here is a sculpt for 1 last chinese new year, year of the horse, dota 2 spring 2014 event, that will be submitted well past the deadline.
concept by Kyle Cornelious.
@cagdasx44: I dont have any secret make it awesome brushes that I use.
just the usual: clay buildup, standard, move, trim dynamic, hPolish, pinch, inflate, morph, a few random others here and there.
I also use a modifiyed standard brush using the damn standard alpha (i don't like the default pinch effect of the DAM_Standerd)
i also use the orbs cracks brush: http://orbart.free.fr/Orb_Cracks.ZBP
@PoPcorn: i dont know about doing a breakdown on the vase, it went through a pretty typical dota 2 item creation process, nothing to special there
I did make a custom alpha for the dragon scales on the vase totem, to speed that part up.
@danjohncox - thanks man. I am doing this full time, so i guess the amount of work is a bit less impressive
Im trying to see if i can make a living doing this DOTA 2 stuff. It seems to be working out well enough so far, well enough so i don't need a day job, so that's cool.
@Vayne4800, Insaneophobia. Yeah, people keep telling me to do make videos on twitch or something. One of these days i should just bite the bullet do it
@MdK: between you me and everyone that reads this, the texture isnt even done really, i just kinda threw it up there as fast as to try and get it in before the year of the beast thing is over. Once it doen't get in ill spend more time making the texture better and hope to get it in some other time in the future maybe
We better get on that Legion Commander bandwagon before it leaves :poly121:
We would of had this a lot done sooner if it wasn't for me, its all my fault. My being lazy and taking a break in December, then the Spring 2014 event, then my moving all got in the way
... ...and now, something thats NOT 3 months old ... ...although i have been working on it for what feels like 3 months.
The sculpt for the Timbersaw set I'm making with Kyle Cornelius doing the concepts:
Its pretty much 95% done at this point, I got the textures all finished up, just need to get some custom effects work done and do all the marketing stuffs.
Thanks guys, I'll throw some painted renders of this up shortly, maybe some turntables too.
@MdK: what material did I use? I made my own, Its basically a custom skinshade4 with one of the framer matcaps blended on top, combined into 1 material. Then I lit the scene with lights in Zbrush, and rendered with some Zbrush BPR settings AO, shadows etc, etc, nothing to fancy.
The Skinshade4 reacts to lighting and the framer mat cap adds a crazybump type edge detection on top that pops the details a bit.
@danjohncox thanks man. Kyle did an awesome job on that concept, everyone seems to like it, i just mindlessly threw it all together... ...adding way to many details that you will never see in game :-/
Great job as always! As I can see, you using brown color on your cracks, it looks really cool. After your set for sven i'm trying to do something like that. I'm fan of your works
Here is a WIP of the sculpt for a Riki set im doing with Kyle Cornelius
and a hard surface high poly for 1 of the daggers that i made in max, with some basic colored material nonsense thrown on there for shits and giggles.
Replies
concept by Kyle Cornelious.
@cagdasx44: I dont have any secret make it awesome brushes that I use.
just the usual: clay buildup, standard, move, trim dynamic, hPolish, pinch, inflate, morph, a few random others here and there.
I also use a modifiyed standard brush using the damn standard alpha (i don't like the default pinch effect of the DAM_Standerd)
i also use the orbs cracks brush: http://orbart.free.fr/Orb_Cracks.ZBP
@PoPcorn: i dont know about doing a breakdown on the vase, it went through a pretty typical dota 2 item creation process, nothing to special there
I did make a custom alpha for the dragon scales on the vase totem, to speed that part up.
Its totally way past the deadline, fingers crossed that it will get in eventually.
http://steamcommunity.com/sharedfiles/filedetails/?id=220077672&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=220076610&searchtext=
Concept by Kyle Cornelious
Here is a little collection for all the items we did for the Spring 2014 thing:
http://steamcommunity.com/workshop/filedetails/?id=216665310
Im trying to see if i can make a living doing this DOTA 2 stuff. It seems to be working out well enough so far, well enough so i don't need a day job, so that's cool.
How many models do you think you need to get published per month to survive on a dev`s salary?
Thanks!
Its a year of the Beast themed mask, Concept by: Kyle Cornelius.
http://steamcommunity.com/sharedfiles/filedetails/?id=227490776
@MdK: between you me and everyone that reads this, the texture isnt even done really, i just kinda threw it up there as fast as to try and get it in before the year of the beast thing is over. Once it doen't get in ill spend more time making the texture better and hope to get it in some other time in the future maybe
We would of had this a lot done sooner if it wasn't for me, its all my fault. My being lazy and taking a break in December, then the Spring 2014 event, then my moving all got in the way
In any case, enjoy this massive WIP image.
Concept by Kyle Cornelius
I very love your work~!
i learn a lot from your polycount.
the name is subject to change, i just made it up fast to get it uploaded quick
My first thought was "WOW wanna cosplay this!"
Anyway... Here are some shots of the Antimage: Acolyte of Vengeance set i did with Kyle. Its part of the: Treasure of the Silver Storm: http://www.dota2.com/store/itemdetails/10676?l=english
Here is Kyles Splash Screen Painting:
The sculpt for the Timbersaw set I'm making with Kyle Cornelius doing the concepts:
Its pretty much 95% done at this point, I got the textures all finished up, just need to get some custom effects work done and do all the marketing stuffs.
Loving the style you are infusing into this work. Keep it going!
@MdK: what material did I use? I made my own, Its basically a custom skinshade4 with one of the framer matcaps blended on top, combined into 1 material. Then I lit the scene with lights in Zbrush, and rendered with some Zbrush BPR settings AO, shadows etc, etc, nothing to fancy.
The Skinshade4 reacts to lighting and the framer mat cap adds a crazybump type edge detection on top that pops the details a bit.
@danjohncox thanks man. Kyle did an awesome job on that concept, everyone seems to like it, i just mindlessly threw it all together... ...adding way to many details that you will never see in game :-/
and a hard surface high poly for 1 of the daggers that i made in max, with some basic colored material nonsense thrown on there for shits and giggles.
Also found you in Darksiders2 artbook
Undoubtedly you're my idol
I love how u add those small color variations on your textures to make even some flat surfaces interesting.