Update:
[Decided to restart this as i'm not particularly happy with the high poly).
Evening,
I've decided to take this in a different direction from the original style of the character and for some reason settled on the idea of samurai armor. I don't want to throw too many details on the sculpt but I will be putting more damage on it to keep in line with the overall "worn" look of the original character. Not really looking to follow the lore of the character, just more interested in how I can take the samurai theme.
BTW, does anybody know if we can use the "back" in-game body attachment to attach pieces to the feet. I've seen people manipulate it so that you can apply additional meshes to the torso but I wasnt sure how it would affect the feet.
Fun project so far
Replies
It would be far better on a hero like juggernaut, but since he's already has some samurai themed items I suppose you have to try somewhere else so it can get put into the game.
I'd really like to see things made by you actually get into the game.
http://www.dota2.com/heroes/
Here is a good resource that will tell you about the heroes in the game.
It's a great resource so you don't try to ruin the visual appeal of the heroes by mindless slapping models onto random heroes.
And DD-best hihi jealous? It's an abomination, he could have an asian person stuffed in there, perhaps the brain.
What I would personally do, would be to add some major damage, make it look as if he scavenged the armour from some dead samurai, arrows still sticking out the back, set still bloody.
Isobel, his critique is sincere and genuine, lets not try to turn this into a flame war please. Keep it civil
Also nice sculpt! Design is interesting and unique, perhaps a little more brainstorming? Maybe you can pump out even greater ideas
Paying attention to the characters before making items for them isn't a bad thing.
As for having an asian brain, here is a list of his voice work that is in the game.
http://www.dota2wiki.com/wiki/Pudge_responses
He doesn't sound, or speak like an asian person I've meet yet.
I do hope Baj does take my criticism seriously, because the set does look appealing, as I said before just on the wrong hero.
Unfortunately, due to limitations with polycount and texture limits, the breastplate will be mirrored and kept fairly straightforward. Originally I was going to have panels falling off asymmetrically but this isn't possible to retain a lot of the texture information this way. I'm sure that this will become unnoticeable once animated.
Will also have to see if I have enough polygons for the arrows too.
Aye it was a spare of the moment thing and I could have done more brainstorming. I did some dynasketches initially to see how well the silhouette would work and was pretty happy with the result.
Regarding the theme, I'm sure Valve can somehow fit this into their lore but if not its no bother, its a fun theme to work with and i'm happy with the choice I made.
I'm curious as to what the hook is though; it looks like a tentacle with a piece of metal in it.
at first I thought that too, but from an in-game perspective, that big rope he has around him covers it well enough I think (I hope). But the main concern as someone stated before, the sandals have to go, because it's not a slot, also it will sink into the ground if it was attempted to be rigged on anyways
Even the Adam said this before closing the thread.
"Sticking to the lore is probably a smart thing to do, but not required.
If the piece is fantastic, high quality, cohesive, and not entirely abstract of anything happening in Dota 2 then your chances of being chosen by the judges are high.
That's not to say its impossible to be chosen as a winner otherwise. It ultimately comes down to how fantastic of an item set you've made and whether or not it will work and work well within Dota 2."
Here is the link to the thread if you want to read through it.
http://www.polycount.com/forum/showthread.php?t=107407
No one has been saying anything negative about this set other than it doesn't fit with the character.
Everyone has been in agreement that it's model is fantastic.
Kicker - You'll find that DotA players aren't TF2 players, sure there is probably some that played both, but they have already removed a set because the DotA players complained about it's visuals, and lore. TF2's entire cast was overflowing with jokes, DotA isn't. There are more than ten times as many characters in DotA than TF2 not every character is going to be a walking joke that someone can make a silly hat for, and expect it to work, or the community to like it.
shanks37 - "In the Fields of Endless Carnage, far to the south of Quoidge, a corpulent figure works tirelessly through the night--dismembering, disembowelling, piling up the limbs and viscera of the fallen that the battlefield might be clear by dawn. In this cursed realm, nothing can decay or decompose; no corpse may ever return to the earth from which it sprang, no matter how deep you dig the grave."
which is exactly what this is. So I don't understand your complain about not enough negativity in this thread because this design doesn't deserve allot of negative replies. This isn't a clown suit or an icecream salesman set. with a couple of lines this set could fit perfectly in the lore, so I really don't understand the complains.
its well designed, is cohesive, its well modeled (high quality) and its not entirely abstract of anything happening in dota2.
As you stated you don't care cause your making a nice piece of art, in more or less words and I agree do what you want and let Valve decide what to do with It, if nothing else this is a great portfolio armor set or fan art.
Do It!
and... did you have a point?
Since the lore discussion was locked, if you feel a burning desire to continue it, I'm sure the DOTA2 forums or any number DOTA2 fan sites will accommodate you.
But as dull as it sounds, that has little to no place in Dota 2. You follow the lore, you follow the character designs, the theme and the setting and that's that. Incredibly boring with all those limitations, I know, but that's what makes it unique.
But of course, none of you seem to care about any of that so I'll just say this too:
Valve has and will remove items/sets if they receive complaints about them from the community. And because IceFrog is really close to the community, none of the complaints will go unheard. So basically, if this ever gets in-game, it won't stay for long.
So with that said, I'd love to see you make something which has a chance to get in-game. There is nothing wrong with the models, you just need a better idea.
Flame me all you want, but that's just how it is.
Created some basic silhouettes in Photoshop to give me an idea as to how im going to approach this. In the end I will be focusing on the silhouette and shape language this time around and a little less on the details.
Just a quick exploration of the executioner, mainly focusing on the hood and headsacks on the characters back. Will need to do some proper tests tonight on the condemned too.
I might mix and match some elements on the different characters if I go further (for example, "the tortured" left arm with "the condenned" kit).
Looking forward to seeing the model
My decision ultimately came down to both the technical limitations as well as design choice (more to do with aesthetic issues rather than lore issues).
I felt that I could do a better job than the samurai pudge, however I may take that idea and create another character in the future with a similar theme.
For now I will be discontinuing this thread and moving over the the following:
http://www.polycount.com/forum/showthread.php?t=108517