough. I don't want to make her too blonde so that it's like.. yellow or white, but I'm not sure if I've pushed her far enough yet. I don't know, I've never really done blonde hair before, so I'm not sure what color pallet to use. Any suggestions or tips would be great.
Warlock Set.
Dunno if I should reake to to make it more polished or leave it in rough state. I like rough it give it some stylized look.
Many ppl talk that out of theme, but I like this set... in the game I look at the character, not at his history.
It's true that in-game you look at the character and nothing else but that's why the character needs to be recognized at a glance. Your set makes that impossible.
The design philosophy of valves dota2 just seems to be different to your set. Its not a bad set nor is it ugly or anything, as far as I see and understand it, your set might differ too much art-stylewise. It is very detailed which is in contrast to a more, and I hate to say the word but I dont know a better way to describe it, cartoony look of dota2 ingame. It is not a cartoony in a traditional way so dont get it too wrong, but colors and texturing follows certain guidelines. It has to do with readability, recognition and linking things together on a visible level.
Dota 2 happens most time from a top down view so many details get lost in the process, in order to make your set appealing and proper appearing ingame you might wanna think a bit more chunky so to speak, most of the items are reduced to their main, core features when its comes to visibility and readability. Because dota2 is mostly happening in game, the preview or the loadout screen for the chars is a bit misleading when it comes to design choices. The Dota2 Character Art guide is a good place to get some more detailed idea what I am trying to transport here
But maybe I am all wrong here and other users mean something else. just trying to make sense here. ^^
so much nice works and a lot of couriers =]
came here to share the update on the panda courier, i was testing the wings on the ground version to make it different from the lone druid´s panda
[ame="http://www.youtube.com/watch?v=ww03ob63xxY"]Panda courier WIP - in game view - YouTube[/ame]
what you guys think? with or without the wings?
Does anyone know why it's like this?
Are you exporting your textures as 32 bit or 24 bit?
Thx Bronto I owe you one
It's interesting to think of the kinds of damage an item could take in the world of Dota 2. Swords, arrows, fire magic, ice magic, time magic, bullets, claws, spears, bites, explosions, hammers, axes, machetes, spikes, swarms of bugs, etc
Feel free to rate.
I simply added it as a diffuse to the material in max, and it looks fine in the viewport but the sphere and render looks like this
EDIT - It does this in the viewport also if you have the material set to "Show Hardware map in viewport"
Steam Workshop Page
I don't get it. I've managed to submit three of five items today, but I can't submit any more...
What gives? The items themselves show up fine in the preview window... I don't understand what's going on...
I haven't touched any 3D application for the past 9 years, I wanted to work with it back then, but got involved in another business, and unfortunately I never really "got back to it". But watching Anuxi's stream it just started itching inside me! And I had to give it a go.
ZBrush was tough, since I've never worked with it! but I followed this 10 Lesson tutorial which i can really recommend if your new to ZBrush.
[ame="http://www.youtube.com/watch?v=Ie4Od4eoh-U"]http://www.youtube.com/watch?v=Ie4Od4eoh-U[/ame]
High Poly (My first "tool" hopefully my sculpting skills will improve as I get comftable with zbrush)
And here is the result:
That could be a problem with your internet connection, try not to download anything (or watch youtube videos etc.) while uploading the files. Also try renaming your file when resubmitting.