@Zalakzik:
I think I see that as a strength for the concept. Looks kinda like a poor beggar or something who died an unjust death and is seeking revenge *spooooky*
Here's some blocking progress. Working out the concept as I go. I had to change around the neck and belt areas to accomodate for how the item slots are broken out.
Also toying around with feet. I really like the layer of fragments in the original model though, I'm torn ... any thoughts?
Thanks! I use Modo with advanced open GL on in the viewport (I don't normally use AOGL, but I need it for the transparency).
re high poly - yeah, it's more intuitive for me to sculpt the base blocking models that way. I wanted to get the candles and wrinkled arm sleeves to read.
Sculpting is about finalized, any thoughts or crits? I went a little crazy on the hair which may not entirely translate to game res, but it was good practice nonetheless. Off to retopo.
Retopo and baking textures (sorry for the over contrasted screens, I have to use open GL to show the transparencies, everything will be nice and clear when I update with the diffuse pass):
Any thoughts on the candle wax silhouette around her neck/bust?
PSA: The technical requirements page was just updated in the last few days to specify that the poly requirements each item are in triangle count. Apparently the in game import tool is bugged to only care about polygon count rather than triangle count. I had to go back and change a bunch of my old submissions. So heads up!
Overall I think it's really cool man. I love the idea of the candles but I think it would help a lot with the effects (like small little flames or something), and I have no idea if we're able to add that kinda stuff or even how in this contest.
The feet aren't too bright, but it wouldn't hurt to de-emphasize them a tad more imo.
As for the red in the dagger, I like the idea of the accent color, but two things: One does she even have red blood? I mean look at her. However, red reads as blood whereas other colors probably wont in this scenario. If anything, I'd probably keep it red but not that exact hue/shade, try tinkering around with other reds perhaps.
The biggest issue with the blood is that it's only on the dagger and not running down her back at all, and I don't know if you have access to change her back texture.
Thanks for the notes! I went through that exact thought process when doing the blood. I will tweak it a bit, good idea. I think I have a few more triangles to play with in that item slot. I'll try grabbing some from the main body at the point of impact so that I can do a little trickling down the back. Cheers.
Great presentations and set, the only crits I have would be to give each item a name instead of just "Armor". Something simple is enough, like you have "Dreadlocks" for the head. Just to add a little bit of flavor.
Replies
This looks nice, different enough to be worth buying but not too over the top either.
But cool anyway
I think I see that as a strength for the concept. Looks kinda like a poor beggar or something who died an unjust death and is seeking revenge *spooooky*
Also toying around with feet. I really like the layer of fragments in the original model though, I'm torn ... any thoughts?
Kinda off topic, but what program/renderer are you using?
re high poly - yeah, it's more intuitive for me to sculpt the base blocking models that way. I wanted to get the candles and wrinkled arm sleeves to read.
.
Also I'm glad to see a lot of people are working on heroes that had not even one cosmetic done.
Also, 4rd scarf
Any thoughts on the candle wax silhouette around her neck/bust?
PSA: The technical requirements page was just updated in the last few days to specify that the poly requirements each item are in triangle count. Apparently the in game import tool is bugged to only care about polygon count rather than triangle count. I had to go back and change a bunch of my old submissions. So heads up!
Any thoughts on the candles? Are they reading? Like the color?
Feet - are they too bright? I know they're obscured a little bit, I can't display transparency properly here.
Dagger - is the red too distracting?
Overall?
The feet aren't too bright, but it wouldn't hurt to de-emphasize them a tad more imo.
As for the red in the dagger, I like the idea of the accent color, but two things: One does she even have red blood? I mean look at her. However, red reads as blood whereas other colors probably wont in this scenario. If anything, I'd probably keep it red but not that exact hue/shade, try tinkering around with other reds perhaps.
The biggest issue with the blood is that it's only on the dagger and not running down her back at all, and I don't know if you have access to change her back texture.
It looks really good though, great job.
Any thoughts? In game screens and texture dump to follow ...
I comped this together in photoshop after taking multiples screens of each item separately. Next up, texture dump, then on to presentation.
Here's the presentation image:
Any thoughts? Uploading over the weekend!
Woosh!
awesome.
@BrontoThuder : I think for the bonuses of this set, he used a rare skill called "humor"
Right, there's just so many people in this contest who have never played the game that I was unsure whether or not it was serious hence asking him.
Great presentations and set, the only crits I have would be to give each item a name instead of just "Armor". Something simple is enough, like you have "Dreadlocks" for the head. Just to add a little bit of flavor.
Submitted:
Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=104999828 (backgound/branding images not working?)
belt slot: http://steamcommunity.com/sharedfiles/filedetails/?id=104995572
misc slot: http://steamcommunity.com/sharedfiles/filedetails/?id=104997253
head slot: http://steamcommunity.com/sharedfiles/filedetails/?id=104996512
armor slot: http://steamcommunity.com/sharedfiles/filedetails/?id=104996957
Congratulations on a great set