Gems look great but the green cloth on his shoulder looks flat without any painted shadows/light. Same goes for the belt, looks very low quality compared to some of the other pieces.
Gems look great but the green cloth on his shoulder looks flat without any painted shadows/light. Same goes for the belt, looks very low quality compared to some of the other pieces.
the shirt nor the rope belt has had a texture pass yet, hold tight and stay thirsty my friend. Was there any part outside of the rope you were referring to? Thanks for the feedback!
the shirt nor the rope belt has had a texture pass yet, hold tight and stay thirsty my friend. Was there any part outside of the rope you were referring to? Thanks for the feedback!
Figured as much but also figured saying it doesn't hurt ^^ The only other thing that bothers me is the front end of the bracers, it worked in the concept because the gems were protruding outward and created a more interesting silhouette there but my guess is with the polycount restrictions the same isn't possible which looks a bit odd unfortunately.
I'd challenge you to bring a bit more of a hand-painted vibe to the textures. Compared to the concept, a lot of the colors (especially the goldish-bronzes) seem a bit matte. I really enjoyed the bold use of colors about your earlier sets like the PL set (geez so long ago ^^). Take the Lich set, for example, danidem always brings in a lot of that hand painted feel to his textures and is not afraid to go for saturated colors and contrast which I think makes them a great success. Rig now, a lot of the values are very close together I think you can really push it to the next level by pushing the textures more in the direction of the concept.
Spud! Thank you so much for taking the time to do this!
I absolutely agree, some of the areas can and will be pushed further, in regards to the gauntlet in particular I will try to darken that trim. It really does suck that we couldn't afford polys to give form to the crystals on the back of the hand, however looking at it in game you honestly can't tell. The normals do a great job.
As for the belt skirt and chest piece - do keep in mind the values change wildly while he is running around in game due to having 'metalness' in the mask channel applied (Especially regarding the skirt - when light is reflecting off of it it's quite brighter in value than the rest, this is intentional. It's just not ALWAYS way brighter. I'll experiment though!). Value ranges that seem narrow on some of the renders aren't particularly indicative of how it shows up or renders in game. But now that you've pointed it out I will definitely be keeping an eye on and tweaking some of the texture spots.
As far as hand painted feel goes.. I'm hit or miss on that. I try to match the style of what valve does in most cases. Sometimes I go for more painterly. Depends how well it will read, really. Contrast is definitely really important. And yeah, for most of my sets I generally like to add a bold color of something just outside of a heroes traditional palette. We stayed fairly safe for this one (color-wise) but I feel Pior did a fantastic job and I wouldn't change a thing.
Thanks so much for your feedback, I really appreciate it!
Just want to chime in on the crystals on the hands, would it have been possible to make the crystals pyramids in the low poly? That would have come out to 24 more tris added, I'm just not sure how tight the limit was for you. But if it looks good in-game thats all that matters
Thank goodness for Cloud storage and external HD's as I have most of my important files, I just have no programs. Instead of polishing tonight and submitting, it seems like I'll be reinstalling all my programs and getting my settings working again.
Moral of the story: don't use windows 8.1
but seriously, what looked like an 'important update' (that forced me to reboot within 15 min for it), turned into a holy cleansing of all my shit. Be careful and keep your stuff backed up. I hope 8.1 doesn't do this again, but who knows... It's looking me right in the eye.
I'm honestly not sure what it was called, or how it happened. I assumed too much and that wound up biting me in the ass. Never again, heh. I'm almost back ready to work again.. setting up a few more things. Oy!
Hehe I think you mean Earth Spirit! I'm working to get it in ASAP. It's pretty much done, perhaps tomorrow night? The roadblock has sucked but I'm powering through it.
Hey guys! Haven't really given myself time to update the thread yet. Hope I can do a full overhaul of the OP sometime in the near future, but for now here's an update - The Spirits went in!
Together Red Moon, Boonta, and Pior put out three sets and a HUD. Earth Spirit, Storm Spirit, and Ember Spirit were all submitted and accepted for the New Bloom event. I was responsible for organizing the collab and modeling/texturing/rigging Storm Spirit and Earth Spirit. Pior helped out with some additional modeling as well with reprojecting and getting the lower poly Arms set up, as well as the hair and neck-balls. Then for shits and giggles he did all of the Stone Remnants! Boonta did a fantastic job with Ember all around.
Oroboros kicked some ass with concepts for both Storm Spirit and Ember Spirit. Andrew Helenek helped out by making the bad ass SFM and remnant poses for Ember and Storm.
There's more I'm sure I am forgetting, but overall it was a great experience in a ridiculously short amount of time and I am super proud of them.
there's more stuff in the works currently; here's one - a courier. the scale is incorrect in here for the rocket but the idea is that he will stand on top of it and use it to fly for that form. Andrew is currently animating it. I still need to polish the texture and do the masks. This is currently diffuse only.
and one more update - been meaning to get to this set for a couple of months, finally making time for it now before stuff gets crazy. About halfway done with sculpting:
oh nice! loving that set for SD! But now I gotta amp up my efforts further on my own SD set
Are you replacing the chains (armor) with the bracers? That was my thought as well, but wasn't sure if it was a real option.
Heya danjohncox - Yeah, the bracers are gonna be instead of the chains. Totally looking forward to your set as well! SD needed some stuff and it's about time he gets attention, I think.
another update on the courier, masks still in progress and some more tweaks coming, etc.
Shadow demon set is really nice, he needs some strong sets as well. Courier textures are also really tight. Cant wait to see the animations Andrew does for him, ill have to keep an eye on his thread.
Another SD update. Will be texturing this one tomorrow as the LP is already done and unwrapped. I'm gonna do another pass on the tail to make it asymmetrical but otherwise it should be good to go after I polypaint it.
Thanks guys! I really appreciate it. Here's the unlit textures. Working on the masks tomorrow then should be all good to go minus some small mesh and color tweaks.
Also, I've learned my lesson. Never, ever spend time on textures again. At least not the way I do . I think i'm gonna start zooming way out when I paint textures. I have such a bad habit of over detailing and inflating my work time unnecessarily. What I spend 6 hours on could take 1 if I remembered how much actually shows up in game. I did record my texture process though and will compile the videos when I can. Even if it's not entirely applicable to Dota (too much texturing!) maybe it will still help someone somehow.
Awesome set, as everything you do!. And yeah, I'm sure that texturing video is going to be awesome!, even if most of the work isn't applicable to dota itself, can't wait to take a look at it .
I can totally relate Bounch! i get sucked in way too easily into the details when texturing. I would say that even happens to me during the sculpting stage. I think it just takes time working with 256 etc textures to start to really think about what gets annihilated when you down res textures at the end. The only plus is that you have some extra detail when you make marketing shots, also makes nice portfolio pieces. Great job on the textures so far though.
Trevor's right on that, save that to show you much love you gave to this set! And I friggin love the belt part, not gonna mess with any player wearing this.
hey guys, been busy with a lot of stuff and I've had pretty much no free time, but I wanted to take a minute to update this thread with the latest submissions.
Shadow Demon is going through a final pass and should probably be submitted late next week.
In the meantime:
Set for one of my favorite characters - Shadow Shaman!
Dragon Ward!
and a courier for a Korean caster! This one was super fun to make, I'm really happy with how it came out.
Lastly, here's a WIP of a ward we're making for Jimo:
@Spud, I will do my best to get this stuff up soon, I really need to for my own sake, thank you for the reminder! I'm going to estimate maybe 1-2 weeks? I'll try to get it sooner, once i get a copy of AE.
I like it so i voted it up haha ^______^
Man seriously this is kind of set that shadow demon need. Nothing goofy, just pure power and corruption!! I especially like his belt and armor around the neck, those two parts came out the best.
and here's the ESL Ward and Earthshaker Totem. I would add in game shots of the totem, but I figure that can wait until they announce/show it off with the Compendium whenever that launches.
and yes yes I know, SD texture vids , I haven't had any extra time since the ESL items take priority, but they should all be done very, very soon.
So the ESL items are out! At least the Ward and HUD. We're still hoping to hit the goals for the Totem and set. If you want to help raise the prizepool for ESL one and get some sweet items (I'm totally not biased) you can grab the compendium here: http://www.dota2.com/store/itemdetails/15748?r=258
I almost forgot to post the Lifestealer! We had to change it a little due to how INSANE his shoulder blades are.
Illustration by Oroboros:
we also did styles for the head (which is why the two above are different)
I think the set looks way better in motion than in images so I'm pretty happy about that. In hindsight I might have darkened it a bit in game but overall I'm happy with how it came out.
might have some other stuff to show soon hopefully
Thanks for looking!!
- - - -
edit: Oh!! I almost forgot. We made a video as a mini "behind the scenes" for the ESL stuff as a companion to an interview we did. It was our first time doing a video of any kind and did the best we could with the equipment we had at hand. I think we filmed and edited the whole thing in like.. 9-10 hours? It was rough lol. Be gentle!
Hey Nikey - yes, we removed the first two plates that were on his shoulders. Unfortunately when he runs his shoulderblades go wild and made our original design unusable.
Replies
Everything is just so masterfully executed. From the initial concepts to the presentations. You guys are goddamn magicians!
p.s. I stood up and started a slow clap after seeing the finished work :poly136:
Yeah, what's up with the clipping? Who does that?
You'll have to stay tuned for the hair. I'll try not 2 let u down. omg
the shirt nor the rope belt has had a texture pass yet, hold tight and stay thirsty my friend. Was there any part outside of the rope you were referring to? Thanks for the feedback!
Figured as much but also figured saying it doesn't hurt ^^ The only other thing that bothers me is the front end of the bracers, it worked in the concept because the gems were protruding outward and created a more interesting silhouette there but my guess is with the polycount restrictions the same isn't possible which looks a bit odd unfortunately.
I'd challenge you to bring a bit more of a hand-painted vibe to the textures. Compared to the concept, a lot of the colors (especially the goldish-bronzes) seem a bit matte. I really enjoyed the bold use of colors about your earlier sets like the PL set (geez so long ago ^^). Take the Lich set, for example, danidem always brings in a lot of that hand painted feel to his textures and is not afraid to go for saturated colors and contrast which I think makes them a great success. Rig now, a lot of the values are very close together I think you can really push it to the next level by pushing the textures more in the direction of the concept.
For reference:
I absolutely agree, some of the areas can and will be pushed further, in regards to the gauntlet in particular I will try to darken that trim. It really does suck that we couldn't afford polys to give form to the crystals on the back of the hand, however looking at it in game you honestly can't tell. The normals do a great job.
As for the belt skirt and chest piece - do keep in mind the values change wildly while he is running around in game due to having 'metalness' in the mask channel applied (Especially regarding the skirt - when light is reflecting off of it it's quite brighter in value than the rest, this is intentional. It's just not ALWAYS way brighter. I'll experiment though!). Value ranges that seem narrow on some of the renders aren't particularly indicative of how it shows up or renders in game. But now that you've pointed it out I will definitely be keeping an eye on and tweaking some of the texture spots.
As far as hand painted feel goes.. I'm hit or miss on that. I try to match the style of what valve does in most cases. Sometimes I go for more painterly. Depends how well it will read, really. Contrast is definitely really important. And yeah, for most of my sets I generally like to add a bold color of something just outside of a heroes traditional palette. We stayed fairly safe for this one (color-wise) but I feel Pior did a fantastic job and I wouldn't change a thing.
Thanks so much for your feedback, I really appreciate it!
Thanks Microsoft.
Moral of the story: don't use windows 8.1
but seriously, what looked like an 'important update' (that forced me to reboot within 15 min for it), turned into a holy cleansing of all my shit. Be careful and keep your stuff backed up. I hope 8.1 doesn't do this again, but who knows... It's looking me right in the eye.
Great work from you two on the Earth Spirit set! It came out extremely cool!
edit: whoops! yes earth spirit :poly142:
and thanks a ton man, appreciate it!
using window 7 OEM atm...
Together Red Moon, Boonta, and Pior put out three sets and a HUD. Earth Spirit, Storm Spirit, and Ember Spirit were all submitted and accepted for the New Bloom event. I was responsible for organizing the collab and modeling/texturing/rigging Storm Spirit and Earth Spirit. Pior helped out with some additional modeling as well with reprojecting and getting the lower poly Arms set up, as well as the hair and neck-balls. Then for shits and giggles he did all of the Stone Remnants! Boonta did a fantastic job with Ember all around.
Oroboros kicked some ass with concepts for both Storm Spirit and Ember Spirit. Andrew Helenek helped out by making the bad ass SFM and remnant poses for Ember and Storm.
There's more I'm sure I am forgetting, but overall it was a great experience in a ridiculously short amount of time and I am super proud of them.
and now for l
there's more stuff in the works currently; here's one - a courier. the scale is incorrect in here for the rocket but the idea is that he will stand on top of it and use it to fly for that form. Andrew is currently animating it. I still need to polish the texture and do the masks. This is currently diffuse only.
Thanks for looking!
concept by Zeidrich
Thanks for lookin!
Are you replacing the chains (armor) with the bracers? That was my thought as well, but wasn't sure if it was a real option.
another update on the courier, masks still in progress and some more tweaks coming, etc.
Thanks for looking!
Also, I've learned my lesson. Never, ever spend time on textures again. At least not the way I do . I think i'm gonna start zooming way out when I paint textures. I have such a bad habit of over detailing and inflating my work time unnecessarily. What I spend 6 hours on could take 1 if I remembered how much actually shows up in game. I did record my texture process though and will compile the videos when I can. Even if it's not entirely applicable to Dota (too much texturing!) maybe it will still help someone somehow.
Thanks for looking!
Shadow Demon is going through a final pass and should probably be submitted late next week.
In the meantime:
Set for one of my favorite characters - Shadow Shaman!
Dragon Ward!
and a courier for a Korean caster! This one was super fun to make, I'm really happy with how it came out.
Lastly, here's a WIP of a ward we're making for Jimo:
Thanks so much for stopping by!
Shadow Demon is finally in! Vote if you like it!
Thanks for looking guys!!
Man seriously this is kind of set that shadow demon need. Nothing goofy, just pure power and corruption!! I especially like his belt and armor around the neck, those two parts came out the best.
In the meantime I've finished the Jimo ward:
http://steamcommunity.com/sharedfiles/filedetails/?id=239845208
https://www.youtube.com/watch?v=yetF0AXw9q4
and here's the ESL Ward and Earthshaker Totem. I would add in game shots of the totem, but I figure that can wait until they announce/show it off with the Compendium whenever that launches.
and yes yes I know, SD texture vids , I haven't had any extra time since the ESL items take priority, but they should all be done very, very soon.
Thanks for looking!
I almost forgot to post the Lifestealer! We had to change it a little due to how INSANE his shoulder blades are.
Illustration by Oroboros:
we also did styles for the head (which is why the two above are different)
Andrew did a little trailer for the items: https://www.youtube.com/watch?v=3KTmFLj-AMg
I think the set looks way better in motion than in images so I'm pretty happy about that. In hindsight I might have darkened it a bit in game but overall I'm happy with how it came out.
might have some other stuff to show soon hopefully
Thanks for looking!!
- - - -
edit: Oh!! I almost forgot. We made a video as a mini "behind the scenes" for the ESL stuff as a companion to an interview we did. It was our first time doing a video of any kind and did the best we could with the equipment we had at hand. I think we filmed and edited the whole thing in like.. 9-10 hours? It was rough lol. Be gentle!
You can see it here: https://www.youtube.com/watch?v=fVfaEZEOKw0&feature=youtu.be
and read the interview here! http://www.eslgaming.com/interview/look-inside-red-moon-workshop
Thanks again! I'm so excited!