So, this is something I should have started long ago. I've, sadly, never found posting my work on a forum very helpful. I usually end up getting close to no feedback on my posts. Is this because I have absolutely no presence in the art community? Probably. Is it because my art is so poor that it isn't worth helping? Also very possible. ANYWAY!
At any rate I'm trying to stick true to my new years resolution of trying to engage more with the polycount community instead of just peeking in once a day and saving a couple images from posts I like. I think this a great place to start, and I hope I'm accepted into this Dota 2 clan of content creators.
Working on the horns head piece. I keep messing with the silhouette trying to get it to look more evil and cool and less like an old ladies hair style. I decided to add a few little cute uniform spikes toward the top front of the skull. I think it adds just enough to it to make the head piece a little more interesting. Helps draw the eye down a little more?
Spent quite awhile tonight iterating on something for the shoulder armor. I knew I wanted something with a evil demon face in it....but it was hard coming up with a good balance of ornate detail and organic demon face. This is what i landed on.
I'm worried you might be getting a bit too into the details; remember how small these are in-game and how little texture space you have - it may just look like a blob of colour.
@BrontoThunder - Thanks for the feedback. That is absolutely something I'm worried about right now with this set. I'm trying to combat texture space by using a lot of symmetry in my sculpting. As for the actual detailing, I'm fully prepared to change things if I need to, but I'm curious about how detailed i can get before its just noise in game.
edit: If it does work, the in game portrait shot should looks pretty sweet!
I have most of the set working in game so far. The back piece (shoulder spikes) are still in a texture WiP state. I spent all night skinning them and making sure the texture seems were nonexistent. The mask textures are also WiP. I plan to add the red hot glow to the tips of them like i did the spikes on the arm. I'd love to hear any feedback you might have!
@Jalcober - yeah, its a tricky one. Originally I put loads of detail in it because I wanted it to look good in the portrait view as well, and it does. But I may have sacrificed some clarity from a distance.
Can't wait to see that 'Conquistador' Kunkka set, some really nice color breakup going on already. Only thing I'd suggest is pushing the sword silhouette more, still feels a little too similar to his original weapon.
Continuing progress on my CM set. I'm taking a step back and thinking about reworking certain aspects of the design. There are a couple things I'm just not happy with....also, fur is HARD!
Fur and cloth are the bane of my existence. I feel like a lot of the details on the headpiece are too small to really shine in game, which would be a shame because I really like the design.
I always try to design my head pieces more for the portrait, but I see what you mean. Part of my reworking the design will be to bulk up some of the smaller pieces. One other "trick" i use for the LoD1 models is to exaggerate smaller items from LoD0. I've had good success with that.
Been doing some doodling for a Luna Set. These are some rough ideas, I really like the helmet and the shields and parts of the mount armor. The weapon is boring and I'm still not quite sure what I want to do with the shoulders. Also, my cat mount looks hideous but I really enjoy the concept of a lunar glowing mount.
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edit: If it does work, the in game portrait shot should looks pretty sweet!
http://steamcommunity.com/sharedfiles/filedetails/?id=135162222
Veil of the Shadow Assassin
EDIT: I've really just noticed that I really say really a lot. Really.