haha oh to bad that I made three spirit breaker flails but for the month before :P but yeah, just to restart for something new. But I like that u guys have single items competitions also and not just sets.
redid some elements to make it look more "harpoony".
Going to make the "ribbon" into a rope - it'd be nice to have more polys, but its going to have to be an alpha cutout.
Still, practically ready to go into zbrush
Speaking of Plague Doctor inspired skulls, I never got to work on or finish my concept from last month, but that's alright since it seems to fit like a glove for this months!
A forge spirit for Invoker!:
He's a bit more enthusiastic than the default forge spirits.
Not focusing too much on the body, since that'll be a near solid color gradient. Still messing with the skull itself though. Once I'm pretty happy with the skull, I'll start adding additional rocks over the body. I'm probably going to play around with the body silhouette itself right now, as its a bit too thin.
About done with this Tidehunter offhand item but I have no fucking idea how to rig it correctly. It's not clear at all what bones do what.
On the requirements page it says to rig it to fish_R0C0 primarily but that doesn't do shit. Weapon_Offhand is better but there's two of those bones in the downloaded file and it's still way offset. If anyone could send me their rig or tell me which bones are the best to use I would be quite grateful. It'll take me a few hours at this rate to find out how to get this shit right.
Try copying the skin from the default item onto your item. Then adjust from there.
That's what I originally tried but it wasn't working out too well. I'll mess around with it a bit more since it's still probably the easiest way to tweak it if I can get it to work decently.
@jimanjr: great concept, i would go for it! reminds me of something but just can't figure out what.
I thought I would join in again for a single item, this time for bloodseeker. Wanted to make a bloodstone worthy blade so came up with this idea.
Btw, I can't seem to figure out why when I use the masks the grey is almost completely dark. even with just the masks activated it looks to dork and shiny. Is there a way to adjust the material? Did a shot without the masks otherwise there was almost no detail at all.
Comments are really welcome! Textures are still wip..
just to let you guys knowing, im adding a new rule to the competition
"its allowed one item per hero per team/person" so if someone wants to make a set and split in 5 unique items that will not work =]]
that way we keep the idea of single items
there is no problem im repeteating heroes already made by other teams
The concept is like those test tubes containing those flowing energy that rubick has, and its overflowing!
and yea, it has the liquid flowing animation too~
@Hudston, mihalceanu, spudnik & Vextrakt: Thank you for all the tips you gave me! Runes are looking way better this way and the sculpt all together looks a lot cleaner! you guys helped me, so thank you!
I finially figured a way to bypass the stupid material properties from bloodseekers weapon. I used a lighter color map and added some illumination of the mask 1 alpha map. Still need to refine it a bit, but I'm getting there
Not sure I'm to happy with the new rules about 1 item per hero though. It wil let everyone make some more items for each hero, but that means that the weapon and offhand weapon for bloodseeker is out of the question?
Well I almost finished the offhand weapon model for bloodseeker as well, still need to refine the masks. The grey is a bit to light now.
Concepted a quick PA wep in my spare time.
Basic textures and model are working in game though the particle effects are still giving me trouble. Hopefully polish up the textures soon and sort the
particles out after that.
Not sure I'm to happy with the new rules about 1 item per hero though. It wil let everyone make some more items for each hero, but that means that the weapon and offhand weapon for bloodseeker is out of the question?
Well I almost finished the offhand weapon model for bloodseeker as well, still need to refine the masks. The grey is a bit to light now.
I think the main and offhand weapons should count as (1) item for that hero. It only seems logical. :poly127:
I suggest that multiple items per hero be allowed - so long as they're not aiming for being part of the same set.
and with the on/offhand weapons...i say we turn a blind eye at those ones. few people make separate models for the pair even in a full set.
So I know Lion got a redesign but his new files aren't up on the Workshop yet. I'd like to make an item for him but I'm not sure if they're changing his slot requirements and such? Anyone working on an item for him right now that can shed some light?
I've never done anything like this before so I could really use feedback.
This is a very WIP Invoker Forge Spirit. Trying to work out what shapes work on the body before focusing on the face.
The original Forge Spirit model reads as more of a molten rock/lava creature to me, while the spell description says "Invoker forges a spirit embodying the strength of fire and fortitude of ice."
So the idea is he has a sort of skeletal structure of ice with a lava/fire musculature, if that makes sense. I'm hoping that I can get sense of the light from the fire underneath playing through the ice when all is said and done. We'll see
@Pixelherder: That looks really great, but isn't some detail to much? as at the top of the harpoon? Isn't that making it a bit too noisy?
good point - i'll definitely be looking to play around with that once i do some test bakes and see it in game. No problems dialing down the detail, i saved a morph target so can just use the morph brush to revert to less detailed/noisy version in any areas that i'm worried about.
Replies
Going to make the "ribbon" into a rope - it'd be nice to have more polys, but its going to have to be an alpha cutout.
Still, practically ready to go into zbrush
Here's the concept:
The idea is inspired by plague doctors, but with more death added Should fit with necro's lore too!
This was one of the original concepts for Necro, totally reminds me of that ^^
A forge spirit for Invoker!:
He's a bit more enthusiastic than the default forge spirits.
Not focusing too much on the body, since that'll be a near solid color gradient. Still messing with the skull itself though. Once I'm pretty happy with the skull, I'll start adding additional rocks over the body. I'm probably going to play around with the body silhouette itself right now, as its a bit too thin.
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=159159777
On the requirements page it says to rig it to fish_R0C0 primarily but that doesn't do shit. Weapon_Offhand is better but there's two of those bones in the downloaded file and it's still way offset. If anyone could send me their rig or tell me which bones are the best to use I would be quite grateful. It'll take me a few hours at this rate to find out how to get this shit right.
That's what I originally tried but it wasn't working out too well. I'll mess around with it a bit more since it's still probably the easiest way to tweak it if I can get it to work decently.
Figured it would have to be a set for duel wielding heroes. If i need to change the post just let me know.
How is she for u?
@jimanjr: great concept, i would go for it! reminds me of something but just can't figure out what.
I thought I would join in again for a single item, this time for bloodseeker. Wanted to make a bloodstone worthy blade so came up with this idea.
Btw, I can't seem to figure out why when I use the masks the grey is almost completely dark. even with just the masks activated it looks to dork and shiny. Is there a way to adjust the material? Did a shot without the masks otherwise there was almost no detail at all.
Comments are really welcome! Textures are still wip..
workshop link :
http://steamcommunity.com/sharedfiles/filedetails/?id=159348799
bird and drill!
tell me if you like it or not.
@mihalceanu
Nice one ! you've got my vote. :poly121:
I prefer "D"
I will join with an item for slark, the essence pinc(h)er.
Concept:
Quick in game test:
aand a start on the sculpt, using sculptris since i forgot how to use zbrush..
just to let you guys knowing, im adding a new rule to the competition
"its allowed one item per hero per team/person" so if someone wants to make a set and split in 5 unique items that will not work =]]
that way we keep the idea of single items
there is no problem im repeteating heroes already made by other teams
Hey, I need some feedbacks on this~
The concept is like those test tubes containing those flowing energy that rubick has, and its overflowing!
and yea, it has the liquid flowing animation too~
as many as you want as long as you make just one per hero =]
Here's my WIP:
I'll have the third of Slimeface's CK helmets finished and uploaded by Sunday night at the latest.
cannot decide on what version should I go. Its a doom sword btw
I finially figured a way to bypass the stupid material properties from bloodseekers weapon. I used a lighter color map and added some illumination of the mask 1 alpha map. Still need to refine it a bit, but I'm getting there
Feedback would be appreciated, now off to bed!
Submitted my Pudge Hook last night. A little torn on where to turn next...
Grievous Grapnel by 7thBattery
Well I almost finished the offhand weapon model for bloodseeker as well, still need to refine the masks. The grey is a bit to light now.
Im working on a single item now, only for a radiant hero
I will try and get it done to take part in this contest.
Basic textures and model are working in game though the particle effects are still giving me trouble. Hopefully polish up the textures soon and sort the
particles out after that.
I think the main and offhand weapons should count as (1) item for that hero. It only seems logical. :poly127:
and with the on/offhand weapons...i say we turn a blind eye at those ones. few people make separate models for the pair even in a full set.
It is a pugna wand!
Here a partial step by step with a super majestic layout...
Quick question about Particle FX: What control do we have on them exactly?
In terms of editing, adding, replacing, attaching?
Cheerios.
Also
Helm of Infernal Despair by Murderface626 and SLIMEface
Is it too simple?
I've never done anything like this before so I could really use feedback.
This is a very WIP Invoker Forge Spirit. Trying to work out what shapes work on the body before focusing on the face.
The original Forge Spirit model reads as more of a molten rock/lava creature to me, while the spell description says "Invoker forges a spirit embodying the strength of fire and fortitude of ice."
So the idea is he has a sort of skeletal structure of ice with a lava/fire musculature, if that makes sense. I'm hoping that I can get sense of the light from the fire underneath playing through the ice when all is said and done. We'll see
Off-hand Weapon
http://steamcommunity.com/sharedfiles/filedetails/?id=160137444
Appreciate any and all feedback! There are more images and a in-game video preview on the workshop listing.
would like to think this'll be done soon, but probably not going to be before the end of the month!
Started working on a new item for Pudge now that my bloodstone blades are finished. Here's the high poly so far..
good point - i'll definitely be looking to play around with that once i do some test bakes and see it in game. No problems dialing down the detail, i saved a morph target so can just use the morph brush to revert to less detailed/noisy version in any areas that i'm worried about.