Good day to all of you brethren in creation of life and death, 3d art and poetry!
I have finally decided to create my own workshop thread. I`ll try to keep it as updated as possible.
First off, i`ll start with what i have completed (so far):
Latest ones,
by No Pie For You!Ancestor caller
Darkstone slicer
Older Works:
What i`m working on right now:
i have some ideas related to the darkstone slicer, on how to turn it into a full set, but they are only ideas for now.
i am open to proposals/ collabs
That`s all folks! for now
thanks for visiting and feel free to throw hammers, stones and praises at my items.
Replies
Just finished the BH shuriken, and the spear thing is on the texture board. Chaos prophet offered to help me with the texturing, so they are currently on the wait line: here`s what i got so far. any critiques?
only for the crystalis, and for the magnus spear so far.... when i made the other two... a while ago, i didn`t quite get the transfer from high poly to low poly texturing part. can`t say that i do now, but i`m starting to get a glimpse of it.
i will improve
after some thougt and pondering i decided to try concepting some stuff before i hurl myself into the modeling process.
i "drew" some pugna wards ideeas! i personally like A and B, but D also looks interesting.
The general ideea is a floating cristal with OOOOOOBLIVVION juice trapped inside. the cristals will have cracks and stuff on them
oppinions/ critiques?
also... if anyone is interested in a collab, contact me. otherwise.... i do it myself!
-is there anyway you can make transparent textures to appear in-game?
-why is it that when i try to import a ward in-game, it shinks to 1:2 - 1:3 of it`s size? (the other items also had distortions, but much smaller, and easy to correct. i can`t seem to manage to resolve this issue however)
- from your previous experience what order do you recommend me to make my wip-s in the future, and why? concept>low poly>high poly? or concept>high>low? (i am currently going low>high)
- for transparent textures, there apparently is a way but nothing that's supported through the importer without a load of trickery behind it. Right now most of us just stick with on/off alpha, perhaps valve will enable multiple levels of transparency in the future.
- as for the ward shrinking, are you making sure to reset your X-Forms to clear out any scale transformations that you might have applied? Like, did you scale the ward down in max and then forget to hit Reset X-Forms afterward?
- I work from concept > sculpt > LOD0 > texture > LOD1, unless you're really unsure about whether or not you can hit the triangle budget, then I will do LOD1 first and uprez.
thx for the help!
here`s my workflow set up for the xform: i reset the x-form, then collapse it, and i apply the skin modifier over it.
and as for the transaprency: VOLVO PLS GIV TRANSPARENT COLERZ PLS
criticism is desperately needed!
i personally like the sculpted one, but the obelisk one also looks promising.
if anyone is still interested in collab, i`m open for it
they ARE low polys, and they were made with 3ds. they are all under 600 tris, so i can use them as base for the in-game model. What you are seeing are screenshots from 3ds, with the clay viewport type, and then a quick crop in PS.
i just wanted to give the concept some 3d shape. haven`t even started the sculpting process.
btw.... i`m doing that in muddbox
i managed to get the scaling issue fixed. seems like the in-game compiler uses the same old files for the same compile, without tracking my scale changes on the fbx. a simple rename got me rid of the issue. i think i made it a big too big this time, but i like where it`s going.
The textures are not final (in fact... i didn`t even touch the masks yet), but i`m getting closer.
I have a question: what type of animation is required by doto? simple model movement with different keyframes? or bone/rigged related animation? for 3ds.
I might need help with this part. If anyone is interested in making a quick animation for the ward, i would be very gratefull. i`m talking about 10-15 min. work.
here`s what it looks like in the end:
the ward is finnaly done, thx Sukotto for the animation advice. it was right on track. i still need a particle changer, but if not... i guess it can work without it as well
Ill make a small movie to show the animation and stuf, but until then.....LINK!
http://steamcommunity.com/sharedfiles/filedetails/?id=313338246&searchtext=
Like it if you like it
I began working on the base mesh, and i plan making the high poly one these days. here`s what i got so far: (veno`s old ward for scale)
the way i see it, the ward CAN be smaller, if it`s distinguish-able from the environment, and i will try to work with that.
Any critiques/advice?
hay
although i agree with you... it`s a risky design.
Don't use that as an excuse, it sounds incredibly lazy. That is a model made by Valve, with custom animations, particles, etc, designed to be very different from the default one, and also rare. They can do whatever the hell they want. It doesn't mean you can also do it, or rather try to, specially since you started doing items quite recently, you shouldn't begin by throwing every design philosophy and guideline out of the window because a single item made by Valve does it. I've seen this excuse being used here way too many times.
The silhouette on your model is too different from the default one, and that is going to cause problems recognizing the unit ingame, which pretty much makes your chances of it even getting ingame near zero, if that is what you're after. I'm not sure how the ward works, but it may also mean you'll have issues with the projectile and stuff.
hmm.. you might be right. still i want to finish this item as it is, more as an exercise with bone rigging in-game. it might not make it in, but i want to give it a shot anyway. and since i only got the texturing and rigging left to do, i`d say it won`t be too much effort (i hope). Ever since i made that pugna ward, i got a taste of how animation cycles work, and i want to expand on that.
Still, we have a saying here that says "if 2 people tell you you`re drunk, go sleep."... so ill calm my designs from now. thanks for the critiques.
EDIT: decided to scrap the ward for now. i have no ideea how to rig and animate this thing.but if anyone wants to help. it`s up for collabs
bottom line. planning for high quality, wich will take me some time given my speed so i am oppened for collabs, also if anyone interested in making a custom particle cask.... i would be happy to accept. I`m also planning on adding a slight Didgeridoo sound to the maledict... and maybe some more shakes on the death ward?
Picture:
another one, for better sash view:
Anyways, I'm looking to forward to what you will produce!
give it a piece of Pie!
Sound of the Mabak Woods
by Mr. No Pie For You!
I made dis. Bountyhunter shuriken thiggy. Could use some help with a transfer from highpoly to low poly. If anybody wants a collab, tell me, otherwise i`ll finish it myself.
Cheers
This is the sort of look you should try to emulate:
Really colorful and vibrant, more saturation. Gradient maps and baking workflows can make this process easier!
New simple single submision:
Darkstone slasher - by me
This shuriken gave me some ideas for a small set for bounty, but first i must clarify them out, so for now it will be a standalone item. Once i`m done with the full set i`ll add it to the bundle and maybe i`ll figure out how to incorporate particles by then as well, so i can give it a bit of light, or a custom toss effect.
cheers
I turned it from a set piece to a single item submision:
Ancestor caller - by me.
Hope you guys like it. Cheers