Welcome to our Dota 2 Monthly Community Competition #14
This is a single item competition and for the month of
April and the theme this month is:
Fishmen (aquatic heroes)
Heroes list:
Morphling
Naga Siren
Slardar
Slark
Tide Hunter
The competition
the idea of the competition is to create items in a friendly environment and with the feedback of the other participants to get the best result possible.
The single item style is good for the guys that are not used to make items, sometimes they just need a little pull with references and deadlines to get an item done
its mandatory to post the work in progress, or else the submition will not be accepted!Prizes
We will announce the 5 best items in the end of the month based on public voting and/or by judges. The first place will also be winning a mini Greentooth trophy!
Getting your item displayed on the first post*Items with images bigger then 200 px and/or missing the name of the contributor will not be accepted till fixed
SET NAME by
USERNAME
[php]
SET NAME by
USERNAME[/php]or this one for 2 creators
[php]
SET NAME by
USERNAME and
USERNAME_2 [/php]
[SIZE=4]SET NAME[/SIZE] by [URL="http://WORKSHOP_USER_LINK"]USERNAME[/URL]
[URL="http://ITEM_LINK"][IMG]THUMBNAIL_IMG[/IMG][/URL]
set_name - name of your set, use equal as on the workshop
workshop_user_link - your workshop page, so people can browse your other items easily
Username - the name you think its easier to people find you, can be the one from polycount or the steam
item_link - the workshop page of your item
thumbnail_img - the image link of the thumbnail that is INSIDE your item page on the workshop
(the thumbnail is the one with 200 pixels wide, you can get from your items page or add Code:
/200x200.resizedimage
to the end of the link)
**itens with larger thumbnails will not be accepted!**
Rules
- open for teams of any size
- its allowed one item per hero per team/person ( two or more items for the same hero made by the same team/person will not be accepted)
- everyone should keep posting feedback on other works, the feedback should be constructive
- the final submition need to be a single item that doesnt break the rules
- it must be submitted to the workshop before the deadline but not before the start of the competition
- The item should be made on the month of the competition, its ok to continue one started earlier, but you should work most of it during the month
- the deadline is the last day of the month at 23:59 (since we live in different timezones, some submitions may be accepted couple hours after the deadline)
- From this month and the next ones, its mandatory to post the work in progress, or else the submition will not be accepted!
Tutorials/working in progress videoshttp://www.polycount.com/forum/showthread.php?t=123800Inspiring quotes
"It is absolutely insane the amount of top quality content that is being produced every single time here on Polycount. It's great to see so many cosmetics deliver not just on the technical end but also make for such great fittings in every other branch. You guys are doing an exceptional job and contests like this are only helping boost that exponentially. Brilliant stuff."
Wykrhm Reddy"It was bloody hard picking from this list, I honestly enjoyed all of the entries. Keep up the good work guys!"
Cyborgmatt
Wow, that's really awesome. Please keep us at Valve informed so we can help draw attention to the winners, progress threads, etc.
Some advice:
Try to give some attention to heroes that are under-served so far (in terms of amount of content).
The success of sets tracks well with the popularity of the hero. (Although popularity can vary between updates and as Icefrog changes balance.)
Look for heroes that the community seems to have trouble creating content for. Good work can really open up the design landscape and help people think about the dynamic range of potential designs.
Don't forget about single items (instead of full sets). Many of the most popular items in the game are single items. Mounts and weapons make good candidates for this, but it varies by hero.
Mix up these approaches. So maybe one month you do a popular hero and another month you do a hero that has few items.
-Brandon Reinhart (Valve)
I love you guys for doing this! Dota2 is my favorite game at the moment and Polycount is my favorite community! I'm very proud to be apart of such dedicated artists and I smile every time I see some Polycount work in game
-coots7Presentation
the presentation is a really important part on the workshop, save some time before the deadline for that. the first impression means a lot on the workshop.
If you want to fancy your presentation here is a the polycount logo over the aegis, there is no need of it to be used
http://puu.sh/1QtZyPrevious MonthsMARCHFEBRUARYDECEMBERNOVEMBEROCTOBERSEPTEMBERAUGUSTJULYJUNEMAYAPRILMARCHFEBRUARY
Replies
Hardened Helm of the Guardian by cowmaster_cowmaster
Whaley, the evil conscience by TVidotto
Abyssal Bludgeon by Zipfinator and Pipotchi
The Salty Slicer by Skeleton Jelly (Yatra)
Conch Crown of Crey by Baddcog aka Voodoo
Dark Rupture by Andyk125
NAGANATA by confracto
Vanguard of Cthulhu legion by Ewok
Dark Reef Detritus- Ward by Chenito
L'viaethaun, the Tide God by Primrose!~
She's half fish and lives in the ocean in the same society as slark and slardar, i don't see the sense in removing her
However, it's just for fun so who cares.
Good point Frump. Anyone else agrees with that?
Pretty much this. No reason to take stuff so seriously, since it's all in good fun. I personally think that the theme is awesome and that all heroes fit.
But it doesn't really matter.
I also think we should leave Naga in more than morphing at least because...
[ame="http://www.youtube.com/watch?v=nZLhUik0tSU"]Flight Of The Conchords - Mermaids - YouTube[/ame]
On the note of naga, can someone please make a beautiful organic naga set? or beautfiul organic naga hair? Its a shame to see that pretty face go to waste
some tidehunter concepts, up for collab, dont have time to model atm
I did one before. Very sad they never used it. I could improve some parts though.
http://steamcommunity.com/sharedfiles/filedetails/?id=132127237
I've been hanging around enough I guess it's time to make something. Here is my concept
when i saw the first images i doubted about the bake
man, gotta say, great work with them!
http://www.polycount.com/forum/showthread.php?t=131971
could you please check if im not missing anyone? there still 2 that i message the creators to update the information are not added yet
going to correct the image size in the end, on this month, please use the 200pixel image size =]
thanks!
The other two you posted are the final submissions.
Nice work!
Sweet I can enter this! I'm doing a naga set for Arteezy this month. Gonna post some of my concepts here:
http://puu.sh/7Y31t.jpg
http://puu.sh/7Y32Y.jpg
http://h.dropcanvas.com/f5pdu/20140409_112928.jpg
Yay! Anuxi again! the last time you participated was when you joined with the mirana set?
Btw, is that a radiance on the one concepted in paper?
@Andy, going to check that, thanks
Im really liking the first concept! it looks like it has potential to be sometihng very different and stylistic for Naga.
This is going to be my first try at sculpting in Blender, the results should be interesting if nothing else lol.
sorry, never used blender
But im sure you can find some good information on the forum about it
Unfortunately, Blender is quite resource intensive than the other packages.
You'd be better off with something like Sculptris or ZBrush.
Although I prefer sculpting in Zbrush, I do have experience with blenders sculpting tool. I normally get a rough geometric shape in the edit tool, then I use the multires modifier , not the subdivide, because it is better too use when sculpting. Once I'm finished with my High-Poly, I save that as a separate .blend file. Too lower the Poly count use the Decimate modifier, this will get rid of faces while retaining a similar shape. I hope this helped you.
I started with an idea for the tidehunter, but the more I looked up about what it might entail to do cloth sim, and some other stuff, I probably won't be able to handle this on my own with the time left. I'm also not sure if I can pull of making the net sections look real, and be totally opaque.
I then got onto the idea of doing a Naginata for the Siren, a 'NAGA-nata'. heh.
I blocked one out quickly and managed to get it into the workshop to test size and how it works with the animation so far.
When I tried to use the Multires modifer, i have to use the simple subdivide because using the Catmull-Clark option changes the shape of my geometry!
Anyway, having a blast with Sculptris. It loves to crash but it's a loveable rogue. Thanks for the tips guys. Hopefully I'll have something up by the weeks end.
None the less il give it a try this Month, maybe it will be easier to win this time
I'm making another slark weapon, this is the block out so far:
yep, strangelly we dont have much entries this month, well, more chances to win the trophy =]
i have an idea for tide and going to work as soon as possible
nice shapes on that blade, i really like the handaxe style
Im looking forward to improve. here is a helm I made in 1 hour :
Pretty hard to draw this thing from all sides. So working out more in 3d:
What I couldn't get in the concept was that the spines will be hanging back and down more. And some small spikes around the center swirl will stick up a bit. I think it'll read better from the top view than if the spines went straight up.
I'm still learning what reads in the game and what's too small.
I'm not sure how much I'm going to change the colours towards the already existing colour scheme, or to try and build something new with what else I have planned for later.
Baddcog, the conch helmet's a neat idea, gl
i have some advices
1- dont tell other artists that you made that in one hour, it may look that you said that was just an sketch and you dont want feedback in it.
2- try to work more with the sillhouette in low subdivision levels before going to details
3- if you use a shader that is not pure black on the shadows will be better to show your model
Cheer!
Thought I would join the fun,
here is my rough concept I have just sketched up, hoping to get plenty of 3D stuff done today
Other than that, I would really like to give this friendly competition a go, and have been tossing a few ideas around, but it is a bit odd with the 'seemingly' lack of interest this go-around.
I was going to second what Tvidotto was saying in the above post, and add that it is rather important to put in a healthy amount of thought and effort into a piece, as it will show. As it is right now, then it is more a rough concept, and there's nothing wrong with that, but there is quite a bit more to it.
Also, I like the Naga squid so far. Good job.
Anyway, good luck, all.
Try to keep that in mind when designing things for her.
A chunk of coral might be a bit hard to recognize. Maybe stick a big fat sea anemone or urchin on top.
@ stuburrito,
It's pretty cool but does look a bit heavy. Maybe thinning down the tentacles would help. Maybe a little more lift? It seems to be drooping a lot which makes it more heavy imo.
@hmshark,
I think the basic shape/style is cool but as those guys said more work needed. Look at a lot of the armors, Nyx would be good to emulate. The swirls and trim on his armor are thick and hard edged. It you want it more metal like than modelling would do most of it.
It could be carved lava rock too. But get the large bold shapes in modelling and use sculpting for a lava texture.
Get your ideas up!
Some progress on the conch. Hopefully it doesn't look too heavy. I could squeeze the middle a bit if needed.
Her standard hair (whatever it actually is, cartilage?) is so big and takes up so much space, trying to keep that same proportion.
I'll try to get something done for this competition. A sassy figurehead off-hand for Tidehunter, with some kelp hair dragging behind.
Not sure if I should be posting here. My apologies for posting a Crystal Maiden item. Blocked out in Maya and then Zbrushed. The Lod0 for the staff weapon in Dota 2 is 1100 triangles and Lod1 is 600 triangles. My Lod0 mesh is 1200 triangles... I know... too much.
And now my question:
Do I have to create two completely different lowpoly meshes (Lod0 and Lod1) from the ground up, create separate uvs and bake all my normals and light maps again?
I know that cannot be right because the dota 2 import told me only one set of maps can be used for two meshes only...I'm confused.