FINISHED!!!!
http://steamcommunity.com/sharedfiles/filedetails/?id=111293784
Hello all fellow Polycounters!
Together with my girlfriend Madzia we decided to give it a try with this new fantastic Dota 2 contest. We will see what we can make of Faceless Void. For this type of character we found plenty of inspiration in ancient Egypt and everything based on it.
For starter here is a concept made by Madzia (I hope she will say hi as soon as she will have an valid account here
)
Hope you like it. C&C are welcome as always.
Also if some experience Dota 2 player could tell if that design will suit the game universe we would be very happy
Replies
I'm a DotA player with no modelling experience, but I have two suggestions that might help concept-wise (especially #2).
1. The Egyptian headpiece is a little over the top for me. I think something more original would give you guys a better chance.
2. The sword looks great, but doesn't fit Void at all. He always uses a mace or similar weapon. One of the hero's key abilities is a 'Bash' (Time Lock), which requires a blunt force weapon.
Overall I think this design looks awesome.
Regarding design we will rethink the sword idea. Maybe some mace or staff will suit him better.
As for the hat I am really into it, even started blocking it out. It will be quite a challenge since default Void's face is an switchable item (and it has 700 tri already, so after optimizing it not much is left for actual decoration )
Screen has default belt on. Headpiece (with optimized face) right now has 460 tri.. so its somewhere between LOD0 and LOD1.
I also agree with Roar about the sword. It will need to be a one handed mace to go with his attack animations.
As for now I have blocked down the belt area
Keep it up man! I'm making a faceless void set too. Check it out later
I may be faceless, but I'm not maceless!
conceptart update, I changed shoulders, they were to similar to orginals
Here is a little update showing sculpting. I cry knowing how small final textures will be and how little detail I can put there . Thinnest detail will be added later in 2D.
Cheers!
Need to speed up!!
Here is finished sculpt (I hope so )
Still lot to do... I even didn't started weapon yet
Looking forward for comments!!
It's 400 tri 256x256 texture. Now it's just colorless diffuse + normal.
I am really happy that it looks quite sharp, I was a bit worried what will came from 256 texture
I will probably steal face part texture space from original head model later.
Final texture size applied to model.
I am happy with the results. I don't see to much blurry parts.
Arms part was a bit complicated because of small triangle limit LoD0=400 LoD1=350.
Only 50 tri difference between LODs that sad .
Did you test all the parts in-game before you baked?
As for in game testing I exported head some basic geometry just at the beginning to see how whole process works (I learned that no one should work with FBX files ). As for baked parts I exported head to see how basic maps will work and to check normal direction. We will see soon how proper skinning will work for me. Wish me luck.
Ok, all low poly done.
I will have to remove some loops in belt part for LOD1. In other parts I will add some loops and backface parts of geometry for LOD0 because now they have LOD1 tri count already. Textures on model below are 4x.
Here's first color test with flat light, no normalmaps. I will add details and more highlights in next days
Work in progress
Here is a link to workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=111293784
Looking forward to your thoughts. Hope you will like it!
EVIL Sadly our weapon design as we decided didn't match Void well. Surely we will work on something suitable for him after contest will end to not break the rules now.
Naso Thanks. At firs we tested darker green color for head gear, but it was not visible in game from distance. After that we decided to brighten it up and match more his crystals color. Now as suggested in Valve materials character has vertical intensity gradient, and in my opinion colors fit nicely together