Hi there ! That would be more of a question for Brent, but I can still comment on it for sure. We decided to only sculpt the "tips" part of the fur as well as the important boundaries between fur types, while keeping the rest fairly smooth in order to avoid an overly busy look. I would say this is partly because of personal taste and partly for efficiency !
I personally like this look especially in the context of an RTS view where things are supposed to be seen from far away. Would you say that it would have benefitted from further detailing ?
Hey Snowstorm, yeah as Pior said most of the sculpt was simple surface 'suggestions', except for areas like the main back, and feet (further from camera), due to the time limit + some sickness there wasn't really much time to iterate unfortunately. I'm happy with the result but I think given more time I probably would have put in more detail for the forms to read more within the lighting, though I can't say I would have put in a lot more. There's some areas on the back and face I feel could have benefited from additional sculpting, just no time to do it!
Also, if you scroll to the end of any of the workshop galleries there are some zbrush stills (or in my thread), if you'd like to see the sculpt
Hey all ! It's been a while since I last updated this thread, as I posted my recent WIPs in the community chest thread. Still, here is the collection link to a recently finished WR set made for the event :
On an unrelated note, I thought that documenting the process used to decompile Dota2 models could be useful since quite a few of the officially provided models from the "Technical Requirements" page are outdated. The video is not narrated, but should be rather self-explanatory.
Hi all ! I have quite a few things going on at the moment, but I am focusing on trying to put together the "Coiffes of the Firebrand" bundle for the Aug. 24th deadline, with the help of all the involved artists.
siiiick. The shoulder pieces are looking really good too, though I'm curious to see how the silhouettes work out in-game. Also wonder what the angel wings will look like when they're done.
I love the metallic mask the most, it's covering what I least like about her model haha! The hairstyle 3rd from left is fantastic too, you're a real natural at hair design, good job!
Thanks for the kind words guys, working hard to get these guys finished on time It's a very fun project, but also involving a surprisingly large amount of work !
pior : looks great man ; I would suggest doing the rest of the set to increase your aceptance chance . ( 1 set with tons of variation on the shoudler/head slots)
I am starting on a new project, reviving an old ET concept - simplifying it quite a bit but also bulking it up. I am teaming up with Rocket for the modeling.
Very early still, but I am excited by the blockout already ! More on that soon.
Looks cool, but i have a feeling that he needs one more color. I love his beard so much! But don't forget ask valve to fix his face animations with this beard, because they didn't fix our beard too, probably you will see it when he speaks
Can't wait to see finished version!
this is so cool! i really love the shape of the horns and the facial hair looks perfect on the concept too ! really looking forward to see this coming out in 3d!
Gotta agree with Nikey, it feels like adding more of his body's yellow or some kind of a pop to the head/pauldron area will make the whole concept much stronger!
Thanks for the feedback ! Agreed on the color - there are quite a few things that I want to try with it, including a complete variant ... And indeed I probably need to "un-simplify" him a little.
I have to say I am also quite excited at the idea of finally trying out the Reborn tools, with their seemingly much sharper texture support. Can't wait !
Here's an update on this guy - the most challenging slots are baked and rigged, just progressing with the last remaining highpoly parts now. It's pretty busy visually, but hopefully the texture pass will make it all work !
@ILM, I'll take that as a compliment considering that these sets have been designed independently, at a different time.
Beside that, an update - we're doing our best to fit things into the very low budget slots - the allowed resolution for the head slot is a mere 450tris for Lod0 ...
Next up is to redesign the right hand weapon, and then moving on to texturing.
Replies
I personally like this look especially in the context of an RTS view where things are supposed to be seen from far away. Would you say that it would have benefitted from further detailing ?
Also, if you scroll to the end of any of the workshop galleries there are some zbrush stills (or in my thread), if you'd like to see the sculpt
Chitinous Coverings - Windranger set
On an unrelated note, I thought that documenting the process used to decompile Dota2 models could be useful since quite a few of the officially provided models from the "Technical Requirements" page are outdated. The video is not narrated, but should be rather self-explanatory.
[ame]http://www.youtube.com/watch?v=wxVmWTFk3gg[/ame]
Getting there !
Mihalceanu : I wish the workshop was that predictable ! Who knows really ...
Here's an update on the hair and necks still being worked on :
http://i.imgur.com/8wNykRR.jpg
http://i.imgur.com/MrUzqcg.png
http://i.imgur.com/Jkp2HjE.gifv
http://i.imgur.com/zpw73se.gif
http://i.imgur.com/El36Fu7.gif
http://i.imgur.com/e3PfraQ.gif
http://i.imgur.com/vm0EIud.gif
http://i.imgur.com/1q7288y.gif
http://steamcommunity.com/sharedfiles/filedetails/?id=502978179
I'll try to add two more items to it before the Aug 24th deadline (gold wings and sideswept hair). We'll see ! Thanks for dropping by
[Edit] - The last shoulder and hair piece :
I am starting on a new project, reviving an old ET concept - simplifying it quite a bit but also bulking it up. I am teaming up with Rocket for the modeling.
Very early still, but I am excited by the blockout already ! More on that soon.
Can't wait to see finished version!
I have to say I am also quite excited at the idea of finally trying out the Reborn tools, with their seemingly much sharper texture support. Can't wait !
Super solid design as always. Rocket got lucky here I am looking forward to this one!
ET certainly is tricky to work with, but it's getting there. Playing the animations while modeling was very useful to identify potential problems.
This set is seriously coming together.
https://www.youtube.com/watch?v=UAEJDOfgp5s
Beside that, an update - we're doing our best to fit things into the very low budget slots - the allowed resolution for the head slot is a mere 450tris for Lod0 ...
Next up is to redesign the right hand weapon, and then moving on to texturing.
That is so freaking cool
http://steamcommunity.com/workshop/filedetails/?id=606209454
https://www.youtube.com/watch?v=qSRipy6bdoA
It's been a fun ride. Props to Rocket for his great work ! I hope you guys will like it.