Working on my first release. I have most of the concept and basemesh down, but it feels kinda like it may be lacking something. A little extra detail.
It's a Juggernaut sword though, so I don't have much detail to work with anyway, having such a low poly/res limit.
Any advice and critiques would be cool.
Replies
The Low Poly is sitting at 390 Tris. Think that might hurt the odds of getting it accepted?
I think for Juggernaut it's supposed to be 300 on the regular model and 400 on the preview model.
Still need to decide on a good way to get that orange on the blade as well.
Here's a shot of the textured low-poly.
The orange on the blade has no actual illumination yet.
I was nearly finished with the whole thing, but it actually WILL NOT let me submit the item to try it out, because apparently 300 polys is a HARD limit on the sword. You can hardly do anything at all with just 300.
I can see now why there's so few great Juggernaut weapons. It'll take some work to get around that.
I just have to clean up a couple things on the maps to accommodate the new LOD1, then I'll be able to get some final shots.
Looks a lot crazier in-game with the Juggernaut's particle effects playing on it.
I'd pretty much be done I think, except that I made the rather significant mistake of not inverting the green channel on the normal before baking it, so I have to go back and fix that.
I may still need to lighten the metal a bit as well, and make the rings more vibrant.
Also, I was mistaken about Marmoset rendering the specular wrong; it looks the same in-game, which I can see now that the normal is fixed.
I just seem to have a misunderstanding about exactly what Tint by Specular does. According to the guide it should be a simple mask to determine which areas use the diffuse color in the specular, such as for a bronze section so the highlights will also be bronze instead of white.
In practice, it seems to function in a manner similar to Specular Intensity, controlling how shiny areas are. Maybe the guide listed the channels in the wrong order...
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
Here's an in-game shot for now;
I definitely need to brighten that red more.
http://steamcommunity.com/sharedfiles/filedetails/?id=279678924
Please remember to rate it up if you like it
-EDIT-
Had to re-submit it to get a better promo image, so old ratings were lost.
It seems to be doing pretty well, I'm really happy
Anyway, today I've gotta start concepting out my next piece. I think I'll do something for Bounty Hunter.
-Edit-
Page one, holy crap, YES!
I'm working on building a new computer right now, so I think I'll wait to finish that before I start actually modeling this out. I'll take this as a good opportunity to possibly continue fleshing out the concept, though I'm pretty happy with what I have.
So I ordered a new license, and it'll take about a week to reach me, then I'll start working on this new weapon in earnest.
After blowing $700 for ZBrush on top of the cost of this new computer, I'm seriously hoping I can get a weapon accepted into the game soon
At least no one can say I'm not dedicated to this.
My new computer is also strong enough to actually run my copy of Substance Painter, so the texturing will be better as well.
I expect that this one will actually take a while to finish while I get used to the new pipeline. The end result is going to be a huge improvement over the last, though.