Final Update:
Item set has been submitted
Latest Update (19/11/2012):
Latest (Major) Update:
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Alright, reserving my spot here.
Now, I've seen a few Doom Bringers here already and I originally wanted to pick a less common hero but I have some ideas I want to play around with. Worst case I'll start over with another hero.
So basically, Doom Bringer looks a bit like a fancy gentleman of Doom and I intend to bring a bit more chaos and death into the mix. I mean according to lore he walks around and just kills everything and I want his looks to represent that, a bit more atleast. Less symmetric fancyness and more assymetric non-orderness.
I intend to create every item for the set except the wings and tail, which leaves me with a total of 5 items to create; Head/Helm, Shoulders, Arms, Belt and Weapon.
I do not have any pictures yet to show but hopefully I will later tonight.
Stay tuned.
Replies
Started modeling the sword aswell, but decided to not do the bones on the handleguard there. Will have to think of something else there.
Also want some more assymetry in the arms so I'll work on that.
Not sure if should make a handleguard for the sword or leave it as is. Either way I'm pretty satisfied with how it's all turning out.
Here's todays update:
I'm still very much working on this and will keep tweaking until I'm happy with it. I've got some more ideas to try, mainly for the offhand shoulder, to add more assymetry.
Tossing in a quick edit with another iteration:
Mainly I beefed up the offhand side shoulder.
I'm not planning on doing any sculpting, details will be added when it's texture time.
I've also started working on the helmet but nothing worth showing yet.
Thus:
Next time I'll throw on some textures and whatnot and try it out with the ingame previewer.
So basically, the sword is tiny and (this can't be seen) some verts are being pulled on the handle. Note that it is modeled after the .fbx models supplied by valve.
Not sure how I should go about fixing this
Try using the .smd directly from the game, that usually fixes those kinds of issues.
Now I've just gotta figure out the pulled verts deal, having it skinned to only the sword bone didn't help.
So i ended up using the SMD files instead and it pretty much fixed everything.
Now, as you can see, there's some odd dark spots on the top of the sword, but I'm pretty sure the problem is in the mask files and it should be a pretty easy fix.
I'm also going to work a bit on the metal, it's a bit off from the metal on the default armor.
Maybe try to make it more mean?
Also that green gem in the sword is poking my eyes... but maybe it will work once you make the rest of the items so the green gem doesn't feel so lonely.
Like this
Rik: I'll make sure to work a bit on that next time.
In the meantime, here's the blockout of the helm:
Decided to change the horns a bit from the concept to make them more interesting. I might beef them up a bit more.
Wasn't really sure what to do with the hair since well, he needs to have something there to fill the void, so it's not too well thought out right now.
If the area where the horns attach to the helm looks a bit odd in places it's because it is.
Now to finish blocking out the armor..
Try a gradient from black to grey on a different layer then just overlay it or something and erase the areas you want to be white and then on another layer add a really close pure white but not pure cause dota/valve does not like pure white. Also mare sure to add texture into the gradient with another layer.
riuthamus: In case you're still wondering, it's just a matter of exporting the models in the right format and using the ingame previewer by importing the item in the ingame workshop (in the customize tab), I'm sure there are guides around for it.
Decreased brightness again and darkened the specular aswell. Also, decided to stick with the green gem for now, but darkened it aswell, to make it stand out less.
Also, more armor blocking:
Please excuse the terrible smooth groups :poly124:
The eyes and teeth for the waist armor will be done in the texture.
So all that's left is blocking out the bracers and then getting the highpoly work going. As long as there's nothing that needs fixing ofcourse.
Blocked out all of the pieces, changed the bracers from the concept as you can see, I like them this way ( no assymetry in them though, might work on that)
And then, Highpolyness:
Will probably sharpen the edges on the horns a bit.
So I guess I have what, 2 weeks or so to finish this? Well, atleast I'm going to have a lot more time to work on it now
Might add some straps actually, atleast for the bracers, but other then that it's time to move onto the lowpoly models and textures.
^
Just a quick update to let you all know that the lowpoly models are pretty much done and as such i will commence with baking tests and whatnot.
I ended up not putting too much time into the baking process and as such the normal maps are nothing to show off with, but they will do their job ingame.
Pretty much finished up the helm, I wish the ingame preview was larger
But atleast it looks alright and it works alright.
Two to go and thanks to the time extension i won't have to rush anything as I'm not sure how much time I will have to work on it this weekend
So I made it in the style of the original sword, I like it a lot actually and I think it might work out better then the first one ingame.
Will post up pics of the full set very soon.
images cause I'd like to see that closer.
The sword is looking good, will be much more readable from a distance now, even though I like it black as well, too bad you can't send in alternative skins, who knows but Valve never mentioned anything like that.
Texturing the armor will be fun, surely, can't wait.
Nice update.
I agree on the sword, I too like it black, but I like it this way aswell.
Shoulders have been tested ingame and are looking good except for some odd shadow stuff, not sure what's doing it. As you can see there's a small area without shadow just under the grey edge:
Normal map issue perhaps? It looks as it should in 3ds max though and I'm pretty sure its all flipped the right way.
And here is the belt item ingame, as I don't think I've shown it, complete with wonky skinning that I couldn't get any better then this:
I'm glad i changed the sword, looks a lot better ingame then the old version.
Sword matches the original more this way and I think Valve wants that, but in reality we can only do so much then we will start making the same stuff and getting into situations. When money is involved it's hard not to.
Anyway if you continue this or not I still like the overall silhouette of this entry.
Thanks for the comments though.
The shadow problem might be low res shadow maps. If the light is just in a certain position sometimes it creates small gaps due to the low res. Did you max out the settings?
There is the possibility that I've missed a setting or something I suppose.
Thanks guys.