My idea weren't working really well in ortho, so I did a 3/4 sketch:
Still a bit worried I'm forcing a bulkier/epic type design that might be forcing aesthetic choices they didn't want. Wondering if I should just go with a character that better suits my strengths, or continue on with this.
Anyways, the idea I had was doing a hiberno-saxon style trim with flat colours (retaining it's WarCraft 3 roots already in the kneepads), but just pushing the intricacy of the metal work.
I think bulkier/epic could work well since there are so many other sets available for DK. It would help set yours apart from what's already in. As long as the color scheme is still recognizably DK, you should be fine
I like the shapes you have going, but I think the top fin shape on his helm is actually contradicting the flow you've established everywhere else. What if the direction of the spike went backwards instead of forwards?
I'm wrestling with the idea of doing like a centurion shaped helmet (did a quick sketch of the side), but I might abandon as quite a few people have told me how awkward it looks.
I still think I'm wrestling a bit too much with the lines.
Cool man! This is lookin' really tight. I made a few sets for Dragon Knight... He's kinda doofy looking by default. Nothing's been made for him for a long time (to my knowledge), so it's high time he gets something new. That shield silhouette is killer. Definitely find some polygons to cover up his chest; I didn't do that, and I kinda regret the missed opportunity to change him. Also, people would say on the Workshop "Man, I like everything except his chest armor, voted down!" No amount of "guys that's the default chestpiece" would make that go away.
I actually like the fin, but I can see why people might think it's weird. I like the roman centurion feel, though, so I say keep it! It's not a design destroyer, that's for sure, so just do what you want to do!
aw, thanks man! Means a lot, coming from another Character guy I'm really happy you liked her, she was a blast to work on. And also that shield... Gettin' that thing down to the right polycount was tricky lol.
I think there's at least one chestpiece for Dragon Knight somewhere, so be careful to get yours on the same slot or else you'll have a few folks complaining about double chestpiece action. Oh! And workshop people think you're doing a full recolor of him when you take your shots in 3ds max without that crazy black spec that comes from the masking, but now that taking shots in-game doesn't mean hacking the world, you should be fine.
I know you're not there yet, but damn, it was frustrating to see that sort of response even after taking the time to explain what was going on, and I'd hate for you to have the same happen.
I'll definitely be watching this thread, totally excited to see your awesome metal armor treatment on a character who needs it so badly!
oh hello there! looking sweet man, nice job. I really like how thick the pieces of her armor feel, especially the wristguards and her waist. Voted
my only note would be on her weapon in the game-view shot looks a little one note, it might be beneficial to take some elements of the bow and separate their values more to have each piece look a little more independent. I think that would improve the overall 'read', since the bow is based around a handful of elements.
"My names jacque and I just pop in when I got something hella badass to show off."
I glad its finally submitted and being shown off Id love to see some wires. I might have to agree with bounch about the bow now seeing it in game, how does it read on dire or at night? Not sure how far you are allowed to push the colors.
Just to clarify the story behind the 'Thief-y' DOTA set:
I was having a few beers with former 'Thief' community Manager Adam Badke, and I showed him the DOTA set I had made during that last Polycount DOTA Contest.
After a few more beers, we figured, it would be a REALLY cool idea, to make a Thief inspired set for DOTA. So the next day we asked permission from Eidos Marketing. They thought it was the coolest idea ever!
Replies
Not sure I can pull much out of it tbh.
Trying a few things to distract from the armor lines on the torso... if Poly/Textures budgets allow.
I think the portion you've got across the chest is a little small, but i really like them shoulders.
My idea weren't working really well in ortho, so I did a 3/4 sketch:
Still a bit worried I'm forcing a bulkier/epic type design that might be forcing aesthetic choices they didn't want. Wondering if I should just go with a character that better suits my strengths, or continue on with this.
Anyways, the idea I had was doing a hiberno-saxon style trim with flat colours (retaining it's WarCraft 3 roots already in the kneepads), but just pushing the intricacy of the metal work.
I like the shapes you have going, but I think the top fin shape on his helm is actually contradicting the flow you've established everywhere else. What if the direction of the spike went backwards instead of forwards?
I'm wrestling with the idea of doing like a centurion shaped helmet (did a quick sketch of the side), but I might abandon as quite a few people have told me how awkward it looks.
I still think I'm wrestling a bit too much with the lines.
I actually like the fin, but I can see why people might think it's weird. I like the roman centurion feel, though, so I say keep it! It's not a design destroyer, that's for sure, so just do what you want to do!
(BTW you made my favourite character in any video game ever in Tiny Tina!)
Yeah. Totally agree on that chest. Lines look like arrows pointing to his crotch.
I love the shield you made for him. By Far the best thing for this character.
I think there's at least one chestpiece for Dragon Knight somewhere, so be careful to get yours on the same slot or else you'll have a few folks complaining about double chestpiece action. Oh! And workshop people think you're doing a full recolor of him when you take your shots in 3ds max without that crazy black spec that comes from the masking, but now that taking shots in-game doesn't mean hacking the world, you should be fine.
I know you're not there yet, but damn, it was frustrating to see that sort of response even after taking the time to explain what was going on, and I'd hate for you to have the same happen.
I'll definitely be watching this thread, totally excited to see your awesome metal armor treatment on a character who needs it so badly!
Sketched out a few shapes. Went with a more Dragoon style helmet.
Not really liking the sword deets.
my only note would be on her weapon in the game-view shot looks a little one note, it might be beneficial to take some elements of the bow and separate their values more to have each piece look a little more independent. I think that would improve the overall 'read', since the bow is based around a handful of elements.
I glad its finally submitted and being shown off Id love to see some wires. I might have to agree with bounch about the bow now seeing it in game, how does it read on dire or at night? Not sure how far you are allowed to push the colors.
Putting it up again NOW!!!!
http://steamcommunity.com/sharedfiles/filedetails/?id=219785623
Huge thanks to Michael Verhaaf (confuse-d) for helping me with these presentation shots: http://confuse-d.cghub.com/
I was having a few beers with former 'Thief' community Manager Adam Badke, and I showed him the DOTA set I had made during that last Polycount DOTA Contest.
After a few more beers, we figured, it would be a REALLY cool idea, to make a Thief inspired set for DOTA. So the next day we asked permission from Eidos Marketing. They thought it was the coolest idea ever!
So yeah.. I'm not getting sued.
XD
My concept sheet:
High Rez:
Gotta love ideas that bubble to the surface after a few cold ones