HI all, thanks for the kind words ! And yeah I agree - I do need to double check them all against the default Lina dress before making my final call. That's my next step !
I also expect to have to cut out some elements because of the low budget of the neck slot ... We'll see !!
Just wow! I'm in love with those designs. While I do feel that some of the particles, such as the triangle and the single flame are a bit pointless, I like the halo, burning horns and hair. Particles aside, the hairstyles and the neck/shoulder slot items on their own are just goddamn beautiful.
my favorites are the first one, the glasses lina (the hair both with and without the glasses), and the one to the left of the no glasses one. Label these next time ya jerk! hehe
but yeah she could be my librarian and like whatever I wouldn't care that might totally be cool yeah I don't know maybe.
Hehe yeah Bounch, I will label the next pic properly for sure
And I guess now I need to figure out a way to simulate glass reflection with either the Dota shader and/or particules ... Maybe using some function fading out a particle based on camera angle ... Is that even possible ?
you could maybe make a part of the glass super reflective white. like comic glasses often are. depending on angle they might show light response or not, the rest stays transparent
On a side note : we're in ! The Naga Siren set created with Motenai is now part of the "Treasure of the Elements" chest. I am actually very curious about this new chest system - exciting times !
And congrats to everybody who got in today's patch
Besides that, I am currently cleaning up the Lina's, testing them all on the full body to make sure that the colors and silhouettes all make sense. More on that soon !
Alright - made some progress on the fire Linas.
I tested them all on full body screenshots, adjusted a few things, and ended up with these :
Now next step is for me to select 8 of them, and then team up with modelers who are interested in participating to this pack to make it happen (I'll also be doing the needed back and/or side view sketches once I know which one make the cut). Also the neck slot is 400tris max, so there will probably some sacrifices to make ... We'll see !
Now I don't think I'll ask for a proper vote on these ; however, if you feel like some of them stand out more than others, please let me know and I'll keep it in mind when selecting the ones to keep tomorrow (I want to sleep on it a bit first).
2, 8, 10, 13, 14 are very cool and the most unique in my opinion. The only one I would absolutely not pick is 6 because the glasses are a little too out of the world.
I really like the neck design of 1, 3, 4, 7, and 13.
I quite like 1, 4, 5, 6, 7, 13 overall, head and chest pieces both. I also like 9's high neck piece and 11's shoulder piece though probably without the 4 horns on the pauldrons
I really like #5 all around, always been a fan of that hairstyle
also, all those concepts are going in to my inspiration folder! Your painting skills are crazy good
I'm actually really drawn to this idea. Having to work on DOTA stuff in my limited spare-time I always feel like a full set is a huge amount of time to put into one concept, once you've done research, concepts, modelling, baking, rigging, promo etc. etc. and am often pretty sick of seeing it, nevermind working on it by the end
Having a bunch of "quick" head only items like this would keep things really fresh, and stop the workflow from feeling stale, whilst still having an overall unifying theme. Great idea Pior!
Thanks you all ! That actually helped a lot. It looks like people really want to see redhair dreadlocks on fire
I made my picks now, and currently working on the back views.
Fat_Cap, that's exactly it - after all, even though full sets are the "main thing" in the workshop there are other (and sometimes unexplored) ways to contribute to the game ! It keeps things fresh ...
Here are the style picks - thanks again for all the suggestions everyone !
I selected eight of them, and also set aside two extras that I might tackle too if time allows.
(The effect on #4 is actually a flaming ponytail - the back view is edited to reflect that)
I am currently working on the model for #6 and also plan to do #7 myself. Prophet9 is working on #3, Insanephobia on #1, and Andummy on #4. If anyone is interested in joining in, please PM me to let me know !
I have the feeling that many of the neck pieces will need to be trimmed/simplified to allow for both rigging and polygon budget. That doesn't worry me too much tho, as I believe that visual emphasis will definitely be on the hair and fire effects.
Thanks !
I was getting worried that things wouldn't fit within budget ... Turns out, it's tight but it fits (at least as far as the high LODs are concerned !)
I am also trying to document all the technical steps with video recordings (pretty much everything except for the sculpting part, since there are so many tutorials and sculpting videos out there already anyways).
So far I have been covering Topogun retopo over a decimated sculpt, cleaning up the meshes in MayaLT, and UVmapping with Roadkill and LT. Next up, baking things down with Xnormal and Handplane, texturing with Photoshop and Mudbox and/or Zbrush, and exporting to the game importer using LT. I expect editing to take forever but we'll see !
Getting there ! Recording the whole process is slowing me down a bit, but now it's time for the fun texturing part anyways (And hopefully particles too !)
You are a damn genious
After browsing through your thread i just want to delete my "concept" thread, crawl under my bed and cry myself to sleep:D
Seriously, every time i do a concept and like it, i'm gonna return to your thread to remind me that it is possible to do waa...ay better, and polish it.
Replies
I also expect to have to cut out some elements because of the low budget of the neck slot ... We'll see !!
my favorites are the first one, the glasses lina (the hair both with and without the glasses), and the one to the left of the no glasses one. Label these next time ya jerk! hehe
but yeah she could be my librarian and like whatever I wouldn't care that might totally be cool yeah I don't know maybe.
And I guess now I need to figure out a way to simulate glass reflection with either the Dota shader and/or particules ... Maybe using some function fading out a particle based on camera angle ... Is that even possible ?
And congrats to everybody who got in today's patch
http://www.dota2.com/store/itemdetails/10740?r=cd
Besides that, I am currently cleaning up the Lina's, testing them all on the full body to make sure that the colors and silhouettes all make sense. More on that soon !
I tested them all on full body screenshots, adjusted a few things, and ended up with these :
Now next step is for me to select 8 of them, and then team up with modelers who are interested in participating to this pack to make it happen (I'll also be doing the needed back and/or side view sketches once I know which one make the cut). Also the neck slot is 400tris max, so there will probably some sacrifices to make ... We'll see !
Now I don't think I'll ask for a proper vote on these ; however, if you feel like some of them stand out more than others, please let me know and I'll keep it in mind when selecting the ones to keep tomorrow (I want to sleep on it a bit first).
Thanks in advance for the help !
I really like the neck design of 1, 3, 4, 7, and 13.
But beautiful work as always!
greez
For the shoulder piece, 6,11,14
(the design on 6 goes great with 8 and 9)
also i'd love to use the style of shoulderpads from 1 and 2 in the 13 version.
#8 hair
#9 headpiece
#11 neck piece
also, all those concepts are going in to my inspiration folder! Your painting skills are crazy good
I'm actually really drawn to this idea. Having to work on DOTA stuff in my limited spare-time I always feel like a full set is a huge amount of time to put into one concept, once you've done research, concepts, modelling, baking, rigging, promo etc. etc. and am often pretty sick of seeing it, nevermind working on it by the end
Having a bunch of "quick" head only items like this would keep things really fresh, and stop the workflow from feeling stale, whilst still having an overall unifying theme. Great idea Pior!
I made my picks now, and currently working on the back views.
Fat_Cap, that's exactly it - after all, even though full sets are the "main thing" in the workshop there are other (and sometimes unexplored) ways to contribute to the game ! It keeps things fresh ...
I selected eight of them, and also set aside two extras that I might tackle too if time allows.
(The effect on #4 is actually a flaming ponytail - the back view is edited to reflect that)
I am currently working on the model for #6 and also plan to do #7 myself. Prophet9 is working on #3, Insanephobia on #1, and Andummy on #4. If anyone is interested in joining in, please PM me to let me know !
One a side note I also put together a page with all the bigger model sheets :
http://pioroberson.com/lina_hair/
I have the feeling that many of the neck pieces will need to be trimmed/simplified to allow for both rigging and polygon budget. That doesn't worry me too much tho, as I believe that visual emphasis will definitely be on the hair and fire effects.
Exciting !
#1 - Insanephobia
#2 - t1mu
#3 - Prophet9
#4 - Andumy
#5 - Godzy
#6 and #7 - myself
#8 - Sukotto
#9 and #10 - extras, on hold.
Looking forward to the final pieces!
Killer work pior. Pushing the envelope in terms of design and process. Keep it going man!
So this is gonna be a full chestload of hairstyles and neckpieces for Lina?
Weird idea is all I can say...
But anyway, great work! Can't wait to see them all modeled up and shiny
Got some work done on #6. I should probably test out the polygon budget for the neck part before going further ...
I was getting worried that things wouldn't fit within budget ... Turns out, it's tight but it fits (at least as far as the high LODs are concerned !)
I am also trying to document all the technical steps with video recordings (pretty much everything except for the sculpting part, since there are so many tutorials and sculpting videos out there already anyways).
So far I have been covering Topogun retopo over a decimated sculpt, cleaning up the meshes in MayaLT, and UVmapping with Roadkill and LT. Next up, baking things down with Xnormal and Handplane, texturing with Photoshop and Mudbox and/or Zbrush, and exporting to the game importer using LT. I expect editing to take forever but we'll see !
After browsing through your thread i just want to delete my "concept" thread, crawl under my bed and cry myself to sleep:D
Seriously, every time i do a concept and like it, i'm gonna return to your thread to remind me that it is possible to do waa...ay better, and polish it.