I would go for the left one as well, I think the pruple flows nice with the original colors and design. I feel the orange conflicts a bot with his basic colors
Well I finished my weapon, but wasn't happy with it at all so it's thrown in the trash can.. but I made a new design which should make the overall feel a bit more interesting and give it a more assasin feel. What do you guys think, don't look at the colors their just a quick overlay.
Quick update on my forest hermit ogre. Sculpting is not my strong suit, but I think I got enough detail now to make it work in-game. At some places like on the belt and back it might look funny, along the edges, Im planning to create a more ragged edge with the colormap alpha channel. Any suggestions are welcome. Meanwhile I'll start sculpting the hedgehog-club.
Quick update on my forest hermit ogre. Sculpting is not my strong suit, but I think I got enough detail now to make it work in-game. At some places like on the belt and back it might look funny, along the edges, Im planning to create a more ragged edge with the colormap alpha channel. Any suggestions are welcome. Meanwhile I'll start sculpting the hedgehog-club.
Thanks for the feedback, guys. I think to chose left one (puprle).
Good concept. Interesting to see with some color blocking. I think its gonna be a good set.
I wasn't happy with the runes and how they were reading as a Phantom Assassin weapon so I went back to the drawing board and knocked something new up. Pretty happy with how it looks now and I will send it on to the workshop once I fiddle with the shaders a bit.
Don Don: looks verry good , the only thing that I would change is maybe change the color of the stitchings to some yellow/blue
Mantra: I'd make the detailes on the wood / porcupine fewer and larger for a better "readability", and you could make it scared of the fire ( big eye/expresion and maybe some 3d spikes on its back .
Haha I like it, looks like a monkey skull Maybe use a bronze color instead of the grey? And maybe beef up the skull and top from the stick a bit, so it's not so slim and more like a club.
I wasn't happy with the runes and how they were reading as a Phantom Assassin weapon so I went back to the drawing board and knocked something new up. Pretty happy with how it looks now and I will send it on to the workshop once I fiddle with the shaders a bit.
Well I did some more work on my entry for this month. The textures are stil WIP and I need to add some masks, but the idea is clear I think. Lots of good PA weapons posted here though.
-Mirrored alot of the UVs to give better texture quality ingame. The original had individual uvs for both sides.
-Redid the fringe and tried to reduce the amount of weird finger tendrils. Focused more on having the sculpt give the effect of clumps/strands rather than actual individual clump geometry.
-Resized alot of the hair, tried to make it look less heavy.
Still playing with the textures, but it's getting there I think.
Well I did some more work on my entry for this month. The textures are stil WIP and I need to add some masks, but the idea is clear I think. Lots of good PA weapons posted here though.
Nice blades, Andy.
With metallness and spec this will look awesome.
Thx for all the nice words guys! Glad so many ppl like it
Here's some progress on the blade, to save texture space I'm using a lot of mirrored UV's. the only problem it's giving me that it's hard to paint certain details without making it looks weird on the other side Wanted to darken the back where the dagger is but that's giving me the exact problem..
The set still needs a lot of tweaking (it has only black shaders for now, no alpha transparency, and the weighting is quite screwed up), but I would like some opinions on the textures. Im not really sure about the belt color, and the straps on the belt, arms and weapon, and that tusk bracer definately needs a rework.
Im quite pleased with the weapon, the hedgehog reads better in-game as i expected.
Thx for all the nice words guys! Glad so many ppl like it
Here's some progress on the blade, to save texture space I'm using a lot of mirrored UV's. the only problem it's giving me that it's hard to paint certain details without making it looks weird on the other side Wanted to darken the back where the dagger is but that's giving me the exact problem..
This looks great with spec. It's a tricky thing to make a perfect texture when it has morrored UVs. U are on the right way.
-Mirrored alot of the UVs to give better texture quality ingame. The original had individual uvs for both sides.
-Redid the fringe and tried to reduce the amount of weird finger tendrils. Focused more on having the sculpt give the effect of clumps/strands rather than actual individual clump geometry.
-Resized alot of the hair, tried to make it look less heavy.
Still playing with the textures, but it's getting there I think.
Hey Ross!
are you still up to some changes? can you post the new maps?
are you still up to some changes? can you post the new maps?
I'll probably still work on it until the end of the month. I'm focusing more time on the texture, like Uliss said, mirroed UV's make texturing tricky. I'll post new maps and some additional tweaks to the model.
Any suggestions are welcome.
Here are the current maps: Diffuse, Spec, and Rim maps.
I think I may be relying too heavily on the specular maps for the diffuse as it seems a little bit bland right now.
@Zaphk Awesome design on the cape. Love the hand paintedness of it.
@mihalceanu Good design. I'm curious on how it'll look modeled.
More work on my PA hair. Tested the new ingame preview workshop feature and wasn't liking how it appeared in game. New perspective on it I guess. So I went back with a base version of the texture and experimented with the main geometry of the mesh and came up with this:
I tilted the more hair downwards and extended the fringe to give it a more interesting silhouette in the portrait view.
Does it look better?
As for the texture I'm not sure if I should go back to the original brownish palette her pants share (seen above in the bigger portrait views), a blue shade closer to helmet (seen in the left smaller portrait view), or a blueish-green shade. I'll experiment more when I get there I guess.
I'll probably still work on it until the end of the month. I'm focusing more time on the texture, like Uliss said, mirroed UV's make texturing tricky. I'll post new maps and some additional tweaks to the model.
Any suggestions are welcome.
Here are the current maps: Diffuse, Spec, and Rim maps.
I think I may be relying too heavily on the specular maps for the diffuse as it seems a little bit bland right now.
Hey Ross, do you have a normal map?
your uvs are a lot better no then the previous version, but im not a fan of those lines
if you want some suggestion, try to study the other models textures, like that PA hair, i think that one looks a lot like yours
and on the highpoly try to work more with he volumes, try to define them better
There is also problem with RossC normal map, that green channel should be flipped. Valve promotional textures has green oriented up, however normal texture for ingame should have green down oriented. Correct me if I am wrong.
Great work on the club, there's one thing that came to mind when I saw it, the red straps are a bit light, maybe darken them or use a dark/light brown like the leather of his standard items? Really like it!
Did some work on the artwork for my PA weapon, what do you guys think of the composition? Not sure about the blood though, wanted to make it black as well, but that the shim looks weird.. It's still WIP though, needs some lightning and contrast work.
The set still needs a lot of tweaking (it has only black shaders for now, no alpha transparency, and the weighting is quite screwed up), but I would like some opinions on the textures. Im not really sure about the belt color, and the straps on the belt, arms and weapon, and that tusk bracer definately needs a rework.
Im quite pleased with the weapon, the hedgehog reads better in-game as i expected.
While it is on twealing stage, I have some comments.
The Eyes on the animal skin. They are usually removed from the skin, as far as I know. And they are very accented on the dark red skin. May be you can try to make a darker wholes in eyes positions. It must read from the top view, but not too much as now, imo.
You're doing great! If you're still up for changes in the model, I can give a few suggestions too.
If you're not sure how the hair works, take a look at references. For this hair style, the bangs needs to be separated from the middle hair part. In your model, looks like it's merged with the middle part.
I'm bad at explaining, so I did this pics =p
When you're starting the hair, try to divide this way to make it looks more natural.
mihalceanu One of the best clubs/scepters so far! I think you should try to desaturate the straps and the wood a little, it's too colorful right now.
Great work!
Her cape is almost finished! Man, I hate her color pallete so much!
Tnx guys ; Indeed , the straps and the wood were too saturated , changed it
I think now it looks ok (updated the pics)
OniLolz: great looking cape man.
Uliss : I think they put someting in place of the eyes , someting out of stone /plastinc(nowdays)
Mantra: I like the pelt , but I think it needs some gradient lithing , some hilight on the top and the back .
As for the belt , you could try to put some pelt/skin on it like a drum , and maibe some white/yello paint .
Replies
I would go for the left one as well, I think the pruple flows nice with the original colors and design. I feel the orange conflicts a bot with his basic colors
Well I finished my weapon, but wasn't happy with it at all so it's thrown in the trash can.. but I made a new design which should make the overall feel a bit more interesting and give it a more assasin feel. What do you guys think, don't look at the colors their just a quick overlay.
loved the idea =]]
Thanks for the feedback, guys. I think to chose left one (puprle).
Good concept. Interesting to see with some color blocking. I think its gonna be a good set.
true!
I was worried PA may miss her spiky look so I made some changes.
The tendrils of hair themselves are still pretty thick, giving the hair heavy feel.
I got an idea for an ogre club , Ill post a concept soon ;
workshop link : http://steamcommunity.com/profiles/76561198026621056/myworkshopfiles/
Click on the image for the Workshop link ^_^
Mantra: I'd make the detailes on the wood / porcupine fewer and larger for a better "readability", and you could make it scared of the fire ( big eye/expresion and maybe some 3d spikes on its back .
Looks real nice, I think the shield is a great idea! although he's not really a warrior so I'm not as fond of the daggers but they look pretty good.
[IMG][/img]
Haha I like it, looks like a monkey skull Maybe use a bronze color instead of the grey? And maybe beef up the skull and top from the stick a bit, so it's not so slim and more like a club.
ouch! looks amazing man =]
Reworked my PA hair.
-Mirrored alot of the UVs to give better texture quality ingame. The original had individual uvs for both sides.
-Redid the fringe and tried to reduce the amount of weird finger tendrils. Focused more on having the sculpt give the effect of clumps/strands rather than actual individual clump geometry.
-Resized alot of the hair, tried to make it look less heavy.
Still playing with the textures, but it's getting there I think.
Here's what I'm working on for the head and shoulders slots.
I'd love to hear what you guys think.
Nice blades, Andy.
With metallness and spec this will look awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=139656457
My attempt at a Phantom weapon.
Here's some progress on the blade, to save texture space I'm using a lot of mirrored UV's. the only problem it's giving me that it's hard to paint certain details without making it looks weird on the other side Wanted to darken the back where the dagger is but that's giving me the exact problem..
Im quite pleased with the weapon, the hedgehog reads better in-game as i expected.
This looks great with spec. It's a tricky thing to make a perfect texture when it has morrored UVs. U are on the right way.
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=139764344
Hey Ross!
are you still up to some changes? can you post the new maps?
I'll probably still work on it until the end of the month. I'm focusing more time on the texture, like Uliss said, mirroed UV's make texturing tricky. I'll post new maps and some additional tweaks to the model.
Any suggestions are welcome.
Here are the current maps: Diffuse, Spec, and Rim maps.
I think I may be relying too heavily on the specular maps for the diffuse as it seems a little bit bland right now.
Probably we'll only finish the cape this month and re-work on the set later.
Cape texture done!
[IMG][/img]
@mihalceanu Good design. I'm curious on how it'll look modeled.
More work on my PA hair. Tested the new ingame preview workshop feature and wasn't liking how it appeared in game. New perspective on it I guess. So I went back with a base version of the texture and experimented with the main geometry of the mesh and came up with this:
I tilted the more hair downwards and extended the fringe to give it a more interesting silhouette in the portrait view.
Does it look better?
As for the texture I'm not sure if I should go back to the original brownish palette her pants share (seen above in the bigger portrait views), a blue shade closer to helmet (seen in the left smaller portrait view), or a blueish-green shade. I'll experiment more when I get there I guess.
Hey Ross, do you have a normal map?
your uvs are a lot better no then the previous version, but im not a fan of those lines
if you want some suggestion, try to study the other models textures, like that PA hair, i think that one looks a lot like yours
and on the highpoly try to work more with he volumes, try to define them better
Yeah sculpting is probably my weaker suite right now. Here's the normal map and a idea of what the sculpt looks like:
I'll probably read up more on defining volumes and tackle the high poly again. Thanks for the advice.
i think we found a place where you can improve
your volumes a too even, try to work on volumes and not make lines that goes though the entire hair
a good reference is the anuxis windrunner hair, you can check the work on her stream on twitch
about the texture i was talkin about, this is the PA hair texture
see how the lines are more contrasting and you can see the shadows of the volumes of the hair?
the lines are also just a few to mark some tip or a highlighted part
and on the normal you can see the main volumes, and some small lines just to add some detail
Great work on the club, there's one thing that came to mind when I saw it, the red straps are a bit light, maybe darken them or use a dark/light brown like the leather of his standard items? Really like it!
Did some work on the artwork for my PA weapon, what do you guys think of the composition? Not sure about the blood though, wanted to make it black as well, but that the shim looks weird.. It's still WIP though, needs some lightning and contrast work.
While it is on twealing stage, I have some comments.
The Eyes on the animal skin. They are usually removed from the skin, as far as I know. And they are very accented on the dark red skin. May be you can try to make a darker wholes in eyes positions. It must read from the top view, but not too much as now, imo.
You're doing great! If you're still up for changes in the model, I can give a few suggestions too.
If you're not sure how the hair works, take a look at references. For this hair style, the bangs needs to be separated from the middle hair part. In your model, looks like it's merged with the middle part.
I'm bad at explaining, so I did this pics =p
When you're starting the hair, try to divide this way to make it looks more natural.
Great work!
Her cape is almost finished! Man, I hate her color pallete so much!
I think now it looks ok (updated the pics)
OniLolz: great looking cape man.
Uliss : I think they put someting in place of the eyes , someting out of stone /plastinc(nowdays)
Mantra: I like the pelt , but I think it needs some gradient lithing , some hilight on the top and the back .
As for the belt , you could try to put some pelt/skin on it like a drum , and maibe some white/yello paint .
I finally got around to submitting this thing:
Which can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=139895869
I've finished my second club for ogre magi;