Hello everyone, finally decided to make a dota2 courier.
This little boy is Hammy, who puts the items on his mouth to bring them to you on the battlefield!! so if you pay him with a little amount of gold, he will deploy his super plane! To fly across the woods and drop the precious relics into your hands!
Hope you like it:
3D Model of ground version:
2D Concept of flying version:
Hope you like it guys, and feel fee to coment anything you like to implement/change on this little one. Any idea is more than welcome.
Replies
I can't wait for the animation!! Dis gonna be so good!
OMG THIS IS SOOOO CUUUUTE!
Looking forward to seeing ur progress!
Also i think i needs at least one bit of a load, so it is more than just cute, those guys have a function, to bring stuff to the front
The idea is amazing
Although I am a newbie but I will speak my thoughts:
I guess you will need to somehow show that Hammy is taking some stuff in both walking and flying mode. Usually item creators use elements such as bag to show that the courier is carrying the items but since Hammy uses his mouth, you will have to somehow show that his mouth is filled with something. Either you can make a big mouth with some weird shape (representing that something is in mouth) or showing a part of something that is coming out of his mouth.
Many many thanks
I agree with the concerns expressed above regarding the function of a courier - but since it's been covered already I won't add anything to the discussion.
However I do have some questions regarding your modeling technique ! I absolutely love how you kept great tension in your shapes and surfaces, keeping them clean cut, smooth, and nicely intersecting with each other. I also really like how the fingers are all very nicely defined, yet smoothly merged together into a nice continuous mesh. Adding to that, I dig how the mouth cavity seems to be functional already in the screenshot you posted. Also your mesh doesn't seem to be too dense (maybe a couple thousand tris ?), which is always a good thing.
May I ask you how you tackled that ? My guess would be that maybe you made some rough Zbrush/Mudbox sculpts and created the final mesh shown above by doing some kind of dense retopology on top ? Or maybe it was somewhat of a more automated process ? (but then I wonder how you managed to make the mouth cavity work with that)
I really like that kind of model surfacing, somewhat halfway between a realtime model and a dense sculpt, and I've been scratching my head for a while trying to find a way to create this kind of geometry in one single package, without having to jump between 3 or 4 programs (blockout - basemesh - sculpt - retopo ), so I'd appreciate any tips from you It really looks good.
And good luck with bringing that little guy to completion !
I'M THE PARAGON OF MANLINESS (acuratte self-portrait)
real man have scars and use eye patches!!!!
http://upload.wikimedia.org/wikipedia/commons/2/25/Antonov_An-2_in_Vitebsk.jpg