Hey everyone!I am glad to meet you all..I started modellin' 5-6 months ago,and i think i am getting better
But i really s*ck when it comes to texturing..I resentrly created these 2 items :
This item was created to match the original thor's hammer and
to be given at void ^_^
And i have this little item
But i cannot rextures these..So if anyone is willing to texture them,i can send the high and low models,and we will get 50/50 when the item is over..
Tell me your opinion about these items too,but dont judje me too hard :]
I am glad i became a part of this community
Replies
Come on guys!
The hammer for example has a very uninteresting silhouette and relies on the detail too much, and therefore it wont really work well in game.
Thanks for the feedback..I tried to make it look like thor's hammer..
I tried to texture it myself and as you said the final thing was bloody wrong..I couldnt see these small details..I will improve this items..Thanks!
Need some item ideas :X
I am trying to make items but i lack of ideas..Some 2d pics would help!
I did some simple wraps here: http://steamcommunity.com/sharedfiles/filedetails/?id=173155729#135550
Just look through the pictures and videos, you'll get the picture.
If you want to prototype in ZBrush: set your Dynamesh to a very low setting and do NOT increase the deinsity unitl you would be ready to put your item nearly as is into the game. Only then can you start detailing. If a shape gets lost when viewed from a distance you should consider either enlarging it or merging it into another larger element in your design.
The most interesting weapon so far is the twinblade in your first post. Try to go on from there and don't be afraid to exagerate.
The point is that i need some guidance from ppl with more experience than me,and so far i have received none..
A problem with newer users with Zbrush is they want to rush in and start adding all of the smaller details like runes, damage and such first. You need to start thinking in steps when you work. Start forming the shapes at a lower subdivision level and then refining and continuing to work on them as you move up. If you instantly jump into working at a high subdivision level to add surface detail, it will end up "blobby" like your sword blade is.
Well,i did this blade in a rush,i created a better looking one..
But the problem with me is that i cannot get the details i create ingame..I bake the normal maps using Xnormal but nothing,the weapon appears as if it has no details or cuts(which i added)
One more thing is that i cannot texture well,and thats why i keep asking for a sort of collaboration.W/o textures i cant really look at the actual item,and i cannot improve at all..
If you can make the details bigger, do it.
so any help or guidance will be appreciated,and since i am a quick learner it wont take you long guys..
If you look for good information and guidance on design in general this might be the place for you: http://www.ctrlpaint.com/
-Green channel of an Object space/bent normal map
-AO map
-Cavity map(this can be baked in Xnormal or take your normal map into Crazybump and make one there)
-Additional bakes, such as a point light bake, can be made too, heres a link for that: http://steamcommunity.com/sharedfiles/filedetails/?id=183672148
There's also the Google Hangouts for dota asset makers and quite a lot of people share their screen so you can get a live feed of them working which is quite interesting and a good place to ask questions.
http://www.polycount.com/forum/showthread.php?t=122452&page=8
Please do your own research and homework too otherwise you wont learn anything.
Any texturer who's willing to collaborate?
^This.
There are plenty that come with Zbrush, but you can find some really nice ones Here
If anyone is interested pm!