Hmm, this is one of those times where I am embarking onto something new and would love some guidance along the way. So with the spirit of this monthly competition, here is my progress, more of experimentation at this stage, on Fox's QoP head item:
As you can see, I am far from complete. This was achieved using 100% Zbrush (minus the horns which was modeled in Max) with brushes Move, SnakePull (can't recall exact name but I guess everyone familiar with Zbrush know which one I am talking about, will recheck if needed) and Smooth. Yes the dangling hair part is mirrored which shouldn't be the case but I will rectify that as I get more grasp of the hair sculpting.
I managed to get a grasp of making a basic mesh for the hair in a very general form. Though I tend to get lost as I move to medium sized details as you can see from the concept where the hair is lumped up in groups of sort.
I have reached to this point after lots of reading and some video examining and still feel lacking as this style is not generic.
Comments on scale are welcome but I think I know where I am in that department.
Hmm, this is one of those times where I am embarking onto something new and would love some guidance along the way. So with the spirit of this monthly competition, here is my progress, more of experimentation at this stage, on Fox's QoP head item:
As you can see, I am far from complete. This was achieved using 100% Zbrush (minus the horns which was modeled in Max) with brushes Move, SnakePull (can't recall exact name but I guess everyone familiar with Zbrush know which one I am talking about, will recheck if needed) and Smooth. Yes the dangling hair part is mirrored which shouldn't be the case but I will rectify that as I get more grasp of the hair sculpting.
I managed to get a grasp of making a basic mesh for the hair in a very general form. Though I tend to get lost as I move to medium sized details as you can see from the concept where the hair is lumped up in groups of sort.
I have reached to this point after lots of reading and some video examining and still feel lacking as this style is not generic.
Comments on scale are welcome but I think I know where I am in that department.
Hm, firstly you can use dynamesh to easily clean up that mesh so you can sculpt the medium details easier.
Now that you've gotten the shape of the hair in place, after you dynamesh it you can use Clay Buildup and Clay Tubes to trace out the general clumps and strands of hair. Strokes in the direction of where the hair will flow will help define the look a lot. Looking at actual pictures of hair also helps a ton.
You probably also need a much higher subdivision to start defining that piece of hair imo.
Regarding dynamesh and subdivisions, yeah I am aware of that. Sorry I didn't mention that before. Otherwise, thanks for the input. First time I know you can use clay buildup and clay tubes for this. Almost everyone else is saying to use standard, dam_standard and pinch brushes at that level.
Sometimes it's best to bake maps with xNormal one mesh at a time, making it more cleaner to work with when it comes to texturing.
(Layers and colors are exactly the same, but the produced bakes are different.)
Sometimes meshes get in the way and you see ugly things that even your mom wouldn't like to see. [See frame labeled 1. marked with an "x"] Now, for if the hair would move, that will be present on the hood. You don't want that.
Also compare the visual cleanliness of A. and B. A. looks a little bit dirtier than B. but a little bit more realistic in terms of Ambient Occlusion. B. looks more vibrant and alive but a bit flat. That's okay! You are preparing a model that doesn't look broken for what if scenarios. Also, small details fall away when Dota 2's camera is all the way in the sky, there's that also that needs to be taken into thought.
Sometimes it's best to bake maps with xNormal one mesh at a time, making it more cleaner to work with when it comes to texturing.
(Layers and colors are exactly the same, but the produced bakes are different.)
Sometimes meshes get in the way and you see ugly things that even your mom wouldn't like to see. [See frame labeled 1. marked with an "x"] Now, for if the hair would move, that will be present on the hood. You don't want that.
Also compare the visual cleanliness of A. and B. A. looks a little bit dirtier than B. but a little bit more realistic in terms of Ambient Occlusion. B. looks more vibrant and alive but a bit flat. That's okay! You are preparing a model that doesn't look broken for what if scenarios. Also, small details fall away when Dota 2's camera is all the way in the sky, there's that also that needs to be taken into thought.
I think be very careful on how thick you make the yellow shapes on the hood. You have a lot of colours competing for the #1 spot around the head area which is quite a detailed area anyway. Maybe thin those shapes just a small amount and see if it helps at all. I found your xnormal mini tutorial useful btw so thanks for that
@vertical That hood is coming along nicely! what about adding a little vignette to the promo? or make the model a little bigger to fill the gaps, I dont know if thats gonna help you :P
My turn to come across a scaling issue when importing. Suffice it to say having to extract the mdl, set up MESA and try to correct all the misplaced pieces was a little frustrating. Had a couple of rigging problems too. I guess I've just about managed to save it though.
Still have shader masks left to do, a few vertices need a bit of position tweaking, and the textures could use a bit more work to compensate for the unexpected stretching/repositioning.
Just have to check in again, managed to make the particles work for my weapon, kind of.
Thing is when i actually try it inside the game instead of the workshop preview the effect disappears.
When skilling the ult (which should activate the effect) i instead get this thing.
Tried redoing the UV mapping a few times in addition to changing the model but
in the end that didn't achieve anything.
I've managed to bake and texture my medussa bow ( texture is at 256x256 in this print) . I will make the aditional touches as I add it to the workshop ..
I've managed to bake and texture my medussa bow ( texture is at 256x256 in this print) . I will make the aditional touches as I add it to the workshop ..
cheers
that bow looks really creative you made all the details by sculpting right?? Is it possible to get the same details, like scratches with photoshop? I am asking that for myself^^
And Guys you know how to fix this?:
Im trying to import my blade, to test how it looks like on naga, (textures are not there yet, just some random basecolors) but there is always the original blade too? Never had this problem, any idea what to do?
that bow looks really creative you made all the details by sculpting right?? Is it possible to get the same details, like scratches with photoshop? I am asking that for myself^^
And Guys you know how to fix this?:
Im trying to import my blade, to test how it looks like on naga, (textures are not there yet, just some random basecolors) but there is always the original blade too? Never had this problem, any idea what to do?
thanks
Let me guess, you downloaded the files and imported the "weapon" mesh, but when you import the "weapon" slot, you get it like this? Notice the left hand is empty?
Weapon mesh is actually offhand and vice-versa, Volvo messed up the files.
Let me guess, you downloaded the files and imported the "weapon" mesh, but when you import the "weapon" slot, you get it like this? Notice the left hand is empty?
Weapon mesh is actually offhand and vice-versa, Volvo messed up the files.
I finished my last entry for this month and maybe for a long time, wont have any time in the next weeks! I enjoyed it here and learned lots of new staff!
here is an other progress pic:
here is the finished item (I did offhand and mainhand btw) but this is for the contest:
A pretty late entry here but I thought I could use some hair practice so here's my current progress! I started with what you see in Maya, and then used dynamesh in zBrush for the bulk of the hair, I hope you like it so far!:
That hair bit on the right (her left) is weird and needssome edge refining, maybe some wild strands. Pretty good work.
And with a bit of colour (I have no idea why my zbrush comes out so dark):
oh! the braids are a nice touch. Think you can go back and polish the hair strands a bit more though. Since you've brushed across the strands in some places you have like this criss-crossing pattern in the hair. IMO it looks better if you polish some of that out and give more definition to the hair.
Replies
Bonus:
and this is the base mesh to bring it into sculpt:
What do you guys think?
Thanks!
So I did with G , now time to add bling
As you can see, I am far from complete. This was achieved using 100% Zbrush (minus the horns which was modeled in Max) with brushes Move, SnakePull (can't recall exact name but I guess everyone familiar with Zbrush know which one I am talking about, will recheck if needed) and Smooth. Yes the dangling hair part is mirrored which shouldn't be the case but I will rectify that as I get more grasp of the hair sculpting.
I managed to get a grasp of making a basic mesh for the hair in a very general form. Though I tend to get lost as I move to medium sized details as you can see from the concept where the hair is lumped up in groups of sort.
I have reached to this point after lots of reading and some video examining and still feel lacking as this style is not generic.
Comments on scale are welcome but I think I know where I am in that department.
Hit me with crits!
Very, very cool
Hm, firstly you can use dynamesh to easily clean up that mesh so you can sculpt the medium details easier.
Now that you've gotten the shape of the hair in place, after you dynamesh it you can use Clay Buildup and Clay Tubes to trace out the general clumps and strands of hair. Strokes in the direction of where the hair will flow will help define the look a lot. Looking at actual pictures of hair also helps a ton.
You probably also need a much higher subdivision to start defining that piece of hair imo.
@ Nannou your bow is really amazing, will go ingame for sure! one of my favourite bows
@vertical Good ,but i guess you should make wrinkles a little smoother, in my opinion, but i might be wrong
@Vayne4800 Like Snowstorm said dynamesh and claybuildup brush should help you with hair.
Damn can someone give me advice how to fix this
I have an idea to put some jewelry above seam, but i hope somebody will give me a tip how to do that without it
I would say yes, but Puck isn't available yet to upload to the workshop.
Some quick WIP diffuse:
Something for the newbies using xNormal:
Sometimes it's best to bake maps with xNormal one mesh at a time, making it more cleaner to work with when it comes to texturing.
(Layers and colors are exactly the same, but the produced bakes are different.)
Sometimes meshes get in the way and you see ugly things that even your mom wouldn't like to see. [See frame labeled 1. marked with an "x"] Now, for if the hair would move, that will be present on the hood. You don't want that.
Also compare the visual cleanliness of A. and B. A. looks a little bit dirtier than B. but a little bit more realistic in terms of Ambient Occlusion. B. looks more vibrant and alive but a bit flat. That's okay! You are preparing a model that doesn't look broken for what if scenarios. Also, small details fall away when Dota 2's camera is all the way in the sky, there's that also that needs to be taken into thought.
Tomorrow: Moar progress..
Have a nice day guys
thanks for that^^ learned smth again
Basemesh for a grace jones style deathprophet headpiece, collab with prophet9 and ofc grace jones, just pull up to my bumper baby! ^^
Oh damn, that looks spectacular. I can see that getting into the game already.
gonna retopo now!
Damn , I like it :poly124:
So here is my pre-release, i plan to adjust textures, make some pieces brighter, and also fix some issues with tentacles
one week more to go and should have already started mine...
Feedback would be very appreciated
Edit: I've no idea how the portrait eyes became like that... Worked normal the previous patch.
@Tvidotto Thanks for the motivation!
Im feeling that the naga head bit is too tall/long maybe shortening and widening it?
Keep in mind I kept the feathers straight as that will make it easy for me to sculpt both sides. When I am done with that I will bend them.
Thanks for advice,i'm gonna try that right away !
Here are some wip. Just finished sculpting
concept link : http://i156.photobucket.com/albums/t26/linkfrog23/medusabowpaintover2_zps0b9675f1.jpg
Promo so far:
I feel it misses something, what do you guys think?
@mihalceanu Love the sculpt!
Low poly and bakes done!
now its time to texture!
Nice one ! You have my vote )
Slithereen Tentacles by Joker_47
Still have shader masks left to do, a few vertices need a bit of position tweaking, and the textures could use a bit more work to compensate for the unexpected stretching/repositioning.
Thing is when i actually try it inside the game instead of the workshop preview the effect disappears.
When skilling the ult (which should activate the effect) i instead get this thing.
Tried redoing the UV mapping a few times in addition to changing the model but
in the end that didn't achieve anything.
Any thoughts?
I've managed to bake and texture my medussa bow ( texture is at 256x256 in this print) . I will make the aditional touches as I add it to the workshop ..
cheers
wip hair, never done it, love it already - sculpting fun
that bow looks really creative you made all the details by sculpting right?? Is it possible to get the same details, like scratches with photoshop? I am asking that for myself^^
And Guys you know how to fix this?:
Im trying to import my blade, to test how it looks like on naga, (textures are not there yet, just some random basecolors) but there is always the original blade too? Never had this problem, any idea what to do?
thanks
Weapon mesh is actually offhand and vice-versa, Volvo messed up the files.
Ah true thanks
here is an other progress pic:
here is the finished item (I did offhand and mainhand btw) but this is for the contest:
Seablade by Zoja
Super sweet mount, Crystel!! Can't wait to see it finished!
Here's a concept I made for Naga since I've been playing her a lot lately. We'll see if I can get the 3d done in time for this month nervous laugh
I also have some other weapon concepts sketched up, which are here in my thread. Open to collab if anyone wants to take a crack at them!
Winter Solstice Fashion by Snowstorm
Spent some time playing around with possible hair accessories, but they worked against the style rather than with it.
Making some progress...
That hair style looks amazing on her, good work. I think that are one of the best hair styles i ever saw for wr.
so, after some stupid mesh hickups, which "nose" shall it be. i fear the left one will be lost in the portrait due to it being very small and thin
oh! the braids are a nice touch. Think you can go back and polish the hair strands a bit more though. Since you've brushed across the strands in some places you have like this criss-crossing pattern in the hair. IMO it looks better if you polish some of that out and give more definition to the hair.