Thanks guys ! It was a lot of fun to do, especially since it forced me to learn a bit about real-world medieval helmets, which in turn will certainly help for Dota work. Rendering them was fun too and made me streamline my process quite a bit as well. I cannot wait to see what will come out of all this
Working on some weapons now, and then back to some more whimsical Heroes
I will just drop quick note/question here. I plan to model helmet this week. Is there or will be there any thread on arms&armor sub-forum where we all could paste our progress just to keep us all motivated or is general idea for us all to create separate threads?
I am not sure if I read forms correctly from concept ^^ but I tried my best. I also made small change to his visor shape, however I will later try to make alt-default version to see which one would be better. My idea was to make it in shape of Agata helardry dagger symbol, but yeah, just small variation that I need to look over later to see if that was worth changing.
Indeed, seing the progress in your thread and others is a real pleasure
Alright, here is round #2 - I was asked to provide some weapons designs for a few 3d artists, and of course there are some extras hence I thought I might as well share :
Similarly to the helmets, this has been a very informative task when it comes to learning a bit about real medieval gear. On that subject, this guy's videos are great so I thought I'd share that too :
Andumy was in charge of the modeling and effects ; Sumers took care of the original concept art and produced the video trailer and also worked on additional modeling and effects ; and I took care of the texturing and some extra modeling.
Needless to say we all ended up putting more time and effort than originally expected into this, but we are all very glad we did and are very happy with the results ! It personally grew on me more and more as we progressed, and I am really happy with the final package. Here is the trailer :
Oh this is just superb. Promo video is top notch, textures, model, everything is highest quality. Also I think we can say that Pior has made Sniper his signature hero
Hi all, here is a BloodSeeker set that BounchFX and I are working on :
We are trying to keep this one fairly simple and true to the original design of the hero, while adding a few twists here and there. The idea is that BS is collecting and carrying vials of blood, making him a bit of an apothecary and mystic - hence the tribal mask.
Below are a few explorations that eventually led to the final design. Originally the idea was to make the mask reminiscent of a blind bat (= vampire = bloodseeker), tinted deep red similarly to Marvel's Redskull but this was a bit too close to some of the existing BS sets. There was also the idea of incorporating the Bloodstone into the outfit but we decided to drop that too.
Here is an early blockout to check if everything fits. This was a good occasion to tweak the design a bit, and it locks things down for the sculpting phase which I think can save a lot of iteration time.
Hehe Sukotto that's kinda true - maybe it's because of the white part ? We'll certainly be able to play with that, thank you for mentioning it
As for the Lina bundle, yup, that's the next thing on my plate. This is the lineup I am going for so far, which is a combination of all the models I received plus some touchup on my end. (The shaved one near the right side is just a placeholder of course.) I am hoping to get back to them in a week or so, I just have another unrelated thing to finish until then.
looks awesome man, im diggin that skull and jawbone helm. Although the three eyed mask has its strengths as well. I like the combo of the feathers and those spines on his head piece.
hey guys, to chime in real quick - one of the reasons I pushed away from the skull was due to the fact that BS already has a very clear cut skull helmet in game:
the other being that I didn't feel it fit the rest of the set as well as some of the other things proposed. that being said, I'm always down for an alt helm as a style if that's what we decide upon
as for the colors we will definitely be tinkering more once it's in game to see if the white on the face fits, if the teal needs tweaks, etc. It's not 100% set in stone till it's done
Man, the BS set looks sick. Whilst the patterns on the skull concepts are really cool, I think the mask works best. Glad you guys decided to continue with that. It blends in really nicely with the rest of the leather too.
Btw are you still interested in eventually working on a VS set? You seem to have tons of stuff in the pipeline already! Looking forward to the Lina lineup too.
Amazing works, awesome concept, i really like the skull-mask too but at this phase it doesnt really fit in with the rest of the set i think, anyway, looking forward for more progress on both of your projects.
Great work as always, I cant wait to see how you guys tackle the blood vials. Maybe you guys should work on some more patterns for the feathers, like black feathers red tips or blue feathers black tips, etc.
Thanks for the feedback guys - and yeah, getting the feathers and vials just right is going to be a fun challenge !
Snow : of course man, I really love the look of Venge and I am very eager to find ways to make her look a bit different. Just got to take care of a few other things first
oh shit, didnt even realize BS already had a bone helm, yeh might be a good idea to go with the three eyed mask then. Either way lookin forward to this set.
Here's an update - Bounch and I are tag-teaming the texture work, and this is where we are so far. The bracers and weapons are still to be adjusted a bit.
We are also thinking of doing an alternate helmet style, either by doing a recolor of the original or by coming up with another design altogether. We'll see !
Here's an update - Bounch and I are tag-teaming the texture work, and this is where we are so far. The bracers and weapons are still to be adjusted a bit.
We are also thinking of doing an alternate helmet style, either by doing a recolor of the original or by coming up with another design altogether. We'll see !
Textures are looking really nice overall, but the feathers look a bit off. They're way too detailed and noisy, and if they look like that on a zoomed in view, they'll probably look even worse ingame. Removing the noisy strands and smoothing them out a bit would help a lot. Something like what Arty did on our QoP wings for example, are what I'd consider the perfect amount of detail for feathers on Dota.
figured I might as well chime in since I made it hehe, thank you for the feedback!
so as a note, the goal was never for that to be seen in game as-is. the idea is that the strands are there to help influence how the light hits it with help of the normal map so it wasn't just completely flat visually. The cuts/detail are there for that purpose only.
I did make an attempt to add some darker and lighter patches of color on each feather type if you look at the more zoomed out view you might see them, but they are still very subtle and possibly not bold enough yet - it's something that is still in progress for when we see the in-game view again. It looks different when viewed with all the shaders on as opposed to the flat shade you see here. I absolutely do agree they need a little more love, but I don't want to go cartoony with it either, as this was my attempt to take a cue from the way valve handles some of their detail in the game (via realistic-ish normal maps and surfaces). And I quite agree, her feathers are beautiful. Thank you again!
Texture update ! It's coming together. The feather tweaks mentioned above are still to be done, but I feel like this is all shaping up ! We did some experiments with the face mask to see what it would look like if the center piece was actually made of metal. It seems to gives the set an overall more aggressive look - probably because it ties it up with the aesthetics of the weapons.
We also tried a bone surfacing for that element, which gives the mask a bit of a tribal vibe playing along with the original collar ornaments of the default set.
It's getting there !
[edit - ha ! just realized that the screenshot of the bone helm version was outdated. Replacing it with a slightly more tinted version]
The bone surfacing was the perfect decision! It might differ from the original concept, but I believe BS is better off with that. I really adore the ivory hues!
You guys pair up very well, I'm very excited to see this finished. MORE COLLABS PLEASE.
Looks great guys! I am not sure if it will be the same case here but I had an issue with a Bloodseeker mask I made previously where a Valve employee contacted me with an issue regarding elements of my mask intersecting with the default bone necklace. Your feathers seem to be doing that but on a much smaller scale but it may be something to consider.
Indeed Hopgood, we ended adjusting things a bit further to avoid as much clipping as possible. But yeah, a little bit of clipping inevitably comes with the territory for sure
Besides that, it's up ! We ended up submitting 3 helmet variants.
I hope you guys will like it ! It was a lot of fun to work on. Thank you all for the crits and feedback along the way in this and Bounch's thread !
Also, the trailer for the set :
I can't believe it hasn't been commented here yet. Amazing work and really inspiring concept, as usual. Have you done none-violent textures for the blade? As Valve seems to prefer accepting items that can be sold on Chinese servers.
Could you show the brush set you are using in photoshop? It probably has already been requested here but i couldn't find one :c
Thank you for the kind words Jlem Indeed, we provided low-violence blood-free versions of the weapons in anticipation of any potential request from Valve. It is a bit odd considering the very nature of the hero, but one has to be careful ! And if needed we can also turn the blood vials into mana/magic ooze containers.
As far as brushes are concerned I am keeping things very simple. I do not have access to my main machine at the moment, but the one brush used for this painting is very straightforward - it's a mere round tip with one of the default PS canvas textures applied to it. I like this straightforward approach more than using fancy sets of dual brushes, which I always find to be too unpredictable and annoying to use.
This is the default artists' canvas set in Photoshop :
Besides that my brush set is really simple, with about 10 brushes or so. Restricting one's use of tools as much as possible is actually a good way to create more cohesive pieces...
Thanks Alec - one of our goals getting into it was to attempt to match the level of detail of the original/default hero sets as much as possible. Which in turn happens to be a lot of fun
Thanks Alec - one of our goals getting into it was to attempt to match the level of detail of the original/default hero sets as much as possible. Which in turn happens to be a lot of fun
This was something I'd actually hoped that Valve would have enforced as an entry requirement rather than something that was arbitrarily optional, so I'm really glad to see you guys doing this.
Well these kind of things are hard to put hard rules on - but I certainly see what you mean !
Besides that, moving on to New Bloom work starting with an Axe set for a friend who recently started on the Workshop - Anwar Bey-Taylor, whom you might know from his work on the recently released Blind as Bat ward. www.mindtravelerdesign.com
I feel like there is still some balancing to do on the design, but I'll have to adjust things at the rough blockout stage (=design refinement) because time is tight !
Some elements might need to be toned down or altogether removed for budget and readability, but I am excited to see him with a Sun Wukong tail
Only thoughts (as you mentioned), you'll probably tone down the shoulder horns. Also, the weapon seems a bit plain compared to the theme of the armor. Perhaps try adding horns to the weap somehow? I dunno, just throwing some ideas.
Replies
Boosh.
(10 years since strim)
Working on some weapons now, and then back to some more whimsical Heroes
Here is a link to my thread:
http://www.polycount.com/forum/showthread.php?p=2138150#post2138150
I also saw one from mihalceanu:
http://www.polycount.com/forum/showthread.php?t=139760
I will look later for more thread from this package. However maybe it would be awesome to add threads to post with concepts(just an idea)?
I am not sure if I read forms correctly from concept ^^ but I tried my best. I also made small change to his visor shape, however I will later try to make alt-default version to see which one would be better. My idea was to make it in shape of Agata helardry dagger symbol, but yeah, just small variation that I need to look over later to see if that was worth changing.
Anyway good luck all!! It will be fun!
Alright, here is round #2 - I was asked to provide some weapons designs for a few 3d artists, and of course there are some extras hence I thought I might as well share :
weapons designs
maces designs
Similarly to the helmets, this has been a very informative task when it comes to learning a bit about real medieval gear. On that subject, this guy's videos are great so I thought I'd share that too :
[ame="http://www.youtube.com/watch?v=TcsLd3dVNz8"]Fantasy Weapons Scrutinized: Skyrim swords and axes - YouTube[/ame]
http://steamcommunity.com/sharedfiles/filedetails/?id=316873824
Alright, back to Dota ! The Smoke of War set for Sniper, a collaboration with Andumy and Sumers, is now submitted to the Workshop and up for voting :
Smoke of War on the Steam Workshop
Andumy was in charge of the modeling and effects ; Sumers took care of the original concept art and produced the video trailer and also worked on additional modeling and effects ; and I took care of the texturing and some extra modeling.
Needless to say we all ended up putting more time and effort than originally expected into this, but we are all very glad we did and are very happy with the results ! It personally grew on me more and more as we progressed, and I am really happy with the final package. Here is the trailer :
[ame="http://www.youtube.com/watch?v=L1RXCby53cg"]Smoke of War - YouTube[/ame]
The set is submitted as a single Workshop slot, to try and keep the ratings focused. We'll see how it goes...
I hope you guys like it !
like dis if you cri eritime
We are trying to keep this one fairly simple and true to the original design of the hero, while adding a few twists here and there. The idea is that BS is collecting and carrying vials of blood, making him a bit of an apothecary and mystic - hence the tribal mask.
Below are a few explorations that eventually led to the final design. Originally the idea was to make the mask reminiscent of a blind bat (= vampire = bloodseeker), tinted deep red similarly to Marvel's Redskull but this was a bit too close to some of the existing BS sets. There was also the idea of incorporating the Bloodstone into the outfit but we decided to drop that too.
Here is an early blockout to check if everything fits. This was a good occasion to tweak the design a bit, and it locks things down for the sculpting phase which I think can save a lot of iteration time.
Fun times ahead !
Any updates on those Lina head bundles?
As for the Lina bundle, yup, that's the next thing on my plate. This is the lineup I am going for so far, which is a combination of all the models I received plus some touchup on my end. (The shaved one near the right side is just a placeholder of course.) I am hoping to get back to them in a week or so, I just have another unrelated thing to finish until then.
I am excited
@linabundle plz volvo add this
the other being that I didn't feel it fit the rest of the set as well as some of the other things proposed. that being said, I'm always down for an alt helm as a style if that's what we decide upon
as for the colors we will definitely be tinkering more once it's in game to see if the white on the face fits, if the teal needs tweaks, etc. It's not 100% set in stone till it's done
super pumped to make this guy!
Btw are you still interested in eventually working on a VS set? You seem to have tons of stuff in the pipeline already! Looking forward to the Lina lineup too.
I wonder if you can do the blood vials like Valvo did the Boomer Bile vials from L4D2.
Snow : of course man, I really love the look of Venge and I am very eager to find ways to make her look a bit different. Just got to take care of a few other things first
We are also thinking of doing an alternate helmet style, either by doing a recolor of the original or by coming up with another design altogether. We'll see !
Textures are looking really nice overall, but the feathers look a bit off. They're way too detailed and noisy, and if they look like that on a zoomed in view, they'll probably look even worse ingame. Removing the noisy strands and smoothing them out a bit would help a lot. Something like what Arty did on our QoP wings for example, are what I'd consider the perfect amount of detail for feathers on Dota.
so as a note, the goal was never for that to be seen in game as-is. the idea is that the strands are there to help influence how the light hits it with help of the normal map so it wasn't just completely flat visually. The cuts/detail are there for that purpose only.
I did make an attempt to add some darker and lighter patches of color on each feather type if you look at the more zoomed out view you might see them, but they are still very subtle and possibly not bold enough yet - it's something that is still in progress for when we see the in-game view again. It looks different when viewed with all the shaders on as opposed to the flat shade you see here. I absolutely do agree they need a little more love, but I don't want to go cartoony with it either, as this was my attempt to take a cue from the way valve handles some of their detail in the game (via realistic-ish normal maps and surfaces). And I quite agree, her feathers are beautiful. Thank you again!
We also tried a bone surfacing for that element, which gives the mask a bit of a tribal vibe playing along with the original collar ornaments of the default set.
It's getting there !
[edit - ha ! just realized that the screenshot of the bone helm version was outdated. Replacing it with a slightly more tinted version]
You guys pair up very well, I'm very excited to see this finished. MORE COLLABS PLEASE.
Besides that, it's up ! We ended up submitting 3 helmet variants.
http://steamcommunity.com/sharedfiles/filedetails/?id=354807817
I hope you guys will like it ! It was a lot of fun to work on. Thank you all for the crits and feedback along the way in this and Bounch's thread !
Also, the trailer for the set :
[ame="http://www.youtube.com/watch?v=hQe8JQBjeIM"]Lust of Ancient Crimson - Dota2 Bloodseeker set - YouTube[/ame]
Now on to New Bloom !
Could you show the brush set you are using in photoshop? It probably has already been requested here but i couldn't find one :c
As far as brushes are concerned I am keeping things very simple. I do not have access to my main machine at the moment, but the one brush used for this painting is very straightforward - it's a mere round tip with one of the default PS canvas textures applied to it. I like this straightforward approach more than using fancy sets of dual brushes, which I always find to be too unpredictable and annoying to use.
This is the default artists' canvas set in Photoshop :
A friend recently asked me the same question, so I took this screenshot for him :
http://img.photobucket.com/albums/v242/pior_ubb/20141214-brobrosses_zpsc58ff10c.png~original
Besides that my brush set is really simple, with about 10 brushes or so. Restricting one's use of tools as much as possible is actually a good way to create more cohesive pieces...
Thanks again !
Looking forward to more of your great work
This was something I'd actually hoped that Valve would have enforced as an entry requirement rather than something that was arbitrarily optional, so I'm really glad to see you guys doing this.
Besides that, moving on to New Bloom work starting with an Axe set for a friend who recently started on the Workshop - Anwar Bey-Taylor, whom you might know from his work on the recently released Blind as Bat ward. www.mindtravelerdesign.com
I feel like there is still some balancing to do on the design, but I'll have to adjust things at the rough blockout stage (=design refinement) because time is tight !
Some elements might need to be toned down or altogether removed for budget and readability, but I am excited to see him with a Sun Wukong tail
Only thoughts (as you mentioned), you'll probably tone down the shoulder horns. Also, the weapon seems a bit plain compared to the theme of the armor. Perhaps try adding horns to the weap somehow? I dunno, just throwing some ideas.