Well tiny is just broken down lately, and im pretty sure there're very little to no base for him, meaning you will almost have to make a new hero entirely.
And if there's a base for him, you would have to ask him more polite than that ^...manner man...
Does anyone have any information on tiny?
I saw his zip file, each part has its own texture so does what does that mean for the poly limit? Does each model have it's own polylimit?
So my guess is that each slot must have 4 completely different models/textures originating from the same theme. Can anyone confirm this?
@Quockhanhlk
His base, its just his torso for all 4 stages (maybe the legs too)
Don't start anything for Tiny, yet. My guess is that we need to make Tiny from scratch for each level of growth. About the poly limit, I think it will be static for all slots.
@Ghost
well i have the Elemental Ice set for tiny, and the set covers pretty much everybit of him ( include the torso - and legs ) so it looks like we will have to create an entirely new tiny from scratch
@Ghost
well i have the Elemental Ice set for tiny, and the set covers pretty much everybit of him ( include the torso - and legs ) so it looks like we will have to create an entirely new tiny from scratch
I do too but that set is more of re-texture rather than an actual set.
On another note, I looked at the technical requirements and compared to my ice set.
Head <--- Tiny face
LoD0 Triangle Limit: 1350
LoD1 Triangle Limit: 900
Texture Size: 256H x 256W
Arms <---Left Arm
LoD0 Triangle Limit: 1100
LoD1 Triangle Limit: 750
Texture Size: 256H x 256W
Weapon <---- Tree
LoD0 Triangle Limit: 1200
LoD1 Triangle Limit: 800
Texture Size: 256H x 256W
This model should primarily be bound to the bone: Tree_1
Weapon Offhand <-- Right Arm
LoD0 Triangle Limit: 1100
LoD1 Triangle Limit: 750
Texture Size: 256H x 256W
Armor <--- Torso, (must include legs)
LoD0 Triangle Limit: 2500
LoD1 Triangle Limit: 1650
Texture Size: 512H x 512W
Don't start anything for Tiny, yet. My guess is that we need to make Tiny from scratch for each level of growth. About the poly limit, I think it will be static for all slots.
Technically we can do single slots, I think that would probably be most popular for tiny since its less work
Hi guys i have a question. lets say if you did the concept already you won't know whether it will be accepted in the game. how do you make sure that the concept stage pass through before all the hardwork to put in on the 3D models. So as to not waste time if its not gonna pass through anyway right.
Hi guys i have a question. lets say if you did the concept already you won't know whether it will be accepted in the game. how do you make sure that the concept stage pass through before all the hardwork to put in on the 3D models. So as to not waste time if its not gonna pass through anyway right.
i would say... nope.
no one will know what valve think. the only thing left is read art guideline for that to minimize failure.
I hope I'm not stepping on anyone's toes, but since faceless void's new model didn't have a concept sheet yet I decided to make my own. I didn't stick to the exact layout of the others but I hope it's useful anyway.
I also uploaded the raw psd with adjustable layers here
This is what the psd looks like:
The parts that are partially transparent are on separate layers, so if you don't like the layout in any way it should be simple to make changes. They're not perfectly aligned but I think they're close enough to not really be noticeable
Replies
https://dl.dropboxusercontent.com/u/38223593/hero_concept_sheets_20140701.zip
My guess is those counts are for all the sizes of his ultimate.
Well tiny is just broken down lately, and im pretty sure there're very little to no base for him, meaning you will almost have to make a new hero entirely.
And if there's a base for him, you would have to ask him more polite than that ^...manner man...
I saw his zip file, each part has its own texture so does what does that mean for the poly limit? Does each model have it's own polylimit?
So my guess is that each slot must have 4 completely different models/textures originating from the same theme. Can anyone confirm this?
@Quockhanhlk
His base, its just his torso for all 4 stages (maybe the legs too)
well i have the Elemental Ice set for tiny, and the set covers pretty much everybit of him ( include the torso - and legs ) so it looks like we will have to create an entirely new tiny from scratch
I do too but that set is more of re-texture rather than an actual set.
On another note, I looked at the technical requirements and compared to my ice set.
Head <--- Tiny face
LoD0 Triangle Limit: 1350
LoD1 Triangle Limit: 900
Texture Size: 256H x 256W
Arms <---Left Arm
LoD0 Triangle Limit: 1100
LoD1 Triangle Limit: 750
Texture Size: 256H x 256W
Weapon <---- Tree
LoD0 Triangle Limit: 1200
LoD1 Triangle Limit: 800
Texture Size: 256H x 256W
This model should primarily be bound to the bone: Tree_1
Weapon Offhand <-- Right Arm
LoD0 Triangle Limit: 1100
LoD1 Triangle Limit: 750
Texture Size: 256H x 256W
Armor <--- Torso, (must include legs)
LoD0 Triangle Limit: 2500
LoD1 Triangle Limit: 1650
Texture Size: 512H x 512W
Technically we can do single slots, I think that would probably be most popular for tiny since its less work
i would say... nope.
no one will know what valve think. the only thing left is read art guideline for that to minimize failure.
I also uploaded the raw psd with adjustable layers here
This is what the psd looks like:
The parts that are partially transparent are on separate layers, so if you don't like the layout in any way it should be simple to make changes. They're not perfectly aligned but I think they're close enough to not really be noticeable
Volvo giff old void back. Or giff dinovoid.
@somerandomidiot: Good job man!
Here you go, with an excessive amount of angles:
And the psd file
I mean still great job, but darn it would be nice >,<
Bane
Enigma
Monkey King
Night Stalker
Phoenix
Tinker
Troll Warlord
Abyssal Underlord
Viper
Visage
Pangolier
Oracle