really cool challenge! A buddy of mine and me started working on an item set for Faceless Void. Here is a first draft. Crits and comments are very welcome!
Is everything floating? If it is, I think it'd be cool the piece at the chest was actually in the flesh, Iron Man style and everything else is floating by its power or something like that. Otherwise, really sweet concept! is the material more metal or more something like obsidian?
Hi spudnik,
everything is supposed to be floating, since he is a being from outer space (at least that is what i got from the description). also he is an agility-based hero, so his armor shouldn't be to heavy looking. to fuse the chest-piece into his flesh is a good idea, but like you are saying, it is maybe a bit too iron-man. but i will test it, and maybe it looks cooler that way.
the material is supposed to be metal, but we were also thinking about making it obsidian or meteor-material with an metal border, again to show his origin. maybe he needs some sort of robe or something, right now he may be a little bit too vulnerable.
@marvin: oh, my bad, i figured because of the visuals of his ulti, that he is somewhat of a space traveller, but i think the concept works with that slight difference too. the stones are not falling down, because they are bound by the forces of non-time onto their locations. @anuxinamoon: thanks a ton, hope we don't disappoint
I took some time and explored a bit more.
the first one is a new approach where he still has obsidian and metal armore but it is fixed on his body. beneath he wears a brocade west and some cords are attached to the armor to give it a richer feel of honor. this is just something that happened I am not 100% sold on the idea, since i feel it fights a bit with his background.
the last piece are the photoshop layers both active ^^ it is just a trial and it seems a bit cluttered and heavy but maybe with a bit of clean up... what do you guys think?
I think the brocade vest is a bit too much, I like the bigger pieces from the new concept, but I think the he should still be barechested as much as possible.
This armor seems pretty large, I don't want you guys to stray from the idea of a set matching an agility hero. Those soft reds do go really well with him though. Keep it up!
I agree with Spudnik on the chest. Looked more brave barechested and with those chains.
The later concept bracer could be a better and omre subtle aproach tho.
we did some tweaks to the armor and decided that now is the time to roll with it. we don't want to be too long in the planning phase but rather keep some momentum. so this is the final concept. changes will now be made in 3D and we are sure there will be some. can't wait to see it ingame either
Very well. Looks really voidish. May be chains are too thin. I would enlarge them. Other polycounters, who worked with in game exporter already, found many issues with animation and polycount, so I would recommend to start export as fast as you can - to ensure that everything exporting ok. Great progress so far. Keep it up!
Great concept man, it looks fantastic! I agree with ACap, maybe if you make the chains larger, the silhouette would be better. Also, if you put the bigger armor in the left shoulder, it may be more balanced, as he holds his weapon in his left hand.
Keep it up man! I'm making a faceless void set too. Check it out later
nice, 1 thing I would watch for is your buckles and chains are real small. I doubt they will even be seen at all.
Yeah the buckles will be incorporated into texture but not geometry. We'll see about the chains... I think they might be distinguished from the shoulder plates with a different brightness/hue.
i finally started with the textures and this is what i have atm:
some issues will occur, i am almost certain of it. up until now i thought i could just handpaint every thing, but I am new to this, so the valve material-shader will make problems. I read through their shader mask guide, but i am not 100% sure i got it all. do you guys and girls think i can handpaint it all, or will the 2 special mask-textures be all like "pah! you simpleton" and afflict complexity and destruction upon my material?
other than that, i would love some feedback, as usual, so be it good or bad (which is also good, because it helps me grow), please let me hear it.
hey folks,
i received some feedback and worked on the textures. also i upped the res to 4times the final res, that way i could make it smoother. this is what i got so far.
his skintone isnt the original texture, as i sort of lost the original mesh and now his uv mapping is broken. so it is just a material with a close-enough color and spec.
Hey everybody,
trying to move at a steady pace here. I finally got behind all this channel-masking business. it seems really awesome, i can imagine it to be a really powerful tool and a awesome thing to know about, even without the valve-shader.
i worked only on the color-passes, and will add the other mask-maps later.
i found that the textures where too low res, and so i worked over them all. desaturated the lower parts (belt, hands) and tried to keep focus on the upper parts (chestpiece and shoulderparts). all in all i just painted away and tried to make it look cool. so here is what we've got right now. problems: the chestpiece and shoulderparts only look good together, if worn apart from each other, they sort of look lost a bit. do you guys have any tips? anyway, just tell me what you think
Just so you know, Void doesn't have a chest slot, so you'll probably have to make the shoulders/chest one item. You might have to trim polys a bit, but they look better together anyway
Replies
everything is supposed to be floating, since he is a being from outer space (at least that is what i got from the description). also he is an agility-based hero, so his armor shouldn't be to heavy looking. to fuse the chest-piece into his flesh is a good idea, but like you are saying, it is maybe a bit too iron-man. but i will test it, and maybe it looks cooler that way.
the material is supposed to be metal, but we were also thinking about making it obsidian or meteor-material with an metal border, again to show his origin. maybe he needs some sort of robe or something, right now he may be a little bit too vulnerable.
@anuxinamoon: thanks a ton, hope we don't disappoint
I took some time and explored a bit more.
the first one is a new approach where he still has obsidian and metal armore but it is fixed on his body. beneath he wears a brocade west and some cords are attached to the armor to give it a richer feel of honor. this is just something that happened I am not 100% sold on the idea, since i feel it fights a bit with his background.
the last piece are the photoshop layers both active ^^ it is just a trial and it seems a bit cluttered and heavy but maybe with a bit of clean up... what do you guys think?
cheers,
Flo
The later concept bracer could be a better and omre subtle aproach tho.
I just found this on mike azevedo's (sick concept artist) facebook chronik, it shows how much awesome this hero can deal ^^
http://www.youtube.com/watch?feature=player_detailpage&v=TS2bE6nk1i4#t=158s
it is cool for me to see him in action, and better still in such an sweet killstreak
cheers,
Flo
we did some tweaks to the armor and decided that now is the time to roll with it. we don't want to be too long in the planning phase but rather keep some momentum. so this is the final concept. changes will now be made in 3D and we are sure there will be some. can't wait to see it ingame either
cheers,
Flo and Jahn
cheers,
Flo
cheers,
Jahn and Flo
Keep it up man! I'm making a faceless void set too. Check it out later
Now moving on to retopo which is always fun
Yeah the buckles will be incorporated into texture but not geometry. We'll see about the chains... I think they might be distinguished from the shoulder plates with a different brightness/hue.
i finally started with the textures and this is what i have atm:
some issues will occur, i am almost certain of it. up until now i thought i could just handpaint every thing, but I am new to this, so the valve material-shader will make problems. I read through their shader mask guide, but i am not 100% sure i got it all. do you guys and girls think i can handpaint it all, or will the 2 special mask-textures be all like "pah! you simpleton" and afflict complexity and destruction upon my material?
other than that, i would love some feedback, as usual, so be it good or bad (which is also good, because it helps me grow), please let me hear it.
cheers,
Flo
i received some feedback and worked on the textures. also i upped the res to 4times the final res, that way i could make it smoother. this is what i got so far.
his skintone isnt the original texture, as i sort of lost the original mesh and now his uv mapping is broken. so it is just a material with a close-enough color and spec.
tell us what you think
cheers,
Flo
trying to move at a steady pace here. I finally got behind all this channel-masking business. it seems really awesome, i can imagine it to be a really powerful tool and a awesome thing to know about, even without the valve-shader.
i worked only on the color-passes, and will add the other mask-maps later.
i found that the textures where too low res, and so i worked over them all. desaturated the lower parts (belt, hands) and tried to keep focus on the upper parts (chestpiece and shoulderparts). all in all i just painted away and tried to make it look cool. so here is what we've got right now. problems: the chestpiece and shoulderparts only look good together, if worn apart from each other, they sort of look lost a bit. do you guys have any tips? anyway, just tell me what you think
Cheers,
flo
Only other thing is some of the diffuse detail is very noisy, it doesn't really fit the dota2 style and will look muddy at game res. Have another read of the texture guide: http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf