Here is another one of my rough concepts of a Timbersaw set. Still lots of room for changes and input on this one. I still want to keep the Shredder looking like a piece of work equipment like it is supposed to be, grime, scratches, exhausts and the like. Helm for the driver is still pretty rough at this point.
Early diffuse with no masks yet. Really frustrating that Wraith King doesn't have a bone to rig to for the front loin cloth. Using the thigh bones gives you some really janky effects on a lot of animations.
I've tried a few solutions, currently the best bet is to, as you said, rig to the root for the most part with small influences from both thighs on each side. His in game pose and running stance still gives some stretching but you don't see most of it from the in game camera angle.
Cross posting the finished version of the Timbersaw set I worked on for the may friendly competition. Some great entries this month, good luck to everyone.
I really dig that loading screen/promo image, though I personally would've added a bit more saturation to it (looks a wee bit grey-ish). The pose is still absolutely rad however.
Thanks. In all honesty my time management towards the end was pretty poor and the promo image was done on the last day. I would love to have more time to tidy it up but unfortunately it wasn't to be.
Picked up some badges today I had made of some sets I created to make available from my showcase station at the International this week. They came out pretty well I think
Haven't updated this since TI but here is the work in progress of a different kind of Huskar Offhand I was working on over that time period. No Masks yet.
Yeah it looks pretty good. He doesn't really use the offhand "hand" in any attack animations. It more or less just stays outstretched. If anything I may need to adjust the blade to be more downward facing to avoid the back of it clipping into his bracers in some of the more extreme animations.
Work in progress of the sculpt of a project I began messing around with a week ago. I really like the new Dazzle default shoulders with the scales so I wanted to take that theme further.
I'm pretty happy with how this is turning out considering I made a conscious effort to make the basemesh and start entirely in Zbrush, something I haven't done before.
Pushed forward with this design a bit more. Aside from some skinning issues which need to be sorted out its coming along alright. The leg slot is something I am not sold 100% on and may revisit before finishing.
My intention was also to have the hair move in a similar way that Dazzle's default does but its done through cloth simulation and not something I am familiar with.
Got this finished over the weekend. This was a great learning experience for me as I drastically altered my workflow during this set. The great resources on this forum and some helpful streamers really helped out here. Thanks all!
i love the tusk concept, especially the shoulders and the hat. i do think the sled looks a little awkward on his back... im also curious what the weapon will be, i look forward to seeing this one progress!
I've done some more work on the back piece and some other touch ups. I'm hoping to add some old snow shoes to the bottom of the bag. The weapon I am thinking of a frozen broken oar, considering the Voyageurs used to canoe across Canada.
Thanks, I'm hoping to decorate that more solid area with some kind of sigil or design to distinguish it from the other gloves besides just being bigger.
Thanks for the feedback guys. Here is an update on the back slot and main sculpt. Still working on the weapon looks. Not confident on where to go with it so I may post the sculpt up here later for some harsh crits.
In the low poly i'll adjust the snowshoe to be more realistically hanging from the backpack. I found the vintage snow shoes had very complicated rope work which I wasn't extremely confident in pulling off in my sculpt. I also wanted to make it detailed enough so people would recognise it but not so hard that the alpha would read as messy.
Got most of the bakes done and started on the diffuse. A lot of base colours for now which might change but i'm sticking close to my concept for now. Using the default tusks while I finish mine and the weapon and get them baked.
Thanks for the kind words guys, I appreciate it. I have the Lod1 in game and testing the rigging. Shoulder slot has some interesting rigging for Tusk and it's not too bad now but I have to adjust his strap on the front and the right shoulder for during his ult animation.
So after fiddling with the Masks and rigging I am in a place where I am happy to finish up this set. All that is left is some promo images and perhaps some tweaking of the top-bottom gradient. I've started on the loading screen for this too. I'm not the greatest painter so I am hoping to get as much out of Marmoset as I can.
Some work in progress items for new bloom. Not sure what to do with the orb in the treant set, I'm generally not a fan of the "in game items as cosmetics" route but I may go with a kind of refresher orb look. The Pudge mask is based on the Taotie mask or the "gluttonous ogre" mask.
FInished up the sculpt of the set after reworking the beard and helm. I will update this thread with a high poly sculpt soon but for now here is a wip of the LOD's of the weapon and shoulder slot in game.
Throwing down some texture work on these pieces and an update of the sculpt. I had to go through some revisions on the helm to make it fit within the LOD1 while staying as true to the concept as possible. Also playing around with the Emissive map on Necro which seems pretty strong, will have to be careful with this one.
looks good! ^^ could perhaps use some more saturation near the top still (imo), and perhaps the side larvae on the back can be dulled a bit since they're stealing a bit of attention from the center one and at some angles make the 3 individual slimes look like one continuous one. perhaps the side larvae could be a slightly darker or deeper shade of blue too to separate them from the main focus on the back
Looking good but I suggest going for a stronger cavity (and even edge highlights). Necro's glow and particles make it feel a bit blurry and some sharper details might make the items pop out more.
Replies
Augury's Defender by Scuba Cat!
Here's a quick example;
Tonfa of the Dezun
I'm pretty happy with how this is turning out considering I made a conscious effort to make the basemesh and start entirely in Zbrush, something I haven't done before.
My intention was also to have the hair move in a similar way that Dazzle's default does but its done through cloth simulation and not something I am familiar with.
Blackwater Disciple by Threepgood!
The back slot is still pretty rough and I may end up combining some of my ideas of a sled, backpack, snowshoes or something along that line
In the low poly i'll adjust the snowshoe to be more realistically hanging from the backpack. I found the vintage snow shoes had very complicated rope work which I wasn't extremely confident in pulling off in my sculpt. I also wanted to make it detailed enough so people would recognise it but not so hard that the alpha would read as messy.
Mostly just messing around with shapes and trying to get the look of the organic areas right.
Cheers!