Yes, I think an important part of this is announcments.
We need to finalize before we jump into moving on.
Least represented is a good starting point. But it's also wide open. That only defines Hero's that should be used.
I think we still need a more specific 'theme'.
Say: (just example)
LifeStealer
Pugna
Pudge
'Medieval'
So basically a medieval theme for a listed hero. (not suggesting medieval, just the fact that that is the theme, which is separate from the hero list)
-Least represented in the workshop
-Ward set
-Head slot
-[Insert Animal] themed item
-HUD
-Feathery/fleshy (material type theme)
this is a good idea to start
we can also go for roles in game too, like support
head slot it may be too crowded on the workshop, but we need to have an interesting subject to keep everyone motivated.
A ward maybe me too much because will need animations for it, BUT, a ward is not that hard to animate so could also be a really good option. On the same subject we have couple times were we made a more complicated theme like sets or summons and was nice to push a little further everyone
the material type it may be a little hard to decide and the hud i think it will limit people a lot
resuming, headslot and wards in my opinion are great themes
@Shock, would you like to help on that? we just need a pool for the december competition and i can accept that as a final result. Just remembering that the prize for that month now its a freeware so there will be no prizes, just a post with the winners.
The february is already defined for some time, we are just waiting for the space to post on the main polycount page
So, I am still working on the same set. Not 100% on the beard. I changed the textures so that just the blue on the back is showing. I felt like the blue spread out all over the character lacked focus. Also made him look like he was accessorizing - which is not very manly.
i m going to give up i think, i had so many normal glitch on my 5th version of Elder's Totem, i dont know how to work well with angular things i think... I spent days on this, testing, tweaking, learning, but i've never had a good result when i try to smooth angles with a normal, and that 400 polys limit doesn't help me.
So, I am still working on the same set. Not 100% on the beard. I changed the textures so that just the blue on the back is showing. I felt like the blue spread out all over the character lacked focus. Also made him look like he was accessorizing - which is not very manly.
awesome work, i saw you posted on reddit, how is going the feedback there? they tend to be preety harsh in the beggining but if you filter the comments you can get some really nice feedback
hey guys, i'm having a difficult time getting this to bind properly its not fun haha
what is your problem and what format are you using?
if using fbx dont forget to add the rootbone to the export, smd is not necessary but it may not work on some headpieces and pieces that originally had a cloth (dont know why =] )
hey thanks tvidotto i use modo steam edition and currently it doesnt add thwe rootbone using the automatic binding option, I can't tell you in confidence that i know how to bind manually with modo, i do have a copy of maya and blender but I know little of binding or anything in those programs haha. im using an fbx
hey thanks tvidotto i use modo steam edition and currently it doesnt add thwe rootbone using the automatic binding option, I can't tell you in confidence that i know how to bind manually with modo, i do have a copy of maya and blender but I know little of binding or anything in those programs haha. im using an fbx
edit:dyslexia
you can try binding it mannually, i doesnt need to have an influence but you need something to show to your fbx export that it need to export the root bone, maybe just selecting it will work, but what i normally do is:
bind normally and after ask maya to add the rootbone to the influence with zero influence. so it will not move any vertice but will be on the fbx export
i normally use smd, so there is probably an easy way to work with fbx that i dont know
i saw you posted on reddit, how is going the feedback there? they tend to be preety harsh in the beggining but if you filter the comments you can get some really nice feedback
Yeah, the feedback there was great. The big complaint was the lack of horns and I got a good feedback about the color being too desaturated. Ultimately the beard or the horns is a bit of a tradeoff. With 300 polys, you are going to have to cut some things , and I think beard was the goal for me from the beginning. Resolving the head piece has been the biggest challenge. I think I have iterated it maybe 7 times?
The good news is that I have the beard animated to move with the in-game speech animations. This was something I wanted to do before - so this monthly contest has pushed me to learn something new.
The material and details are just amazing. The idea is pretty cool too though I only new it was an anvil because someone mentioned it. Not that it doesn't look like one, just holding it I guess.
Yeah, the feedback there was great. The big complaint was the lack of horns and I got a good feedback about the color being too desaturated. Ultimately the beard or the horns is a bit of a tradeoff. With 300 polys, you are going to have to cut some things , and I think beard was the goal for me from the beginning. Resolving the head piece has been the biggest challenge. I think I have iterated it maybe 7 times?
The good news is that I have the beard animated to move with the in-game speech animations. This was something I wanted to do before - so this monthly contest has pushed me to learn something new.
300 polys are painfull to work with, i had the same problem with the AM headpiece. So did you manage to make the blendshapes or is just following the jaw bone?
@Tamarin,
very impressive! I love the hammer and amboss, it fits the hero perfectly!
Here's my submission, which I fear is too unclean for Elder Titan, but that's what you get when you give the guy a giant boulder to smash things, I guess...
The idea is pretty cool too though I only new it was an anvil because someone mentioned it. Not that it doesn't look like one, just holding it I guess.
Yeah, I took some artistic liberties with the design. The top surface is usually flat and the base as well. It might be the hardest item in the set to read.
So did you manage to make the blendshapes or is just following the jaw bone?
I haven't made the blendshapes yet, but I know how to make/export them now - so that is what I was excited about learning. My problem right now is that I haven't resolved the final head design. Everything I make for the head has been crap so for so I keep trying - eventually I will get lucky. Someone on reddit mentioned goggles which I like the idea - the only issue being that he has no neck to put goggles on.
very impressive! I love the hammer and amboss, it fits the hero perfectly!
Here's my submission, which I fear is too unclean for Elder Titan, but that's what you get when you give the guy a giant boulder to smash things, I guess...
Amboss! I learned a new word today - that's exactly what it was supposed to be. If I could get an animation in game of him hammering on the amboss I would be really excited.
That boulder looks clean to me. That is a good concept/execution.
Amboss! I learned a new word today - that's exactly what it was supposed to be. If I could get an animation in game of him hammering on the amboss I would be really excited.
That boulder looks clean to me. That is a good concept/execution.
I googled it again, turns out what you have there is an anvil (in english), amboss is the german word which is somewhat spread over the world.
A ward maybe me too much because will need animations for it, BUT, a ward is not that hard to animate so could also be a really good option.
I like the ward idea but I have zero experience animating - is it possible for some more experienced artists to set up some kind of tutorial with "click-this-button-here. see-it? click-it!" steps? (or just a bunch of links to useful videos etc. that focus on ward animation?)
Basically something that allows everyone to participate and makes learning ward animation fun/easy.
Your ingame pic and render look like completely different items. I'd suggest you try to make your ingame look like your render. Go for bigger details and work on the material some more, maybe tilt it a bit to give more spec.
Your ingame pic and render look like completely different items. I'd suggest you try to make your ingame look like your render. Go for bigger details and work on the material some more, maybe tilt it a bit to give more spec.
Yup, completely agreed. The material on the render looks much more defined, specially on the crystal. You could try adding some edge highlights on the diffuse, and also work out on the mask a bit.
Does ET have a detail map? Would be cool to add something of the sort on the crystal.
Yup, completely agreed. The material on the render looks much more defined, specially on the crystal. You could try adding some edge highlights on the diffuse, and also work out on the mask a bit.
Does ET have a detail map? Would be cool to add something of the sort on the crystal.
Yup, painted on highlights is the way to go i think.
The render looks great but as vlad said, the render doesn't really match with the ingame pic.
Also a minor mistake on the straps. The crease/wear should follow the gem.
could you check the link of the image? it is not displaying on the forum
---
guys, congrats for more one month, im going to announce the winner from February, and set up the voting for this one
what about the next month theme? we didnt have much imput about it, im not sure but i think the most voted was making a ward but i need to read back some post to check
i would suggest that we make a contest for exciting concepted items, and the 12 most epic items are packed into a chest (tvidotto can draw it^^) and volvo must put it into game. for the revival of single items!
Fishmen/merfolk is not that crazy of an idea. Here's the guys that count and are available:
Naga
Slark
Slardar
Tidehunter
It's a good selection of under appreciated heroes and there's an inherent theme for those that want themes. We could use this format for future months as well by just changing the types of heroes to demons or whatever.
I think it's a great idea. It's very similar to the idea we proposed a couple months ago (right when we got lots of new broken down heroes), where we service heroes that don't get much attention, this is similar but specifically fish themed. I think it could work well.
Fishmen/merfolk is not that crazy of an idea. Here's the guys that count and are available:
Naga
Slark
Slardar
Tidehunter
It's a good selection of under appreciated heroes and there's an inherent theme for those that want themes. We could use this format for future months as well by just changing the types of heroes to demons or whatever.
At first i was "omg, another april fools joke" but makes sense now. And also those heroes, as Bounch said, are not receving much items these days
based on this and the other comments i think we have our next month theme =]
Replies
We need to finalize before we jump into moving on.
Least represented is a good starting point. But it's also wide open. That only defines Hero's that should be used.
I think we still need a more specific 'theme'.
Say: (just example)
LifeStealer
Pugna
Pudge
'Medieval'
So basically a medieval theme for a listed hero. (not suggesting medieval, just the fact that that is the theme, which is separate from the hero list)
That would be restrictive but still give 6-15 different avenues for exploration.
this is a good idea to start
we can also go for roles in game too, like support
head slot it may be too crowded on the workshop, but we need to have an interesting subject to keep everyone motivated.
A ward maybe me too much because will need animations for it, BUT, a ward is not that hard to animate so could also be a really good option. On the same subject we have couple times were we made a more complicated theme like sets or summons and was nice to push a little further everyone
the material type it may be a little hard to decide and the hud i think it will limit people a lot
resuming, headslot and wards in my opinion are great themes
@Shock, would you like to help on that? we just need a pool for the december competition and i can accept that as a final result. Just remembering that the prize for that month now its a freeware so there will be no prizes, just a post with the winners.
The february is already defined for some time, we are just waiting for the space to post on the main polycount page
So, I am still working on the same set. Not 100% on the beard. I changed the textures so that just the blue on the back is showing. I felt like the blue spread out all over the character lacked focus. Also made him look like he was accessorizing - which is not very manly.
Ancient Quaker by Pesky Pug(heckaa)
i m going to give up i think, i had so many normal glitch on my 5th version of Elder's Totem, i dont know how to work well with angular things i think... I spent days on this, testing, tweaking, learning, but i've never had a good result when i try to smooth angles with a normal, and that 400 polys limit doesn't help me.
:shifty:
awesome work, i saw you posted on reddit, how is going the feedback there? they tend to be preety harsh in the beggining but if you filter the comments you can get some really nice feedback
what is your problem and what format are you using?
if using fbx dont forget to add the rootbone to the export, smd is not necessary but it may not work on some headpieces and pieces that originally had a cloth (dont know why =] )
edit:dyslexia
you can try binding it mannually, i doesnt need to have an influence but you need something to show to your fbx export that it need to export the root bone, maybe just selecting it will work, but what i normally do is:
bind normally and after ask maya to add the rootbone to the influence with zero influence. so it will not move any vertice but will be on the fbx export
i normally use smd, so there is probably an easy way to work with fbx that i dont know
Yeah, the feedback there was great. The big complaint was the lack of horns and I got a good feedback about the color being too desaturated. Ultimately the beard or the horns is a bit of a tradeoff. With 300 polys, you are going to have to cut some things , and I think beard was the goal for me from the beginning. Resolving the head piece has been the biggest challenge. I think I have iterated it maybe 7 times?
The good news is that I have the beard animated to move with the in-game speech animations. This was something I wanted to do before - so this monthly contest has pushed me to learn something new.
The material and details are just amazing. The idea is pretty cool too though I only new it was an anvil because someone mentioned it. Not that it doesn't look like one, just holding it I guess.
But awesome skills.
300 polys are painfull to work with, i had the same problem with the AM headpiece. So did you manage to make the blendshapes or is just following the jaw bone?
very impressive! I love the hammer and amboss, it fits the hero perfectly!
Here's my submission, which I fear is too unclean for Elder Titan, but that's what you get when you give the guy a giant boulder to smash things, I guess...
Shattered Boulder of the One by Nenquel
Yeah, I took some artistic liberties with the design. The top surface is usually flat and the base as well. It might be the hardest item in the set to read.
I haven't made the blendshapes yet, but I know how to make/export them now - so that is what I was excited about learning. My problem right now is that I haven't resolved the final head design. Everything I make for the head has been crap so for so I keep trying - eventually I will get lucky. Someone on reddit mentioned goggles which I like the idea - the only issue being that he has no neck to put goggles on.
Amboss! I learned a new word today - that's exactly what it was supposed to be. If I could get an animation in game of him hammering on the amboss I would be really excited.
That boulder looks clean to me. That is a good concept/execution.
I googled it again, turns out what you have there is an anvil (in english), amboss is the german word which is somewhat spread over the world.
and thanks!
I like the ward idea but I have zero experience animating - is it possible for some more experienced artists to set up some kind of tutorial with "click-this-button-here. see-it? click-it!" steps? (or just a bunch of links to useful videos etc. that focus on ward animation?)
Basically something that allows everyone to participate and makes learning ward animation fun/easy.
Still need to change the color of the Venge weapon now that the normal weapon also has been changed or at least the colors don't match at all now..
Update: Finished the new color for the venge weapon.
Fallen Wings by Andyk125
could you also post following the code on the first post of the thread?
Yup, completely agreed. The material on the render looks much more defined, specially on the crystal. You could try adding some edge highlights on the diffuse, and also work out on the mask a bit.
Does ET have a detail map? Would be cool to add something of the sort on the crystal.
He does, it's a cool looking glowing waves.
Also a minor mistake on the straps. The crease/wear should follow the gem.
I guess this is as far as I made it this month. I learned some cool stuff so even if I don't finish on time I'm happy.
But the blue crystal was so cool! It just looks boring now
could you check the link of the image? it is not displaying on the forum
---
guys, congrats for more one month, im going to announce the winner from February, and set up the voting for this one
what about the next month theme? we didnt have much imput about it, im not sure but i think the most voted was making a ward but i need to read back some post to check
any other suggestion?
Something simple like: Single items for bug characters or Single Items for Demon characters or Single Items for fishman characters
That excludes a lot of the really popular humanoid characters and includes a lot of ones that get less attention.
FISHMEN.
This definitely gets my vote :P
btw, i just submitted the winners from the february contest, the first one with the greentooth trophy going to Bronto Thunder
http://www.polycount.com/forum/showthread.php?p=2037299#post2037299
Soaring Vengeance by Yuri and KAaS
Shard of the broken world by Nikey and KAaS
but i dont count =]
and i hope a lot of items get added
Naga
Slark
Slardar
Tidehunter
It's a good selection of under appreciated heroes and there's an inherent theme for those that want themes. We could use this format for future months as well by just changing the types of heroes to demons or whatever.
FISHMEN!
=D
At first i was "omg, another april fools joke" but makes sense now. And also those heroes, as Bounch said, are not receving much items these days
based on this and the other comments i think we have our next month theme =]
And is this trophy something real, I mean are you sending this trophies to their owners?