Your presentations are just insane! Those logos really make me swoon, I absolutely love all of them! Awesome work all around.
The only thing that I'm not a big fan is the HUD for the Slark set, some areas like the left side feels a bit too bright for my tastes, but apart from that it looks great.
Your presentations are just insane! Those logos really make me swoon, I absolutely love all of them! Awesome work all around.
The only thing that I'm not a big fan is the HUD for the Slark set, some areas like the left side feels a bit too bright for my tastes, but apart from that it looks great.
thx mate!
Yeah, i were afraid that hud-skin can be distracting in game, but in reality i forgot that it's even exist, after first creeps met each over on lane. Anyway, i learned a lesson from that and next hud will be in more darker values.
Nice job on those particles. I would suggest to reduce the animation rate on the background glow a bit, though - I think a smoother, more tranquil effect would fit the overall look of the set better.
Nice job on those particles. I would suggest to reduce the animation rate on the background glow a bit, though - I think a smoother, more tranquil effect would fit the overall look of the set better.
Thx guys, i'm glad you like it. Seems though presentation doesn't affect too much on rating. Maybe i should spent this time on improving concept better.
speaking of concepts - here goes one for sniper, and i'm looking for collaboration on it. let me know if you're interested.
The sculpt itself is fantastic, but I think it's also way too much detail for a dota 2 item and most of it will just become noise. It's quite a radical departure in the level of detail compared to your last few sets.
also i think the concept for the nagaset was pretty awesome, but you sadly lost almost 50% of the volume in the transition to 3d wich hurt the shape a lot.
the 3d model realy doesn't look like anything special where the concept looks incredible.
i know there would be quite some clipping if you increased the volume, but valve doesnt seem to be too picky about that, and the end user wont mind anyway.
Loving it, make sure you allocate enough UV space to the high frequency detail on the back since that's gonna be most visible and complex ingame. My only suggestion would be to increase the thickness of the armor/cloth plates by x1.5 or x2
I actually really like the swirly particle effect for the naga swords. Though I think the headpiece looks a bit off with the colour scheme that you were going for.
Hey all ! I am giving a hand to Sumers and Andumy for their Sniper set by taking care of the texturing. Texturing someone else's work is actually a pretty fun thing to do, and since I don't have much time on my hand these days because of unrelated reasons, I thought I could squeeze that "side task" in, here and there.
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The only thing that I'm not a big fan is the HUD for the Slark set, some areas like the left side feels a bit too bright for my tastes, but apart from that it looks great.
Yeah, i were afraid that hud-skin can be distracting in game, but in reality i forgot that it's even exist, after first creeps met each over on lane. Anyway, i learned a lesson from that and next hud will be in more darker values.
/
done with highpoly
and great design for this naga siren, strong design and nice palette
keep it up
working on particles for weapon
thx! it's less intense in game then on gif
yeah, 2 styles
also started twitter yesterday
Amazing work with that set, though! I would love to see it in the game.
/
Here few GIFs
speaking of concepts - here goes one for sniper, and i'm looking for collaboration on it. let me know if you're interested.
collab with Prostomogy and Scrake
http://steamcommunity.com/sharedfiles/filedetails/?id=293164370
also i think the concept for the nagaset was pretty awesome, but you sadly lost almost 50% of the volume in the transition to 3d wich hurt the shape a lot.
the 3d model realy doesn't look like anything special where the concept looks incredible.
i know there would be quite some clipping if you increased the volume, but valve doesnt seem to be too picky about that, and the end user wont mind anyway.
working on textures for necro atm and here some highpoly and lod0 with normals:
I like the scythe it looks very unique.
http://steamcommunity.com/workshop/filedetails/?id=304049474
Here is the first pass of texturing and material definition ; that is to say, straightforward coloring before any hand painting, which will later bring in the additional weathering, highlighting, scratches, gradients - you name it
http://img.photobucket.com/albums/v242/pior_ubb/sniper_smoke_wip_005b-small_zpsa8ad925a.jpg~original
It's an interesting set, it being a bit of a departure from the usual Dota 2 "jungle" style ; in other words, it's a fun experiment !
Srsly though, great work as always pior!
also some particles wip
This is what I would call "second pass" - adding extra little bits of shading, ink washes, and so on :
http://img.photobucket.com/albums/v242/pior_ubb/sniper_smoke_wip_painting_zps4b2b3df2.gif~original
https://www.dropbox.com/s/sp85mf3i6jprott/sumers.cfg?dl=0
How to ativate it:
You can rename it as you like and put into "dota 2 beta\dota\cfg\" folder
Open console in main menu and use command "exec"
Start game, use it again.
Done. Now functions:
Press
"L" - give +1 lvl
"K" - give 99999 gold
"N" - refresh hero's abilities/health
"P" - show/hide bone structure
"]" - show/hide particle's boxs and names
"Z" - time slower
"X" - time faster
"C" - set time to normal
"backspace" - erase every text messages
"H" - turn on/off noclip - its basically freecam, im using WASD to move with it
"<" - hide/show all UI exept portret
">" - hide/show portret
"/" - hide/show fog of war (it only hides the effect, enemy units still stays invisible)
You can edit this config and add whatever you want by opening it with simple notepad. If you find some intresting command to add - let me know.
And from pior. It adjusts the camera distance