I like the idea of being shrouded in cloth, but the colors will help sell it. What is the staff supposed to be in the shape of? It's very scythe-like, and for a second I thought I was looking at a Necrolyte weapon.
Aye the colours will be very important, I think I can get some nice gradients on it. Basically I'm aiming for some large shapes with a strong colour choice (which I've not done yet) over something more detailed.
It's actually an african scythe (as found via google images). I liked the idea of him looking a bit like the grim reaper but a normal scythe didn't gel too well with him being a witch doctor, so the african version seemed to fit better.
I like the cape and agree with comments on the staff.. maybe have a think about where he's wandered, and what he might have come across to make a staff with? Also, currently to me, he's not really retaining much of his witch doctory-ness.. maybe the odd skull (perhaps animals he's found on his wanders?) or voodoo-esque prop on the staff - I prefer the original almost dreamcatcher/evil eye prop on the concept to the hour glass. Definitely has potential to be cool regardless!
Looks like dreamcatcher is the way to go (I like the snake though so will probably add that in too).
I decided to try and get something ingame so I did the lowpoly, UVs and some quick'n'dirty bakes. I managed to get my first, very crude model in, but the proper one won't go. It's 946 tris and the witchdoctor webpage, and workshop page, say the limit is 950. But when I try to import there it then says the limit is 450. I've tried to find where to submit this bug but can't seem to find anywhere
The in-game geometry is what renders while playing the game. This is the lower of the two limits and only allows for 450. This is required for the file to be accepted by the in-game submission.
The optional portrait geometry is what shows outside the game when equipping items, and in in the portrait in-game if it's a helmet. This is the 950.
Both are required for the Polycount contest, but you only NEED the 450 one for it to be accepted by the game.
I've been faffing about with the cloak skinning, fighting clipping issues so not much to show there. Got a few bits to sort out then can bake the maps again. It does look quite cool in motion as some of the existing bones are being used to mimic lag on the cloth.
In the meantime I started the staff today at lunch. Though I'd make the frame of the dreamcatcher a mountain goat horn.
Bear in mind, if that dreamcatcher bit is done using alphas (looks like it is) then you won't be able to use it on the Witch Doctor - he's not got alpha enabled.
Motherf.....thanks for letting me know. Even after you telling I couldn't find anywhere that said which heroes do and don't have alpha enabled.
So I redid the dreamcather, it's geometry now (duplicated and flipped normals. I think I prefer it actually as the design in simpler and bolder, and the more chaotic/less intricate design fits the staff and character better. It casts a cool shadow on the ground too. Just need to fix the issue where one of the bones on the snake gets rotated about 180 when it goes into game though, causing a massive twist.
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It's actually an african scythe (as found via google images). I liked the idea of him looking a bit like the grim reaper but a normal scythe didn't gel too well with him being a witch doctor, so the african version seemed to fit better.
Now I have to google necrolyte...
I Think you Can do better with the staff though. Play around with some silhuettes
I decided to try and get something ingame so I did the lowpoly, UVs and some quick'n'dirty bakes. I managed to get my first, very crude model in, but the proper one won't go. It's 946 tris and the witchdoctor webpage, and workshop page, say the limit is 950. But when I try to import there it then says the limit is 450. I've tried to find where to submit this bug but can't seem to find anywhere
450 is for the LoD1
The optional portrait geometry is what shows outside the game when equipping items, and in in the portrait in-game if it's a helmet. This is the 950.
Both are required for the Polycount contest, but you only NEED the 450 one for it to be accepted by the game.
Had fun stripping it down to 450...anyway, managed to get it in. Just has automatic skin and a normal map (and very crude diffuse). But it's a start.
In the meantime I started the staff today at lunch. Though I'd make the frame of the dreamcatcher a mountain goat horn.
Maybe give the top of the weapon a bit more contrast, the detail is pretty hard to notice.
So I redid the dreamcather, it's geometry now (duplicated and flipped normals. I think I prefer it actually as the design in simpler and bolder, and the more chaotic/less intricate design fits the staff and character better. It casts a cool shadow on the ground too. Just need to fix the issue where one of the bones on the snake gets rotated about 180 when it goes into game though, causing a massive twist.