Looks great. I was waiting for a meat club for him
Haha, thanks Nannou. It certainly suits his demeanor.
Most of the characters are super-serious... but the Ogre Magi is just funny to me.
Seems powerful enough in-game though.
Base model sitting at 686 polygons (triangles) for LoD0 with plenty of room to take it down to below 600 for L0D1.
There are a few areas I could reduce and reuse those polygons in curved areas.
Terminus here. I will be partnering with Prophet in developing items, with concepts and textures provided by me, and 3D models provided by Prophet.
First up is a Mountain King/Magma King concept based on the Ogre Magi. It's a darn shame we can't get rid of the stock kilt/dress, but we'll make do. The idea is that he's covered in stony growths, somewhere between obsidian and polished black-rock. Magma will glow between the "plates", more strongly where runes run down and through the strongest ones.
I've attached a WIP rendering of the concept; with color development on his weapon.
I dig the idea though you might run into some limitations with the lods, the budgets are pretty low and you have lots of round shapes and complex silhouettes in there.
Yes... the concept is very complex, and I realize it's going to require some very creative poly placement to get something similar. A lot of this will be in the normal map I think
Poo shaped rock... LOL... I was thinking we could put an Inukshuk on there instead, haha.
That or a rock chin-strap for the "dumb" head.
Honestly I thought the idea was hilarious as long as you don't make it "too" obvious. People tend to get up in arms about silly ideas in Dota 2 but Ogre Magi is one of the few that can pull it off so I say abuse it!
I'm looking forward to seeing how this set turns out.
@Chaemirix - The rock-poo is there for his pro-tek-shun!
@Spudnik - Yea; it's my first real full concept/realization for DoTA. Working with Prophet and as we bounce ideas back and forth, it's going to take a few iterations before we nail down our processes and I see how well (or poorly) some of my concepts translate to 3D. At least this way, we have a direction we want to move in for the concept, and can then dumb down to meet the technical requirements. Y'know what they say! It's easier to take away than it is to add!
Created in the elder days of the Veiled Sisters, this ancient weapon displays the scars of countless enemies seen vanquished. Perfectly balanced and deadly of purpose, the Veiled Sang-Kau brings a swift end to victims chosen by the Phantom Assassin.
if you're willing to test something for me...could you try making the plate behind the blue swirls the same color as the inside portion of her shoulder armor? (the cool dark gray) - I really feel like the piece needs a tiny bit more of that color and a bit less of the warm woody color to ground a little better with PA.
Indulge me. because you love me. deep inside you know you do.
if you're willing to test something for me...could you try making the plate behind the blue swirls the same color as the inside portion of her shoulder armor? (the cool dark gray) - I really feel like the piece needs a tiny bit more of that color and a bit less of the warm woody color to ground a little better with PA.
Indulge me. because you love me. deep inside you know you do.
Haha, sure thing. I'll make the change tonight and upload a render.
Hey reverendK, I took a look at the armor colors, and made some changes. The armor isn't actually grey... it's dark blue/green. The grey must be mask/lighting effects in game. I matched the centers as asked, and tried it in game. I also changed the color of the swirl to more closely match the edging of her armor.
What do you think?
I think it might be a little less saturated - and you might keep the hilts and the block above her fingers the warmer color to break it up - but i do personally like this more. we shall see if the peanut gallery agrees
I do like the blue colour, but it's beginning to look a little matchy (re-adding brown elements will likely help)...
The original brownish colour was chosen from the brown elements on the leathery parts of her clothing. I originally made that too saturated, and greyed it back a bit. Because she is so dark and blue-green, I thought it would help the weapon stand out.
On another note, I'm trying to unify the submission preview for my items. Trying to keep a consistent look/feel to them... but when I re-submit the new images through DOTA, they don't update. The instructions say I don't need to re-update the entire submission, just the image (if I choose)...
Any ideas what I'm doing wrong?
Thanks for all the feedback - it's appreciated!
Cheers.
In the midst of creating my set for Nature's Prophet this month - I decided to create a Slark dagger based on an idea that's been floating around in my head for a while.
This razor sharp dagger is made of volcanic glass from the depths near Dark Reef. After his escape, Slark chipped away the dagger and bound it with bone and leather. The thin edges scintillate with color as Slark bounds along dispatching his enemies.
it feels like it is missing the larger shapes overall, it feels very busy right now with all those fine circles. Id try to tone those down an integrate some bigger shapes.
I have made adjustments to the color and mask textures to help tighten up the specular. It was certainly blowing out in some angles in game. Uploaded the changes
Cheers.
By the way - a shout out to handplane3d.com! I'm using Handplane free at the moment and the dagger was the first item I've tried it with. It turned out great! The changes were subtle, but it fixed some errors created by XNormal (which is also still awesome).
I managed to get most of this concept into the model at 350 polygons.
Here is the high poly sculpt (you can see where things have been changed).
Also - much as been thickened up for visibility etc.
Thought I'd do the vines in sculpting only. This was a mistake. Also, T reference pose was chosen initially, but this made it difficult to place all the cool asymmetry the design had.
So, I rebuilt the body - making it much closer to the concept. I used renderable splines to map it all out - lots of tweaking and detailing the spline to get it to weave together etc.
Base body geometry Meshsmoothed for sculpting in Mudbox:
A couple of sculpt passes in Mudbox to detail things. This version has the mouth wider - I reverted back to the concept sized mouth because it looked much better:
Testing normal maps on LoD0 and LoD1 geometery:
Textures by Stefco! Normal map and color diffuse only:
Here we are in game with final texture and some "leet" ratings
Alright, time for an update and massive image dump
I have been very busy with sets, singles and animations... and I've not kept up with my thread here. I have also updated my first post with only items that I have had accepted.
Without further ado:
Final Lina submission for DD of LGD:
Kaito sword for Juggernaut, created with Robo, Crowntail and Automedic - I provided 2 custom attack animations for this submission which you can see on the item page.
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Soulstrike for Wraith King, created with Stefco.
[/FONT][FONT="][/FONT]
Ballistic Goggles created with Slimeface:
Here is Slimeface's concept:
The LoD0 Mesh:
Sculpt in Mudbox:
And final item submission:
[FONT="][/FONT]
The awesome Well of Tranquility healing ward for Juggernaut, created by Crowntail with custom particles by Automedic. I did the animations for this ward... and there were two versions; Radiant and Dire:
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And most recently, the ridiculously awesome CK set Planar Warlord created with Belkun and Stefco. I was responsible for the horse model and some minor inputs on the remainder of the set. Stefco's promo painting is just amazing!
[/FONT][FONT="][/FONT]
Stefco's concept for the horse:
Here is the skullpt in Zbrush (this was my first Zbrush endeavor... trial by fire :
Oh, and if you haven't seen the wicked turntable created by Belkun using the set, be sure to check it out:
Replies
I have submitted my first item to the workshop today (and for the April competition).
The Ogre Magi is an amusing character so I figured as my first object (and to get the process figured out) I'd go on the lighter side of things.
Banded Haunch
Cheers!
I have created a concept for the Phantom Assassin (April Contest).
I'm going to try and make the deadline
Adding this to my ongoing thread here.
The drawing is not finished, but more of a design/colour test.
Cheers!
Haha, thanks Nannou. It certainly suits his demeanor.
Most of the characters are super-serious... but the Ogre Magi is just funny to me.
Seems powerful enough in-game though.
Cheers.
There are a few areas I could reduce and reuse those polygons in curved areas.
First up is a Mountain King/Magma King concept based on the Ogre Magi. It's a darn shame we can't get rid of the stock kilt/dress, but we'll make do. The idea is that he's covered in stony growths, somewhere between obsidian and polished black-rock. Magma will glow between the "plates", more strongly where runes run down and through the strongest ones.
I've attached a WIP rendering of the concept; with color development on his weapon.
- Terminus -
Behold, a preview of the (tentatively named) Mountain King set for the Ogre Magi!
More to come!
Cheers
I'm enjoying the "poo" shaped rock on the head.
I dig the idea though you might run into some limitations with the lods, the budgets are pretty low and you have lots of round shapes and complex silhouettes in there.
first posts are moderated, that is why yours wasnt displaying.
feel free to post now =]
Poo shaped rock... LOL... I was thinking we could put an Inukshuk on there instead, haha.
That or a rock chin-strap for the "dumb" head.
I'm looking forward to seeing how this set turns out.
@Chaemirix - The rock-poo is there for his pro-tek-shun!
@Spudnik - Yea; it's my first real full concept/realization for DoTA. Working with Prophet and as we bounce ideas back and forth, it's going to take a few iterations before we nail down our processes and I see how well (or poorly) some of my concepts translate to 3D. At least this way, we have a direction we want to move in for the concept, and can then dumb down to meet the technical requirements. Y'know what they say! It's easier to take away than it is to add!
- Terminus -
The Veiled Sang-Kau
Cheers.
Indulge me. because you love me. deep inside you know you do.
Haha, sure thing. I'll make the change tonight and upload a render.
What do you think?
The original brownish colour was chosen from the brown elements on the leathery parts of her clothing. I originally made that too saturated, and greyed it back a bit. Because she is so dark and blue-green, I thought it would help the weapon stand out.
On another note, I'm trying to unify the submission preview for my items. Trying to keep a consistent look/feel to them... but when I re-submit the new images through DOTA, they don't update. The instructions say I don't need to re-update the entire submission, just the image (if I choose)...
Any ideas what I'm doing wrong?
Thanks for all the feedback - it's appreciated!
Cheers.
Got my submission in for the May competition.
My Medusa set: The Gorgon's Revenge
http://steamcommunity.com/sharedfiles/filedetails/?id=149523920
Thanks to Terminus for the ideas, concepts and putting together the promotional shots (while we were at work no less! Photoshop Ninja!)
Cheers all.
Slarks Obsidian Dagger
Cheers all!
http://api.ning.com/files/gHA4wkWOWjcER5Yqo-k5bGH*GN3dXT4gmC-AnVkt6l6HEoZlK9Tkb7RQ82N8bZ-8zwHGYjVI51j4wbmrlU9HIXx1QhvTGX1l/obsidian.jpg
Cheers.
Here is the normal for the slark dagger:
http://steamcommunity.com/workshop/filedetails/?id=156840540
Posting WIPs etc.
Concept for the Barberous Bodysnatcher:
I managed to get most of this concept into the model at 350 polygons.
Here is the high poly sculpt (you can see where things have been changed).
Also - much as been thickened up for visibility etc.
To be continued...
Cheers!
http://steamcommunity.com/sharedfiles/filedetails/?id=158943157
Cheers!
Concept and base model:
High poly sculpt, Textured low poly, Low Poly mesh:
Closeup of the (unfinished textured) sculpt:
And the final submission!
Septic Scythe by Prophet9
Will be posting wip's and sculpt soon.
Base modeling begins:
Thought I'd do the vines in sculpting only. This was a mistake. Also, T reference pose was chosen initially, but this made it difficult to place all the cool asymmetry the design had.
So, I rebuilt the body - making it much closer to the concept. I used renderable splines to map it all out - lots of tweaking and detailing the spline to get it to weave together etc.
Base body geometry Meshsmoothed for sculpting in Mudbox:
A couple of sculpt passes in Mudbox to detail things. This version has the mouth wider - I reverted back to the concept sized mouth because it looked much better:
Testing normal maps on LoD0 and LoD1 geometery:
Textures by Stefco! Normal map and color diffuse only:
Here we are in game with final texture and some "leet" ratings
That's all for now!
Cheers.
Agreed! I love to see artists improving over time, kinda gives me some hope haha
Also an amazing treant! Really hope it gets in-game, since it's absolutely high quality fitting stuff.
Here are some various wip shots of a new Lina set I'm working on with Stefco.
Concept by Stefco:
LoD0 model:
Mudbox sculpt:
High Poly on model in Max:
High poly bake, with normal map and AO on LoD0 model:
And more to come!
Cheers.
I have been very busy with sets, singles and animations... and I've not kept up with my thread here. I have also updated my first post with only items that I have had accepted.
Without further ado:
Final Lina submission for DD of LGD:
Kaito sword for Juggernaut, created with Robo, Crowntail and Automedic - I provided 2 custom attack animations for this submission which you can see on the item page.
[FONT="]
Soulstrike for Wraith King, created with Stefco.
[/FONT][FONT="][/FONT]
Ballistic Goggles created with Slimeface:
Here is Slimeface's concept:
The LoD0 Mesh:
Sculpt in Mudbox:
And final item submission:
[FONT="][/FONT]
The awesome Well of Tranquility healing ward for Juggernaut, created by Crowntail with custom particles by Automedic. I did the animations for this ward... and there were two versions; Radiant and Dire:
[FONT="]
And most recently, the ridiculously awesome CK set Planar Warlord created with Belkun and Stefco. I was responsible for the horse model and some minor inputs on the remainder of the set. Stefco's promo painting is just amazing!
[/FONT][FONT="][/FONT]
Stefco's concept for the horse:
Here is the skullpt in Zbrush (this was my first Zbrush endeavor... trial by fire :
Oh, and if you haven't seen the wicked turntable created by Belkun using the set, be sure to check it out:
[FONT="][/FONT]
Cheers all!