You probably wont have enough poly budget for a lot of this and in Addition, you cannot change the base model/textures (legs/body). For the head I'd definitely stick with the middle of the three concepts. Keep in mind, Dota's aesthetic is very simple when it comes to technology, what you have right now is too much.
Good start. I will just be reiterating what the Spud and Magno mentioned: your details are too even everywhere, keep in mind about high and low frequency details. Have less details on the armors below the torso, more details on the head, something like that. Have some kind of detail hierarchy. Start with big shapes, then to medium, then to the tiny details.
Vlad: we're aware that the concept will need refinement but I disagree with your comment,
Pudge is an abomination by nature and this set reflects those aspects and adds to the character development by introducing elements that directly tie into the "Rot". These elements are integrated/sewn into Pudge's body as you would expect to find with an abomination.
We will however re-look the design given your helpful feedback.
Some of our inspiration came from the film Frankensteins Army.
And on top of that, your concept is almost nothing to do with the actual character, with the exception of the open stomach thingie.
I agree with this statement, I get too much of a Big Daddy vibe instead of it feeling like Pudge. It just does not feel like the butcher anymore, and as others have already said, the tri budget will destroy this. I have had tri limits ruin less ambitions projects. Just seriously edit this down and make it way less busy and that alone could address all concerns with this design.
Edit: I do really like the middle face design, I feel that fits Pudge the best from the design
We've refined the design so it now resembles more of what you enjoy about the character.
1) We've gone with the goggles as part of the head design
2) We've cleaned up the torso with the polycount in mind, the majority of details will now exist on his back in the upper half of his body (view as seen by the player)
3) We've reduced the size of his "Rot Tank" and integrated it better into his torso, we where thinking it would be cool to have fumes emanating or seeping out of the pipes as he walked
4) We've introduced a leather apron that links our new character development with the original butcher
5) We omitted the elements that resemble a diver/big daddy and changed the design of the "Rot Tank" so it feels less like a diving tank
6) We've refined the Porthole into his stomach so thats it's easier to see into his intestines and the bile splashing around.
Welp, I guess now it's on the right road. However i still think that the modeller will have some issues with the tri limitations. Also there are many budgets, I'm not sure if they fit the actual pudge slots.
As for the back piece keep in mind that you can't add particles in game.
I still really can't get behind the tech-sword or the thing he has on his back. Pudge is fat, dumb, clumsy and brutal, none of these things lead me to believe that he would prefer or be able to create a mechanical contraption over just a blunt piece of iron to cleave his enemies.
That would be the opposite of the point I was trying to make. What I'm trying to say that the technology should be simpler. The only heroes who use technology more complicated than a sharp metal blade are Keen Folk (Gyro, Sniper, Tinker, Timbersaw). And Pudge is the complete opposite of those heroes. They're small and weak and need technology to help them in battle. Pudge is a giant fat bastard who doesn't give a fuck. See what I'm trying to get at here? I'm not saying that you can't do something with tech, but it has to be really simple tech.
Replies
Try to keep it simple, and focus on the big shapes.
Vlad: we're aware that the concept will need refinement but I disagree with your comment,
Pudge is an abomination by nature and this set reflects those aspects and adds to the character development by introducing elements that directly tie into the "Rot". These elements are integrated/sewn into Pudge's body as you would expect to find with an abomination.
We will however re-look the design given your helpful feedback.
Some of our inspiration came from the film Frankensteins Army.
I agree with this statement, I get too much of a Big Daddy vibe instead of it feeling like Pudge. It just does not feel like the butcher anymore, and as others have already said, the tri budget will destroy this. I have had tri limits ruin less ambitions projects. Just seriously edit this down and make it way less busy and that alone could address all concerns with this design.
Edit: I do really like the middle face design, I feel that fits Pudge the best from the design
We've refined the design so it now resembles more of what you enjoy about the character.
1) We've gone with the goggles as part of the head design
2) We've cleaned up the torso with the polycount in mind, the majority of details will now exist on his back in the upper half of his body (view as seen by the player)
3) We've reduced the size of his "Rot Tank" and integrated it better into his torso, we where thinking it would be cool to have fumes emanating or seeping out of the pipes as he walked
4) We've introduced a leather apron that links our new character development with the original butcher
5) We omitted the elements that resemble a diver/big daddy and changed the design of the "Rot Tank" so it feels less like a diving tank
6) We've refined the Porthole into his stomach so thats it's easier to see into his intestines and the bile splashing around.
http://darkdevices.tumblr.com/image/70741575964
Edit: Replaced shouldnt with cant.
Our finalised Concept !
But i liked the design.
We where thinking of reverting back to one of our initial head designs posted @ the top of this thread.
(No. 2 to be exact)
Thanks
As for the back piece keep in mind that you can't add particles in game.
Thanks, really unfortunate about the particles, this piece would really come to life with smoke seeping from the tubes of his "Rot" tank.
Do you know of any way to add animated textures, animated geo or textures with transparency?
Thanks for the feedback, we may change the cleaver to a chainsaw because circular saws are not out of place in a butchery.
Thanks for the feedback !
greez!