Heya, i'm giving dota 2 item making a shot, so I figured opening up shop here was the way to go. I acquired a little bit of 3D experience while in college but nothing major. I enjoy creating stuff though and one of my friends suggested I should try this. I started working on a set for Riki and up to now i'm loving it! So far i've got the concept and the low poly block out. However i'm a little too embarrassed to post my concept, i'm working on improving my 2D skills but I've got a long way to go.
Here's what i've got so far.
Any crits and comments are welcome! Don't worry about being straight to the point, i'm here to learn and i'll pretty sure I can handle it
I'd like to hear some opinions before I start the high poly sculpt... Which i've never actually done before *gulp*
Replies
I like the shapes
I still lack a lot of proper control in zbrush, this whole thing is basically a string of happy accidents. I've also noticed it's really easy to get lost in details.
Although happy with the progress i'm afraid as it is now it doesn't really fit the game. It needs more chunk/cartoon, not quite sure how though, working on it. Any tips would be welcome!
Right, second attempt to make a half decent sculpt, wish me luck, I need it
Thanks for the feedback on mine, I should be able to save 50 pixels on my handle and I will look to smooth the blades
What do you guys reckon? Still too much detail? If I lose some detail during the compression it's not a major deal as long as it doesn't end up creating noise.
@Andyk125: Thanks! I'm really hoping the mask will come to light in the portrait.
I'm thinking of redoing the base mesh... I want to separate the horns and the mask into separate elements, This should give me more control over the shape of the mask and hopefully I can make it more readable in game.
I've run into a major issue though, i'm hoping someone can give me some advice. The border where the horn fits on the head have shifted while sculpting. Easy enouth to fix in 3dsmax but I have no idea how to do it in zbrush and if I do it in max after the export it screws up my bakes. Is there any way to snap or align the polys of my base mesh in zbrush? I'd also like to know if there's a way to lock border verts so I can prevent this sort of thing happening in the future?
/Edit - Guess I could prevent it using morph targets. Still looking for a fix. Guess I might have to sculpt from scratch again.