Starting to get some concepts down Kinda annoyed that I canny change the top :< But whatever, I'll just make it a feature some other way. (Or cover it up with a few well places tris!)
Love it, Anuxinamoon. At this point with such a level, no feedback is required, at least at the shapes and design for this. Maybe the colors but I hardly doubt it.
These are looking great Anuxinamoon, if you dont mind my asking what workflow do you use for blocking these out? looks like a really interesting and organic way of playing with ideas.
My workflow is pretty much all in zbrush. I import a cube that's been subdivided once, then move and mould that into position. Its pretty quick and I'm able to make any shape I want out of that one box, I even don't need to Dynamesh it (Though sometimes for tricky shapes like the piggytales I had to)
I just treat that blockout stage as a total throw away kinda thing. Once I get all the basic shapes looking good, I'll retopo or build it again to be much cleaner.
Just be messy as hell, work on large forms and go from there
I had a hangout open while I was makin them. I might do some more tomorrow.
I really like the sound of that Anuxinamoon, im not much of a concept artist and often find i have a workflow bottleneck at the greybox stage when im doing personal work. Might see if Mudbox can achieve the same results.
Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.
Love the second one, altough i personally would like it even more if you would ditch the horn. Very nice work so far. Can't wait to see the end result.
I really like the sound of that Anuxinamoon, im not much of a concept artist and often find i have a workflow bottleneck at the greybox stage when im doing personal work. Might see if Mudbox can achieve the same results.
Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.
Art style Nazi's? You mean Valve?
Q: My item just got rejected. Why?
A: Chances are that it didn't meet one, or several, or possibly all of the guidelines listed below:
Obscenity: We will automatically reject any obscene items. (Don't even bother.)
Copyright infringement: Even if you made the model yourself, if you used an existing likeness, its copyright infringement. We can't and won't put other people's intellectual property in our game, for the simple reason that we don't own it. They do. We will automatically reject any items based on existing intellectual property.
Overall Tone: We may reject an item if we feel it deviates too far from the tone of Dota 2.
Gameplay: Dota 2's characters have distinctive silhouettes that help a player differentiate between them in the heat of battle. Consequently, we tend to avoid items that overtly obscure or confuse these silhouettes.
Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce. Note: This does not mean that we will always refuse an item based on technical complexity. But nine times out of ten, it probably isn't helping your case.
Enchantress is a Dryad of the woods, not a party going leprechaun up for an interview.
No offense to you, Anuxinamoon, your concepts are well done. But I'm afraid they don't really fit for your hero. The other two are debatable, but the hat and tie are a definite no.
I really like the sound of that Anuxinamoon, im not much of a concept artist and often find i have a workflow bottleneck at the greybox stage when im doing personal work. Might see if Mudbox can achieve the same results.
Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.
Are you really calling valve "Nazi's" because they want to keep the art style and theme of the game? Really?!
yeah I was wondering that with the alpha leaves and belt bits on the original model. If that's correct, I'll have to do some tricky grouping on the feathers to make it look good without alpha. Tricky but not impossible
Oh so whether or not you'll be able to use alpha is based on the hero? If I had known that 2 months ago, this would have saved me a lot of headaches ^^
I like the whole wing concept, but I feel the wings on her head look a tad odd. Might look even odder as she prances though the forest with a gigantic pair of wings on her head. Have you considered shrinking down the size of them a bit?
Gorgeous blockouts so far!
The wings look a bit out of place on the head. On the front they seem fine, but in profile it looks too sharp and straightforward. Maybe give it a bit of a curve?
Gorgeous blockouts! I feel maybe the winged hair is just a bit too big, maybe scale it down a tad. I'd say try and make the "wings" of the hair go back rather than flowing out on the sides, so it'll more match the original silhouette while still adding and deviating from it.
Gorgeous blockouts! I feel maybe the winged hair is just a bit too big, maybe scale it down a tad. I'd say try and make the "wings" of the hair go back rather than flowing out on the sides, so it'll more match the original silhouette while still adding and deviating from it.
Dude totally! I tweaked it some last night though its hard to see from the side. I also curved it more like suggested. Trying to match it more to the original silhouette a bit more.
Thanks for the tips!
If I get time I'll make the unicorn one too, cause I like the fluffiness of it
I really like the modeling you've done so far, it all looks great.
My only concern is the reaction it will get once it heads to the Steam Workshop. This looks to be one of those items that people will either love or hate, only because of how it deviates from the characters background/story.
Wait, why did you get rid of the hair you were making?
If you don't replace the hair, you will have to incorporate the original model and texture into your budget for the head slot. That's fine if you want to do it, but it's a pain in the butt.
The intention with the slots is that whatever you put in there completely replaces what was there, which was the horns and hair model. That's why the base character is bald and the hair is a separate piece.
Oh yeah, I really like this too, I've been following the thread. It looks great combined with her default hair if you do continue in that direction.
Wait whaaa? I thought the helm goes on top of the hair!?
I orginally was like, oh the helm is her hair so I'll have to make a new hair style too. But then I was like... I don't know...
I searched and searched but couldn't find anything about it on dota dev and all that, and when I saw other peoples enchantress helms they were all like built on top of her hair :<
So I just assumed that was the case. Anyway I'm going to drop it into the game and preview it, if it replaces the whole hair, I'll make a new one, if it doesn't I wont
Wait whaaa? I thought the helm goes on top of the hair!?
I orginally was like, oh the helm is her hair so I'll have to make a new hair style too. But then I was like... I don't know...
I searched and searched but couldn't find anything about it on dota dev and all that, and when I saw other peoples enchantress helms they were all like built on top of her hair :<
So I just assumed that was the case. Anyway I'm going to drop it into the game and preview it, if it replaces the whole hair, I'll make a new one, if it doesn't I wont
It will replace the hair, just export her original hair with the model you made or you can make custom hair.
Do I see one sided planes? When you test it if you go through any animations and can see the underside you're going to have to create another side to those planes. There is no culling in Dota 2.
Didn't do much today. Took a break. But setup my texture file and now just playing with base colours to see what works.
I was doing each texture one by one... what a pain! So I just merged them all together into one massive long sheet. Now I can texture the whole thing at the same time. I'll just cut them up when I am finished.
Let me know what you think of the colours. Trying to stay in theme, but lacking the contrast the original has because I don't have a good place to put the sharp darker browns the original gets to have in the butterfly patterns
Aww she's gotta have a butterfly or something, she's all about being 'cute' and stuff. You should decorate the wings somehow, do you plan on making them flap? (you can have custom animations for your set) You'll need to add joints though and npcs have a maximum of 52 bones.
I don't think what you have done in between her wings is all that great.
A necklace like this that has a big 'bling' on it but make it a 'waistlace' and you can attach any kind of shape that'd work for her character and obviously change it's colors. It can have flex on it too so when she runs it will have secondary animation.
I like the color scheme so far, though some breaking up of the big solid colors like poop said would be cool. Also, smart idea with the combining of maps! I don't know why I didn't think of that.
Poop! I took your idea and did a little bit of tinkering with it. I'm always so shy to just go nuts but what I did do added lots.
Qwigg: Yup yup! I know! I wanna add more bling but the poly count is pretty damm tight. I'll definitely add some more detail to the belt. Just haven't gotten around to it yet. That pic is gorgeous too
Shrew: Thanks man! The merge textures will make your so happy, its ridiculous.
Anyway small update. I pissed around all day with colours and values and patterns. I have two colour schemes I'm looking at. One mimics the original and the other is an autumn/fall variation. I wonder if we can submit colour another as a colour variation along side the original? That would be cool....
Anyway what do you think so far?
EDIT: Added a bigger winged white variation per Troy's suggestions.
Replies
WINGS!
Here is the wings one.
Looking forward for the detailed one
Keep it up, cheers!
Next one blocked out.
My workflow is pretty much all in zbrush. I import a cube that's been subdivided once, then move and mould that into position. Its pretty quick and I'm able to make any shape I want out of that one box, I even don't need to Dynamesh it (Though sometimes for tricky shapes like the piggytales I had to)
I just treat that blockout stage as a total throw away kinda thing. Once I get all the basic shapes looking good, I'll retopo or build it again to be much cleaner.
Just be messy as hell, work on large forms and go from there
I had a hangout open while I was makin them. I might do some more tomorrow.
Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.
Enchantress is a Dryad of the woods, not a party going leprechaun up for an interview.
No offense to you, Anuxinamoon, your concepts are well done. But I'm afraid they don't really fit for your hero. The other two are debatable, but the hat and tie are a definite no.
Are you really calling valve "Nazi's" because they want to keep the art style and theme of the game? Really?!
Going ahead with the winged one for now.
I'm just testing the level of detail on the feathers on the belt wings.
In this case enchantress_color.vmt - which is present for this character.
The wings look a bit out of place on the head. On the front they seem fine, but in profile it looks too sharp and straightforward. Maybe give it a bit of a curve?
Dude totally! I tweaked it some last night though its hard to see from the side. I also curved it more like suggested. Trying to match it more to the original silhouette a bit more.
Thanks for the tips!
If I get time I'll make the unicorn one too, cause I like the fluffiness of it
Is it too late to cast a vote for concept #2? :X, either way keep on keeping on.
How long do we have left in this comp again?
My only concern is the reaction it will get once it heads to the Steam Workshop. This looks to be one of those items that people will either love or hate, only because of how it deviates from the characters background/story.
I'm planning to redo her nack thing. Just going to do something simpler. Like a little necklace or something.
Anyway updates! Playing with colours and trying to gauge whether the form works from top down angles.
I may have to scale down the belt wings. Too long :<
Let me know what you guys think! All feedback is thoroughly processed and I thank you all for voicing them! Really it's helped me a ton already!
If you don't replace the hair, you will have to incorporate the original model and texture into your budget for the head slot. That's fine if you want to do it, but it's a pain in the butt.
The intention with the slots is that whatever you put in there completely replaces what was there, which was the horns and hair model. That's why the base character is bald and the hair is a separate piece.
Oh yeah, I really like this too, I've been following the thread. It looks great combined with her default hair if you do continue in that direction.
I orginally was like, oh the helm is her hair so I'll have to make a new hair style too. But then I was like... I don't know...
I searched and searched but couldn't find anything about it on dota dev and all that, and when I saw other peoples enchantress helms they were all like built on top of her hair :<
So I just assumed that was the case. Anyway I'm going to drop it into the game and preview it, if it replaces the whole hair, I'll make a new one, if it doesn't I wont
If you need help with exporting it for the importer I made a video for Maya, [ame="http://www.youtube.com/watch?v=6_pTAxfvKwc&feature=g-upl"]From Maya to Dota 2 - YouTube[/ame]
It also goes over what each channel for the 2 required masks do.
Okay so custom hair needs to go in... apparently we canny use whats already there.. we gots to make our own
Nice exploration! I'm keeping an eye on this one!
Danidem: Hahah you and me both. Waking at 4-5am and going to sleep at 11-12. So addicted.
Thanks Pale-Face!
Anyway finished the low and UV's today for the basic bits. I'm going to do the hair tonight and see how it works out. Then baking!
Made new hair :<
- BoBo
Also.. I have no idea what I am doing. I haven't really rigged anything in Maya before..
I think its time to get my learning cap on and watch some tutorials hahah
EDIT: I learned!
I was doing each texture one by one... what a pain! So I just merged them all together into one massive long sheet. Now I can texture the whole thing at the same time. I'll just cut them up when I am finished.
Let me know what you think of the colours. Trying to stay in theme, but lacking the contrast the original has because I don't have a good place to put the sharp darker browns the original gets to have in the butterfly patterns
I don't think what you have done in between her wings is all that great.
A necklace like this that has a big 'bling' on it but make it a 'waistlace' and you can attach any kind of shape that'd work for her character and obviously change it's colors. It can have flex on it too so when she runs it will have secondary animation.
Qwigg: Yup yup! I know! I wanna add more bling but the poly count is pretty damm tight. I'll definitely add some more detail to the belt. Just haven't gotten around to it yet. That pic is gorgeous too
Shrew: Thanks man! The merge textures will make your so happy, its ridiculous.
Anyway small update. I pissed around all day with colours and values and patterns. I have two colour schemes I'm looking at. One mimics the original and the other is an autumn/fall variation. I wonder if we can submit colour another as a colour variation along side the original? That would be cool....
Anyway what do you think so far?
EDIT: Added a bigger winged white variation per Troy's suggestions.