Hey guys, been having a blast with Dota 2 items so far and I look forward to doing more via Polycount as a more active member. I'm all about the concept art, and I've been working hard to get myself fully acquainted with the Valve house style. So far so good!
Skills: Concept art, texturing, marketing illustrations, icons, marketing
IN PROGRESS:
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Replies
Robbiek: Thank you.
Andrew: Thank you very much, appreciate it.
Here is the concept for the Omni set (Briefly seen in the video)..We ended up desaturating him to fit the art style more in the final product after some in game testing.
The entire concept started off of a sketch for a hammer that PseuDO did, which had an hourglass like shape. After reading his fiction and his whole 'omniscience' theme, I decided to do a time themed set, which influenced the design choices (always nice to have a theme).
This resulted in the sundial themed helm, the infinity symbols and other elements. Always try to make up a story to help the concept get stronger. We went through about 3 revisions to reach this point.
Thanks Dead..I didn't do the renders of the items personally for Omni, but if I remember correctly PseuDO used Marmoset to render out the beauty shots of the items.
The interesting thing about Undying is how his value spikes around his chest when looking at him straight on, after checking him out in game I realized it was due to the outward curvature of the bottom of his helm and pauldron plates.
I don't think he is yet?
Noone yet. Want dibs for whenever he gets placed in the importer?
Not from what I can tell.
After checking there's no slots assigned to him from what I can tell.
Nah, don't be like that dude. Anyone can get better with hard work!
http://www.cyborgmatt.com/2012/12/dota-2-5th-december/#undying8217s-model
I guess his feet and skirt would stay the same unless you add to them with the armor slot?
Thanks for that info mrpresident..The feet slots typically aren't present on any models from what I've seen, shouldn't have added boots to the concept (Oversight on my part).
Historically though, didn't Valve add slots for a certain character upon people submitting items for a nonexisting slot to the Workshop? If not, tying it into the armor slot might do the trick.
Yes!
Just wrapping up concept for our first stab at a courier: Snaggletooth the Red Panda.
Working with Archanexx (Animation) and BounchFX (Modeling) on this one over the next few weeks. Hoping to get started soon on this. Hope to hear your thoughts.
From npc scripts:
Thanks Mech! I'm kind of surprised that he has a back slot..But we can plan ahead with this, appreciate your help.
-Red Panda is in animation
-Working on some dire weapons for SK, Chaos Knight and Dazzle
-Spirit breaker set concept in between being sick as hell
@Vlad : We'll collaborate someday! No spare concepts just yet.
@Gaston : Thanks!
Bunch of one shots for Polycount's item contests.
http://www.dota2.com/store/itemdetails/20258
Our Barathrum's Fury SB set made it in. Quite happy with how the illustration turned out especially, really tried to match the house style, not quite there but working at it.
Currently working on so many Dota things I can't talk about just yet, but looking forward to flooding the thread with concepts once I can.
So many items submitted this October, things just turned out this way!
After numerous roadblocks, Snaggletooth got in. If you check page 1 you'll see that the concept was posted months ago. Did really well though.
Tusk was fun to work on. Despite being a weapon the addition of multiple custom animations definitely took it to the next level. It was also quite fun working with the folks at Nexon..Very friendly, and I guess they're big fans of Tusk.
Axe Concepts.
The Sotdae ward was a very 'culturally' specific item, channeling off a very interesting type of totem that are found outside of Korean villages. I feel that part of it was lost on some of the workshop audience who didn't quite understand the theme. Still very fun to concept and execute. Didn't have as much time on this illo.
Sotdae concepts.
Just an update. Also working on an Axe set.
Thank you Ken. Appreciate it.
Update: Progress on Axe set concept.
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=193155051&searchtext=
Thanks Vayne and Tyn!
Tried my hand at a HUD with the collaboration of a friend. Played a little bit of Dropbox ping pong and did passes on it until it was done. Currently working on some tweaks and revisions after community feedback.
Pior: Thank you. Really look forward to getting this one done..Axe hasn't had anything new in a while.
Nikey: Appreciate it.
Making of timelapse: https://www.youtube.com/watch?v=JhZ1dJCHRyY
Submission page: http://steamcommunity.com/sharedfiles/filedetails/?id=196516282
Update:
The Gama project is concluded. It was quite a complex courier, and it ended up being scaled back at a later point. Put a lot of love into this one, but they were happy with it.
The geo issues and bone counts were insane to concept around, but I'm glad we were able to make this idea work.
Also, inspired by Airborn's Movember movement..Will be hitting up Bristleback!
The 2nd and 3rd HUD I did in collaboration with Multitud3, Thunder Spirit and Timber Fury. Both made it in game thankfully! These are fun to do, but assembling them for import is a little tedious.
Some legion commander single quickies. Could use more detail in retrospect.
The Volvo courier joke.
Spring Festival HUD, this will be reworked to have a few more horses after some feedback. Update incoming in the next day or two.
Storm spirit is an awesome character. Cranked this concept out between Christmas and New years. Crazy schedule. Bounch made it happen.
Ember was even crazier. Was working on this one during new years. Boonta did an awesome job on it.
I agree with this. Eliminated a lot of guess work from the 3D artist.
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So as an update now that it's out..Worked on a Weaver set with Na'Vi and went through the process with them. They chose a pretty conservative design out of all the ones I proposed, which was a little suprising but in retrospect it made sense considering some of the workshop issues they've had with submissions breaking the mold a little too much. This project had a super quick turnaround from start to finish so I had to switch up my process a little.
Weaver is a challenging hero to design for, but it was a good learning experience overall.