No offense but it looks like a joke item It's a good looking joke item though
I completely disagree! I think it's a really cool item and decently fitting for Slark. The only issue I have with it is that it doesn't have that super deadly ripping feel like other Slark weaps. It looks more like a bludgeoning weapon. Besides that though I quite like it!
I completely disagree! I think it's a really cool item and decently fitting for Slark. The only issue I have with it is that it doesn't have that super deadly ripping feel like other Slark weaps. It looks more like a bludgeoning weapon. Besides that though I quite like it!
Yup, I agree! Don't really see any reason for it to be a 'joke item'. The materials look really nice, but I agree with darkkyo that it looks more as a bludgeoning weapon. Still, I think it's a original weapon for Slark, very different from every other knife made for him.
Well it was only my opinion. This was basically why I said it was more of a joke item because many people would think this right when they see it, also tf2 and dota 2 keys. It just looks a little weird to me seeing it on slark as a weapon.
Well it was only my opinion. This was basically why I said it was more of a joke item because many people would think this right when they see it, also tf2 and dota 2 keys. It just looks a little weird to me seeing it on slark as a weapon.
If anything maybe it just pays homage to the keyblade :P I think it would sell quite well for that same exact reason...
Yup, I agree! Don't really see any reason for it to be a 'joke item'. The materials look really nice, but I agree with darkkyo that it looks more as a bludgeoning weapon. Still, I think it's a original weapon for Slark, very different from every other knife made for him.
That's true, it's one of the more unique Slark blades I've seen and that's a good thing.
another pro set. actually started this one a while before the meepo, but i stalled for ages.
pretty happy with how it turned out though.
this one is for Arrow Gaming's ddz, whose invoker obliterated pretty much everything in the leadup to TI4 and got a buttload of fantasy points.
i did the concept, promo art, sculpt and textures, poor zip got to do all the fun stuff like skinning and retopo. working on doto hats has actually made me fail uni so that's a bit awkward but totally worth
When Buddhism got to China, the bare-shoulder style of the original monks' robes became a problem. In Chinese culture it was improper not to keep the arms and shoulders covered in public. So, Chinese Buddhist monks began to wear sleeved robes similar to a Taoist scholar's robe of the early 1st millennium CE.
Anecdotally, I saw predominantly this outfit in my 4 years in Taiwan.
Valve's strict rules on accuracy this year is going to be very tough to follow. x.x Especially since google brings up pictures of Japanese/korean/sri lankan 'things' when you search for "Chinese 'things'"
tony complete! trawling through my WIP folder for a few quick notes
this was the first thing i showed LaNm. just a bunch of heads, exploring weird shapes. i actually only had the spot colors to differentiate them more at this point, i was planning on just goin back to green. woops!
anyway he went for 2 and 5 i think? liked the transformers vibe he got from that.
smooshed out a full body shot of the level 1 tiny from that head. just extrapolated some of the shape language from the tiny bit of shoulder i had in the bust to the rest of it. spent a while on the arm, i was planning on reusing a lot of elements from the base all the way to level 4. also i'd already decided to spend the most time on levels 1 and 4; you spend probably the most time in level 4 and the loadout only displays level 1. and level 1 is adorable with the tree
level 4 is basically just bulked out, and this is as far as i went with 2d concepts. levels 2 and 3 are basically just interpolating between 1 and 4
he wanted more purple at this point. cue tron lines
some donky early modeling. basically tracing over the concept at this point, not even trying to fit it to the base mesh. actually came back to bite me in the butt later, because the concept is a lot less hunched than tiny is
level 1 tony boy base mesh. a few super quick transformations on this basically sufficed for 2,3 and 4. the head wasn't really fully modeled, i took the earlier base into zbrush and retopoed it. biggest pain was aligning everything with the default
tree concept. originally it was going to be some neat amethyst bonsai thing i had in my room, but it didn't look super great. the tree's in vertical and horizontal positions so i had to rethink the leaf placement a few times. ended up doing clusters of ~5 planes that i duped and moved around. this also comes back to bite me in the ass cause i reused the UV for them so they had the same value all round, which uhh ... basically everyone noticed. woops!
gotta patch that up later
next is a very long image with some general notes on how i tried to make stuff evolve.
the progression i had in mind was basically cute nearly carved baby tony, adolescent tony, hulked out on roids tony and wise patriarch tony. the first pass i did on the babby with minimal wear and cracks looked like playdoh ingame so i ended up bashing that up a lot more.
cause of the reused base meshes it wasn't too hard making the features progress when he aged up; the obvious ones would be eye size shrinking and the head crest enlarging; i also went a bit overboard on level 3 for everything and dialed it back for level 4.
i decided to not mirror anything which may or may not be a terrible decision; sure there's unique detail but you can probably count the pixels in some places. but overall i prefer unique dings and scratches; ingame you can't really differentiate between anything but i probably spent too much time zoomed in. something to note in future anyway.
because i'm easily amused and i wanted to make mechs, on each tony's right shoulder there's a number of scratches equalling their current level. also left one more silly easter egg in there which ended up being non viewable ingame. woops!
i will probably ramble a bit about the texturing later on if i remember to come back to this
Replies
I completely disagree! I think it's a really cool item and decently fitting for Slark. The only issue I have with it is that it doesn't have that super deadly ripping feel like other Slark weaps. It looks more like a bludgeoning weapon. Besides that though I quite like it!
Yup, I agree! Don't really see any reason for it to be a 'joke item'. The materials look really nice, but I agree with darkkyo that it looks more as a bludgeoning weapon. Still, I think it's a original weapon for Slark, very different from every other knife made for him.
If anything maybe it just pays homage to the keyblade :P I think it would sell quite well for that same exact reason...
That's true, it's one of the more unique Slark blades I've seen and that's a good thing.
Such a handsome boy. Neat key thing.
I THOUGHT HE WAS YOU EX WIFE
glad that you both are a happy family again
hot singles in your area
some more hot singles.
also made a nice puck hat
bought me a fancy new intuos and it's actually slowin my workflow more than anything. woops
some texturino. mega classy sculpt and model by timu
has custom icons and all sorts of other fun things
some other wippy bits below
got a few other neat things which may or may not be done in the near future, but in the meantime here is a tony
the top of rubick's cape is in shadow. dem bakes don't lie
pretty happy with how it turned out though.
this one is for Arrow Gaming's ddz, whose invoker obliterated pretty much everything in the leadup to TI4 and got a buttload of fantasy points.
i did the concept, promo art, sculpt and textures, poor zip got to do all the fun stuff like skinning and retopo. working on doto hats has actually made me fail uni so that's a bit awkward but totally worth
Otlichno! Keep it up
And, personal advise: give attention to college stuff.
Good luck man.
that actually ended up turning into the eki bukaw set , valve had us redo the mask so it's not quite the same as the concept anymore
some hat concepts
also started fiddling with that dishonored/jack the ripper-ish pudge from a while back, dunno if i'll work on that or project sheepgoat2015 for now
well it still can be chinese... i blame Street Fighter's Akuma/ Gouki
From part four:
Anecdotally, I saw predominantly this outfit in my 4 years in Taiwan.
Valve's strict rules on accuracy this year is going to be very tough to follow. x.x Especially since google brings up pictures of Japanese/korean/sri lankan 'things' when you search for "Chinese 'things'"
upcoming tony set with ultra high res 256* textures
AM set with nikey for polycount chest
ogre boys with nikey
updated gyro loadscreen from 2014 new bloom
tb with nikey
mank titan with bronton
aboot ogre magi, i don't think ogre's the kind of guy who cares about culture. i have minor issues about external lore supplanting muh internal lore
tony complete! trawling through my WIP folder for a few quick notes
this was the first thing i showed LaNm. just a bunch of heads, exploring weird shapes. i actually only had the spot colors to differentiate them more at this point, i was planning on just goin back to green. woops!
anyway he went for 2 and 5 i think? liked the transformers vibe he got from that.
smooshed out a full body shot of the level 1 tiny from that head. just extrapolated some of the shape language from the tiny bit of shoulder i had in the bust to the rest of it. spent a while on the arm, i was planning on reusing a lot of elements from the base all the way to level 4. also i'd already decided to spend the most time on levels 1 and 4; you spend probably the most time in level 4 and the loadout only displays level 1. and level 1 is adorable with the tree
level 4 is basically just bulked out, and this is as far as i went with 2d concepts. levels 2 and 3 are basically just interpolating between 1 and 4
he wanted more purple at this point. cue tron lines
some donky early modeling. basically tracing over the concept at this point, not even trying to fit it to the base mesh. actually came back to bite me in the butt later, because the concept is a lot less hunched than tiny is
level 1 tony boy base mesh. a few super quick transformations on this basically sufficed for 2,3 and 4. the head wasn't really fully modeled, i took the earlier base into zbrush and retopoed it. biggest pain was aligning everything with the default
tree concept. originally it was going to be some neat amethyst bonsai thing i had in my room, but it didn't look super great. the tree's in vertical and horizontal positions so i had to rethink the leaf placement a few times. ended up doing clusters of ~5 planes that i duped and moved around. this also comes back to bite me in the ass cause i reused the UV for them so they had the same value all round, which uhh ... basically everyone noticed. woops!
gotta patch that up later
next is a very long image with some general notes on how i tried to make stuff evolve.
the progression i had in mind was basically cute nearly carved baby tony, adolescent tony, hulked out on roids tony and wise patriarch tony. the first pass i did on the babby with minimal wear and cracks looked like playdoh ingame so i ended up bashing that up a lot more.
cause of the reused base meshes it wasn't too hard making the features progress when he aged up; the obvious ones would be eye size shrinking and the head crest enlarging; i also went a bit overboard on level 3 for everything and dialed it back for level 4.
i decided to not mirror anything which may or may not be a terrible decision; sure there's unique detail but you can probably count the pixels in some places. but overall i prefer unique dings and scratches; ingame you can't really differentiate between anything but i probably spent too much time zoomed in. something to note in future anyway.
because i'm easily amused and i wanted to make mechs, on each tony's right shoulder there's a number of scratches equalling their current level. also left one more silly easter egg in there which ended up being non viewable ingame. woops!
i will probably ramble a bit about the texturing later on if i remember to come back to this
2016 hat dump