I've been meaning to start making items for DOTA 2 and this looks like as good an excuse as any to jump in. I'm whittling away at some concepts for a Phantom Assassin weapon as we speak so I'll hopefully have something to show soon!
There's some really inspiring stuff in this thread, keep it coming!
Thx for the tips, the gradient really made it a lot better. Im thinking about the eye thing. Ill try to make the iris bigger, so that the wite portion doesnt pop out so much, or ill just change it to shut eyes, tho I found its facial expression with the open eyes quite amusing.
Oh and you got some pretty looking maces there Mihaelceanu. I just envy your sharp textures, I could hardly fit a log and a half hedgehog on that damn tiny texturespace.
Tried some things with the eyes, added lids and changed white to pink to get a bloodshot eye. Looks a lot less cartoony now, and its not that visible in the game.
Tried some things with the eyes, added lids and changed white to pink to get a bloodshot eye. Looks a lot less cartoony now, and its not that visible in the game.
You might try some kind of glowing gems for the eyes.
To me the pig looks over saturated. Too red. Maybe a cooler brown color for the hide. Some sun bleached light brown or blond tones in the longer hair could give it more depth and visual interest.
Tried some things with the eyes, added lids and changed white to pink to get a bloodshot eye. Looks a lot less cartoony now, and its not that visible in the game.
I think you need to split some values on that skin. Have u already AO applyed?
@Rubus
I'm not quite sure you'd want to go for the "Crypt Maiden" angle. It kinda depends on what you're gonna wind up doing with what you've got, but "Crypt Maiden" sounds almost Death Prophet-ish. Assassins don't really spend much time in crypts, usually. They send their victims there, but that's usually where the association ends. Maybe something like "Vestments of Maiden's Woe" or "Reaper's Joy" or something... Of course, there's always the possibility that the set could wind up being undead-themed in which case, disregard what I've said entirely.
. . .
Always wanted to try competing in one of these. Gonna see what I can do with two days. Should be a nice warm-up before I start something else.
A quick sculpt. Meant to be an O.Magi weapon. 'Don't know if I can manage LoD1, but I guess that's why they call it a "challenge".
The idea is that it's the Goddess of Luck's crude holy relic composed almost entirely of good luck objects. I call it the "Lucky Strike".
Question/concern: is it possible to make good-looking mirrored wear/scratches, or should I just leave that alone?
Here's a few concepts for a Phantom Assassin weapon, any thoughts and feedback are very welcome!
I'm leaning towards the third design but it's pretty close between all of them. The second design is probably a bit too noisy for something that will be so small in game but I like it all the same.
This is the first time I've done anything like this so it's all very exciting!
@Rubus
I'm not quite sure you'd want to go for the "Crypt Maiden" angle. It kinda depends on what you're gonna wind up doing with what you've got, but "Crypt Maiden" sounds almost Death Prophet-ish. Assassins don't really spend much time in crypts, usually. They send their victims there, but that's usually where the association ends. Maybe something like "Vestments of Maiden's Woe" or "Reaper's Joy" or something... Of course, there's always the possibility that the set could wind up being undead-themed in which case, disregard what I've said entirely.
. . .
Always wanted to try competing in one of these. Gonna see what I can do with two days. Should be a nice warm-up before I start something else.
*snip*
A quick sculpt. Meant to be an O.Magi weapon. 'Don't know if I can manage LoD1, but I guess that's why they call it a "challenge".
The idea is that it's the Goddess of Luck's crude holy relic composed almost entirely of good luck objects. I call it the "Lucky Strike".
Question/concern: is it possible to make good-looking mirrored wear/scratches, or should I just leave that alone?
I went for that name because my first inspiration was a funeral headdress Lady Madeline used in the "Fall of the House of Usher" Classic Illustrated's graphic novel.
But yeah, I agree it doesn't fit quite well for PA, and the set ended up looking much more armor like than anything else.
I think something like Vestments of the Maiden's Woe is a good way to go, it fits the lore I plan for her. I'll rethink that in that direction, thanks!
***
About your club, I like the idea and the sculpt is really well executed, but it's missing a place to put a fire source, which I think may hurt the final result.
Thanks! I think I may have found a way around the flame source thing...
@Konras
I like what you've done with the character. Sadly, I don't have anything more constructive to say than that, at the moment...
@mihalceanu
It's a very nice club! I can't help but think it feels a little flat, though...
I don't understand for the life of me what's causing this accursed seam! All my maps seem to be in order (with 7-10 pixels of edge padding)... My mirrored elements are moved one over on the U axis so that they don't overlap... I don't get it...
@DashXero Maybe you have changed your low model after baking? Can you show us your model used for baking and your final low_poly version?
- Maybe you baked with only one half and than after bake mirrored it and weld vertices? - Or baked with whole model and than removed one half, mirror with no weld at the end?
Those things could occur later with seam. Its important to have same shading on low_bake and low_exported meshes. If you have hard edge when you had smooth shading then you will get mirror seam.
Please let us know if you will get rid of a problem.
@Konras
THANK YOU SO VERY MUCH! What had happened was that when I baked in Topogun, I only used half of the model. For one reason or another there was a slight gradient forming along the border edges. To fix that, I baked the mirrored model (I'm just glad I saved out a version of it before I resized it for rigging).
The seam's appearance has been greatly reduced.
Now, I guess the only thing remaining is to make a preview image for this thing and ship it.
It's a meal and a mace! A culinary club to strike fear and indigestion in your enemies!
Take one leg from a random delicious animal, wrap with bands of iron, add spice and then savour the flavour of serving your enemies their just desserts.
The Banded Haunch is a staple ingredient of an Ogre Magi's power!
Hello all!
This is my first workshop submission and DOTA 2 item of any sort. It took a couple of days to get the whole workflow figured out, but things are going along fine now.
I spent today working on the high poly sculpt of my PA weapon (or half of it). I'm happy with how it came out but I just can't seem to figure out how to bake normal maps to my low poly without them looking hideous. Looks like I may have to come back to this one when it isn't 6am.
Prophet9 : looks very nice ,but you could add some burn area at the top where the fire effects starts.
Thanks! Yes, I am considering adding some charred areas around the edge at the top, where the flame is.
I agree, a charred area makes sense, the trick will be not making it a darkened mess.
It ended up looking pretty good with the flame, very nice job.
It's looking fine already, but I feel it could use a bit more of color variety, perhaps some small red, grey or ivory details would make all the baked details more evident
That's looking really nice, Rubus. Absolutely love the concept. I fear you may be right about the braids though, you may want to think about something with a bit more thickness to it.
Yeah Rubius, I'd suggest going with something less noisy. The original UV's for the default helmet have a really small texture space for the ponytail. You my have to sacrifice the quality of the helmet texture to keep the braid texture to translate well.
Just about finished with my weapon. Getting the detail from my high poly into the game was far, far more difficult than it should have been. I have lots to learn it seems but I'm happy with this for a first attempt.
I'll submit it soon once I've had a chance to make up a preview image for it but I'd love to hear your thoughts in the meantime!
Here is a wip of PA weapon. After trying many shapes in top to bottom view, I decided to make something like a sword. I think about making retopology today and make some initial textures tomorrow.
After doing a ton of experiments with mask1 and mask2 I've made some adjustments and repainted the texture entirely. It's subtle, especially in this picture, but it looks so much better in game now that I've figured out how to use metalness correctly. I think the edge of the blade reads better now.
It was mostly just experimenting to get a feel for the shaders more than anything else. I just made a bunch of mask1 and mask2 files with solid values in the channels and just mixed and matched them to see how they worked together in game.
I didn't really learn anything that I would be able to explain but I really recommend doing it for yourself, I feel like I've got a much better grasp of the shaders just by playing around with them for an afternoon.
about done with this. Open to crits on colors and whatnot - gonna put the promo images together tomorrow and have it submitted in time for the weekend.
Reveren I think you rework the colors. I personally think the black and the orangey inscriptions on the items are too dominant, perhaps try to experiement with some other colors. Other than that, the set is awesome!
I love the shapes you've used, but I feel like the little orange details are so small that they wont really be visible in game. You might want to try some bigger details or solid colours instead.
Replies
Great job on the clubs, the last one is looking beastly!
I feel it would read better if you make the texture a bit more darker, but it's fantastic already.
***
Finished the lowpoly for all the parts, gonna make the final tweaks on the weapon and start the sculpting.
I'm thinking calling it [something] of the Crypt Maiden. Treasures? Vestments? Garments?
Workshop Link
There's some really inspiring stuff in this thread, keep it coming!
Congrats with finishing.
Rubuts : tnx man , I will give it a try
3rd club on the way , here is the sketch :_)
[IMG][/img]
Oh and you got some pretty looking maces there Mihaelceanu. I just envy your sharp textures, I could hardly fit a log and a half hedgehog on that damn tiny texturespace.
Hope you guys like it!
You might try some kind of glowing gems for the eyes.
To me the pig looks over saturated. Too red. Maybe a cooler brown color for the hide. Some sun bleached light brown or blond tones in the longer hair could give it more depth and visual interest.
I think you need to split some values on that skin. Have u already AO applyed?
I'm not quite sure you'd want to go for the "Crypt Maiden" angle. It kinda depends on what you're gonna wind up doing with what you've got, but "Crypt Maiden" sounds almost Death Prophet-ish. Assassins don't really spend much time in crypts, usually. They send their victims there, but that's usually where the association ends. Maybe something like "Vestments of Maiden's Woe" or "Reaper's Joy" or something... Of course, there's always the possibility that the set could wind up being undead-themed in which case, disregard what I've said entirely.
. . .
Always wanted to try competing in one of these. Gonna see what I can do with two days. Should be a nice warm-up before I start something else.
A quick sculpt. Meant to be an O.Magi weapon. 'Don't know if I can manage LoD1, but I guess that's why they call it a "challenge".
The idea is that it's the Goddess of Luck's crude holy relic composed almost entirely of good luck objects. I call it the "Lucky Strike".
Question/concern: is it possible to make good-looking mirrored wear/scratches, or should I just leave that alone?
I'm leaning towards the third design but it's pretty close between all of them. The second design is probably a bit too noisy for something that will be so small in game but I like it all the same.
This is the first time I've done anything like this so it's all very exciting!
I went for that name because my first inspiration was a funeral headdress Lady Madeline used in the "Fall of the House of Usher" Classic Illustrated's graphic novel.
But yeah, I agree it doesn't fit quite well for PA, and the set ended up looking much more armor like than anything else.
I think something like Vestments of the Maiden's Woe is a good way to go, it fits the lore I plan for her. I'll rethink that in that direction, thanks!
***
About your club, I like the idea and the sculpt is really well executed, but it's missing a place to put a fire source, which I think may hurt the final result.
Finished my highly controversial Phantom Assassin set.
http://steamcommunity.com/sharedfiles/filedetails/?id=140213619
I would very much appreciate the upvotes if you like it.
Thanks!
Cloak will have fancy cut after retopo
Thanks! I think I may have found a way around the flame source thing...
@Konras
I like what you've done with the character. Sadly, I don't have anything more constructive to say than that, at the moment...
@mihalceanu
It's a very nice club! I can't help but think it feels a little flat, though...
I don't understand for the life of me what's causing this accursed seam! All my maps seem to be in order (with 7-10 pixels of edge padding)... My mirrored elements are moved one over on the U axis so that they don't overlap... I don't get it...
- Maybe you baked with only one half and than after bake mirrored it and weld vertices? - Or baked with whole model and than removed one half, mirror with no weld at the end?
Those things could occur later with seam. Its important to have same shading on low_bake and low_exported meshes. If you have hard edge when you had smooth shading then you will get mirror seam.
Please let us know if you will get rid of a problem.
THANK YOU SO VERY MUCH! What had happened was that when I baked in Topogun, I only used half of the model. For one reason or another there was a slight gradient forming along the border edges. To fix that, I baked the mirrored model (I'm just glad I saved out a version of it before I resized it for rigging).
The seam's appearance has been greatly reduced.
Now, I guess the only thing remaining is to make a preview image for this thing and ship it.
She's looking pretty damn cool.
Enjoy joy the skinning process with her....its a friggin' nightmare! The cape most of all. haha
Done and done... That was fun.
It's a meal and a mace! A culinary club to strike fear and indigestion in your enemies!
Take one leg from a random delicious animal, wrap with bands of iron, add spice and then savour the flavour of serving your enemies their just desserts.
The Banded Haunch is a staple ingredient of an Ogre Magi's power!
Hello all!
This is my first workshop submission and DOTA 2 item of any sort. It took a couple of days to get the whole workflow figured out, but things are going along fine now.
Here is a preview shot:
I'll get there eventually, I'm sure. :whyme:
Congrats with finishing! )
It's time for me to make a PA weapon too. Almost everyone made it this month ))
Thanks! Yes, I am considering adding some charred areas around the edge at the top, where the flame is.
I agree, a charred area makes sense, the trick will be not making it a darkened mess.
Cheers!
I just made another sketch ; this one for some phantom assasin blade that I will start working on it later today .
cheers
[IMG][/img]
edit :
Had to scrap some blades due to getting to bussy in the preview screen
It ended up looking pretty good with the flame, very nice job.
It's looking fine already, but I feel it could use a bit more of color variety, perhaps some small red, grey or ivory details would make all the baked details more evident
@Paskie:
The shoulder flap over her right breast is clipping through the torso, may check that.
And of course, nice weapon
***
Small update on the helmet of my PA set.
Those braids took me ages to do, and I'm afraid they are too small and may turn out to look noisy ingame, hope I'm wrong.
I still have to finish the details on the cheek guards and some other small things here and there, but it won't change much.
I'll submit it soon once I've had a chance to make up a preview image for it but I'd love to hear your thoughts in the meantime!
Uliss : looks verry promising
Uliss - that looks amazing.
Here is an idea I was playing around with (and testing various colour combos )
I suspect some of that battle damage will be toned down for the final model/texture, haha.
Base model complete @ 686 triangles for LoD0.
Any pearls of wisdom from your Mask1, Mask2 adventures?
I didn't really learn anything that I would be able to explain but I really recommend doing it for yourself, I feel like I've got a much better grasp of the shaders just by playing around with them for an afternoon.
!!
about done with this. Open to crits on colors and whatnot - gonna put the promo images together tomorrow and have it submitted in time for the weekend.
Great work though!