Feel free to suggest extra resources for the list!
Sorry about the delay to set up the thread, I was quite busy this week. Anyway, we're doing something different this month! Instead of just replicating an item, I managed to get some permission to use the silhouette of Salamander's Fang from cottonwings and bounchfx as a base, which you guys will use to create your own concept however you want! No hero restriction this time around! Now it should help people out on some concepting too But still, the goal is the same, learn how to create and get an item on Dota 2, no submissions.
Just to be clear, can we modify the silhouette say extend the hilt or make some extra curves on the blade or even flip some parts (flipping the end of the hilt)
Just to be clear, can we modify the silhouette say extend the hilt or make some extra curves on the blade or even flip some parts (flipping the end of the hilt)
You can modify it however you want, as long as the overall silhouette is still the same. You can do some extensions, add some other minor detail and stuff, just try not to make some radical changes, stuff like doing big shape changes for example.
I'm going to do a sword for Doom. Here's my current attempt at it:
Also trying Krita. It's a pretty nice piece of software!
nice job il start working now, but I have a question. since this thread is for people who want to help each other, can I ask a question that doesn't have to do with the noob challenge?
And here's my concept! I'm terrible on 2D, but this was a nice learning experience. Had a lot of fun coming up with lots of different ideas for the same silhouette.
I originally had Doom in mind, but now that I look at it I can only think about it being made of some sort of dragon bone. I'm also probably going to change that skull, since I don't really like it, and instead try to go for some sort of claw.
I finished first part of modeling. im making it a sven sword.
for some reason the image is not showing. can anyone help me? or tell me how to put the picture. they said to put a url so I used an image hosting website. Anyways here is the picture http://postimg.org/image/s1xdthtct/
I am new to this site. I] was wondering is dota2 free or do you have to purchase the game. I have not played dota 2 yet but I want to participate in this challenge.
Upload the image to imgur.com then just copy the BBCode and post here.
This is a base mesh you're going to sculpt on, right? Only suggestion I have is to make the polygons more square. Some of them are not going to subdivide very well, especially on the blade. Looks nice though!
What cavity maps do you mean? xNormal's "Cavity map" bake option or a edge highlight/cavity conversion from the tangent normal? The first one is usually white with black on the cavities, and the second is mostly grey, with black on cavities and white on edges.
im generating cavity maps from high poly to low poly in xNormal. they are showing mostly black. but the tangent space normal map --> cavity map looks mostly white so I got confused. Im sry because im new at this.
Hi
This is my concept for a tidehunter sword:
Just a rough idea that I still need to clean up.
I hope it is okay that I am dodging the heavy sword concept but I didn't feel like spending my time on it but still wanted to participate in the monthly.
Hey hmshark, the model looks nice and clean but I feel like the blade is too thick. Maybe add a plane along the length of the blade?
is your model still the one you posted earlier? I'm very noob but I would have thought you could use fewer polygons on the blade? Maybe post your updated model and others can make some suggestions.
Uhh, change the settings to be the same as mine? The radius is probably the problem. The cavity map is not really needed though. Also, no need to post so much, double posting is not usually seen as good manners on online boards, just post everything at once or edit your last post, you don't need to keep posting on every single update.
I tried to make a quick sketch on how you can save tris. In your case it's a huge amount!
Whenever you have a straight line on your model there is abolsutely no reason to have an additional point in the center of it! You have about 35 points on the edge of your sword, but you can get the exact same shape with only 5 or 6 points max!
Try it - you should get your sword down to less than 350 tris easily.
I'm liking that sword so far! Looks really playful and fun, haha!
Is that mesh for the lowpoly or is it a base mesh for sculpting? If you're going to subdivide it, be very careful with triangles, and try to make everything as close to squares as possible, or you may not have enough resolution on some areas and the triangles are not going to subdivide very well.
Here is a rough sketch on my idea. The hilt being made of dragon spine and skull. While the blade is dragon bone wit a stone slab in the middle with runes etched in the middle. Not sure if I will keep the horns or model them to look broken off. I was thinking a lot of wear and tear on the weapon.
@HmShark Yeah I agree but I'm having trouble making it look both sharp and squid like. Have any updates on your progess?
@ShinigamiYaiba The idea is cool! I'm having trouble visualizing how the blade can be constructed out of bone so I guess I will have to wait and see what you have in mind.
@Belkun. Making my model in triangles seems to have been a big mistake. I'm getting many odd artifacts when I subdivide like you warned. I may just redo the mesh because I can't figure out how to easily convert it into quads.
@Belkun. Making my model in triangles seems to have been a big mistake. I'm getting many odd artifacts when I subdivide like you warned. I may just redo the mesh because I can't figure out how to easily convert it into quads.
What software do you use to create your high detail model?
Most people around here use Zbrush. With it triangles should be no problem. Even if they become one you can use DynaMesh - but you probably will have to resharpen your sharp edges (Note that you should tune up your dynamesh resolution when doing details, but be careful if you think your computer may not be able to deal with the amount of data).
If you go there you can use hPolish and TrimDynamic brushes to do the sharpening and cleanup.
@Geos im busy with other stuff currently and im having a hard time trying to texture it and do the masks @belkun I remember last month's challenge, it was full of people participating in it, that made it look fun to me. Not a lot of people are participating in this month's challenge. weird.
@Geos im busy with other stuff currently and im having a hard time trying to texture it and do the masks @belkun I remember last month's challenge, it was full of people participating in it, that made it look fun to me. Not a lot of people are participating in this month's challenge. weird.
People are busy , i'm busy with some other projects, if I get the time I'll participate.
These are my 3 concepts for DragonKnight, Sven and Wraith King.
Maybe I will carry out only the DK and WK ones, because I like more than the other one and the lowpoly model would be almost the same, so I can do both with minor changes. What do you think?
@HM,
It might be one of two problems
You didn't smooth out the normals of your low poly- in blender select all > press ctrl+E > shade smooth.
or
your high poly has triangles that are creating artifacts. try increasing the polycount of your high poly.
Replies
You can modify it however you want, as long as the overall silhouette is still the same. You can do some extensions, add some other minor detail and stuff, just try not to make some radical changes, stuff like doing big shape changes for example.
I'm going to do a sword for Doom. Here's my current attempt at it:
Also trying Krita. It's a pretty nice piece of software!
Sure! If it's related to Dota, go ahead! That's the goal of this thread: learning and helping each other on the process of creating Dota items!
Nah. As I said, no hero restrictions! If you manage to make it fit for Doom, Sven, Wraith King or anyone else you can think of, do it!
I originally had Doom in mind, but now that I look at it I can only think about it being made of some sort of dragon bone. I'm also probably going to change that skull, since I don't really like it, and instead try to go for some sort of claw.
for some reason the image is not showing. can anyone help me? or tell me how to put the picture. they said to put a url so I used an image hosting website. Anyways here is the picture
http://postimg.org/image/s1xdthtct/
http://postimg.org/image/7a4bs00ct/
This is a base mesh you're going to sculpt on, right? Only suggestion I have is to make the polygons more square. Some of them are not going to subdivide very well, especially on the blade. Looks nice though!
It's a monthly challenge, so you have until the 31st of March.
This was a random test I was doing
this is the cavity map
This is my concept for a tidehunter sword:
Just a rough idea that I still need to clean up.
I hope it is okay that I am dodging the heavy sword concept but I didn't feel like spending my time on it but still wanted to participate in the monthly.
Hey hmshark, the model looks nice and clean but I feel like the blade is too thick. Maybe add a plane along the length of the blade?
I tried to make a quick sketch on how you can save tris. In your case it's a huge amount!
Whenever you have a straight line on your model there is abolsutely no reason to have an additional point in the center of it! You have about 35 points on the edge of your sword, but you can get the exact same shape with only 5 or 6 points max!
Try it - you should get your sword down to less than 350 tris easily.
I'm liking that sword so far! Looks really playful and fun, haha!
Is that mesh for the lowpoly or is it a base mesh for sculpting? If you're going to subdivide it, be very careful with triangles, and try to make everything as close to squares as possible, or you may not have enough resolution on some areas and the triangles are not going to subdivide very well.
Looks good. I would suggest making it look sharper.
What do you guys think?
http://i.imgur.com/Smb6NS1.png
@ShinigamiYaiba The idea is cool! I'm having trouble visualizing how the blade can be constructed out of bone so I guess I will have to wait and see what you have in mind.
@Belkun. Making my model in triangles seems to have been a big mistake. I'm getting many odd artifacts when I subdivide like you warned. I may just redo the mesh because I can't figure out how to easily convert it into quads.
What software do you use to create your high detail model?
Most people around here use Zbrush. With it triangles should be no problem. Even if they become one you can use DynaMesh - but you probably will have to resharpen your sharp edges (Note that you should tune up your dynamesh resolution when doing details, but be careful if you think your computer may not be able to deal with the amount of data).
If you go there you can use hPolish and TrimDynamic brushes to do the sharpening and cleanup.
@belkun I remember last month's challenge, it was full of people participating in it, that made it look fun to me. Not a lot of people are participating in this month's challenge. weird.
People are busy , i'm busy with some other projects, if I get the time I'll participate.
These are my 3 concepts for DragonKnight, Sven and Wraith King.
Maybe I will carry out only the DK and WK ones, because I like more than the other one and the lowpoly model would be almost the same, so I can do both with minor changes. What do you think?
It might be one of two problems
You didn't smooth out the normals of your low poly- in blender select all > press ctrl+E > shade smooth.
or
your high poly has triangles that are creating artifacts. try increasing the polycount of your high poly.
Every polygon is secretly just made of tris and that is all the engine can see.