Damn looking at the pumpkin minion i really wish they would make some "during event equipable only" items... cos honestly this is normally not fiting the game, but totally fits for diretide.
Here's a WIP of the CK mount with the set I've been working on with Slimeface. Still have some texture work to do with the face and bone but it's getting there.
Got the items for the CK set imported in game. Haven't done the Mask2 textures yet and I need to mess around with the size/position of the shield to avoid some clipping issues.
Nice idea, Hunter.
Looks like I am done with the sculpt here. Its time for retopology now. Only bad thing is that color texture on the forge spirit is not for color channel. That was a big surprise (
Thats a nice thought. If i will solve the color map problem, i am thinking about to make some custom animation with somebody, and opened mouth can be the right detail in this case. Initialy this spirit was planned like he has no mouth at all, but that looked weird.
@Prophet: That looks really nice, great clean look overall!
I finally managed to put some more work into my treant for Furion. I managed to get all the stndard maps ready. still need to do a lot of texture work. Also need to figure out how to animate this..
Got stumped the whole evening by a compiler error that gave no error message. Managed to fixed it because of a post a month ago from Spudnik, and the insight of Prophet9 on the hangout! So damned thankful haha.
Anyway, I've not seen any information on warlock golem rigging from valve, so I'll write something short up here if anyone else is doing and rigging a warlock golem. I decompiled the animations straight from the in-game files as smds and plugged them into the compiler.
However they gave me a sort of descriptionless error, and to get them working i had to reduce the number of bones in the animations to less than 52 as well as make sure both the skeleton in my LOD files and the skeletons in the animation smds were identical. Not sure if it was anything else I did along the way, but that seemed to work.
Note also that the skeleton in the fbx files from the workshop requirements page is not identical to the one in the game - there are extra bones on either the feet or the hands (can't remember) as well as the attachments. The fbx skeleton is over 52 bones as well, so if you do use it you'll have to cut some of the bones away.
Well I might as well submit this juggernaut ward
first monthly contest submission but it's part of a set, is that ok, or do these things have to be completely on their own?
I think I got the general shape in and will go into more definition. Feeling that going with a clean and lean design is what I will do. Also, a lot of differentiation will be with the texturing as I try to add some patterns on the skin and head shell, assuming I couldn't do that in zbrush as sculpt.
@MDK; Since I am very bad at drawing concepts, in which I tried for this idea but failed, I went straight to sculpt this. The idea is some sort of rift shark and since Disruptor uses a 'hammer', then the idea of a hammer shark that is amphibious was cool. Add to the fact that there is already a land based mount and a bird based mount. So a sea based mount was something I thought I could capture. Now I added some shrimp kind of tail and horns to differentiateit from just a shark with raptor body, which in concept all disruptor mounts are. THe idea is that this is a new creature in Dota world and so it has to fit that.
@Insane; The colors don't read well. I suggest you try another pallette.
Awesome work Snowstorm, wow!
Overall it look great but i think the lock at the back is a little blank, maybe you could add some runes/rust detail into it? but again, it already looks awesome ^^
Replies
Does anyone knows how to test this guy in game? Look like it has no slot in Invoker tab. ((
im done with my ward for pugna
if you want to viev it in the workshop, here is the link: http://steamcommunity.com/sharedfiles/filedetails/?id=186959879
Root of oblivion by Heckaa
sorry for not updating in time, i am fairly new here and was not sure how to use the url and stuff
Thanks man, that helped.
Darkness runner (mount) by mihalceanu
This is looking really great guys, looking forward to seeing it on the workshop!
and this is only the sculpt, holy crap. this is a tough month haha
wow, awesome summon, thinking of fitting the whole thing into a 3500tris mesh make me crazy, cant wait to see the low poly version of it ^^
Making some screaming skulls for Death Prophet's ult. I've got the sculpt and game mesh done, finishing up textures and animations next.
Looks like I am done with the sculpt here. Its time for retopology now. Only bad thing is that color texture on the forge spirit is not for color channel. That was a big surprise (
Mihalceanu - your Darkness Runner came out great.
and some WIP
http://steamcommunity.com/sharedfiles/filedetails/?id=187573869
It's done!
A big thank you to everyone who helped along the way with info on animation importing/exporting into this game.
A HUGE thank you to Stefco for his amazing texturing and painting work!!
And coming up with that wicked concept as well
Cheers!
I finally managed to put some more work into my treant for Furion. I managed to get all the stndard maps ready. still need to do a lot of texture work. Also need to figure out how to animate this..
Andyk125 - Cool treant, looks stronk!
Thanks for the comments on my DP ult guys! I just finished it up and submitted it:
Screaming Skulls by Hunter
Got stumped the whole evening by a compiler error that gave no error message. Managed to fixed it because of a post a month ago from Spudnik, and the insight of Prophet9 on the hangout! So damned thankful haha.
Anyway, I've not seen any information on warlock golem rigging from valve, so I'll write something short up here if anyone else is doing and rigging a warlock golem. I decompiled the animations straight from the in-game files as smds and plugged them into the compiler.
However they gave me a sort of descriptionless error, and to get them working i had to reduce the number of bones in the animations to less than 52 as well as make sure both the skeleton in my LOD files and the skeletons in the animation smds were identical. Not sure if it was anything else I did along the way, but that seemed to work.
Note also that the skeleton in the fbx files from the workshop requirements page is not identical to the one in the game - there are extra bones on either the feet or the hands (can't remember) as well as the attachments. The fbx skeleton is over 52 bones as well, so if you do use it you'll have to cut some of the bones away.
Great job so far.
first monthly contest submission but it's part of a set, is that ok, or do these things have to be completely on their own?
Ward of Mischievous Spirits by Hawf
http://steamcommunity.com/sharedfiles/filedetails/?id=188210960
Nekrodaemos, The Bloodridden by Zipfinator and Slimeface
I think I got the general shape in and will go into more definition. Feeling that going with a clean and lean design is what I will do. Also, a lot of differentiation will be with the texturing as I try to add some patterns on the skin and head shell, assuming I couldn't do that in zbrush as sculpt.
I am very open to suggestions and ideas as well.
@Insane; The colors don't read well. I suggest you try another pallette.
Started working on a treant of nature's prophet. Did var 1 following my concept, then tried a more feminine version.
Also, the first one looks like wood, the second looks like woman wearing wood. I think I like the first version better.
If there's any critique you'd like to give me now would be a good time, before the workshop gets their hands on this!
Overall it look great but i think the lock at the back is a little blank, maybe you could add some runes/rust detail into it? but again, it already looks awesome ^^
Sculpting isn't my bag baby!
Incredible. beautiful colours too! love this.
Also, I'm really liking Snowstorm's Warlock golems, those arms!