NEW STUFF UPDATE ALERT ALERT ALERT
Finished!
Lantern high by me:
Hi everybody!
Drywall,
Jett12 and
I are collaborating together to make a set for
Warlock. We've been concepting together for a little while, and here's what we've got. The three of us will just post updates whenever we have something new. This should be a fun!
Original Warlock:
Our concept:
Item Breakdown:
High poly of the armor, by Jett and Dry:
High poly staff stuff by Drywall:
That's it for now!
Replies
Looking great!!!
No...they are bad ass!
Marul: Yeah, the staff isn't refined yet; I was gonna riff on it in zbrush to get a better handle on how it looks.
Look at existing Sven items, they do that really well.
Hmm. Well, I don't really follow much about wow (never having played it before, haha), so I can't speak to any coincidental similarities to actual character designs that you may be referring to. If what you mean is in terms of the exaggerated silhouette in general, then yeah, I'd say that Dota 2 style has a similar approach to wow in that sense.
I do feel that changes to the character should impact the silhouette foremost, followed by changes in value and shit like that. Because of the camera angle and how small the character actually is on screen, we consider the approach to designing stuff for Dota similar to how stage makeup works: exaggerate so the changes are readable, and they tend to make a lot more sense from a distance. If he looks a little silly from head on, in my opinion that probably means it's just right.
I think the character artists at Blizzard understand this very well, and that some similarities are more or less impossible to avoid when it comes to Dota. But, mind you, this is all coming from someone who admittedly knows next to nothing about Wow itself v:
We'll try and get some screenshots of the items from the in-game angle asap, and of course make whatever tweaks may be necessary to make it look sweet.
I think either way can be fine, as long as it still fits the character and reads as different enough to be interesting. Sven is a poor example though for me, as I don't think any of his cosmetic sets (that I've seen) are as esthetically strong as the original.
These are both within the limits of LOD0.
Moving on to texturing!
I also finally got to some Warlock stuff today, did a high for his lantern!
He's getting there! Dry's working on the bottom robes and also the low for the man face bag, and I'm just tweaking the textures here and there at this point. We'll get some in-game shots asap, though I'll be out of town for the next week so Dry and jcool can probably handle that.
Here's our pro concept art over a quick basemesh.
And here's the high! It's been a busy couple evenings.
We'll have updates on the bag and other parts over the weekend as well, which really only need final touch up to be finished.
Holy *censored*! That looks amazing.
Steam Workshop collection: http://steamcommunity.com/sharedfiles/filedetails/?id=111438447
And it's done!
Also Chemical and Dry knocked that golem out alone pretty much in 3 days, maddddd props.