Hey Shock, at this point in time I see it being pretty unrealistic that anything i make would be implemented in the game, at the moment I am using this Axe + Disruptor + Warlock idea to learn a bit more and try and get a new workflow.
Maybe after that I will start trying to target heroes that are need some love. (I have some concepts that i don't want to ruin yet...lol)
Found a little bit of time to work on those concepts some more:
Would love any feedback on whether this Dazzle idea is worth pursuing. It is based on his 'Weave' skill that gives/removes Armour to an aoe. I love dazzle and I really want to make a set for him, this is the first of two ideas I am working on.
Any suggestions about the Monkey King Bow would be great too! I know it isn't exactly like the head on the shop icon but I have tried to do a little bit of interpretation. (I'm also terrified of sculpting the head, so far I have only ever sculpted details).
Well sculpting is hard. I've been having a go this afternoon. I think I am getting a little better at it but I have a long way to go:
I think I should have broken it into a few separate meshes...
I got this to the point that I was going to start the bow mesh and then try and fit them together. Before returning to this and cleaning it up but then it dawned on me:
DO you think that the concept in its current state has any realistic chance of fitting into the 350 tri LOD 1 budget?
Should I go back and redesign the idea with the budget in mind?
IMO, It's possible to get that bow done with major symetrical use. Those swirly detail n the middle, I suggest you use the plane approach. However you will lose the detail on bumps of the bow (golden streaks on red), the head will have the most detail. Continue with the sculpt and see what you can do.
I explored the MKB idea for a while but in the end I decided I would have to redesign the head a bit to fit it in the tri count. I might try it again with less extrusions (actually a bit more like the MKB picture to be honest). Here is where I got when I stopped.
And now I am working on some new concepts. I don't have the time to really do 3D at the moment so I am just trying to keep up with some drawing. That way i have a hcance to improve .
Well I have decided to stop screwing around and actually learn how to bake properly.
Here is the sword for a DK set I am working on. I am reasonably happy with most aspects of the bake, but I have a few seams. I chopped the blade UV's up into a few parts so that I could get higher resolution, but have gotten seams along he chop lines.
I was wondering if anyone had any suggestions for fixing this or improving what I have here in any other way.
One thing that I considered is that this could be caused from insufficient padding so when I resize the map I 'bleed' in the background area, or is splitting up a surface like this a bad idea altogether?
An update on that dragon knight concept, trying to push it a little further and make something a bit more interesting. I am still not sure about the helmet. Any feedback would be great!
I have started to make the base meshes, so hopefully ill have some 3D work for it soon too.
Thank you, I will try my best to get he shading right
Here is a little update on the sculpting stuff. I have learned a lot about ZBrush in the process. I am still not sure my workflow is 'correct' but it is working a lot better for me than how I was using it in the past.
I decided to think about making a transformation for the DK set too.
Got a little bored/annoyed with my mistakes on the DK set .I might revisit it at some point but I'm taking a break from it for now.
Here is my work on a Dazzle staff.
I am going to try and take my time with this one and get each element how i want it. The feathers will probably get re-sculpted and the bark is going to be a big challenge for me.
Hey Vertical. If you think straps will look better I will try them. Otherwise I might stick with trying to figure out how to do bark that looks nice/reads well in game. I look forward to the challenge
I rigged feathers to the regular hoops location, it isn't quite working how I would have liked. Too much clipping :'C. Any suggestions on fixing a problem like that would be really appreciated.
Textures, masks and rigging to go on this one and then I will be working on a Slardar mace concepted by KYoung.
I've been trying to get back into some dota stuff in my free time.
Here is a Sven set I started but decided not to finish:
And her is a Razor set I have started working on. I am still unsure about a few elements (Primarily the helmet and the whip handle) and I would appreciate any suggestions. I also would be happy to collaborate on this set if anyone was interested.
I've done a bit of blocking out the shapes for the Razor set. I am going to have to redo a few bits and polish it all up. I am also not sure on what to do with the head/helmet yet.
The weapon concept seems a little boring to me too now so I might look into something a little different.
I am having a go at painting the diffuse straight onto the low poly and I am really enjoying it. It is a lot faster than how I was doing it. Unfortunately everything is much more contrasty in the application than in this screenshot, so I will have to keep that in mind as I progress.
I still have to sculpt a head and weapon that I like and the textures have a bit of work to go too but I am happy with how it is going the moment
This is where I managed to get to with the Razor set. I eventually gave up on it because I couldn't get it looking nice in game. I might revisit the idea again at some point, but I will start at the beginning and consider the overpowering particle effect a bit more.
I also thought I would have a go at a courier concept. This is 'Percy the Pelican Courier'. The colours are based on Phantom Lancer now because his lore indicates he is a fisherman.
If anyone is interested in working on this idea it is completely up for grabs. I can do some parts of the process but I have 0 experience with animation.
Here is another stab at a concept, this time its Legion Commander. I am about ready to call it done and start on some of the 3d work. Not sure what style helmet to choose/whether or not a crest is a good idea. Any feedback would be great!
Also if anyone were interested I would be more than happy to collaborate on this set, otherwise I'll soon start modelling it myself.
Replies
Maybe after that I will start trying to target heroes that are need some love. (I have some concepts that i don't want to ruin yet...lol)
Thanks for the advice though
its all about the concepts
I have decided to give some more concepts a go to try and get better at drawing. Here is what I have so far.
btw if u if u would be interessted in collaborating i would enjoy to work with u
greez!
I've not really collaborated on anything before, but I would be happy to talk about it with you or anyone else
Would love any feedback on whether this Dazzle idea is worth pursuing. It is based on his 'Weave' skill that gives/removes Armour to an aoe. I love dazzle and I really want to make a set for him, this is the first of two ideas I am working on.
Any suggestions about the Monkey King Bow would be great too! I know it isn't exactly like the head on the shop icon but I have tried to do a little bit of interpretation. (I'm also terrified of sculpting the head, so far I have only ever sculpted details).
I think I should have broken it into a few separate meshes...
I got this to the point that I was going to start the bow mesh and then try and fit them together. Before returning to this and cleaning it up but then it dawned on me:
DO you think that the concept in its current state has any realistic chance of fitting into the 350 tri LOD 1 budget?
Should I go back and redesign the idea with the budget in mind?
And now I am working on some new concepts. I don't have the time to really do 3D at the moment so I am just trying to keep up with some drawing. That way i have a hcance to improve .
This is for Abaddon.
Any critique would be gratefully accepted
A bow for Mirana
Here is the sword for a DK set I am working on. I am reasonably happy with most aspects of the bake, but I have a few seams. I chopped the blade UV's up into a few parts so that I could get higher resolution, but have gotten seams along he chop lines.
I was wondering if anyone had any suggestions for fixing this or improving what I have here in any other way.
One thing that I considered is that this could be caused from insufficient padding so when I resize the map I 'bleed' in the background area, or is splitting up a surface like this a bad idea altogether?
I have started to make the base meshes, so hopefully ill have some 3D work for it soon too.
Here is a little update on the sculpting stuff. I have learned a lot about ZBrush in the process. I am still not sure my workflow is 'correct' but it is working a lot better for me than how I was using it in the past.
I decided to think about making a transformation for the DK set too.
As always any critique will be great
Here is my work on a Dazzle staff.
I am going to try and take my time with this one and get each element how i want it. The feathers will probably get re-sculpted and the bark is going to be a big challenge for me.
I rigged feathers to the regular hoops location, it isn't quite working how I would have liked. Too much clipping :'C. Any suggestions on fixing a problem like that would be really appreciated.
Textures, masks and rigging to go on this one and then I will be working on a Slardar mace concepted by KYoung.
Here is a Sven set I started but decided not to finish:
And her is a Razor set I have started working on. I am still unsure about a few elements (Primarily the helmet and the whip handle) and I would appreciate any suggestions. I also would be happy to collaborate on this set if anyone was interested.
The weapon concept seems a little boring to me too now so I might look into something a little different.
I am having a go at painting the diffuse straight onto the low poly and I am really enjoying it. It is a lot faster than how I was doing it. Unfortunately everything is much more contrasty in the application than in this screenshot, so I will have to keep that in mind as I progress.
I still have to sculpt a head and weapon that I like and the textures have a bit of work to go too but I am happy with how it is going the moment
I also thought I would have a go at a courier concept. This is 'Percy the Pelican Courier'. The colours are based on Phantom Lancer now because his lore indicates he is a fisherman.
If anyone is interested in working on this idea it is completely up for grabs. I can do some parts of the process but I have 0 experience with animation.
I am about ready to call it done and start on some of the 3d work.
Not sure what style helmet to choose/whether or not a crest is a good idea.
Any feedback would be great!
Also if anyone were interested I would be more than happy to collaborate on this set, otherwise I'll soon start modelling it myself.