looks pretty cool, I cant help wondering why you didnt incorporate the eye into the roshan like a cyclops? it would've given the ward a lot of personality! also i think the ward could use some gradient as it is mostly block grey from what i can see (its fitting, but a top-down gradient will make it look a lot nicer )
looks pretty cool, I cant help wondering why you didnt incorporate the eye into the roshan like a cyclops? it would've given the ward a lot of personality! also i think the ward could use some gradient as it is mostly block grey from what i can see (its fitting, but a top-down gradient will make it look a lot nicer )
I didn't incorporate the inside the body mainly because it won't be seen ingame from the dota view. As for the colors the gradient will be applied after I make the texture maps
@NB, i created a separate mesh with the aegis and the body, But the paint job will look much better after I go to the texturing stage. The colors currently are basic and for reference. There needs to be further refinement (adding custom shadows etc). So I always do that after the base polypaint.
Low poly with wires, 1493 tris. the reason why I put wires on is because I'm not familiar with animation and I was wondering if my re-topo mesh is good enough to do animations with. (still looking for someone)
I noticed that when I did my baking that there were some really bad looking parts when I modeled so I re-worked the high poly a bit
Old
New (left is has alpha's that probably won't be seen while the right have those fingerprint lines that's on roshan's wings)
Should I stick with the left or the right one?
I honestly suggest to get rid of the eye that is floating on top, I know people have said they can't see the eye from in-game view. But, think of that monty ward, it is wearing a hat, which kind of obstructs the sight of the eye from in-game view
Can u show us your lowpoly wireframe? as well as the texture and masks maps?
I think u can use Ambient Occlusion map and the green channel of Object Space normal map to add some more depth to the details. For now the texture/details look drawn over rather than carved/extruded out.
I'm pretty sure that @Vovosunt wanted to point out that Mesh is too flat, the geometry) the design ,its very simple)The texture , and color composition is nice.
The problem was that I originally modeled it kind of flat so baking AO/Normals didn't have any significant effect so I'll have to rely on hand paint. (like the updated pic)
@KatArt,
Thanks
For the geometry adive, I thought Vovosunt meant the overall geometry was flat rather than being too simple. (its kind of too late to change that)
OK I see
Well first of all from what I see you are using half of the triangle limit. My guess is that you are using the rest at the bottom of the hat but you don't need to do that Specially in LoD1 cause the bottom will never be seen in game.
So if I were you I would retopologize the hat in a way that includes those flower-like extrusions.
Same applies to the UV map. you are giving as much UV space to the bottom of your hat as you are giving to the top, which in my opinion you shouldn't cause the bottom will never be seen. Stretch the top part UVs so you can get a better texture for that.
Lastly from what I see you haven't included much of your sculpt information in your texture. For example just now I placed the AO map over your texture (not a very good thing to do actually, but it can show what I mean) and set it on multiply and duplicated it 6 times ( ) and this is the result:
now this is not a very good texture but you can see that I made more depth in the texture map just by multiplying the AO map. Of course if you want to keep those blue lights, you can mask the AO wherever you want.
So if I were you I'd do this:
0.(optional) sculpt the details.
1.retopologize the hat again to include the flower petals and give more tris to the visible part of the hat.
2.Give more Space to the visible part of the hat in UV map.
3.Use baked maps such as AO, cavity and OS normals to project the sculpt information into your texture map, so the hat won't look that flat.
Thanks for your help guys. @Reza.
All I did was do number 3, I felt like doing another pass at retopo would be a waste since they dont affect the mesh at all (its really close like an ornamental design)
As for the UVs, there would only be a couple pixels that I can resize the top part of the hat to. (Thats the only reason why the bottom part of the hat has such a large UV space, to fill up as much as I can.
New Color Map
Ingame
I also decided to submit it because I felt like it was done
seems like ironwood branches are very famous at the moment
since we havent talked a while, here some short feedback on ur latest work:
i like ur storm hat, the texture is nice. it may have been also possible to push the shape a littlebit - so it is less simple - but well it still works.
the branch sculpt looks rly good, but i dont know if it is so fitting as an ogre weapon. also u know valve doesnt like community artists to build ingame mimics nowadays.
keep up ur good work.
@Shock/Ghost: GG branch is a phenomenon, I'm sure it will make it in imo. In-game it's useful to get branches for Ogre since he's heavily mana dependent.
@Ghost: I do think you might want to make your hat for storm's presentation icon more noticeable though. It looks a bit bland. I suggest making the background blue with a shade, and try to mimic the look of the electrical effects of his passive as the effects on the icon.
@Ghost: Nice Hat for storm, but I think if u spend some more time at it, it will even look better. One thing I'm wondering is why u gave the bot part as much UV space as the top. It doesn't look bad at all, but maybe something for a future item,I would make the UV's as following, because u won't see the bot of the hat that much.
Thanks for the replies guys.
As vertical suggested I did do another presentation image
@Madshock- I didn't really think of making an iron branch, but rather a stick. A stick is simple for Ogre Magi's character. Then later I saw that Tiny item and then i decided to do both.
@Coyo.te
Yea the normals might have been flat because I scaled the hat vertically post-bake (Since it was lacking Silhouette)
@Andyk
Thanks! As for UV space, when I was working with pior he mentioned UV spacing not being at an angle and the end conclusion was since it'll be resized, less information would be lost if it weren't at an angle. I didn't really go into depth but I decided it couldn't hurt. If its really a problem, I can just rebake everything pretty fast.
GG branch Update.
Re-topo as well as the UVs were a nightmare. And I still need to do the lod1!
Question: When I UV'd the object I did it in a 1:1 scale, but the slot requires a texture 2:1 scale, Should I re-do UVs?
Replies
Crustaceans's Claw by GhostDetector
Demon's Tongue by GhostDetector and KOT2897
Update on the ward
I didn't incorporate the inside the body mainly because it won't be seen ingame from the dota view. As for the colors the gradient will be applied after I make the texture maps
Thanks for the comment!
Low poly with wires, 1493 tris. the reason why I put wires on is because I'm not familiar with animation and I was wondering if my re-topo mesh is good enough to do animations with. (still looking for someone)
Old
New (left is has alpha's that probably won't be seen while the right have those fingerprint lines that's on roshan's wings)
Should I stick with the left or the right one?
Also re-worked my aegis ward using baby rosh as a base.
Top one is spherical while the bottom isn't, Which one should I go with?
I'm kind of 50-50 on whether I should put the eye on top or on the body itself. What do you guys think?
Gave him more of a head
Coastbreaker
A new disruptor item
Lightning Scepter
Concept for PL he he got a new dash ability)
(I'm also getting a faint jitter with my intous pen that prevents me from having really smooth lines, any solutions?)
Any comments?
Thanks for the comment, I'm assuming you meant add more depth? Like this?
Anyone have any comments on the textures? I feel like there's something missing, but I can't put my finger on it...
I think u can use Ambient Occlusion map and the green channel of Object Space normal map to add some more depth to the details. For now the texture/details look drawn over rather than carved/extruded out.
I Did this before the replies:
I'll do refine it a bit later
(The bright light on the bottom of the hat in the loadout is shader based lighting)
@Vertical
The highlights (for the new one) is kind of faint, but It looks okay (to me) in the loadout/ingame test,
(First picture and this)
As for the red blades, I'll try out the gem idea to see if it works
@Reza
The problem was that I originally modeled it kind of flat so baking AO/Normals didn't have any significant effect so I'll have to rely on hand paint. (like the updated pic)
@KatArt,
Thanks
For the geometry adive, I thought Vovosunt meant the overall geometry was flat rather than being too simple. (its kind of too late to change that)
Well first of all from what I see you are using half of the triangle limit. My guess is that you are using the rest at the bottom of the hat but you don't need to do that Specially in LoD1 cause the bottom will never be seen in game.
So if I were you I would retopologize the hat in a way that includes those flower-like extrusions.
Same applies to the UV map. you are giving as much UV space to the bottom of your hat as you are giving to the top, which in my opinion you shouldn't cause the bottom will never be seen. Stretch the top part UVs so you can get a better texture for that.
Lastly from what I see you haven't included much of your sculpt information in your texture. For example just now I placed the AO map over your texture (not a very good thing to do actually, but it can show what I mean) and set it on multiply and duplicated it 6 times ( ) and this is the result:
now this is not a very good texture but you can see that I made more depth in the texture map just by multiplying the AO map. Of course if you want to keep those blue lights, you can mask the AO wherever you want.
So if I were you I'd do this:
0.(optional) sculpt the details.
1.retopologize the hat again to include the flower petals and give more tris to the visible part of the hat.
2.Give more Space to the visible part of the hat in UV map.
3.Use baked maps such as AO, cavity and OS normals to project the sculpt information into your texture map, so the hat won't look that flat.
I hope this helps
@Reza.
All I did was do number 3, I felt like doing another pass at retopo would be a waste since they dont affect the mesh at all (its really close like an ornamental design)
As for the UVs, there would only be a couple pixels that I can resize the top part of the hat to. (Thats the only reason why the bottom part of the hat has such a large UV space, to fill up as much as I can.
New Color Map
Ingame
I also decided to submit it because I felt like it was done
Its a stick/ GG branch for ogre magi
seems like ironwood branches are very famous at the moment
since we havent talked a while, here some short feedback on ur latest work:
i like ur storm hat, the texture is nice. it may have been also possible to push the shape a littlebit - so it is less simple - but well it still works.
the branch sculpt looks rly good, but i dont know if it is so fitting as an ogre weapon. also u know valve doesnt like community artists to build ingame mimics nowadays.
keep up ur good work.
greez mate
@Ghost: I do think you might want to make your hat for storm's presentation icon more noticeable though. It looks a bit bland. I suggest making the background blue with a shade, and try to mimic the look of the electrical effects of his passive as the effects on the icon.
As vertical suggested I did do another presentation image
@Madshock- I didn't really think of making an iron branch, but rather a stick. A stick is simple for Ogre Magi's character. Then later I saw that Tiny item and then i decided to do both.
@Coyo.te
Yea the normals might have been flat because I scaled the hat vertically post-bake (Since it was lacking Silhouette)
@Andyk
Thanks! As for UV space, when I was working with pior he mentioned UV spacing not being at an angle and the end conclusion was since it'll be resized, less information would be lost if it weren't at an angle. I didn't really go into depth but I decided it couldn't hurt. If its really a problem, I can just rebake everything pretty fast.
GG branch Update.
Re-topo as well as the UVs were a nightmare. And I still need to do the lod1!
Question: When I UV'd the object I did it in a 1:1 scale, but the slot requires a texture 2:1 scale, Should I re-do UVs?
(UV's after resize)
Made a concept for a set for doom, (still can't decide on a head/wing/weapon) (Up for grabs)
Some new bloom stuff
Some new submitted content
DracoMissle by Ghostdetector
Most current WIP
Thanks for looking!
Kotl Stuff:
NewBloom:
(2 brewmaster 1 Nature staff)
Razor set
I also submitted an item
Celesital's Emissary by Ghostdetector