I think im gonna call the sculpt done unless theres any major issues. I had to make a lot of changes in order to fit the rig, so the legs aren't as cool I'm pretty happy with how it turned out though. Hope my lack of anatomy skillz isn't too obvious xD
Okay, I think I'm done with my jug ward but my death animation is off. I assume the importer is wrong or something? If so then I just need to do the optional marketing image. Anybody know how to make a gif so I can show it here?
Here are gifs of the animations for my jug ward.
Death: The offset is wrong on this one, I was wondering how the offset occurred. Was it during the export or is the importer broken.
MDK: In my opinion, the thighs of the hind legs look a little big. Also i would suggest that the mane sticks up too. Again, this is what I would add. Is the circled area suppose to be the skin or the short fur? Last thing is that the wolf looks like it has 3 toes.
Okay, i think i figured out the problem. It was probably how I rigged my ward. So I just made the death a little more basic.
from those previews it looks reeeeally stark. the colours don't really match jugg at all. he's more bleached bone than bathroom white. also with just 2 colours it looks kinda unfinished. maybe try some red trim?
Zipfinator : you wll definetly have some issues if you want to use it as a base mesh for sculpting ; triangles here and there arent an issue , but I think you might have overdone it .
Zipfinator : you wll definetly have some issues if you want to use it as a base mesh for sculpting ; triangles here and there arent an issue , but I think you might have overdone it .
I've used base meshes like this for the rest of my CK set and have had no issues. I Dynamesh the base after importing to zbrush so it all gets converted to quads. It causes a few errors here and there but usually nothing major and it let's me spend more time on the sculpt rather than spending an hour getting even quads on a complex shape like the dragon skin.
Here's my Juggernaut ward concept, a cheeky little monkey- gonna give it a whirl in 3d (we've been asked to learn Maya, hopefully it'll be similar to Max..) and see what I get.
I really hope i can make a finished submission this month, a kunkka set and day job are sucking my life away.. Anyway I got most of the sculpting done on a lycan ulti i started earlier this month and thought i could share some progress...
Mostly a man-wolf concept with short fur and more humanoid body.. the body is a bit lowrez with the sculpted head due to technical limitations. Anyone got some critique?
Mostly a man-wolf concept with short fur and more humanoid body.. the body is a bit lowrez with the sculpted head due to technical limitations. Anyone got some critique?
As for me the wolf with men's anatomy is just a bullshit.
MdK
so? i've never seen them with human hands like these. All these muscles are not intended to move as wolfs do. He'll not be able to run even a 150 meters. just can't imagine this thing moving.
p.s. i'm not saying that this idea is dead but current body version is awful.
hope that my knowledge of English was enough to explain what i mean.
not trying to be rude, but i always thought everybody should pay the most attention to the anatomy while creating some character.
Hey all - just a wip update on the pumpkin summon.
I put the static model in the game to see how it looked... and made a crappy gif with a quick animation test.
On that note- what settings do I need in Dota etc. at to get some quality gif material with Gifcam?
Oh, and of course I didn't realize until later that I could control the portrait window So I messed around with that too:
That is awesome, really awesome. If you finish it soon enough I could see that being a guaranteed addition by Valve and a huge hit on the store.
2 pieces of feedback, if you don't mind:
I'm not sure I love the blue inside the mouth. I know it's pulled from Prophet's palate, but I'm not sure it fits the creepy animated pumpkin vibe for me. Maybe something red-ish or purple, or the classic jack-o-lantern yellow?
Not sure where you are on the animations (sounds like you just started?), but I think it'd be awesome if that lower section was really squashing trying to hold up the weight of that big pumpkin, while the top heavy head was wobbling all over the place, always off balance.
Just my 2 cents, loving all this stuff you guys are doing
7thBattery (and PoPcorn) - Thanks for the comments and feedback! We can certainly try a different color glow and see how it goes - I'll pass the info along to Stefco.
Yes, I've just started animations (this one was a test Idle). The intention of the pumpkin head is that its actually floating on top of the vines. Further animations will take advantage of this, you'll see.
It will certainly be bobbing around as well.
@Prophet, I actually prefer the blue for inside the mouth, it complements the orange really nicely, and gives it a feel that there's a spirit/ghost/presence inside it.
Whilst red/purple or yellow are more classic colours, I think that because these pumpkins probably dont have candles in them in this reality, then the blue can be justified.
Since nobody replied to the regular workshop thread, I guess I'll discuss it here.
I keep having this import problem where my mesh is always on its side. Exporting worked fine yesterday with the default settings (blender) but when I imported my mesh today it had this offset. So can anybody tell me how to understand export coordinates, so I won't have to spend much time on this problem anymore?
I've experienced that issue a couple times too when exporting from blender. My hacky solution is to do it a second time. So re-import the model that's facing the wrong direction, and rotate it so it's in the same position as it was in before. Then export it again. (And yes, using all of the same export settings)
I honestly don't know why it works, but it does for me. If anyone has insight, I'd be interested in learning why this happens. hah
Nice one MdK! My only crit is the back leg has some weird anatomy compared with the front. The front looks like it has super long bones and the back super short. Probably not going to see it side-on in game the top view looks great so thats all that really matters.
Well, I'm starting on a mount for Mirana.
Here is the first WIP.
A whole 256x512 for the mount texture... that doesn't seem like a lot
Replies
So im working on an ulti for Lycanthrope, still got a fair few things to iron out but i thought i better post some progress.
I've removed the shield from its back legs (to much repetition) and will add the dire loggo instead
And here it is in game with early textures.
And this is how it might look in-game
Nice sculpting dude!
The feet seem a bit off. Their ankle are more humanoid/bear like. You aren't aiming for K9/cat type?
Raptor ϟ Thunder!
i think the lightning symbols might be a bit too literal and cheesy, but it's looking good. and those adorable stumpy arms
Yeah looks like I still got some touch ups to do the back legs in general have a bit of problems, but ill try to fix up the paws more too.
I kinda like the cheesiness of the Lightning bolts. What do other people think?
Death: The offset is wrong on this one, I was wondering how the offset occurred. Was it during the export or is the importer broken.
Idle:
Spawn:
Okay, i think i figured out the problem. It was probably how I rigged my ward. So I just made the death a little more basic.
Idle:
Spawn:
Death:
Anything I should edit before I submit?
Gwanji the Thunder Lizard by Willypup
https://www.youtube.com/watch?v=g2Z1gxrkgUQ
I've used base meshes like this for the rest of my CK set and have had no issues. I Dynamesh the base after importing to zbrush so it all gets converted to quads. It causes a few errors here and there but usually nothing major and it let's me spend more time on the sculpt rather than spending an hour getting even quads on a complex shape like the dragon skin.
-update , allmost finished the texture on the ck mount ; I'm allso doing the shoulder part for my set .
I've scaled down the texture for the print to 512x256 to test the details and stufs
cheers
Concept:
Yes, that's right a Killer Koala.
Base mesh so far:
More progress later!
Mostly a man-wolf concept with short fur and more humanoid body.. the body is a bit lowrez with the sculpted head due to technical limitations. Anyone got some critique?
Portrait view (more or less)
Still unfinished but higher rez body
I finished test-importing my stufs ; gotta figure out some shaders here and there (to tired atm:D ) , and need to make the promo stufs
this is how the mount look with the rest of the set
so? i've never seen them with human hands like these. All these muscles are not intended to move as wolfs do. He'll not be able to run even a 150 meters. just can't imagine this thing moving.
p.s. i'm not saying that this idea is dead but current body version is awful.
hope that my knowledge of English was enough to explain what i mean.
not trying to be rude, but i always thought everybody should pay the most attention to the anatomy while creating some character.
That set looks really great mihalceanu! Agree with the rest, CK worthy.
I put the static model in the game to see how it looked... and made a crappy gif with a quick animation test.
On that note- what settings do I need in Dota etc. at to get some quality gif material with Gifcam?
Oh, and of course I didn't realize until later that I could control the portrait window So I messed around with that too:
Cheers!
That is awesome, really awesome. If you finish it soon enough I could see that being a guaranteed addition by Valve and a huge hit on the store.
2 pieces of feedback, if you don't mind:
I'm not sure I love the blue inside the mouth. I know it's pulled from Prophet's palate, but I'm not sure it fits the creepy animated pumpkin vibe for me. Maybe something red-ish or purple, or the classic jack-o-lantern yellow?
Not sure where you are on the animations (sounds like you just started?), but I think it'd be awesome if that lower section was really squashing trying to hold up the weight of that big pumpkin, while the top heavy head was wobbling all over the place, always off balance.
Just my 2 cents, loving all this stuff you guys are doing
Yes, I've just started animations (this one was a test Idle). The intention of the pumpkin head is that its actually floating on top of the vines. Further animations will take advantage of this, you'll see.
It will certainly be bobbing around as well.
Cheers!
Whilst red/purple or yellow are more classic colours, I think that because these pumpkins probably dont have candles in them in this reality, then the blue can be justified.
I would LOVE to see these get in game!
I keep having this import problem where my mesh is always on its side. Exporting worked fine yesterday with the default settings (blender) but when I imported my mesh today it had this offset. So can anybody tell me how to understand export coordinates, so I won't have to spend much time on this problem anymore?
I honestly don't know why it works, but it does for me. If anyone has insight, I'd be interested in learning why this happens. hah
Well, I'm starting on a mount for Mirana.
Here is the first WIP.
A whole 256x512 for the mount texture... that doesn't seem like a lot
Tested it out in game and made a video
[ame="http://www.youtube.com/watch?v=KZfibsEuD1M"]Pumpkin_Summon_Animations_Test - YouTube[/ame]
Here is a gif of the 3 animations:
And a couple of updated texture shots (Still no other glows for mouth yet)
Stefco and I are aiming for this to be finished by the end of this weekend
Cheers!
https://www.youtube.com/watch?v=Dbnvvsz9VPU
I'm still having the death animation repeating.