Hi folks, i'm a 2d artist, and i'm new here.
CURRENT WORKSHOP PROJECT
There are some concepts i had working on few months ago :
And there is a concept i worked on it lately. i'm very passionnate with this one, and i'm looking for a collab, in particular this one. feel free to ask me for using it.
Thanks for your opinion.
Best regards
Esaxil
Replies
Thanks for feedback
Edit : Yeah Andrew, i'd love to custom particles
I agree with you, but drow is hard to deal with in 3d. I will rework that part (silhouette) ty
There is some fix comming for front view.
We will go slowly and without rushing on this one, feel free to comment.
v1
v2
tryed a better anatomy approach for v2
Maybe too huge and balanced in regards of the symetry of the set ?
Njoy
The concept is looking great, really wondering how this will turn out!
Feel free to comment or critique! I will post more progress as it gets done...
Also, definite photo-accurate representation of the textures when I get to them:
c :
love your dnd drow concept
Wat.
Why you do this to me Dota...?
I dig the relatively new features the importer has so I don't have to hack the game to see a full set like I did the first time. So the features are pretty cool. However, that issue you see right there with the cape took me some time to find the solution to as I binded, rebinded, and tried to correct my exporting options but to no avail.
I later found out that because the Workshop files are so out of date, the bones making up the cape were renamed and didn't match the resource files on the site. I then had to rename them properly for them to work in-game:
Yay! (Better seen when animated though...)
So anyone working on the Drow Ranger and using the files from the Workshop, do note that you have to rename the binded cape bones from "...:R1C0" to "cape_R1C0", and for all other bones related to the cape; so it'd look something like: I would advise Valve to update their Workshop resources since I did notice other inconsistencies--such as Traxex's 3k model having a totally different UV layout than her 6k model. Silencer's textures are also out of date from what my friend tells me. It would create less headaches if so!
Hope this helps and more updates when they become available!
Finally got around to finishing the high-res models:
Will be working on transferring normal details, so hopefully that goes smoothly!
Anyway, an update. Most of the transfers worked well and I had to do a little bit of paint overs for the normals.:
Next will be the coloring...
Apologies the bow isn't in the best of angles... More details need to be added with additional color tweaks. Then, after that, building the maps for each piece. Feel free to critique or comment!
Here's some fixed colors:
Going to test in-game and try to push out some shots of that as well...
looking forward to the this.
Ironically, while testing, I noticed that the bow transferred almost perfectly:
Remember that even though the higher renders might look a lot nicer, when they are imported in game, everything tends to scale down to about a half or a quarter the size--textures tend to blur together, so some details may be lost or merged together with other pixel information.
After the import, I noticed a few areas I need to fix. Apparently, my outdated Drow model had painted ears, while the one in-game has modeled ears--you might not see it clearly, but I can tell there's some clipping there. I will need to adjust the hair mesh to compensate. The lines on the gauntlet textures faded away, so I'll need to makes those more bold--may need to also do the same for the boots.
The specular and rimlight maps for the cape with the scale texture seem to have faded away as well, though I may leave it like that since it still looks good. I'm afraid if I increase the size and intensity it may look too out of place--it should be a small and subtle detail (but I'll play around with it anyway). I'll probably need to add some more color variation/contrast to the bow as it's looking quite pale in-game.
What bugs me the most is the poses which causes the bow (and sometimes the gauntlet--she has too many pointy bits!) to clip with the cape--but there's not much I can change of that without losing the shape of the cape and how it looks during other poses and animations.
There also seems to be some clipping on the legs for some reason, even though I matched the 6k and 3k models, I assume the game is not swapping the models appropriately or there was a change in paint weights:
I'll try to fix that. At least the portrait looks nice. Any comments, critiques, or questions, please feel free to bring it to my attention!
I edited the lines but they didn't really show up much--I might thicken them once more before the final exports. The cape and bow texture edits were subtle:
If you noticed, I also edited the cape mesh--scaled it horizontally so there's less clipping by the bow. The gauntlet still interpenetrates from time to time, but I think I'll let it slide. Here an in-game environment lighting shot:
I honestly think both versions look good. The wider one cloaks more area so it looks a bit more intimidating, but this version does provide less clipping with a sleeker look.
And the final textures review:
Hope this looks good for ya'll so far!
Alright, after reviewing it with Esaxil, I ended up darkening the armor some and edited a few minor details. This is the final-final version of how it should look in game:
I will now have to make some presentation renders and compile some promo images. Hope you dig!
c :
One thing I learned after finishing these renders: I'd be a horrible archer. I forgot to research how archers should properly hold their bows and arrows and I totally posed it wrong (arrow placement, mainly). It's not obvious on most renders, but for some particular ones, I know it's obvious, heheh.
I think the promo shot will come soon. Need to check with Esaxil on that. Almost ready to post in the workshop!
Workshop and links to individual items can be found here:
Steam Workshop :: Black Wyrm Bow Hunter
Heheh, like I said, I'd be horrible at archery... Thanks for pointing that out--I can change it on my end, but it'll be up to Esaxil if he chooses to update it.
c :
http://steamcommunity.com/sharedfiles/filedetails/?id=175535493