So I'm making this thread because I have a lot of ideas.
If anyone wants to collaborate with me on a certain item, just message me or reply below.
Please do not make any of the items without asking permission first.
I would greatly appreciate feedback and tips on how to get better.
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Looking to collaborate in projects (mainly because I want to learn how to do this stuff..)
I'd probably be doing concept work because I'm not adept in modeling, rigging, texturing.
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Whoever wants to do one of my concepts, feel free to use them, however you have to contact me and we will discuss the details. (I still want to contribute to the project)
Replies
http://i.imgur.com/9xg3X6g.png
(Removing the image from the thread so I can put some new ones)
The last dagger is hopefully going to be part of a set.
Numbers means the order i made each dagger.
Comments please.
Personally I like 6 7 and 11.
http://i.imgur.com/kSsG8NG.png
Well anyways. Since I don't really understand how to texture or rig I don't think I'd be able to publish something any time soon.
So I think I'd just stick to concepts for now, and wait for someone to help me out.
Here are a whole bunch of wards, I tried making some for each support, but I couldn't think of wards for all of them.
Thanks! I could work with you if you want to do one of them. If you do want to do one, just msg me and tell me which one you want to do.
So here is WIP of the slark dagger. I think my original concepts were too much for me so I kind of simplified it. It isn't quite finished, but here's just the low poly with the normal/ambient occlusion.
Things to do:
Texture
- Diffuse
- Mask1
- Mask2
RigCan anyone give some feedback?
What do you mean by that? Do you mean the other official slark weapons or the ones from my concept?
I actually forgot to do that step when I refined the blade to make it easier on me. The original concept was number 6 with just colors defining each sections.
Here is some variations that I made.
Order I did it in is in quadrants (math grid) 1, 4, 3, 2.
Should I be investing more time on this stuff? I know I didn't spend an equal amount of time on all of them.
I'll still keep the one that I rendered earlier because I think it's too early to abandon. I'll be tweaking it a bit because I don't really like how it turned out.
Edit ===
Added more details.
Wing or no wing?
I'll also be doing one more.
I changed the diffuse to give it more contrast.
I'm hoping to be able subsurf this and do some hard surface poly modeling/sculpting to get some good normals.
The artifact on the right fin is just shading.
For those who are wondering, this dagger is either going to be similar to a nautilus shell (Flat or painted-like surface) or its going to be similar to the texture on slark, where his the scales protrude a bit. (the red one will be the scales and the blue one would be something like bio luminescence)
I would like to hear opinions or suggestions.
Any suggestions?
Note: I did not see eazy's comment until I finished this.
When you said square, did you mean flat? I didn't apply any texture except the color (diffuse) map.
I totally agree on the detail of the texture, but I think I'll keep it until I rig it. Any other suggestions to the new model?
I added some more vertices and smoothed it out a bit(Bottom Left). I kept the model and I'll be using it for the lowest poly.
Now for rigging... How do I do that..
Left is Earthshaker, Right is Crystal Maiden.
Can somebody help me with rigging? I want to have it rigged and seen in the dota 2 client before I make the normal, mask 1, mask 2 maps.
put a bone at 0,0
name it root
skin mesh to bone
export it all as a FBX
export just the bone as an FBX
???
Profit
:smokin:
also this
In reguards to your designs, give them more love! Right now I'm looking at both of these and they seem identical other then a hue change, For an earthshaker ward there should be some incorpration of a totem in its design, stuff like that. Not just a pile of rocks, unless its a tiny ward, but a tiny ward is stupid unless is a rock golem with an eyeball for a face, or something. I don't know, expand on the ideas! Cheers!
Does it have something to do with rigging? If so, how would I rig properly?
Does it have something to do with scale? How do I fix it?
I use blender.
Can somebody help me?
First thing check that the object origin is at 0,the scale is at 1 and the rotation at 0 (at The top of the sidebar opened by "n"). Then go To The object panel in the sidebar and set the parent by selecting the model First, Then Bone and Then weapon_2. Last Step is To switch To Edit mode and move the weapon To The position / size / rotation of the original one.
I'm not sure what you mean, so I'm assuming what you are saying is the same thing what branch is saying.
@branchhttp:
I still can see it.
Error in the compilation that I found:
"Error in FBX Conversion: - "Zero skin weights on one or more vertices"
I don't know what that really means.
This is the hierarchy.
I have very little experience in rigging.
--- update ---
There are no errors in compilation, well none that I see.
[html]Starting import of Blade ofthe Abyss...
Compiling TGA: materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_color.tga
- Compilation successful.
Compiling VTF: materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_color.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_normal.tga
- Compilation successful.
Compiling VTF: materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_normal.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask1.tga
- Compilation successful.
Compiling VTF: materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask1.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask2.tga
- Compilation successful.
Compiling VTF: materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask2.vtf
- Compilation successful.
Compiling VMT: materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.vmt
CTargetVMT::Compile OK! - materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.vmt
Compiling DMX: models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.dmx
- Compilation successful.
Compiling QC: models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.qc
- Compilation successful.
Compiling MDL: models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.mdl
- Compilation successful.
Compiling ZIP: models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.zip
- added materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.vmt
- added materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_color.vtf
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_color.tga
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_color.txt
- added materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_normal.vtf
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_normal.tga
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_normal.txt
- added materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask1.vtf
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask1.tga
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask1.txt
- added materials\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask2.vtf
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask2.tga
- added materialsrc\models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss_mask2.txt
- added models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.mdl
- added models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.dx90.vtx
- added models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.vvd
- added models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.qc
- added models\items\slark\0x03fa19ed\blade_ofthe_abyss\blade_ofthe_abyss.dmx
- Compilation successful.
[/html]
What do you think the problem is? I've checked and I think now that i correctly rigged it, but I still can't see the item. Can/does someone want to compile for me just to see if it it is just me or to see if it is something wrong with the files?
Also its rigged wrong which is weird because I basically put my weapon on top of the Dota 2 weapon.
So here is the picture of the export (maybe not the exact ones I used, I can't remember the settings i put). Which settings do I use?
I want some comments before I publish this. I'm not sure if I should be the one compiling because my computer cant run dota 2 in the best quality. So this screenshot is from my computer quality.
Item
Essence of the Deep
-Blue stuff = essence
-It's red because most creatures that live in darkness cannot see red. So they won't be able the see the blade from far
What do you think, concept isn't finished yet.
This is the high Poly sculpt
Comments? Also, I'm wondering how to sculpt without getting artifacts on the edges.
I tried just using the dynamic tessellation from both sculptris and blender but then it caused some artifacts on the edges. So the High-Poly sculpt was a result from using multi resolution(blender)
I keep having to re-do everything because I don't get things right the first time .
The low poly is the top and the bottom one is the high poly
It turned out great(low poly) 374 tris and I feel like it is the most optimized as it can get!
Any tips on how to color this thing? Or some advice on the color scheme? I was thinking the pattern would be like a nautilus shell but with cool colors instead of warm colors.
What do you mean by that? Paint it three to four different ways?
I'm also having trouble detailing this texture. As you can see in the picture below, I don't really have many details. It looks too plain for me. How do I make it look like it is more detailed (so far I've used the basic hard/soft round brush to just make the shading and the color gradients.)?
Its just a color map.
This is the image with a brush(stock brush) that I meddled with in the brush presets. (I didn't finish this because my computer was acting up, and I'll start later with a fresh eye)
I've settled with this color scheme, I haven't made any masks yet. But I like how this turned out.
Well, I took a little break from the slark set I'm making, so here's a concept of a jug set. I'm looking to collaborate on this one so if you want it, first to reply gets to work on the concept. (granted that you've done a set before in the workshop).
I'll add color if somebody actually wants to do this.
One last thing. I was hoping that I could make this set with the texture changing depending on the amount of wins from the dire and radiant side. (radiant, the set would look brigheter. Dire, the set would look darker.) Can I do that?
I did the part of the shoulder (Fish Head), and later I'll make the jaw. Comments?
Updated. This will be used as a base for the sculpting. Comments?
Well here's the sculpt for the shoulder of slark.
Still blobby? Well, I was trying to go for a carapace look on the head. What do you recommend, making that thing protruding from the upper jaw even bigger? Should I just stark hacking away some parts of it with a brush?
I also tried making this semi-realistic, small teeth and small eyes are prevalent to fish that live in darkness. So I was hoping it would work. (Slarks shoulder item is like 1/2 of his body size)
Thank you for the comment.
http://images.crestock.com/420000-429999/422345-xs.jpg
http://farm1.staticflickr.com/125/412517914_12b5339b24.jpg
Maybe look at fish skulls so you can have an idea of the sort of indents you can make. Also if realism is affecting your concept in a negative way then don't use it, because in-game no-one will be particularly excited by attention to realism that limits the creativity. There are some other ways you could indicate its a fish that lives in the darkness, for instance that makes me think of things on the seabed. Fish that live close to the ground often have this shape: http://www.ed.co.nz/wp-content/uploads/2010/04/dreamstime_6187875.jpg so they can eat the things growing on the rocks better (basically their cross-section is a semi-circle with the flat part facing the ground). Also when I think of deep sea sea I think of lumbering behemoths that are huge and also dinosaur-esque.
Hope this helps!
Still blobby? If it is, can you tell me the definition of blobby, so i can get understand what parts are bad?
Added more definition, i think.
Done with texture, but i still need to refine the mask.
Also rig is wrong... Any Idea the problem? I checked the transform of both of the shoulder rig and my item have their transform of zero.
I didn't really want to make it a head piece because it would kind of draw the eyes away from the real head. Plus I was following the convention of a fish head on the shoulder.
Can anyone help me with my offset issue?
This is my rig in view port,
But in-game there is an offset, similar to the one in the previous post. The red dots indicate the bones my shoulder mesh uses. Root, Shoulderpad
Updated and changed things from my original concept. Now the item is swallowing the arm like a gulper eel.
I use blender for the base mesh and the general proportions. I use sculptris for the details. I'm still inexperienced in sculpting so it isn't as great as others.
So far I made the shoulder piece and the weapon. The shoulder piece is still being worked on.
Here's a pudge set concept. A butcher, with some tools and the hook.
-apron
-plastic gloves
-hat
-hook
-knife.
I've finished my bracer and touched up on my current shoulder piece (still has the rigg issue) and I'll rigg soon. I'll post pictures when its ready.
Comments on the concepts? I know that they aren't as good as other people's but you get the idea. Right?
If anyone wants to collaborate on any of the concepts then message me on this thread or private message me in my polycount account.
Concepts i made for single items.
If you want to see my other concepts. I made a separate thread for concepts. You may use my concepts if you are willing cut me a percentage as well as allow me to work with you.