I continued working with my sword for WKing. I thought it was 350 tris maximum, but it is only 300 in that particular case. I am preserving my old lowpoly (348tris) for doing the LOD0, upgrading it to 500 or 550 (max 600).
This is my progress. I do almost all the work yesterday but I need to finish the color map, repair the normal map and create mask1 and mask2. Also, I need to rig it later.
Ouch! Thanks for that! I was looking for some guide about that!
I use the cavity on bottom, color in middle and normals mixed but the I really played with the % and mixing ways.
This is the color map in 256x256 (I am working at 1024x1024) but for see how it would look ingame.
These are the final results. I am a little busy this week, so probable i will not change nothing else because I expent many time and It seems this post hasn't a lot of activity. If I see more movement at the end of the month I will try to improve it!
Thanks for the feedback guys! I learn a lot everyday in this forum
Try to bring out the edges more. Cavity map should've done the trick, just try duplicating while the cavitymap is on the softlight or overlay blending mode.
@ShinigamiYaiba
You should try to not have holes inbetween your mesh, the model will end up to have a lot of tris.
There should also be some sort of weathering, like cracks or some scraps along the side. Just so it looks like its been used.
Solid start! I just think that you should bring the edges out more, like GhostDetector said. Also, if you have spare tris, would be really cool to add some more geo to the gem.
Solid start! I just think that you should bring the edges out more, like GhostDetector said. Also, if you have spare tris, would be really cool to add some more geo to the gem.
I am not really sure about what you mean with "brig the edges out" sorry, but I am not native english.
I only have 2 spare tris hehe, it is 298 and the maximum for WK is 300. I can do with the lod0 wich has a max of 600.
The sword is a bit too flat, looking like just a plane. Try adding some more highlights on edges to make them pop a bit more, to give it some more of that "3Dness".
The sword is a bit too flat, looking like just a plane. Try adding some more highlights on edges to make them pop a bit more, to give it some more of that "3Dness".
Ah ok! Yes, Looking it now, I can see is really plane. I will try to expand it without re-doing the texturing.
Whay are u finaly doing with your holes? Doing with geometry or using alpha chanel on the color map?
I want to see your final model
Probably alhpa map for the eyes with the normal map of the eyes should work. I am not sure as of yet. I have tomorrow off of work trying to break down my polys and start texturing. I have not work much with normal maps and importing models into a game. This is a big learning experience for me.
I have a question about the LOD 0 and LOD 1. Do we make two seperate models one with more polys than the other? I imported the DragonKnight model and there is only one weapon model in it.
People generallt do a Lod0 first, then after unwrapping they lower its tris without changing its UV map so they have 2 models with some UV map and colors but the one in portrait (Lod0) has more tris in order to give model a better look.
But you dont have to make lod0, it is just a option.
I am trying to optimize my base mesh into a lower poly mesh. I am not sure where to start. I am over 3,000 tris and I need to be closer to 300. Any suggestions?
Here's what I got. Texture is WIP thinking about adding some green glow to the etching on the hand guard. Its a a sword for wraith king. The more I look at it it kind of doesn't fit him. Needs to be more dead looking.
Well, to be honest, I don't think that the Noob Challenge is being that useful. There's only a handful of people posting here, and most of the times only on the beginning of the month, then it slowly dies off. I also don't really have that much time to set up the thread and to give a lot of feedback. I feel that the Monthly Competition is a bit better for this, with a set theme every month, even though it isn't really focused on noobs, it's still a nice way to start.
If anyone wants to keep the challenge going, I'd gladly pass the torch and support it the best I can, but for now I feel that it's a bit pointless, specially with all of this stuff going on at the Workshop, making it even harder for someone new to break through. I'd also suggest that if you need help, setup your personal thread and ask for feedback. Also if you need something else, feel free to add me on Steam or drop me a PM here, I'm always super happy to help people out!
This is a cool idea however. It should be on main topic, but not something about dota, just the "create a weapon/props" with this silhouette part.
We already have character and environment monthly, but the environment is 90% of the time Sc FI and photo realistic, which is boring for lot of people.
A simple "Silhouette prop challenger" would be a really nice idea on the main thread, pretty sure many people would do it, It take way less time then a character or a complete environment plus it's really open to creativity since you have to design from a silhouette.
By example, I'm a Lol player, so yeah never look dota stuff on polycount (and i think many of us never look at workshop) I found this thread look for the april character challenge so yeah.. I though it was a really great idea but the"you need to make it in dota or w/e" part really cool me down.
I'm sorry for my crappy answer,i t's late T_T but
tl:dr forgot dota, go on main thread and start a Monthly Silhouette Props Challenge ! Giving a basic silhouette of a weapon or a prop and asking people to create something that keep the general shape. It would please every style ! Realistic, high poly, low, stylized even concept artist could participate with just the design part!
Replies
This is my progress. I do almost all the work yesterday but I need to finish the color map, repair the normal map and create mask1 and mask2. Also, I need to rig it later.
Take a look at this
http://www.polycount.com/forum/showpost.php?p=1945494&postcount=55
Ouch! Thanks for that! I was looking for some guide about that!
I use the cavity on bottom, color in middle and normals mixed but the I really played with the % and mixing ways.
This is the color map in 256x256 (I am working at 1024x1024) but for see how it would look ingame.
Thanks for the feedback guys! I learn a lot everyday in this forum
You should try to not have holes inbetween your mesh, the model will end up to have a lot of tris.
There should also be some sort of weathering, like cracks or some scraps along the side. Just so it looks like its been used.
Solid start! I just think that you should bring the edges out more, like GhostDetector said. Also, if you have spare tris, would be really cool to add some more geo to the gem.
@ShinigamiYaiba
Go to the Brush menu, Auto Masking and turn on BackfaceMask.
I am not really sure about what you mean with "brig the edges out" sorry, but I am not native english.
I only have 2 spare tris hehe, it is 298 and the maximum for WK is 300. I can do with the lod0 wich has a max of 600.
The sword is a bit too flat, looking like just a plane. Try adding some more highlights on edges to make them pop a bit more, to give it some more of that "3Dness".
Ah ok! Yes, Looking it now, I can see is really plane. I will try to expand it without re-doing the texturing.
I am participating. Working on lowering my polycount.
Whay are u finaly doing with your holes? Doing with geometry or using alpha chanel on the color map?
I want to see your final model
Probably alhpa map for the eyes with the normal map of the eyes should work. I am not sure as of yet. I have tomorrow off of work trying to break down my polys and start texturing. I have not work much with normal maps and importing models into a game. This is a big learning experience for me.
But you dont have to make lod0, it is just a option.
Well, to be honest, I don't think that the Noob Challenge is being that useful. There's only a handful of people posting here, and most of the times only on the beginning of the month, then it slowly dies off. I also don't really have that much time to set up the thread and to give a lot of feedback. I feel that the Monthly Competition is a bit better for this, with a set theme every month, even though it isn't really focused on noobs, it's still a nice way to start.
If anyone wants to keep the challenge going, I'd gladly pass the torch and support it the best I can, but for now I feel that it's a bit pointless, specially with all of this stuff going on at the Workshop, making it even harder for someone new to break through. I'd also suggest that if you need help, setup your personal thread and ask for feedback. Also if you need something else, feel free to add me on Steam or drop me a PM here, I'm always super happy to help people out!
We already have character and environment monthly, but the environment is 90% of the time Sc FI and photo realistic, which is boring for lot of people.
A simple "Silhouette prop challenger" would be a really nice idea on the main thread, pretty sure many people would do it, It take way less time then a character or a complete environment plus it's really open to creativity since you have to design from a silhouette.
By example, I'm a Lol player, so yeah never look dota stuff on polycount (and i think many of us never look at workshop) I found this thread look for the april character challenge so yeah.. I though it was a really great idea but the"you need to make it in dota or w/e" part really cool me down.
I'm sorry for my crappy answer,i t's late T_T but
tl:dr forgot dota, go on main thread and start a Monthly Silhouette Props Challenge ! Giving a basic silhouette of a weapon or a prop and asking people to create something that keep the general shape. It would please every style ! Realistic, high poly, low, stylized even concept artist could participate with just the design part!