so... i was thinking i'd do something for PA... i have this idea... although i can't decide if it's cool or total bull. Maybe u guys could help me decide.
Gonna do another Tidehunter club .. I had this idea on hold for a while now .
Basicly its a boat that he attacked(bitten) and then used the remains as a club .
I might do some alges or smting on it with alpha or just add some moss in the texture
Basicly its a boat that he attacked(bitten) and then used the remains as a club .
I might do some alges or smting on it with alpha or just add some moss in the texture
That's a really cool idea man! hoping to see the end result soon
Trying to get my masks to give me a cool looking shader on the blade where the dried blood has no spec at all, the fresh blood has a high/narrow spec, and the blade has a duller/broader spec...and I'm failing miserably. I swear, it doesn't matter how many items I do I can never seem to get the masks to do what I think they should do.
Pudge's default masks aren't much help either. All but 2 of the channels are just flat colors. I should probably just simplify, but I'm not giving up yet.
Edit: I should also mention there's still a bunch to do texture wise. I plan to add more blood to the straps and handle, and generally grime up the rest. The chains in particular are way too clean. And of course, whatever you guys suggest as well
Added the belt, made the crystals bigger.
What do you guys think in terms of proportion?
Here's a side by side comparison of my humble wheelbarrow and meepo's original backpack.
There's one thing bugging me about that. Imagine if someone tried to use that wheelbarrow. Wouldn't all the crystals fall to the ground?
Well I decided to give it a go. It turned out nice in game, but I think that I didn't use high enough of resolution for the sample image; all in all it turned out nice.
The majority of the time wasn't spent on actually texturing or modeling, but rather trying to import it into game properly. I use Blender and it isn't exactly the most smooth process.
Chaemirix: Thanks for the input. I think your sword looks pretty good in-game. Not a fan of the shield, but i do think it's an idea that has potential. If your deadset on it I'd suggest faking some light on the trim and detailing, also bump up the normal on the detailing so it will look less flat.
beetrootchan: top right head has a lot of potential. Are they wings?
Quick question for everyone. I am working on a item for Leshrac's head and a few errors are occuring when I import it. (Using Blender)
First it is rotated wrong from the bone (something I can fix on my end but still annoying that the bone orientation is off 90) and then if I want to view the portrait view the model is completely gone, as if it isn't bound to the correct bone or something. (I imported a higher resolution of the model)The kicker though is if I go back to a view where I could see the geometry,it is now gone.
Has anyone had similar issues that they know the reason/solution for?
Getting close to submitting this. Concept by SLIMEface. I wanted to make a gif of it because the detail map really makes it look awesome, but I couldn't remember what software you guys used?
Edit: Thanks Belkun! Here's some gifs for your faces
I doubt there would be a Polycount chest for August, seeing as next month is the International. In that case, having some items from here get in there would be even better for the creators.
That being said down the line is always up in the air.
Still working on getting the scythes to line up better. But all the weapons released all seem to be the same position as mine, so it may be something that just is that way with his model and rigging. But I will keep trying.
Oh and here is my textures. I love seeing other creators' texture sheets.
And comments (positive or negative) are very welcomed. Thanks.
I really like the Bloodseeker weapons, they fit well with his look. I've found a few hero weapons position weirdly (Chaos Knight's weapon goes through his fingers, even his default weapon). I check against default and if the default does it I guess it's standard behaviour!
It makes sense (and wonderfully illustrated there), I just spent a lot of time worrying if I should account for that and reposition it on my first item, when I probably should've spent that time elsewhere
Replies
The new texture looks a lot better. I really like this item. I wonder if there is theme for a set there.
Still got plenty of clean-up and misc work to do. Feedback?
Working two items into one's requirements is always fun!
god this is annoying
Calesvol by UltimateHurl
maybe scale up the black parts... bigger but fewer and scale the runes. right? :-?
Basicly its a boat that he attacked(bitten) and then used the remains as a club .
I might do some alges or smting on it with alpha or just add some moss in the texture
sketch
That's a really cool idea man! hoping to see the end result soon
Working on a Pudge hook.
Trying to get my masks to give me a cool looking shader on the blade where the dried blood has no spec at all, the fresh blood has a high/narrow spec, and the blade has a duller/broader spec...and I'm failing miserably. I swear, it doesn't matter how many items I do I can never seem to get the masks to do what I think they should do.
Pudge's default masks aren't much help either. All but 2 of the channels are just flat colors. I should probably just simplify, but I'm not giving up yet.
Edit: I should also mention there's still a bunch to do texture wise. I plan to add more blood to the straps and handle, and generally grime up the rest. The chains in particular are way too clean. And of course, whatever you guys suggest as well
There's one thing bugging me about that. Imagine if someone tried to use that wheelbarrow. Wouldn't all the crystals fall to the ground?
To start DoubleLeaf created this pretty styling concept for Skeleton King,
A few Wip shots of me laying out some very flat polygons
Creating some form
And smoothing groups and turbosmooths ready for sculpting
Awesome work as usual dude!
I love watching your WIP progressions, they're very informative.
Why aren't you on that Shared Royalties list yet???
Cheers.
i give up, i can't upload it to the workshop...
Thanks for that! Awesome stuff
here is my low poly ready for sculting .
[IMG][/img]
http://steamcommunity.com/sharedfiles/filedetails/?id=158647467
The majority of the time wasn't spent on actually texturing or modeling, but rather trying to import it into game properly. I use Blender and it isn't exactly the most smooth process.
Here is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=158692837&searchtext=
some random head bits. rejigged an old lion hat to fit the new model
i miiight try modeling something this time round as well
Laments of the Dead by Airborn Studios and Ken
Man, I am so glad it's finally submitted
beetrootchan: top right head has a lot of potential. Are they wings?
Neox: looks pretty badass ingame.
194.199 MB
Oh now i see what the problem is. You may want to downsize the textures in the future.
the textures are not that big
all files together are far less than that number, where do you see that? :O
seems like i picked the wrong marketing psd for the last attempt on uploading
--- but that wasn#t the case yesterday, however now it is up with the proper psd
Keeping the submission size to minimum is the best
First it is rotated wrong from the bone (something I can fix on my end but still annoying that the bone orientation is off 90) and then if I want to view the portrait view the model is completely gone, as if it isn't bound to the correct bone or something. (I imported a higher resolution of the model)The kicker though is if I go back to a view where I could see the geometry,it is now gone.
Has anyone had similar issues that they know the reason/solution for?
Thanks guys.
I have a harpoon on my set for last months comp, but that is on the head slot and they do not so similar. Looking forward to seeing this one
http://www.polycount.com/forum/showpost.php?p=1870637&postcount=200
ok! looks like theres some thematic overlap, but not *too* much in terms of approach...Phew!
Edit: Thanks Belkun! Here's some gifs for your faces
Awesome helm!
I personally use ShareX to make GIFs. It's an awesome program to upload and share screenshots, files, etc, and one of its features is capturing GIFs!
Here is it: https://code.google.com/p/sharex/
Pudge's Barberous Bodysnatcher by Prophet9
Concept by Ken.
http://steamcommunity.com/sharedfiles/filedetails/?id=158893229&searchtext=
If ya like it be sure to go vote it up!
Seeing some pretty cool stuff so far, looking forward to the rest of the month.
Fingers crossed for that polycount treasure chest!
That being said down the line is always up in the air.
http://steamcommunity.com/sharedfiles/filedetails/?id=158955261
Still working on getting the scythes to line up better. But all the weapons released all seem to be the same position as mine, so it may be something that just is that way with his model and rigging. But I will keep trying.
Oh and here is my textures. I love seeing other creators' texture sheets.
And comments (positive or negative) are very welcomed. Thanks.
Bristleback gots no fingerbones for his right hand and so on, things people won't see without actively looking are not getting unnecessary detailing.