rocket and i are still newcomers in the dota workshop scene,
but we have learned and developed together over the past months.
we worked on serveral projects together and since we rly enjoy working with each other,
we chose to go on as 2s team. so this will be also our new thread
also shoutout to all other supporters and mates:
cory, hayes, andumy, godzy, blossomalex, pior, fleme, reza, vayne, ciddi and everyone i forgot
some wip of a broodmother set i work on in collaboration with those ravafx guys: loadingscreen, turntables and texture-all-in-one - theme is a plague bringer broodmother
Would you guys mind explaining how you get such clean shader maps, specifically on the sandking. The metallic look is really good, Ive always found I get a very matte look when doing it.
here is an the example of sk tail. its a combination of 4 channels:
mask1 blue (for metalness effect),
mask2 blue (for tinting the spec light to the materials color),
mask2 red (for setting specular intensity)
and mask2 green (for rimlight intensity).
try to use very soft values in the metalness channel and also dont only use 1 color but try to create some noise inside the mask so the metaleffect will be not same intense over the whole model. then do the same on the specular mask but u can use alot more contrast (and white color) here. for the tint: just some grey - make sure its not too much and also not too less, but take care many heros have a custom vmt setting may be overwriting ur tint spec channel information - in that case just leave it black or test with it. for the rimlight i chose dark values on the metal with more bright highlights at the borders.
and thats it. u can see that all the light information comes from the masks. there are no light-highlights in the color map. because of that the item will allways recieve the correct light by the game engine.
also @ my ogre scepter it is more or less the exactly same thing. combination of m1b, m2b, m2a and m2r. also in here the masks fade to black at the bottom of the crystal (with some noise inside again) to give it a more natural and less polished look.
just shipped the broodmother set with those rava boys and the spiderling was animated by hudston.
workshop link is on the thumbnail. plz be kind and leave us a vote
wip ursa corrupted berserker set with growl:
- changed the horns to white in the newest texture version
- also there will be the roshan skull head as styleswitchable head version
but it was never used, rocket prefered to create his own head - and i let him.
about the ward, its a gif recorded with 10fps - because of that its actualy playing alot faster
then it is ingame. allways a problem of using gifs so... the less fps u record the faster the whole animation becomes
we could still do it later on when we find a bit of free time between some projects (will tell rocket about it when he is done with our clockwerk). there are still some other things to be done... hayes still has do to a new idle animation for the very old emberspirit project as well as a new idle animation for the sand king... and u know also the brood is missing ability icons. so we will have to ship alot of stuff with the time later on anyways.. maybe we can ship the second style sk head with the animation^^
started to texture a cm set (valkyrie theme, with rocket and pult).
so far its: head, shoulder and arms. weapon and back slot are still missing.
feedback is welcome
I would say potion is over done on heroes at the moment. I think the wings would just blend into the head piece and not make it stand out as much.
A mixture between the fur cape and cape 2. The gold edging and the gem on cape 2 with the brace and fur of the fur cape would make it stand out but still stay in style.
I like the fur cape 1 and Icy wings. Cape 2 seems pretty the same as far as CM capes go, maybe combime Fur + Cape 2 like how Pior made his sniper cape. Mix and match!
Replies
The quality of your work is skyrocketing!
finally shipped! workshop link on thumbnail.
would be kind if u leave us a vote
and some wip of a ward (with insane and prophet):
some wip of a broodmother set i work on in collaboration with those ravafx guys: loadingscreen, turntables and texture-all-in-one - theme is a plague bringer broodmother
Wonder if you have any tips.
here is an the example of sk tail. its a combination of 4 channels:
mask1 blue (for metalness effect),
mask2 blue (for tinting the spec light to the materials color),
mask2 red (for setting specular intensity)
and mask2 green (for rimlight intensity).
try to use very soft values in the metalness channel and also dont only use 1 color but try to create some noise inside the mask so the metaleffect will be not same intense over the whole model. then do the same on the specular mask but u can use alot more contrast (and white color) here. for the tint: just some grey - make sure its not too much and also not too less, but take care many heros have a custom vmt setting may be overwriting ur tint spec channel information - in that case just leave it black or test with it. for the rimlight i chose dark values on the metal with more bright highlights at the borders.
and thats it. u can see that all the light information comes from the masks. there are no light-highlights in the color map. because of that the item will allways recieve the correct light by the game engine.
also @ my ogre scepter it is more or less the exactly same thing. combination of m1b, m2b, m2a and m2r. also in here the masks fade to black at the bottom of the crystal (with some noise inside again) to give it a more natural and less polished look.
workshop link is on the thumbnail. plz be kind and leave us a vote
greez!
and some wip of the clockwerk set with rocket
http://steamcommunity.com/sharedfiles/filedetails/?id=258023948
Cuuuuute! Deserved to get ingame!
wip ursa corrupted berserker set with growl:
- changed the horns to white in the newest texture version
- also there will be the roshan skull head as styleswitchable head version
@ravafx hey mate, here is the original sk head
but it was never used, rocket prefered to create his own head - and i let him.
about the ward, its a gif recorded with 10fps - because of that its actualy playing alot faster
then it is ingame. allways a problem of using gifs so... the less fps u record the faster the whole animation becomes
here is the next part! what do u guys think about the face war painting?
http://steamcommunity.com/sharedfiles/filedetails/?id=329537249
workshop link is on the thumbnail. if u like our work plz leave us a vote
http://steamcommunity.com/sharedfiles/filedetails/?id=330273094
so far its: head, shoulder and arms. weapon and back slot are still missing.
feedback is welcome
and weapon wip
The CM head looks over the top to me, she kinda looks like a bug.
if u like our work plz drop us a vote
http://steamcommunity.com/sharedfiles/filedetails/?id=337371167
this is the progress so far with weapon slot and adjusted textures:
A mixture between the fur cape and cape 2. The gold edging and the gem on cape 2 with the brace and fur of the fur cape would make it stand out but still stay in style.
http://steamcommunity.com/workshop/filedetails/?id=341463918
workshop link is on the thumbnail
if u like our work, plz drop us a like
greez
workshop link on thumbnail
im happy that i got some time for workshop stuff now
just finished a concept for slark. again i tryed to improve my artstyle a bit.
comments and feedback are welcome
greez
slark looks good too, but I don't understand what is that head mask.. weapon outline is nice but red on green won't be that visible.