I'll set up some side by side stuff later on with the gem moved on top to compare. The way the mesh is made, there is no sliding of the armor or anything so it won't clip, if that's what you mean anyways. I'll give it a shot later. Thanks for the critique.
hope it's not too late in the day to join in!
been toying around with an animal based bomb for gyrocopter - and thats how i ended up with this
...WARHOG - legendarily fierce-tempered, and spontaneously combustible!
Going to concept up 1 or 2 other ideas before the weekend, and then possibly pick one to finish up next week. Well, thats the plan...
Quad that's freaking awesome! My only worry is that as a slot item on him there won't be any animation. Would love to see this little dude as a courier...!
Quad that's freaking awesome! My only worry is that as a slot item on him there won't be any animation. Would love to see this little dude as a courier...!
thanks! its a shame it cant animate, but i didnt want to do a "bomb" style bomb so reckoned its better to try something different! Also, by keeping it as squat and stumpy as possible, hopefully the lack of animation wouldnt be too noticeable...*fingers crossed*
@two_larsens, Oh, I didn't thought about scraches! I hope It's still time to add. I'll talk with Magno. Thanks for poiting @Reyne, thx man! Yeah, retopo sometimes is a pain on ass
Well, regardless the scratches thing, I did some quick polypaint..what do you guys think?
More or less done with this aside from some minor tweaks. I tried the gem on top in game and it looked kind of goofy and distracting when he moves, so I moved it back. I did have some questions regarding normals though. In Max, I have my normals for the shoulder pad matching the other normal maps just fine, but when I import into the workshop the green channel was flipped. I inverted the green and re-imported which fixed it for a bit but then when I switched views it flipped them again. Has anyone had issue with this in the past? I want to make sure it imports in the correct setting but it keeps acting screwy.
Another quick Max render shown here - I've just been working on the colours and minor details for the weapon's diffuse map. I still need to work on the spikes, but I should be able to get started on the masks fairly soon.
sculpting this evening, Trying to decide I like better. I fear that the fine detail with the more eroded version will pretty much completely disappear after bake.
Another quick Max render shown here - I've just been working on the colours and minor details for the weapon's diffuse map. I still need to work on the spikes, but I should be able to get started on the masks fairly soon.
The proportions are odd on this. The handle is like a twig compared to the mace head
Needs some tweaks but I think I'm ready to put this one the wall. It probably needs an armor set to balance it out a bit. Ran out of polygons pretty fast with this one sadly.
No, but the stock wing animations are cool, and there are other cool animations with the wings like the idle animations. Wings that are going to be static will be boring. You can use the biplane design, but it would be better if you make it to fit the stock animations, or animate it yourself, instead of leaving it static.
heres where i'm at with the sculpt for my gyrocopter bomb - "Warhog"
Been a bit of a rush - hopefully onto lowpoly and textures soon!
I gotta agree with past responses that its still going to look strange with stiff dangling limbs. Maybe wrapping him up to restrain them (and even bulge his eyes to give him that "about to explode" look) would have worked better - and even saved tris. Excellent style and sculpt though!
So, I'm still having that issue still with the normals in the workshop though. In Max using the latest build of the Dota Shader and in marmoset 2.03 my normals look fine and seem to be in the correct XYZ orientation as everything else. However, when I import in the workshop the Y channel looks reversed.
So, I tried to reverse the Y value and re-import which seemed to solve it UNTIL I switched from loadout view to the daytime and nighttime view which proceeded to flip my normals AGAIN. Once this happens, they do not flip back when changing views. So, either way I flip Y it seems to break inside of the workshop either upon import or when switching views.
Also, it will not flip back and forth when I import them in the "correct" orientation at all. Has anyone dealt with this? Is this just a bug I should ignore or what?
If you change that and check in game it usually only works once. You switch to nighttime view and it'll go back to the previous loaded model.
To make your new one 'stick' you have to restart. Or recompile.
Warhog sculpt is looking stellar. I wouldn't change a thing.
Here is an update on the gyro wings.
I would still make this so the wings animate, seriously there is so much character and life in the wings alone. have you also considered other parts of the animations? Like the guns that move up and down, like your guns might clip into the wings, unless you dont want anything to animate
I dont see a big problem with having the wings static, but i'm not sure having the wings slide over to the propeller slot is a good idea. This will probably not work well with 80% of the custom made propellers.
I dont see a big problem with having the wings static, but i'm not sure having the wings slide over to the propeller slot is a good idea. This will probably not work well with 80% of the custom made propellers.
Yeah static wings would look great here, and you are right on the prop
I decided to toss in my hat in the ring as well... here's a wk sword!
But I am having a problem with it ingame. It gets ridiculously dark depending on how wk is moving. The problem is that from the standard drop-down view it's so dark most of the time. Does anyone know how to avoid this? (I know he isn't holding the sword properly, I'm fixing it)
If you change that and check in game it usually only works once. You switch to nighttime view and it'll go back to the previous loaded model.
To make your new one 'stick' you have to restart. Or recompile.
Awesome. I deleted the temp stuff that had been packed before and that fixed it. Thank you so much!:):thumbup:
But I am having a problem with it ingame. It gets ridiculously dark depending on how wk is moving. The problem is that from the standard drop-down view it's so dark most of the time. Does anyone know how to avoid this?
fixed it... I accidentally replaced my normal map with the color map...
very pro, much knows-what-hes-doing, wow
Yeah static wings would look great here, and you are right on the prop
It's not a game breaker. It's a design choice that fits with certain wing designs. Like big metal wings. I think you are making a big problem out of something minor.
Replies
Black King Banner by rocket and shock
__Ninja edit-
I got some more work done during lunch.
I think the gem should be on top piece, looks crammed in there and like it might get crushed when he moves around.
been toying around with an animal based bomb for gyrocopter - and thats how i ended up with this
...WARHOG - legendarily fierce-tempered, and spontaneously combustible!
Going to concept up 1 or 2 other ideas before the weekend, and then possibly pick one to finish up next week. Well, thats the plan...
thanks! its a shame it cant animate, but i didnt want to do a "bomb" style bomb so reckoned its better to try something different! Also, by keeping it as squat and stumpy as possible, hopefully the lack of animation wouldnt be too noticeable...*fingers crossed*
theres already a boar courier, so that gap in the market has already been filled No glowing exploding bomb pigs though!
So what do you guys think? I still kind of like it on the bottom but I think it could work either way. Any input?
Link to workshop page http://steamcommunity.com/sharedfiles//filedetails?id=230013040
@Reyne, thx man! Yeah, retopo sometimes is a pain on ass
Well, regardless the scratches thing, I did some quick polypaint..what do you guys think?
Some really amazing work here, very inspiring & pushes me to try harder!
The proportions are odd on this. The handle is like a twig compared to the mace head
Top so you can see it better in the in game view
That tail, and wings won't work with the stock animations. I would consider this before you finalize the design
Do the wings need to animate?
No, but the stock wing animations are cool, and there are other cool animations with the wings like the idle animations. Wings that are going to be static will be boring. You can use the biplane design, but it would be better if you make it to fit the stock animations, or animate it yourself, instead of leaving it static.
Been a bit of a rush - hopefully onto lowpoly and textures soon!
Concept by Deadman:
High Poly:
Low Poly:
Some ingame shots (on the texture part i only have some base colors with a little bit of AO and the masks are basically the same thing just renamed):
The loadout animation doesn't help us much so we might need a replacement for it
Maybe put some tnt bundles under the wings or some other type of explosive device to make it more bomb like, regardless love how hes looking
I gotta agree with past responses that its still going to look strange with stiff dangling limbs. Maybe wrapping him up to restrain them (and even bulge his eyes to give him that "about to explode" look) would have worked better - and even saved tris. Excellent style and sculpt though!
So, I'm still having that issue still with the normals in the workshop though. In Max using the latest build of the Dota Shader and in marmoset 2.03 my normals look fine and seem to be in the correct XYZ orientation as everything else. However, when I import in the workshop the Y channel looks reversed.
So, I tried to reverse the Y value and re-import which seemed to solve it UNTIL I switched from loadout view to the daytime and nighttime view which proceeded to flip my normals AGAIN. Once this happens, they do not flip back when changing views. So, either way I flip Y it seems to break inside of the workshop either upon import or when switching views.
Also, it will not flip back and forth when I import them in the "correct" orientation at all. Has anyone dealt with this? Is this just a bug I should ignore or what?
To make your new one 'stick' you have to restart. Or recompile.
Here is an update on the gyro wings.
I would still make this so the wings animate, seriously there is so much character and life in the wings alone. have you also considered other parts of the animations? Like the guns that move up and down, like your guns might clip into the wings, unless you dont want anything to animate
Yeah static wings would look great here, and you are right on the prop
But I am having a problem with it ingame. It gets ridiculously dark depending on how wk is moving. The problem is that from the standard drop-down view it's so dark most of the time. Does anyone know how to avoid this? (I know he isn't holding the sword properly, I'm fixing it)
Awesome. I deleted the temp stuff that had been packed before and that fixed it. Thank you so much!:):thumbup:
Pauldron of the Eternal King
very pro, much knows-what-hes-doing, wow
It's not a game breaker. It's a design choice that fits with certain wing designs. Like big metal wings. I think you are making a big problem out of something minor.
Maybe it is too early too talk will we make the next months competition for the workshop newbies (naix, puck, venge)?