Hi everyone! This is my first model ! I beg to express their opinion regarding the design and individual moments of this work. Specify mistakes (negative side, but also positive). I am wondering any opinion about this model.If you have tips, please give detailed answers (some links, vidios)
Thanks in advance !
http://steamcommunity.com/sharedfiles/filedetails/?id=209089802
Replies
As for the normals, you can always bring the items into zbrush and do a pass, or if thats too much of a hassle, you can always get ndo, or nvidia plugin for photoshop to do some touches here and there.
However, the color set you adopted for the items is in heavy contrast with what makes Sven identifiable. That is one of the most important things you need to keep track of when making cosmetics for Dota 2. While it is definitely encouraged to try out newer styles on a particular hero, it is very crucial to make sure the hero retains his identity in a crowded environment that is so common when the game is in action. As team fights and more tend to get messy, it is the colors that create the heroes impression in all that commotion.
As far as Sven is concerned, his color set primary includes a saturated range of blues and some lighter grays. So if you are planning on trying to blend your idea of gold into it, I'd suggest you go with darker tones of dirty yellow or anything on the lower end of the saturation scale. This will give you enough space to work with the color on the item without it standing out. Also do not try to make gold the primary color because it will deviate too much from what we spoke above. So be subtle in the usage. Keep it the minority and let his base color set dominate. There are a lot of shades there to experiment with.
Take this as an example: [Link]
In the picture as you can see, the grays and blues form the core while darker tones of yellow (magically gold) is embedded into it while seeming heavily similar to the natural. Simple trick of what the eye notices first.
One more thing I feel you need to work on are your maps. The items you made look really flat. Having a good sculpt and textures will fix this for you. If you do not know how to sculpt, do learn. Believe me, it'll boost the quality of your content by ten folds.
For eg in this image: Link
If you notice the arm, the ornamental design seems to be flatly etched on to it. If the material underneath was meant to be cloth or something that could not reflect light greatly, it would have been fine but what you have is metal and that will play around with light causing much better highlights and shadows. That is missing from your items.
One of the best ways to add these would be to sculpt a really high res version of your idea and use that high-res sculpt to bake your normals and other light maps that will add more depth to the model and make the texturing process much easier.
I hope this helps. Keep at it.