Got a little time today to block in some of the shoulders in ZBrush. I do have a quick question on this guy though. Actually I have a lot of questions but I will get to those later. Can you have opacity maps on this character. I know some of the characters don't have a space or have them unlocked but it would be nice later to do dripping lava. So if anyone knows please let me know.
Hey man cool idea, i feel there could be some more hard edges on the stone armor though. Try using the flatten brush or polish. it will make them look stronger and thicker/harder. Not as soft
Thank you Jaydon for the comment I will try that out. In the mean time. I was wondering if The model you download from the DOTA2 site is the LOD 1 model used in game or if it is the LOD 0 model used for the silhouette/portrait?
Also I still need to find out if this guy can accept opacity maps.
I think it's the LOD1 they all are, it would only make sense and before this contest people have exported the game meshes before Valve distributed them so they must be the same, it wouldn't make much sense to distribute the LOD0's. As for the maps I am unaware.
This is looking like It's coming together now, nice to see your version.
Thank you $!nz the reason I ask is because of looking at the doom bringer technical requirements on the site don't line up with the model down loaded. For example I put a picture of the low poly belt below with a comparison of the original on the right. Both with the current triangle count. However on the website it says triangle limit 350 for the belt for the LOD1
Yea I know exactly what you mean I posted my concern at the questions and answers thread and it was missed or ignored which is fine I just decided to stick with the limits given, I would have liked to get an answer but what I was thinking after finding that out is that they used an in between limit between LOD0 & LOD1 and used that for both portrait and in-game mesh.
(Don't quote me on that but, I think to much and that pretty much came to my mind.)
Your idea can be more amazing you just have to nail those rocks down and take your time, took me 2 hours to make my rocks and I wanted to be sure they looked like rocks and had a lot of variation between big and small.(which i have to work on again now)
Thanks guys for all your help. I did go in and reworked the rocks a bit more but more on that later. I also reworked the Metal a bit as well hopefully it will look good finished up. Right now I have it down to the low poly. I am very glad there was an extension on this thing but overall I am just not crazy about the current progress. I might give some other characters from DOTA2 a go later on though.
I actually found a fun way to do rocks with the insert mesh and dynamesh that I used which took a while but it was also good for learning experience. I am not sure how it turned out overall on the LP but it was still fun.
In the mean time it is time for me to Nut up or shut up so here is the textured version. Still needs some tweaking but it is getting there.
Well looks like I won't make it unless I figure out how to get around this error. I do have the model skinned out but for some reason it doesn't recognize the bones.
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keep in mind that dota characters are relatively small in game and that detail much detail is going to be lost anyway.
Also I still need to find out if this guy can accept opacity maps.
This is looking like It's coming together now, nice to see your version.
http://www.dota2.com/workshop/requirements/Doom_Bringer
(Don't quote me on that but, I think to much and that pretty much came to my mind.)
Your idea can be more amazing you just have to nail those rocks down and take your time, took me 2 hours to make my rocks and I wanted to be sure they looked like rocks and had a lot of variation between big and small.(which i have to work on again now)
I like your Idea but glad you re-worked things can't wait to see it.
I actually found a fun way to do rocks with the insert mesh and dynamesh that I used which took a while but it was also good for learning experience. I am not sure how it turned out overall on the LP but it was still fun.
In the mean time it is time for me to Nut up or shut up so here is the textured version. Still needs some tweaking but it is getting there.
If so, then try exporting it in the other format (ie, if your FBX file failed, try SMD)
Worked like a charm