Hello everyone, I was sent here by an animator friend of mine Andrew Helenek. I'd like to introduce myself, I'm concept/texture artist and I'm really into moba style games. As soon as I found out about the DOTA 2 workshop I had to jump aboard.
I'm looking to collaborate with 3d artists and animators if anyone is interested, if you have a request please feel free to post it here and I will try my best.
----If you would like to sculpt one of my concepts, please send me a message directly----
Here is my first set of ideas, anti mage, lion, and troll warlord (I didn't know warlord wasn't available yet)
Replies
My only worry is that small details tend to get lost in the texture compression, I'd be especially worried about the runes/pattern on the antimage blade. Large shapes tend to work best, both on a technical level and also to remain visible from the top-down view.
Keep up the good work though, I'm working on some of my own projects at the moment but I'd gladly do a collab at some point.
That Axe is really awesome, If you need someone to model it, I would love too
You can have a look at my workshop items here:
http://steamcommunity.com/profiles/76561197968259278/myworkshopfiles/?570
Ah, guess that's my bad for not being as familiar with all of the characters (and just working off of the concept). Is there another character it might be able to better fit? There may also be a happy medium between the two.
EDIT: Isn't Slardar's weapon closer to the concept than Lion's? Would it work?
Please, give me feedback as you see fit on the weapon in progress, I'll be posting updates regularly.
Old the Kid, no one is currently working on my Lion staff concept, so feel free.
If anyone has any requests for me, fire away, I'm still learning a bit about the heroes. Will post more soon.
Details that small will smudge after the texture resizing and will be barely visible from the ingame view.
Also I think you can make the first blade thicker so the last blade would be in the centre, it's a bit hard to explain, but I did a quick paintover for you.
The texture isn't really a problem, maybe use some less pink lines and make them slighly bigger so it reads better from a distance
Why do you use a double edge on the sharp side btw? for the high poly? Because if it is I would defenetly be looking at some more high poly tutorials before continueing.
Also it might be nice if you use a hight difference for the middle parts of the blades, so it stands out more and you have a nice edge seperating the detail.
If no one makes them yet, I would love too as well, because Pugna is allready on the workshop.
You're just a 2D artist? If so, I would love to collaborate! Like you, I'm focusing on doing lots of weapons and stuff like that, while learn more modelling and sculpting techniques.
Really awesome work!
Didn't know if anyone allready wanted to modelthe pugna weapons, but I just started. Thought the first one was a good idea for me to learn zbrush a it better, here's the result so far.
The default item gets kicked out when a custom item comes in, in BH's case that's the cloth in front of his mouth, like this:
I'll post pictures of my version of that first Pugna wand soon.
Here's my version of the wand.