Woo in-game epicness! Looks nice and is nice and clear... Just need to fix up the masks (I think there might be waay too much fresnel on the weapon makes it all wishy washed out.. )
Looking awesome, I agree the weapon is being washed out by too much glow, and could I ask a question if you don't mind?
I'm fairly new at the modeling process, I'm semi-decent at doing high-poly zbrush sculpts and I can also do low-poly models in C4D, but what do you do for your process? I notice you are starting with the sculpts and then working to in-game, are you just using decimation master to knock it down to the correct polys and then making final tweaks in a traditional modeler? Any help on the process for a newbie would be much apprectiated
Looking awesome, I agree the weapon is being washed out by too much glow, and could I ask a question if you don't mind?
I'm fairly new at the modeling process, I'm semi-decent at doing high-poly zbrush sculpts and I can also do low-poly models in C4D, but what do you do for your process? I notice you are starting with the sculpts and then working to in-game, are you just using decimation master to knock it down to the correct polys and then making final tweaks in a traditional modeler? Any help on the process for a newbie would be much apprectiated
Usually I start with
1) 3ds max (or any other program) to make something similar to shape I need (without counting polys)
2) then I import it into the zbrush and sculpt it
3) and finally I make retopology by hand (decimanster isn't meant for such low poly)
4) then UV Master in zbrush makes UV
5) and I fix everything in the end in 3ds max
that's all I think , oh and for baking maps use xNormal (for normal map set x+ y- z+ )
an impressive set!
the only thing that bothers me are the light parts,
the rest of the tex looks really crisp and those parts are a bit blurry and not so precise!
it's all good in your high poly paint though
Replies
great wip
UPD*
all amazing concepts are drawn by pulp , mentioned him in the first post
UPD*
without any small details so far, and low poly have to be only 150 tris for each hand xD but I think i will manage it somehow
UPD*
spear is 99% finished (just need to edit the masks)
I'm fairly new at the modeling process, I'm semi-decent at doing high-poly zbrush sculpts and I can also do low-poly models in C4D, but what do you do for your process? I notice you are starting with the sculpts and then working to in-game, are you just using decimation master to knock it down to the correct polys and then making final tweaks in a traditional modeler? Any help on the process for a newbie would be much apprectiated
UPD*
basic shape , no details
1) 3ds max (or any other program) to make something similar to shape I need (without counting polys)
2) then I import it into the zbrush and sculpt it
3) and finally I make retopology by hand (decimanster isn't meant for such low poly)
4) then UV Master in zbrush makes UV
5) and I fix everything in the end in 3ds max
that's all I think , oh and for baking maps use xNormal (for normal map set x+ y- z+ )
UPD*
and here's what I've got after baking
Can't wait to see the whole set finished! =D
btw here's a shot of low poly model with color map
^_^
barely got into 150 tris (300 for both) , working on texture
Definitely gonna buy this set even if it cost $60 :thumbup:
simply awesome =]
the only thing that bothers me are the light parts,
the rest of the tex looks really crisp and those parts are a bit blurry and not so precise!
it's all good in your high poly paint though
imported some stuff into the game , maybe I should make the shoulder bigger ?
still trying to figure out the masks but more I try the more
Without the specular glow I can't see all epicness of the normal map but when I add it , it shines too much and ruins the color map xD
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
Hope it helps. Keep up the great work.