Arty an I are teaming up to create Sunshield Studio, and we just submitted our first item under that name for the monthly competiton! Horns of Divine Reflection for Terrorblade:
Thanks for the comments! Here's an update on the sculpt, pretty much done now, I adjusted some feathers, the gauntlet and the horn, also some overall tweaks, just going to try to paint it a bit before moving onto the lowpoly. I'll probably post another update when everything is done
The wings are now up on the workshop! We had to rework the hair a bit because of the budget, so unfortunately we had to drop the gauntlet
Mmmm? Wait, why did you have to drop the gauntlet? Wonder what the reworked hair looks like. The original gauntlet looks small enough that in-game you could get away with it being a few polies and letting the normal map do all the detail work for you. The surfaces aren't that far off from how the hair polies would normally flow anyway, it looks like you wouldnt need to use many more polies for the gauntlet (to me at least).
Mmmm? Wait, why did you have to drop the gauntlet? Wonder what the reworked hair looks like. The original gauntlet looks small enough that in-game you could get away with it being a few polies and letting the normal map do all the detail work for you. The surfaces aren't that far off from how the hair polies would normally flow anyway, it looks like you wouldnt need to use many more polies for the gauntlet (to me at least).
The wings look great though! Lovely colours!
LOD0 wasn't really a problem, but LOD1 was a pain, specially since it's almost half of LOD0. I had to use quite a lot of triangles on some areas of the finger which are quite detailed, and since they're not one 'piece' they wouldn't work really well on a more flat surface, the hair is so voluminous it also eat quite a few triangles, even though I didn't use more geometry for the beads, and considering that I also had to include the horns, we just didn't want to compromise the silhouette in order to have something so tiny work correctly.
Here is the new hair, now with a band holding the ponytail, which also allowed us to add some more geometry on some places we wanted to.
Since we're at it, here's a quick snippet of the hair ingame with no masks and just the polypaint as the diffuse:
The lower amount of triangles used on the band allowed me to add some more volume to the hair at the front, and I quite like the band as a replacement to the gauntlet.
Also, some people asked me how I got a screenshot from the new loadout screen, since the one on the importer wasn't updated yet. I just imported the wings using 'wings' as the name, which is the same as the default ones (you can probably use whatever name you want, but you'll need to manually edit stuff later), then I just copied the files from models/items/queenofpain/0x01d7158a/wings and materials/models/items/queenofpain/0x01d7158a/wings to models/heroes/queenofpain/ and materials/models/heroes/queenofpain/ respectively, after that I just used -override_vpk on the launch options and bam, the wings now override the default ones. It's a bit of work, but the new loadout is so cool that I think it's worth it.
To finish it off, I redid the rigging on the wings today. Here's a sexy as hell gif:
I still can't believe it's really happening, but after lots of hard work we finally managed to get something in game! The first thing we've worked on, the Father of the Forest set for Nature's Prophet, is now available on the Treasure of the Mender's Palm! Thanks everyone SO MUCH for all the help along the way, if it wasn't for Polycount I'm not sure if I would be able to meet so many awesome artists and keep improving as one.
Again, thanks everyone for all the support! Those are hopefully the first of many items getting in!
Thanks everyone! Bruno and I are gonna be working on a Dusa set for Diretide. We had a bit of trouble deciding on a design to proceed with so thanks to everyone who gave their input, we're really happy with the direction we ended up with!
I think the bow will come later, probably with an alternate helm style, we'll see.
What was supposed to be a short stream turned out into over 12 hours of pure ZBrush. Having a lot of fun working on this set, thanks everyone that tuned into the stream! Here's the progress so far:
I kind of agree with insaneophobia, but once it's textured i think that will go away, judging by the concept. I really love the design for the chest and shoulder armour. It has kind of an underwater samurai look to it. cant wait to see it finished!
Thanks for the feedback everyone! We've made some changes to the helm, and I painted some base colors on the rest of the set, here's the VOD from my last stream from about a week ago. Probably not going to be able to stream the next couple of weeks, since we're brewing something secret and super special!
On another note, we just submitted the Queen of Pain hair with a secondary style, go vote!
Well, it has been quite a while. We started working on this set around four months ago, before TI4, and with the original team roster, and so far a lot of stuff has happened. We got a set ingame, the team has changed, but the project stayed the same, apart from a few delays along the way. Still, after all this time, we're quite proud to present our Mirana set for Fnatic: Selemene's Champion! Click this sexy loading screen by Tiffany to check out the collection on the workshop.
That was pretty much our first time working together with an organization, and also our first time designing and working on an actual mount, which was quite a challenge for both of us. We changed quite a lot of stuff through the whole process, specially on the mount. Here are some of the concepts, the final sculpt and the final mesh used, some showcase videos and also the particle effects from 'The Horse Strangler':
I can post some more things like textures and all that stuff if anyone is interested, but for now, this should be it! I hope everyone likes the result. We're certainly quite proud with what we managed to accomplish, specially with the things I mentioned above.
I'm going to post some progress on the Medusa set fairly soon, we have the LOD0 and all bakes ready, just working on LOD1 and then rigging, but in the mean time, we have yet another set we can't show yet, so keep your eyes peeled!
Dude! You've got some great work out. Awesome job on the fur on the latest there, and the rest of the set looks really nice too. Also, I'm in love with that matcap you're using. It's so soft and almost marble. Did you make it yourself or snag it somewhere?
Thank you
I think I could work a little bit more on the neck fur, but we sorta did the change from a collar kinda late, so I didn't had that much time to polish it up as well as on the head, but Arty did an awesome job on the textures, which definitely helped a lot.
The matcap is one of Zbro's skin matcap, either 3 or 4, not sure. They're all pretty great though! You can get them on his blog.
Replies
More to come soon!
/subscribed
meanwhile waiting arty's R-18 work in her tumblr.. Oh wait...
God speed you two. Now lets see some art.
Here's the concept from Arty:
Still a bunch of tweaks to wrap up the sculpt, but we're getting there. I'll try to finish up the sculpt and lowpoly this week.
Anyway, drop us a vote here!
Mmmm? Wait, why did you have to drop the gauntlet? Wonder what the reworked hair looks like. The original gauntlet looks small enough that in-game you could get away with it being a few polies and letting the normal map do all the detail work for you. The surfaces aren't that far off from how the hair polies would normally flow anyway, it looks like you wouldnt need to use many more polies for the gauntlet (to me at least).
The wings look great though! Lovely colours!
LOD0 wasn't really a problem, but LOD1 was a pain, specially since it's almost half of LOD0. I had to use quite a lot of triangles on some areas of the finger which are quite detailed, and since they're not one 'piece' they wouldn't work really well on a more flat surface, the hair is so voluminous it also eat quite a few triangles, even though I didn't use more geometry for the beads, and considering that I also had to include the horns, we just didn't want to compromise the silhouette in order to have something so tiny work correctly.
Here is the new hair, now with a band holding the ponytail, which also allowed us to add some more geometry on some places we wanted to.
Since we're at it, here's a quick snippet of the hair ingame with no masks and just the polypaint as the diffuse:
The lower amount of triangles used on the band allowed me to add some more volume to the hair at the front, and I quite like the band as a replacement to the gauntlet.
Also, some people asked me how I got a screenshot from the new loadout screen, since the one on the importer wasn't updated yet. I just imported the wings using 'wings' as the name, which is the same as the default ones (you can probably use whatever name you want, but you'll need to manually edit stuff later), then I just copied the files from models/items/queenofpain/0x01d7158a/wings and materials/models/items/queenofpain/0x01d7158a/wings to models/heroes/queenofpain/ and materials/models/heroes/queenofpain/ respectively, after that I just used -override_vpk on the launch options and bam, the wings now override the default ones. It's a bit of work, but the new loadout is so cool that I think it's worth it.
To finish it off, I redid the rigging on the wings today. Here's a sexy as hell gif:
Props to bruno again for all his hard work! *applauds*
Again, thanks everyone for all the support! Those are hopefully the first of many items getting in!
She's really tall!
What was supposed to be a short stream turned out into over 12 hours of pure ZBrush. Having a lot of fun working on this set, thanks everyone that tuned into the stream! Here's the progress so far:
Here's the Twitch VOD if anyone is interested: http://www.twitch.tv/belkuns/c/5062699
WEll done
On another note, we just submitted the Queen of Pain hair with a secondary style, go vote!
That was pretty much our first time working together with an organization, and also our first time designing and working on an actual mount, which was quite a challenge for both of us. We changed quite a lot of stuff through the whole process, specially on the mount. Here are some of the concepts, the final sculpt and the final mesh used, some showcase videos and also the particle effects from 'The Horse Strangler':
https://www.youtube.com/watch?v=lmzVKdaxGhk
https://www.youtube.com/watch?v=3xB7sqNutj4
I can post some more things like textures and all that stuff if anyone is interested, but for now, this should be it! I hope everyone likes the result. We're certainly quite proud with what we managed to accomplish, specially with the things I mentioned above.
You can also check it out online on DotaHattery right here!
I'm going to post some progress on the Medusa set fairly soon, we have the LOD0 and all bakes ready, just working on LOD1 and then rigging, but in the mean time, we have yet another set we can't show yet, so keep your eyes peeled!
Can you make the sacred arrow a camouflage texture so I can hit some arrows o_O
@AndrewHelenek
That would be awesome! Volvo pls.
@OrganizedChaos
Thank you
I think I could work a little bit more on the neck fur, but we sorta did the change from a collar kinda late, so I didn't had that much time to polish it up as well as on the head, but Arty did an awesome job on the textures, which definitely helped a lot.
The matcap is one of Zbro's skin matcap, either 3 or 4, not sure. They're all pretty great though! You can get them on his blog.