Quick update of my two little courier guys. Textures and materials done - just need to resize and balance in-game. Lowpoly and LODs for both versions all finished and ready to go.
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As you can see - the markings on their heads are emissive and hopefully will have some kind of rippling effect in-game (if I can figure out the .VMTs properly).
Not sure what's happened to my animator though Hopefully he pops up again soon as I can't wait to see these guys running about with some life breathed into them!
The poly counts are pretty tight on these guys so there's no polys left for rounding anything out unfortunately - spiky teeth are much easier on the polygons! They're both meant to be pretty mischevious little critters so hopefully the teeth get this across.
I did add a little bit of bucktooth to the Radiant version (for a bit more mosey cuteness) and bigger canines to the Dire (for added chomping) - I'll see what the Radiant looks like making the bucktooth bigger though - they might not be able to close they're mouths without clipping if they're too big
Why didn't you just use a plane for the set of teeth and just use some alphas? It would greatly reduce tris and its not like anyone would notice since teeth are pretty small.
Why didn't you just use a plane for the set of teeth and just use some alphas? It would greatly reduce tris and its not like anyone would notice since teeth are pretty small.
To be honest, trying to get a seamless transition from mouth/ gum to tooth with alpha planes sounds like a pain too far for me! Each tooth is just 3 polys each at the minute - making the teeth into a plane would save me maybe 50 polys top, for much more headache and faff, and a lesser end result that only stands up from certain views.
Sorry I didn't reply to this thread sooner guys - work got on top of me for a bit, but I'm back onto these guys now - thanks for the positive comments though
So I've finished up the texture work on the Baba Yaga ward and this is how they're looking now.
I added a painted runic kind of chicken legged evil eye ward...thing on the back of the house to stop it looking so blank - I'd originally planned another eye but the polycount was so tight I went with your suggestion GhostDetector - so thanks!
They're getting finished off being animated right now so they should be ready for promo vids/ banners etc. soon
Thanks man Yeah the large scale, main details can be seen in-game fine - I'll stick some shots up later. The mid details can be seen in hero/ portrait view, and the small, high-res detail is really just for the promo stuff.
I finally got everything together for my Baba Yaga ward...it was a looooooong slog. I was hoping this was going to be done much faster but loads of problems cropped up along the way - glad to see it finished!
So, I've finally finished these little guys! It was a REALLY rocky road and they took MUCH longer than I'd hoped to finish but I'm so glad they're done. I ended up teaming up with Prophet9, who did an AMAZING job on the animations and really brought the ugly little critters to life!
Ehks and Ohe are a pair of mischievous courier imps, hellbent on leaving a trail of havoc, chaos and disgustingly noxious smells wherever they go! There's meant to be one for each side - Ehks for Dire, Ohe for Radiant. Who will you pick?
Finally finished this piece that I've been working on for...well checking the first save date it has been more than a YEAR! Time flies when your having "fun"
Very cool looking Love the spider webs on the dress and the smooth shading. The presentation base is simple and effective. I know the feeling on being behind on working on a project
Very cool looking Love the spider webs on the dress and the smooth shading. The presentation base is simple and effective. I know the feeling on being behind on working on a project
Thanks man- appreciate the compliments!
Yeah- having a project fall behind schedule is a really hard. On the flipside, the feeling of relief now that the set is complete and out the door is amazing!
So - I eventually had a bit of down time after E3 to finish off this cuddly guy for the Workshop...
and whipped up a quick Splash Art for him too... As always - you can see more animations, turntables, more breakdowns and in-game shots here: Bane - Lord of Putrefaction Steam Workshop Link Leaving a vote or favourite would be really appreciated!
Replies
This image has been resized. Click this bar to view the full image. The original image is sized 1695x682.
This image has been resized. Click this bar to view the full image. The original image is sized 1695x682.
As you can see - the markings on their heads are emissive and hopefully will have some kind of rippling effect in-game (if I can figure out the .VMTs properly).
Not sure what's happened to my animator though Hopefully he pops up again soon as I can't wait to see these guys running about with some life breathed into them!
The poly counts are pretty tight on these guys so there's no polys left for rounding anything out unfortunately - spiky teeth are much easier on the polygons! They're both meant to be pretty mischevious little critters so hopefully the teeth get this across.
I did add a little bit of bucktooth to the Radiant version (for a bit more mosey cuteness) and bigger canines to the Dire (for added chomping) - I'll see what the Radiant looks like making the bucktooth bigger though - they might not be able to close they're mouths without clipping if they're too big
To be honest, trying to get a seamless transition from mouth/ gum to tooth with alpha planes sounds like a pain too far for me! Each tooth is just 3 polys each at the minute - making the teeth into a plane would save me maybe 50 polys top, for much more headache and faff, and a lesser end result that only stands up from certain views.
Here's the concept I bashed out...
...and here's the highpoly...
Lowpoly is pretty much done so onto the UVs and baking whilst it gets rigged up and animated. I can't wait to see this thing once it's rigged!
But, you should add some thing to the back, its kind of plain. Maybe some runic symbol.
Great Stuff fatcap!
So I've finished up the texture work on the Baba Yaga ward and this is how they're looking now.
I added a painted runic kind of chicken legged evil eye ward...thing on the back of the house to stop it looking so blank - I'd originally planned another eye but the polycount was so tight I went with your suggestion GhostDetector - so thanks!
They're getting finished off being animated right now so they should be ready for promo vids/ banners etc. soon
Thanks man Yeah the large scale, main details can be seen in-game fine - I'll stick some shots up later. The mid details can be seen in hero/ portrait view, and the small, high-res detail is really just for the promo stuff.
Check it out here...
http://steamcommunity.com/sharedfiles/filedetails/?id=252552713
it's also part of the Baba Yaga set, along with Chemical Alia and DrySocket's amazing Babka Baba Yaga courier - you can see the full set here:
http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=252560853
Ehks and Ohe are a pair of mischievous courier imps, hellbent on leaving a trail of havoc, chaos and disgustingly noxious smells wherever they go! There's meant to be one for each side - Ehks for Dire, Ohe for Radiant. Who will you pick?
Workshop Link
[ame="http://www.youtube.com/watch?v=VDUCWyZX0Ec"]Ehks and Ohe: Thee Imps - DOTA2 couriers - YouTube[/ame]
Leave a comment - I'd love to know what you think!
...and icon links to the individual submissions!
Check out more images here. Leave a like/ favourite/ comment if you like what you see- it would be greatly appreciated!
http://steamcommunity.com/sharedfiles/filedetails/?id=651617688
Yeah- having a project fall behind schedule is a really hard. On the flipside, the feeling of relief now that the set is complete and out the door is amazing!
and whipped up a quick Splash Art for him too...
As always - you can see more animations, turntables, more breakdowns and in-game shots here:
Bane - Lord of Putrefaction Steam Workshop Link
Leaving a vote or favourite would be really appreciated!