Yeah, the white is really annoying. The "moss" is supposed to be an coral like adhesive plant kinda thing, but so far i am not really happy how it turned out.
I've been playing around with the shader mask 2 allay, till i took a peak into the tidehunter anchor materials from the workshop requirements page. turns out the anchor lighting is way more complex than I thought. well at least it is more complex painted in the masks. really brought some insight there. gonna test that out tomorrow. the color texture then will be changed accordingly.
Now that we got the space in our own subforum, why not make use of it?! So here's my Dota2 waywo and presentation thread.
I started propably a month ago to teach me 3d modeling with blender and it kinda went quite smooth sofar, learned something new everyday since. Started with a Tidehunter weapon and I am still working on it, now that it comes to texturing.
Atm I am playing around with the combination of shader masks and texture itself. In my opinion I have to improve alot on the color texture. But that goes hand in hand with the shaders it seems. I did a new normalmap baking and after some talk in the old dota2 workshop thread, it literally hit me in my sleep that I had some edges marked sharp so now the anchor doesnt look that edgy anymore now that the normalmap can do its proper work.
I am looking forward to your suggestions and critics.
I think its still to noisy, so if you got some advice pls let me know. Have to improve on readability.
So, I spent some days playing with the mask2 shaders and textured the whole thing. The problem I got with tidehunter is, that his weapons dont necessarly look as "cartoony" as those of other chars. but maybe I am not really there yet. So I need your c&c pls.
Do get some new thoughts and maybe inside on the tidehunter weapon, I decided to step away from it for a bit and instead try out a new witchdoctor head.
well, I gonna try anyways and as far as I know the old wc3 nerubians and the nerubian assassin I think my take on the egypt theme will be a different one. so we'll see where this might end
Being on and off with the Nyx-Set, i started trying to improve my concept sketching skills. coming from a traditional painting background I always had a hard time to paint on the computer. Wouldnt be much of a hassle with oil on canvas, but this way around ^^
that turned out well in-game, but you should really spend more time on that presentation!
Give it a background and a border, maybe make it a picture of Nature's Prophet holding it. You should also get a new screenshot of it with higher res textures specifically for presentation.
hey frump, thx
yeah it kinda bugged me that it looks good ingame but the main image doesnt convey that.
i gonna check out some of that vlad stuff. he mentioned marmoset in the hangout before so i gonna test the trial and see how that might work out.
I ran into a little weird problem in zBrush while starting to sculpt the axe contest weapon. This is the basic lowpoly model before making it a dynamesh:
and this is the model after making it a dynamesh. any suggestion why that happens and how i can resolve this?
EDIT: nvm, found out myself. i had vertices floating in space in my lowpoly. after removing doubles the dynamesh worked as intended.
so, yeah a cellphone shot from the concept i was working on before my computer froze! yeah i know, the irony, i mean crystalmaiden srsly.
What you guys think, left or right, I tend more to the right since i think the frozen in hand will be hard to read ingame, so why go with it.
Yeah, the idea is nice and all, but if you're going to leave it just like that, it's kind of boring. It needs a focal point, something to draw attention and "crown" the item.
yeah.. i am working on it. I wanna see how the texture does its job and then go from there. thought about floating shard around the top of the staff but, well nothing set in stone yet
In order to improve my concept skills and in order to get some ideas going I propose meself with a challenge. Sketch a concept for every hero of the requirements page starting with A as in Alchemist and ending with Z like Witchdoctor. Set time to complete: dont know yet, but i wanna go fast on this as I try to get as much out as I can in as short amount of time as possible.
It's 16:41 lets see when the first concept goes up and online.
^^ oh i am skipping through projects like crazy. i am all over the place, thats usually my modus operandi, i cant keep myself focused long enough on one piece, so i have several wips which i switch between when working.
so heres the alchemist, havent done the backpiece yet, real lifes calling
ok, i wanna add some flair to the icicle concept and i am a little stuck on how to, here are some approaches which of none really overwhelmed the critics. F is the original plain icicle and G isnt even done, cause it kinda already felt not leading anywhere.
I like B but I would remove the ring connecting them so they're floating icicles, it gives you more tris to work with. Also you could try varying the size and placement of the fragments to give it interest
i love the idea of the floating ice fragments, the reason for the ring is simply that I assume it'll look a little stiff without floating animation. the floating fragments were also in the original concept which got lost due to pc freeze, so maybe i should try it out and see how it translates into the game without floating animation
I like the lighter one. The darker one is very close to her cape and clothes in value, which causes it to get lost against them (edges especially).
The lighter one stands out more and is more consistent in value... and looks more "ice" like to me.
My 2 cents.
Cheers!
some progress on the abaddon weapon, concept by ike, mirrored the shit outa that little fuka, no the funny part starts xD cant even believe i say that, gotta realign the highpoly i recon, due to some adjustments.. we'll see if i can match both and get a nice clean bake outa it - fingers crossed
Replies
The moss? Is really stringy and should be clumpier and larger.
So, I spent some days playing with the mask2 shaders and textured the whole thing. The problem I got with tidehunter is, that his weapons dont necessarly look as "cartoony" as those of other chars. but maybe I am not really there yet. So I need your c&c pls.
crossposting for c/c
The mask of the healing wanderer - Witchdoctor Head
Your comments,critics and ratings are appreciated.
Working on a Nyx set. But one step at a time. so first headslots first. ^^ its going into an egypt themed direction.
Being on and off with the Nyx-Set, i started trying to improve my concept sketching skills. coming from a traditional painting background I always had a hard time to paint on the computer. Wouldnt be much of a hassle with oil on canvas, but this way around ^^
Give it a background and a border, maybe make it a picture of Nature's Prophet holding it. You should also get a new screenshot of it with higher res textures specifically for presentation.
Here's a guide by Vlad about how to make good presentation images.
http://www.workshophatemachine.com/2013/03/28/promo-images/
yeah it kinda bugged me that it looks good ingame but the main image doesnt convey that.
i gonna check out some of that vlad stuff. he mentioned marmoset in the hangout before so i gonna test the trial and see how that might work out.
edit:
like that?
working on this lil sucka right now. maybe i can make it happen before the monthly contest deadline
Another sword item for Kunkka. a little too late for the monthly contest but still done. Link in the first post. go vote i appreciate it
need to work on my photoshop skillz so here be some ward concepts
a bit progress on the egypt themed nyx set. long road still ahead
and this is the model after making it a dynamesh. any suggestion why that happens and how i can resolve this?
EDIT: nvm, found out myself. i had vertices floating in space in my lowpoly. after removing doubles the dynamesh worked as intended.
2 more shots of the dire monthly contest singleitem for axe
Axe marks the spot
Up in the shop, from the monthly competition. Pls rate and comment here or there. critics welcome
so, yeah a cellphone shot from the concept i was working on before my computer froze! yeah i know, the irony, i mean crystalmaiden srsly.
What you guys think, left or right, I tend more to the right since i think the frozen in hand will be hard to read ingame, so why go with it.
something like this maybe
texturing is on its way. basic color laydown, alot of work ahead, gotta go to full length with the masks to get THE look of ice. ^^
It's 16:41 lets see when the first concept goes up and online.
so heres the alchemist, havent done the backpiece yet, real lifes calling
edit:
ok, i wanna add some flair to the icicle concept and i am a little stuck on how to, here are some approaches which of none really overwhelmed the critics. F is the original plain icicle and G isnt even done, cause it kinda already felt not leading anywhere.
comments and suggestions pls!
and since i am stuck on the maiden, here's a set for axe, simple one but ok. i like to call the weapon bird of prey ^^ :P
the dreadrider
hangout color decision
The lighter one stands out more and is more consistent in value... and looks more "ice" like to me.
My 2 cents.
Cheers!
thx guys. go vote ^^
some progress on the abaddon weapon, concept by ike, mirrored the shit outa that little fuka, no the funny part starts xD cant even believe i say that, gotta realign the highpoly i recon, due to some adjustments.. we'll see if i can match both and get a nice clean bake outa it - fingers crossed
edit: oh not to mentioned.. still over budget -.-
so my whole morning of uv mapping and stuff all for nothing. thx volvo