Alright, late to the party, but I think my team's finally ready to begin. You'll be seeing the other two around the texturing side of things.
We'll be working on a dark Jester set for Riki.
DONE! Click the picture for our Workshop Entry!Concept:
And if we have time, we'll try a pair of these:
Replies
Cap so far:
Moving on to the other bits. Since Riki lacks the $alphatest command, I'll have to scrounge polies for some of the tattered parts.
Yeah, I'm planning the collar as a cylinder. As to how WELL it bakes down, I guess I'll have to see. I'm eager to try out Handplane for that and see what comes out. Primarily, I'm worried about rigging the sleeve and what needs to be done topologically there.
Everything else should - SHOULD - work out okay.
With having to pad the sleeve with polies for deformation, I just didn't have enough for that second glove. I'll probably have to re-UV the sleeve, too. I don't think a 128x128 is going to cut it for the whole thing, but the bakes tomorrow will make that easier to tell what needs splicing and where.
There are advantages to both, but I've got way more freedom over the forms and proportions of an object if I just go straight into the high, and due to #2 as stated, that saves me a lot of time. I can change or remove things completely without having to worry about my base mesh screwing me up along the way. Plus, I know my new low will be perfectly matched to my high, rather than using the (possibly) incompatible low that I used going in. If I make another low at the end, why bother with the first?
I wouldn't dare do this workflow on a hard-surface bake because I'd need the precision that low-high-low approach affords. With a soft-surface model like this, I need more freedom to explore even if it's messier to clean up in the end. My 2 cents.
Anywho, test bake, so excuse some issues.
Baked everything out at final res right now. Some artifacts and missed bakes here and there (inside tip of the hat horns, especially. Not sure how that happened), but overall painless.
Now for rigging. yaaay
Hello everyone, I'm Nidhogg, the 2nd member of this 3-man team. I've been working on the textures for this set and also juggling the mask textures around. Here's my latest, and hopefully, final progress.
Images below are obviously from Dota 2's in-game model viewer. Tried to stay close to Riki's existing color scheme. Added a few golden segments such as the golden seam along the hat to create visual interest.
Pardon the clipping on the cape and sleeves, none of the models are actually fully rigged yet.
In order to view all the items being equipped at once on Riki, I used 3dsMax to show it off.
Keep in mind, however, that although the custom Dota 2 Shader for Max was great, it's not perfect at all. Some of the reflections such as the gold seams and bracelet do not show proper reflections and the Tint by Spec color channel (blue) on Mask2 doesn't even show up at all. So please use the in-game Dota 2 images for reference on the lighting.
The Workshop entry will be up later today.
Good luck to everyone!