This is my first attempt at doing art for DOTA: a sword for the Chaos Knight. Concept is done, I'm now ready to start modeling!
Feel free to give any type of criticism, I don't know all that much about DOTA yet but I love making art! I'm feeling pretty confident this one can fit with the character. Should you notice any technical/visual issues please tell me, it's my first time going through this process and I want to make it as smooth as can be!
also, if you have an idea for a better name for the blade, it's more than welcome
thanks!
I've begun working on the actual lowPoly version. I don,t usually start with this, but since I have lots of shapes on my mesh and the poly limit is 650 triangles I wanted to make sure I could squeeze a the detail in there.
It's probably going to change a little after the High Poly version is finished, but at least I know what shapes to keep/erase now. Here's how it looks:
the highpoly is looking awesome so far, but I would take care with such small details, they will probably not show up in the final product or will look "muddy" in the textures
I'm not 100% sure about this, because I don't do the 3D part, but I've saw many taking the same path.
Magno is right. Ditch those small cracks and go for bigger details. Those are going to get lost in-game where the weapon will be seen from afar and the textures are 256x256.
Yup this makes total sense guys thanks for the input. On the final 256x256 I'll probably get rid of some of the detail, but at this point I feel like pushing it anyway
Looks good! Though I'd still go with what I've said before, which is to ditch those small cracks. They look like noise on that last image, making the blade look super busy. It's really hard to see the small detail you did when you look at the model using a 256x256 texture from afar.
@belkun: You're right, I'm probably going to clean up some of this right on the texture.
@cagdasx44: I used Xnormal, available here: http://www.xnormal.net/1.aspx
You basically feed it a low poly model and a high poly version and bam, there you ahve it.
Oh now that is badass!!! The only problem is its looking a little flimsy/thing near the hilt. Try widening it a tad, but not to much so you lose the "spew fire" appearance.
Texturing process is finished! I modified the blade's base shape so it feels a little less flimsy (As suggested by Di$array, good point). I'm now ready to start learning how to integrate everything in-game!
Hey everyone! Yea I know it's been a while but I've been caught up with overtime at work so I didn't really have much time to figure out how to integrate everything.
But here's how it's looking in-game, I'm not totally satisfied with the shader work so I'll have to tweak textures some more. I'm also having this weird rotation in the sword, I guess I'll have to counter-balance the orientation in my Max scene or something.
After being able to see what the sword looks like in the Chaos Knight's hand, I,ve done some tweaks on the texture and overall shape/proportions of the blade. It is now much bulkier, with better lighting information.
Very cool, and it fit the character very well too, you planning to do the whole set?
I might! But for now I just want to publish this one and move on. I'm fairly new to this, is there any way I can include this item into a set at a later time if I wish to do so?
Alright trying to keep my mind and focus rolling, I've begun working on another weapon that I feel could be appropriate for abaddon (Although any suggestions of other characters are most definitely welcome! **except for Doom, too many people are making stuff for him I find)
doodled something real quick before going to bed. I want the base to have spikes that are kind of aligned like a palm tree's bark, all dense and going outwards. I looked around to try and remain as far away as possible from already existing designs.
I'll keep going tomorrow, I feel I've got something interesting to start from.
I'm getting a better feeling of where this is going. Latest post raised some skepticism in my mind after reviewing it so I decided to tweak the shape a little and add a new feature: An eye
Basic blocking in max is there, ready to move into Zbrush. I've got a rough color setup I think I,ll be going for as well (Row 3)
Replies
Feel free to give any type of criticism, I don't know all that much about DOTA yet but I love making art! I'm feeling pretty confident this one can fit with the character. Should you notice any technical/visual issues please tell me, it's my first time going through this process and I want to make it as smooth as can be!
also, if you have an idea for a better name for the blade, it's more than welcome
thanks!
I've begun working on the actual lowPoly version. I don,t usually start with this, but since I have lots of shapes on my mesh and the poly limit is 650 triangles I wanted to make sure I could squeeze a the detail in there.
It's probably going to change a little after the High Poly version is finished, but at least I know what shapes to keep/erase now. Here's how it looks:
Silhouette really pops, I can't wait to see your zbrush.
The right part isn't done yet
I'm not 100% sure about this, because I don't do the 3D part, but I've saw many taking the same path.
Enlarged some of the details as you guys suggested, might go at it some more but for now I'll move on to the handle
@cagdasx44: I used Xnormal, available here:
http://www.xnormal.net/1.aspx
You basically feed it a low poly model and a high poly version and bam, there you ahve it.
thx very much it gonna help me a lot.
But here's how it's looking in-game, I'm not totally satisfied with the shader work so I'll have to tweak textures some more. I'm also having this weird rotation in the sword, I guess I'll have to counter-balance the orientation in my Max scene or something.
I might! But for now I just want to publish this one and move on. I'm fairly new to this, is there any way I can include this item into a set at a later time if I wish to do so?
http://steamcommunity.com/sharedfiles/filedetails/?id=232908951
Please vote up if you like
doodled something real quick before going to bed. I want the base to have spikes that are kind of aligned like a palm tree's bark, all dense and going outwards. I looked around to try and remain as far away as possible from already existing designs.
I'll keep going tomorrow, I feel I've got something interesting to start from.
Basic blocking in max is there, ready to move into Zbrush. I've got a rough color setup I think I,ll be going for as well (Row 3)