a little update from my set .. i hope you like guys
I kind of like it. I'm not sure about that mayan feel it has, and the way you do so there are more feathers/leafs at the top of the head. Even though it would look better in portrait view, it would look worse in ingame view, since it is wierd that the same type of leaf/feathers is suddenly half the size as it is in the lower part of the cape.
posting WIP on bounty hunter shuriken, Thanks for the tips on getting it rigged btw !
PLEASE, PLEASE gimme some feedback on it, specially on the parts that are "supposed to" look like animal hair/fur.
posting WIP on bounty hunter shuriken, Thanks for the tips on getting it rigged btw !
PLEASE, PLEASE gimme some feedback on it, specially on the parts that are "supposed to" look like animal hair/fur.
-snip-
While you have the look for the blades down, you need lower the visual noise on the fur parts. Try looking comparing the look of other fur items in the game. Remember that the shuriken is going to be seen relatively far away and is going to have a lower texture so all the high detail noise isn't needed. Stylize it and kind of create exaggerated clumps of fur. Compare how fur looks like in other stuff in the game and try imitate. Good work so far!
ti3 is over, get back to work ^^ so, i reduced tris to below 350 for ingame, have it at 490 on lod0, looks good sofar i think, normal map dont need invert, can start with color. BUT somehow the skinning is weird. i bound the complete weapon to the wrist bone, it is the arms slot for tusk but am not sure how to skin this thing so that its stiff and in the right angle.. have to trial and error i guess
Trying to cut the polys down, may have to tone down the shape and alter the model drastically, but will still look nice I feel, here is where I was up to WIP!
First coloring attempt, well i've been fiddling with it for a couple of hrs now. i am not sure on what is not done yet, it seems a little too much detail, what do you think?
Do you have any shots from the in game angles? I feel the wood could use some warmer highlights at the top to give it some gradient. I'd also be curious to see how the finer wood grain comes across at in game size.
yeah, the spec map is a little crazy, i take a look into that. darkening is a interesting suggestion, it was way to saturated when i started so i took lighter, brighter colors. but i guess there is a difference between dark and saturated ^^
Quick update on my Tusk back. Quick bake and super quick texture just for testing. I can see the bake erros on the metal ring, which I will sort. Any feedback on shape though?
hey guys, im new to this forum and i have made this item for Queen of Pain. Please give me your feedback.. i feel something is missing in the item, perhaps the masking is not right?? please help me thanks
It looks too small at the moment, that will be barely readable from a gameplay view. It's a really nice design though so maybe make it a little bigger so people can see your hard work.
thanks Mdk, but the default weapon size is already small.. is it ok if i increase the size??
@Coyo.Te
Make sure you don't overdo it with the self illum on the ice, it adds a really ugly glow that washes everything out if you put too much.
I tuned it all a bit after the last pic. I try to match the ice color in the mug a bit more towards the sigil and the particle effect, and the particle effect of the walrus punch which both have a good amount of blue in it. So here is the latest color_texture I did, tuned the masks accordingly, I also checked the ice of Ancient Apparition which has quite a good amount of sun reflection on it when on radiant side, in the shot below you can hopefully see how it changes when on dire side and according to different ground levels.
Now I wanna look into the particle system and change the position of it, so the ice,cold, snow particle effect will be more around the mug and the ice. But again this gonna be trial and error. (EDIT: apparently only 5 heroes have particles effect which you can customize, Tusk not being one of them so, close to finish then)
give me critics, nice words wont make anyone better
hey mihalceanu, nice axe mate one suggestion though, U could add some more texturing near the eyes and above it.. like on the helmet thingy.. Just a suggestion, keep up the good work.
Replies
I kind of like it. I'm not sure about that mayan feel it has, and the way you do so there are more feathers/leafs at the top of the head. Even though it would look better in portrait view, it would look worse in ingame view, since it is wierd that the same type of leaf/feathers is suddenly half the size as it is in the lower part of the cape.
Head piece done, Chen mount next
@Zaphk i love that texture it must look good in game
Working on an eaglesong for PL, just sculpting out the silhouette today.
Yeah I agree, maybe some feathers around the mane but pointing up
Umbrage by Vayne4800 and Stefco
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=168695239
PLEASE, PLEASE gimme some feedback on it, specially on the parts that are "supposed to" look like animal hair/fur.
While you have the look for the blades down, you need lower the visual noise on the fur parts. Try looking comparing the look of other fur items in the game. Remember that the shuriken is going to be seen relatively far away and is going to have a lower texture so all the high detail noise isn't needed. Stylize it and kind of create exaggerated clumps of fur. Compare how fur looks like in other stuff in the game and try imitate. Good work so far!
I had some time to make a beast master axe sketch to do next . ( I had a air spirit thing in mind )
hope you guys like it . cheers
ti3 is over, get back to work ^^ so, i reduced tris to below 350 for ingame, have it at 490 on lod0, looks good sofar i think, normal map dont need invert, can start with color. BUT somehow the skinning is weird. i bound the complete weapon to the wrist bone, it is the arms slot for tusk but am not sure how to skin this thing so that its stiff and in the right angle.. have to trial and error i guess
I will tone down the fur and enlarge details. More WIP incoming !
First coloring attempt, well i've been fiddling with it for a couple of hrs now. i am not sure on what is not done yet, it seems a little too much detail, what do you think?
ah few quick ones.
i kinda get the feeling that i hit something, and its not a wall ^^ I start to understand the whole texturing process and style a bit better.
JackyBoy: you could remove the metal rims(just bake them on the barrel body) and add poligons into the rest of the cup /top part of the barrel .
Found some time today to finish my beastmaster zbr .
First item finished! ^^
Crown of the Occult Protector by OniLolz and Zaphk
well there is actually ao map underlying the whole thing. maybe I add on at the top for more gradient shades.
so added ao and did some darkening on the wood gaps to make it more distinct ingame and reduce noise. shot is not scaled so its real res.
fiddling with the ice
pear : verry nice , no crits there:)
I've finished the texture on my beastmaster axe , any crits?
Make sure you don't overdo it with the self illum on the ice, it adds a really ugly glow that washes everything out if you put too much.
@mihalceanu
Yeah, I'm totally getting the vibe that this is an optical illusion a la "is this a duck or a rabbit"
I have posted the item in workshop:
Dagger Of The Misery Queen by aXis
thanks Mdk, but the default weapon size is already small.. is it ok if i increase the size??
I tuned it all a bit after the last pic. I try to match the ice color in the mug a bit more towards the sigil and the particle effect, and the particle effect of the walrus punch which both have a good amount of blue in it. So here is the latest color_texture I did, tuned the masks accordingly, I also checked the ice of Ancient Apparition which has quite a good amount of sun reflection on it when on radiant side, in the shot below you can hopefully see how it changes when on dire side and according to different ground levels.
Now I wanna look into the particle system and change the position of it, so the ice,cold, snow particle effect will be more around the mug and the ice. But again this gonna be trial and error. (EDIT: apparently only 5 heroes have particles effect which you can customize, Tusk not being one of them so, close to finish then)
give me critics, nice words wont make anyone better
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=169256182
Darkhand Wand by Paskie!
mihalceanu - Weapons came out great!
Lot's of improvement from both of you recently.