So my current little project to keep my sanity is a Necrophos weapon.
I wanted to move a little bit away from the scythes and experiment with something a little different.
I'll update this with a couple of earlier screenshots when I get home, but here's a turntable of the near end of sculpting:
http://youtu.be/TDfmQobgfaw
Here's a screenshot of the first pass of texturing:
I want the noose to dangle, so I'll have to experiment with some jiggle bones and whatnot.
Hopefully once I've done the weapon, I might consider branching this out into part of a larger set. I was thinking something more like a 'Friar' than a pope, keeping the perverted holiness theme but moving it in a dirtier direction.
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He's more of a special case, in his case he does everything (adds bones and adjusts animations) so valve only ports the item to the hero.
For the axe.
http://dota2.gamepedia.com/The_Blood_Chaser
"Created by Valve"
Valve also doesn't like to have to do extra work for items.
Of course, however they are doing a good job at supporting content creators but if they can give us the right tools to do "their" job (We are suppose to add bones for content that needs it or anything other regarding custom imports) and things comes out the way we want it to, then they don't have to lift a finger.
I'm currently fighting PTEX painting in Mudbox. It looks lovely but trying to transfer the details of that painting onto a UV map, is a horrible workflow! I managed to find a lovely tutorial here: https://area.autodesk.com/blogs/rodrigo/ptex-to-uv
So my next steps are to finish up the painting of the diffuse and specular. Generate a normal map and look a little more into the 'mask' maps.
I have to say though, the workflow in Maya LT is awesome. Having the DOTA exporter built-in, is ace!