I had an old naga sketch
Today I got some time to start the sculpt
as usual comments/critics are loved
(The details on the tail are just experiments, but I would love to know your thoughts about them)
P.S. not sure if I finish the set this month since I'm all fed up with my uni works but if you tell me which part is your most favorite I'll try to finish it withing the month
@ Reza, The tail is nice, and the details on it are good, but I think ingame, the holes on the tail wont show. .You should test that before finishing the tail. What is the head supposed to be made of ?
@ skydoll28 i think they are supposed to have the same texture and uvs. You could easily get 1100 tris for lod 0 by simplifying a part of the horns that are almost like a straight line.
@ Actuali, I think all of tide hunter's off-hand weapons look like dragging behind, so maybe the whole doll will look like that and it will look weird. you should test that ingame.
@Baddcog - Thanks, I've tried beefing up the coral, making it a bit more noticeable, also love the idea of a sea anemone, thanks!
I like the conch from the angle you have it currently, shows off more of the shape without hiding her face.
Been working on 3D stuff and improving my design, including a quick test bake and experimenting with some alphas to make a Anemone, I think I'm getting somewhere, I only created the alpha textures quickly in white as a test. so i'm hoping once I've spent some more time on them the anemone won't look as crap! :P
You should be able to get a decent bake with high poly tentacles on the anemone. A bunch of cylinders around the top, then put the planes right through the middle (top facing nes only). Bake and clone/flip those planes (at least for the high, I don't think you need down facing planes on them in game.
Might even look best more cartoony, instead of 50 tentacles do big thick ones, maybe 10?
-- @hmshark,
You probably have uv issues. Hard to say without seeing them.
- @reza,
Honestly don't like the tail at all with the holes.
But the head/sword combo is awesome. The mask is a bit much though.
The head looks really cool and the sword compliments it well.
I like the net. I think you could make it just fine with alpha, If the ropes are brown you could have great contrast to his skin and they would stand out a lot. I'd just do thick ropes with big holes. The seaweed and shells will fill in the rest nicely. Maybe even a treasure map Or note in bottle?
========
I actually meant to post the portrait picture like this. Rough estimate of camera angle.
Which looks best? The one on the right would just be having the conch mirrored, since the portrait will always be seen.
I actually meant to post the portrait picture like this. Rough estimate of camera angle.
Which looks best? The one on the right would just be having the conch mirrored, since the portrait will always be seen.
looking really nice this piece, it may help you try to save some extra poligons to the connection with the face, o my last set fro lone druid i expend a lot of them just trying to make the sillhouette less hard
---
btw guys, im planning to submitt something for this month, my wife hated the idea but i still like and would like to see your guys opinion
She said that Tidehunter is an evil guy and should use at least a carcass of a dead whale but i like the idea of making a little pet =]
I can also make a pattern to follow tides tiger scheme.
Andyk125 - I really like the shape of that dagger. Looking forward to seeing it textured.
confracto - I like the weapon itself, but I am not sure about the color scheme. It seems to contradict the characters colors. I would play around with a different palette.
mattface - I would really like to see a smaller render to try and see how that piece will read.
two_larsens - Thanks
Anuxinamoon - Really helpful advice, I tweaked the flow of the "tentacles" and I do believe that I have manage to not only make it seem lighter but more feminine as well. Thanks
Baddcog - I really like the conch. I think its shaping up very well. Good job.
Skydoll28 - Those horns!!! I think in game that is going to read very well. Nice textures too.
go899th - I think that the siloutte of that dagger is going to be hard to read. I would work on some other forms. Nice start though.
Reza - I agree with the others. The holes in the fin will not only take up extra geo but most likely wont be seen ingame. I would continue witht he headpiece though.
Tvidotto - I think having the whale buddy is a great idea.
Ok after seeing some of the comments I managed to tweak the weight of the headress. I'm actually quite pleased with the shape now. I just need to do some detail work and I will be on to retopo.
I think that the Tidehunter whale is a bit uninspired, at least compared to every other item from you, you should give some more thought because the initial idea isn't *that* bad, just a bit too simple. I also agree that Tide is more of a bad guy and a carcass of a dead animal would fit him much better, but there's already an item with a similar theme ingame:
I think that the Tidehunter whale is a bit uninspired, at least compared to every other item from you, you should give some more thought because the initial idea isn't *that* bad, just a bit too simple. I also agree that Tide is more of a bad guy and a carcass of a dead animal would fit him much better, but there's already an item with a similar theme ingame:
yep, that is one of the reasons i dont want to use the carcass, my idea is to make kind of the good version of the shark from Primrose.
EDIT - HUGE MISTAKE HERE, whales doesnt have those breathing spaces i made it
I also placed more to the back to not clip with other items. Tide have some old items that uses to back slot but are on the head.
This shark for example, you can use it with any other head item and they may clip a lot, and some of them looks great! the best one is the shark with the octopus =]
At first i was planning to make a clown fish as the offhand weapon but i wasnt liking the idea. this one is more to get the orca skin fell that was never added in game
Ok after seeing some of the comments I managed to tweak the weight of the headress. I'm actually quite pleased with the shape now. I just need to do some detail work and I will be on to retopo.
the only thing that bothers me a little is that it hides the face on the ingame view, but some cosmetics already in game does that so it should not be a problem.
Other then that is looking great, i really like the hanging "hair" on the back
Thank you for your suggestions.
Here is the new WIP version:
i really like the idea and how consistence your set is, only the mask that may be an issue for you later, it remembers me some glasses and people may not like it.
I think you should try that idea but be prepared for some mad guys.
Also feel free to post the set here but dont forget that the competition this month is for single items, so just submit one
@tamarin, forget to say, i think that head will look really nice with some cloth system, if you need some help with that just let me and pm and i can guide on how to do that (if you dont know already, of course)
@StuBurrito
yeah, I realized I hadn't mentioned those were somewhat placeholder colours, and I've been working with new ones for a bit, and just not posted them.
I've kept the gold close to the same, and wanted a similar red to the ribbons, but closer to a more bold primary red, and a dark shaft. I still want to get more definition out of the grip wraps, and I'm not sure what to add onto the dark section of the side of the blade for detail. any ideas?
Ok after seeing some of the comments I managed to tweak the weight of the headress. I'm actually quite pleased with the shape now. I just need to do some detail work and I will be on to retopo.
I like the improved design it's a good step in the right direction. Can you make the crustacean shape slightly more elegant at all? Like a more flowing aerodynamic shape? Like making the middle two legs of the crustacean a bit shorter to provide a nice smooth slope. Sort of like what is already present at Nagas tail.
I really love the buddy whale concept it's awesome fun, but I agree that as previously stated it doesn't really fit with Tide's 'baddie' status. Considering the themeing, maybe it could be modified to be more of a 'white whale'? Like a Beluga whale? They're sort of ugly in a cute way (like pugs and Tide himself). I think the story of the white whale also sort of fits with Tide's resentful and aimless nature. I know the buddy whale concept is still maybe too much fun for a 'serious business' character but I'd hate to see it scrapped.
As for me, I've been dealing with loads of life stuff recently so the fish knife staff for Slardar has sort of taken a backseat. I've worked with various sculpting tools with Blender and I've had loads of trouble with compatibility. So I'm jumping ship to Maya and Mudbox, learning up atm, I'll still try to have something up by the end of the month. But overall a great success, loads of lessons learned.
I've worked with various sculpting tools with Blender and I've had loads of trouble with compatibility. So I'm jumping ship to Maya and Mudbox, learning up atm, I'll still try to have something up by the end of the month.
Alright, here goes! This is a weapon for Tidehunter, where the concept (hopefully obvious) is that he's stuck a swordfish with an oversized fish-hook and is using it as a weapon.
Also this contest inspired me to finally make an account and make my first post!
I did try blender+sculptris, I guess it must be something I'm doing wrong, I got consistent mesh errors when importing/exporting in the wavefront format. I could get rid of these errors with an edge modifier but then the faces would separate when I sculpted...
I'm loving Blender even more since the move. Very daunting at first but heck, it's one powerful piece of software. Sculpting is great too, hadn't run into any complications so far.
I've been using Blender for years and only learned a fraction of what the program has to offer. That sounds bad, but my interest has always been in game art so I don't explore other areas much.
I have been harassing Tvidotto lately to try and understand the whole decompile/compile process for DOTA. I feel restricted atm from my lack of knowledge. I wish there was a DOTA file format class I could attend.
Between Blender and Sculptris I use .obj format - but it shouldn't matter. I don't understand what your issue is from your description. Real pro artists use ZBrush for sculpting - but you can have a lot of fun with Sculptris for FREE.
It could be any number of things really; I'm very new to modelling in general. I think maybe I'm too neat because I like all my vertices to be merged and tidy causing manifold errors. In any case, I'll keep bashing my head against it.
Maybe a 'Sculpting an organic shape using Sculptris+Blender tutorial', would be a good thing. There's already a few good videos on using Blender alone which, I agree, is totes amazeballs.
Vertical out of curiosity what were you using before? I've been pretty impressed with Maya so far.
Tamarin, I'm not sure I understand what you mean, how in-depth are you looking? The code involved in putting together a .smd file?
I really love the buddy whale concept it's awesome fun, but I agree that as previously stated it doesn't really fit with Tide's 'baddie' status. Considering the themeing, maybe it could be modified to be more of a 'white whale'? Like a Beluga whale? They're sort of ugly in a cute way (like pugs and Tide himself). I think the story of the white whale also sort of fits with Tide's resentful and aimless nature. I know the buddy whale concept is still maybe too much fun for a 'serious business' character but I'd hate to see it scrapped.
you are probably right, maybe a less cute whale would fit better, but i really like orcas =]
Completely forgot but congratulations to the last winners!
@Tvidotto: Looks great! really like the idea, also the animation look really nice this way.
Only thing is it might be too cute, like you said yourself.
I almost finished the high poly for the slark weapon, what do you guys think?
Completely forgot but congratulations to the last winners!
@Tvidotto: Looks great! really like the idea, also the animation look really nice this way.
Only thing is it might be too cute, like you said yourself.
I almost finished the high poly for the slark weapon, what do you guys think?
as i said before im loving the shape. Some details may look too small but depending on your uv they will work nicely
looking forward to see the chain bake
Btw, about the whale, there is NO keyframe animation, they are just cloth and flexes
Maybe a 'Sculpting an organic shape using Sculptris+Blender tutorial', would be a good thing. There's already a few good videos on using Blender alone which, I agree, is totes amazeballs.
Where do you look for your Blender video tutorials? I'm reading a Blender book and it's not as fun as watching.
Vertical out of curiosity what were you using before? I've been pretty impressed with Maya so far.
I was using 3DS Max for the time using a student license and figured that I won't be paying $3000+ for software anytime soon. Atleast not in the near future however. So I jumped on the Blender train. And very impressed! I might not even consider going for other packages. However, I do agree that photoshop and zbrush is quite phenomenal for asset creation.
Where do you look for your Blender video tutorials? I'm reading a Blender book and it's not as fun as watching.
I was using 3DS Max for the time using a student license and figured that I won't be paying $3000+ for software anytime soon. At least not in the near future however. So I jumped on the Blender train. And very impressed! I might not even consider going for other packages. However, I do agree that photoshop and zbrush is quite phenomenal for asset creation.
This guy on Youtube goes through making an weapon in Blender step-by-step and his commentary is quite good. Although tbh will all the items in your workshop you probably know all of his chat.
@Andyk, nice sculpting.
Got around to working on painting in Modo more. Starting to like it, had to do this several times though. This is diffuse only. Going to resculpt to match the paint better.
I can see a seam looking close, but pretty cool being able to pick a color right off the original mesh and paint away.
Also looks like even though the alpha channel helps modo bake out a 3 pixel border that doesn't work with the paint tools, I'll have to touch that up in ps I guess.
Good stuff so far. Liking the whale on Tide. Personally I don't think it needs to look evil, and that its somewhat resigned look, might be a good contrast to the more determined Tide. Anchor knife looks good, but as mentioned then perhaps many of the details won't show, but who knows? Naga is coming along, though the only thing I would point out would be the abrupt changes at the end of the shell and the spikes coming out. It looks a little non-organic and square.
@Andyk, nice sculpting.
Got around to working on painting in Modo more. Starting to like it, had to do this several times though. This is diffuse only. Going to resculpt to match the paint better.
I can see a seam looking close, but pretty cool being able to pick a color right off the original mesh and paint away.
Also looks like even though the alpha channel helps modo bake out a 3 pixel border that doesn't work with the paint tools, I'll have to touch that up in ps I guess.
Hot dayum, one of the most interesting head concept for Naga! It's pretty seamless from what I observe. Just a note that the hero portrait view might not display the best if the shell pattern is in counter-clockwise.
Got the off-hand weapon baked + a lazy texture for now:
One question! Am I doing something wrong or naga's weapon/off-hand are the other way around. Here in this picture I selected the "weapon" slot but boned it to Sword_L which is supposed to be for off-hand(according to workshop page)
BTW thanks for your comments, they were really helpful
@cottonwings,
Thanks
I'll probably test with it mirrored to see which looks best in portrait when I'm done. Luckily here head is mirrored (just checked ) so the texture matches either way.
Looks great. Chain read nicely so that's good. Fish is a little harder to see in game, sure colors will help. Still, it's a nice shape from a distance and I wouldn't really expect to see those details anyway.
@reza, weap looks great. Haven't messed with the weaps though, is it not appearing how you think it should?
Andyk125 , I have to agree with Baddcog: Wonderful bake, but I stop seeing the fish as a very fishy shape. I think having it textured should make it feel a bit more fish-like, but you might have to do something like make the back fin a noticeably different color than the body, so people see it as a distinct fin shape and go "Oh, that's a fish!" at first glance, rather than seeing an oddly colored cross-piece on the handle. Then again, it might not even be much of an issue in the end.
--
Did a bit more on the sculpting, mostly tried to push the larger shapes like the gills, baked, and did a quick pass at painting. I was originally going with a blueish grey for the swordfish's colors, but that didn't feel like it fit the character very well. I ended up going too much in the opposite direction though - I think the current colors lack a lot of contrast and sort of end up getting maybe a little muddled up? This is my first time trying to tackle really stylized colors matched to a character, so feedback especially about colors and texture would be much appreciated!
Hey everyone, I have a question for you. How do you get those large in-game shots like Reza and Tvidotto have above. Any help would be greatly appreciated.
Edit: I think I've got it. Figured out how to take my Dota2 models compiled by the workshop publish items and get them into the decompiled Model viewer. Now I just need to figure out how to get a ground in there.
P.S. It's really cool looking at the quality of everyone's published items in there as well.
@Yatra, That is epic: Sword Fish The hook is a great handle. So obvious how could it have not been done before?
I think the main issue is the colors. I like the sword fish skin but all his regular weapons are a different color than him. I think if you make the hook really rusty like the original it would help a lot (especially separating the head and hook). Maybe more of the yellow on his head out through the blade would help a lot, and get rid of the green tip.
And I think the fin is way out of place, either put it at very back of head or just delete. I think it looks unnatural and fights with the hook.
@mattface, looking pretty good but I think the coral by his body is too small, in the far shot it's getting pretty wispy/noisy. I'd say beef them up.
@Stuburrito,
In game in the portrait view is the little triangle for hero view. Pick that zoom in with mouse button, pan, etc..
Alright everyone, I just submitted my first workshop item. I really appreciate all of the feedback and useful tips. I think I will start a workshop thread for a beastmaster soon. If you like my item please vote for it on Steam
@mattface looking great so far! The only thing that feels sort of "off" to me, is the rounded corners on the front part of the main shoulder piece - it feels maybe a little too un-natural and manmade because of how consistent the corners are? Maybe that's what you were going for, but the all the other parts feel very scavenged and makeshift, so that stands out for me. Maybe something like putting a big crack or sharpening one of the edges like it was broken off would make it feel more natural?
@Baddcog Thanks for the feedback! Very helpful. I agree completely about colors - I probably should have looked more into the coloring on the tidehunter's other weapons. About the fin, I was aiming for it to be half of a crosspiece like on a sword but after looking at it again I'm not sure it really reads that way. I think you're right about it feeling out of place - part of that might be because it's about the same size as the hook, without being part of the same object. I'll get to working on it some more, and post more shots in the next couple days.
Hey everyone, I have a question for you. How do you get those large in-game shots like Reza and Tvidotto have above. Any help would be greatly appreciated.
Edit: I think I've got it. Figured out how to take my Dota2 models compiled by the workshop publish items and get them into the decompiled Model viewer. Now I just need to figure out how to get a ground in there.
P.S. It's really cool looking at the quality of everyone's published items in there as well.
the i start the game and type on the console bind u ssmode
everytime you press u it will change your resolution and takes some details away like healthbar
this code is not mine, i just edited parts so, as far as i know the first one to write it was Reaver Xai and Grecko
btw, its a little buggy this code and sometimes it will stop working because it blocks some ingame keys, so if it bug try ssmode on the console again
Replies
Today I got some time to start the sculpt
as usual comments/critics are loved
(The details on the tail are just experiments, but I would love to know your thoughts about them)
P.S. not sure if I finish the set this month since I'm all fed up with my uni works but if you tell me which part is your most favorite I'll try to finish it withing the month
@ skydoll28 i think they are supposed to have the same texture and uvs. You could easily get 1100 tris for lod 0 by simplifying a part of the horns that are almost like a straight line.
@ Actuali, I think all of tide hunter's off-hand weapons look like dragging behind, so maybe the whole doll will look like that and it will look weird. you should test that ingame.
EDIT : Is this normal in a normal map?
we have the result of the March contest!
http://www.polycount.com/forum/showpost.php?p=2050593&postcount=283
I like the conch from the angle you have it currently, shows off more of the shape without hiding her face.
Been working on 3D stuff and improving my design, including a quick test bake and experimenting with some alphas to make a Anemone, I think I'm getting somewhere, I only created the alpha textures quickly in white as a test. so i'm hoping once I've spent some more time on them the anemone won't look as crap! :P
and a shot of my highpoly
Might even look best more cartoony, instead of 50 tentacles do big thick ones, maybe 10?
--
@hmshark,
You probably have uv issues. Hard to say without seeing them.
-
@reza,
Honestly don't like the tail at all with the holes.
But the head/sword combo is awesome. The mask is a bit much though.
The head looks really cool and the sword compliments it well.
-
@confracto,
I like the net. I think you could make it just fine with alpha, If the ropes are brown you could have great contrast to his skin and they would stand out a lot. I'd just do thick ropes with big holes. The seaweed and shells will fill in the rest nicely. Maybe even a treasure map Or note in bottle?
========
I actually meant to post the portrait picture like this. Rough estimate of camera angle.
Which looks best? The one on the right would just be having the conch mirrored, since the portrait will always be seen.
looking really nice this piece, it may help you try to save some extra poligons to the connection with the face, o my last set fro lone druid i expend a lot of them just trying to make the sillhouette less hard
---
btw guys, im planning to submitt something for this month, my wife hated the idea but i still like and would like to see your guys opinion
She said that Tidehunter is an evil guy and should use at least a carcass of a dead whale but i like the idea of making a little pet =]
I can also make a pattern to follow tides tiger scheme.
Any suggestion will be welcome
confracto - I like the weapon itself, but I am not sure about the color scheme. It seems to contradict the characters colors. I would play around with a different palette.
mattface - I would really like to see a smaller render to try and see how that piece will read.
two_larsens - Thanks
Anuxinamoon - Really helpful advice, I tweaked the flow of the "tentacles" and I do believe that I have manage to not only make it seem lighter but more feminine as well. Thanks
Baddcog - I really like the conch. I think its shaping up very well. Good job.
Skydoll28 - Those horns!!! I think in game that is going to read very well. Nice textures too.
go899th - I think that the siloutte of that dagger is going to be hard to read. I would work on some other forms. Nice start though.
Reza - I agree with the others. The holes in the fin will not only take up extra geo but most likely wont be seen ingame. I would continue witht he headpiece though.
Tvidotto - I think having the whale buddy is a great idea.
Ok after seeing some of the comments I managed to tweak the weight of the headress. I'm actually quite pleased with the shape now. I just need to do some detail work and I will be on to retopo.
yep, that is one of the reasons i dont want to use the carcass, my idea is to make kind of the good version of the shark from Primrose.
EDIT - HUGE MISTAKE HERE, whales doesnt have those breathing spaces i made it
I also placed more to the back to not clip with other items. Tide have some old items that uses to back slot but are on the head.
This shark for example, you can use it with any other head item and they may clip a lot, and some of them looks great! the best one is the shark with the octopus =]
At first i was planning to make a clown fish as the offhand weapon but i wasnt liking the idea. this one is more to get the orca skin fell that was never added in game
the only thing that bothers me a little is that it hides the face on the ingame view, but some cosmetics already in game does that so it should not be a problem.
Other then that is looking great, i really like the hanging "hair" on the back
That head looks amazing, I agree that the head maybe covering the face too much. (maybe shorten the hose part?)
Here is the new WIP version:
that is the cutest evil turtei ever saw, great work! we are going to gave a good fight this month =]
i really like the idea and how consistence your set is, only the mask that may be an issue for you later, it remembers me some glasses and people may not like it.
I think you should try that idea but be prepared for some mad guys.
Also feel free to post the set here but dont forget that the competition this month is for single items, so just submit one
and good luck!
love the turtle!
yeah, I realized I hadn't mentioned those were somewhat placeholder colours, and I've been working with new ones for a bit, and just not posted them.
I've kept the gold close to the same, and wanted a similar red to the ribbons, but closer to a more bold primary red, and a dark shaft. I still want to get more definition out of the grip wraps, and I'm not sure what to add onto the dark section of the side of the blade for detail. any ideas?
I like the improved design it's a good step in the right direction. Can you make the crustacean shape slightly more elegant at all? Like a more flowing aerodynamic shape? Like making the middle two legs of the crustacean a bit shorter to provide a nice smooth slope. Sort of like what is already present at Nagas tail.
I really love the buddy whale concept it's awesome fun, but I agree that as previously stated it doesn't really fit with Tide's 'baddie' status. Considering the themeing, maybe it could be modified to be more of a 'white whale'? Like a Beluga whale? They're sort of ugly in a cute way (like pugs and Tide himself). I think the story of the white whale also sort of fits with Tide's resentful and aimless nature. I know the buddy whale concept is still maybe too much fun for a 'serious business' character but I'd hate to see it scrapped.
As for me, I've been dealing with loads of life stuff recently so the fish knife staff for Slardar has sort of taken a backseat. I've worked with various sculpting tools with Blender and I've had loads of trouble with compatibility. So I'm jumping ship to Maya and Mudbox, learning up atm, I'll still try to have something up by the end of the month. But overall a great success, loads of lessons learned.
Blender + Sculptris FTW
Also this contest inspired me to finally make an account and make my first post!
Original concept:
Current WIP sculpt:
I did try blender+sculptris, I guess it must be something I'm doing wrong, I got consistent mesh errors when importing/exporting in the wavefront format. I could get rid of these errors with an edge modifier but then the faces would separate when I sculpted...
I have been harassing Tvidotto lately to try and understand the whole decompile/compile process for DOTA. I feel restricted atm from my lack of knowledge. I wish there was a DOTA file format class I could attend.
Between Blender and Sculptris I use .obj format - but it shouldn't matter. I don't understand what your issue is from your description. Real pro artists use ZBrush for sculpting - but you can have a lot of fun with Sculptris for FREE.
Maybe a 'Sculpting an organic shape using Sculptris+Blender tutorial', would be a good thing. There's already a few good videos on using Blender alone which, I agree, is totes amazeballs.
Vertical out of curiosity what were you using before? I've been pretty impressed with Maya so far.
Tamarin, I'm not sure I understand what you mean, how in-depth are you looking? The code involved in putting together a .smd file?
you are probably right, maybe a less cute whale would fit better, but i really like orcas =]
My life is now complete.
@Tvidotto: Looks great! really like the idea, also the animation look really nice this way.
Only thing is it might be too cute, like you said yourself.
I almost finished the high poly for the slark weapon, what do you guys think?
It is amazing.
as i said before im loving the shape. Some details may look too small but depending on your uv they will work nicely
looking forward to see the chain bake
Btw, about the whale, there is NO keyframe animation, they are just cloth and flexes
Where do you look for your Blender video tutorials? I'm reading a Blender book and it's not as fun as watching.
I was using 3DS Max for the time using a student license and figured that I won't be paying $3000+ for software anytime soon. Atleast not in the near future however. So I jumped on the Blender train. And very impressed! I might not even consider going for other packages. However, I do agree that photoshop and zbrush is quite phenomenal for asset creation.
This guy on Youtube goes through making an weapon in Blender step-by-step and his commentary is quite good. Although tbh will all the items in your workshop you probably know all of his chat.
https://www.youtube.com/watch?v=cMbfRjIrk_U
Got around to working on painting in Modo more. Starting to like it, had to do this several times though. This is diffuse only. Going to resculpt to match the paint better.
I can see a seam looking close, but pretty cool being able to pick a color right off the original mesh and paint away.
Also looks like even though the alpha channel helps modo bake out a 3 pixel border that doesn't work with the paint tools, I'll have to touch that up in ps I guess.
H
Hot dayum, one of the most interesting head concept for Naga! It's pretty seamless from what I observe. Just a note that the hero portrait view might not display the best if the shell pattern is in counter-clockwise.
The chain bake was pretty difficult and I couldn't achieve teh results i wanted with that shape so I needed to change a few thing..
Here's the result so far, it's just a simple bake result, but the details don't look too bad. I think it will improve a lot when i start coloring it.
One question! Am I doing something wrong or naga's weapon/off-hand are the other way around. Here in this picture I selected the "weapon" slot but boned it to Sword_L which is supposed to be for off-hand(according to workshop page)
BTW thanks for your comments, they were really helpful
Thanks
I'll probably test with it mirrored to see which looks best in portrait when I'm done. Luckily here head is mirrored (just checked ) so the texture matches either way.
@andyk125,
Looks great. Chain read nicely so that's good. Fish is a little harder to see in game, sure colors will help. Still, it's a nice shape from a distance and I wouldn't really expect to see those details anyway.
@reza, weap looks great. Haven't messed with the weaps though, is it not appearing how you think it should?
--
Did a bit more on the sculpting, mostly tried to push the larger shapes like the gills, baked, and did a quick pass at painting. I was originally going with a blueish grey for the swordfish's colors, but that didn't feel like it fit the character very well. I ended up going too much in the opposite direction though - I think the current colors lack a lot of contrast and sort of end up getting maybe a little muddled up? This is my first time trying to tackle really stylized colors matched to a character, so feedback especially about colors and texture would be much appreciated!
@Baddcog looking nice!
@Reza I'm liking that design
@Yatra I love the swordfish, fits Tidehunter very well!
got a little update, Hopefully will start splashing some colour around today
Edit: I think I've got it. Figured out how to take my Dota2 models compiled by the workshop publish items and get them into the decompiled Model viewer. Now I just need to figure out how to get a ground in there.
P.S. It's really cool looking at the quality of everyone's published items in there as well.
Cheers!
I think the main issue is the colors. I like the sword fish skin but all his regular weapons are a different color than him. I think if you make the hook really rusty like the original it would help a lot (especially separating the head and hook). Maybe more of the yellow on his head out through the blade would help a lot, and get rid of the green tip.
And I think the fin is way out of place, either put it at very back of head or just delete. I think it looks unnatural and fights with the hook.
@mattface, looking pretty good but I think the coral by his body is too small, in the far shot it's getting pretty wispy/noisy. I'd say beef them up.
@Stuburrito,
In game in the portrait view is the little triangle for hero view. Pick that zoom in with mouse button, pan, etc..
@Baddcog Thanks for the feedback! Very helpful. I agree completely about colors - I probably should have looked more into the coloring on the tidehunter's other weapons. About the fin, I was aiming for it to be half of a crosspiece like on a sword but after looking at it again I'm not sure it really reads that way. I think you're right about it feeling out of place - part of that might be because it's about the same size as the hook, without being part of the same object. I'll get to working on it some more, and post more shots in the next couple days.
Next will be on the list, a hammer head !!
Good job Stu, looks great.
the way i do is:
i created an autoexec.cfg file in my cfg folder
inside i have
the i start the game and type on the console bind u ssmode
everytime you press u it will change your resolution and takes some details away like healthbar
this code is not mine, i just edited parts so, as far as i know the first one to write it was Reaver Xai and Grecko
btw, its a little buggy this code and sometimes it will stop working because it blocks some ingame keys, so if it bug try ssmode on the console again
I hope that helps
Im planning to change for the next month to sets since it is having more acceptance into dota latelly
i know that it will raise the dificulty but sometimes is a good a new challenge =]
I would like to know what you guys think about it and if there is any suggestion
Cheers!
I was also thinking, why don't we incorporate the monthly competition into a monthly polycount chest.