Good day. My name is Oleg. I am a long time doing graphics for gaming, but unfortunately was never involved in major projects. Dota2 Workshop can give me the chance. I want to apologize in advance for the bad English translation. I am from Russia and do not know foreign languages perfectly.
And so, to the point!
Just yesterday, I learned that to participate in the contest you must have a polycount "WIP". I have already created two pieces for Spirit Breaker, and I can not put pictures of the work process. But now I will keep this mini-blog is to illustrate the process of creating.
The idea for the character of objects is to create a set of things, appropriate to its history. Originally, the hero dressed in rough and dirty armor armor, showing his renunciation of temporal world of mortals. But in fact the child of the other world of spirits should be dressed in a cool metal endowed with psychic power.
Shoulders of mental charge
http://steamcommunity.com/sharedfiles/filedetails/?id=106195018
Horns of mental charge
http://steamcommunity.com/sharedfiles/filedetails/?id=105479771
Visible in the sketch the main style. However, when you create things turn a little different. Need to do things with the optimal settings for the game.
Replies
create lowpoly moel based on my billet.
doing the sweep. Half Bracer will mirror.
texturing my model, create a normal map. for authenticity, I do color correction. to all members of the set combined with each other.
Unfortunately for the entry of 400 polygons, had to cut off part of the strap. in principle a player it almost does not see during the game.
but I had a problem. when compiling the game, some of the bones bend model. how can this be avoided? a change in the mass of "skin", nothing happens. may only need to remove unwanted bone before export?
After minor changes were much less strain.
during the animation looks a lot nicer.
http://steamcommunity.com/sharedfiles/filedetails/?id=107828111
http://steamcommunity.com/sharedfiles/filedetails/?id=104393858&searchtext=
And my weapon will have 4 blades, I think.
I have too many unnecessary polygons...
mix well with other things of my collection.
http://youtu.be/-a3CKUEG7OQ