Hello guys,
With quiet trembling and hopeful expectations, with humble intent and wishful thinking I write this first thread in the Polycount forum.
And not to waste more of your time with the thrills of my soul I present to you the DNADota's Workshop Thread.
Here you will be able to see, review and discuss the work from the DNADota Team, which, besides
me, includes the following members:
P
Replies
Thank you for your observation! It is true - our earlier work was a lot noisier in textures than what is accepted for the game. We changed that even in our earlier sets(Axe and Necrophos). We reworked all of the textures and masks of both sets and now they blend in a lot better with the Dota2 style. Especially Necrophos' set - it became a little cartoony, with bigger, more generalized and distinct forms/materials. The items are more readable in-game with the new textures. Axe also improved. For the next sets we tried to keep this new style right from the start. Of course, incorporating detail is always something to strive for and while the sets do have a lot of detail in them, the noise has been significantly reduced. Thank you
Mostly Like Rhasta, than Huskar. Awesome work on Loadscreens and icons /
Searched for 5 mins in your submision page i found its very very hard to focus mind on something. Too much information , i should advice you not to do at least presentation icons so complex. ( each of them have a UI , Logo , Mesage about it , and glows and all it together multiplied for 5-6 times on 1 page is harsh. You managed to make it polished with Rhasta present.icons. and hope you will catch it in future works. Yes) Rhasta that is awesome)
I'd like to see something much more simpler and fitting, because so far it seems like you guys are trying to do too many things at once and it is degrading the overall quality of the work.
so you'll be wasting a lot of time and effort to go all out on something that doesn't need all the fancy particles and icons
at this point it just looks incredibly arrogant
Thank you for this comment, Konras! I really like your style btw and respect you as one of the professionals in the dota 2 workshop. What we had in mind when we started creating these "particle" sets is to set a higher standard for common sets. In other words the nowadays "rare" quality sets to feature custom particles, custom ability icons etc. Of course, right now even though a lot of artists are beginning to incorporate custom particles/icons into their work and keeping up with the standard so to speak Valve hasn't actually reflected that into their in-game cosmetics. Most of the professional artists from the Dota 2 Workshop are making "particle" sets in the last few months. Why?? Because they can keep up with increasing standard of what is an "item set". Of course, adding fx to your items in most cases means having a whole team working on a set. You need a guy who can do particles, someone who focuses on that particular niche. That does not mean he can do only fx, but the amount of work to complete the nowadays "average" set has increased. I do believe that Valve will recognize this new direction of the Dota 2 Workshop, because I think that particles, when implemented with ideas behind them and executed professionally do in fact add depth and complexity to the character/game. As far as I know Valve are working on "source engine 2" right now. Now, my information is very limited but I think they will be adding an easier method for importing particles into the game with it. I believe waiting for this new "tool" is the main reason for them to hold back on all these quality "particle" sets that we have seen on the Workshop in the past few months. What do you think?
On the whole particles issue I think that valve is doing the right thing excluding sets that are extremely particle focused. So far most of them don't look well and use particles just so that people would go "wow particles, volvo plz add". Same goes for your axe set. The particles there are really not necessary, especially the bling-bling ones...
hawt koffee need hot coffee instead of Snickers :P
IMHO, The mount's face doesn't really look alive. I can't really describe why though. maybe because the face doesn't have a default expression but a specific expression. the easier way to describe what I mean is too look at two previous mount works of your team members. these 2 mounts (mirana and luna) share the exact same issue but it's a lot stronger than this disruptor. I know they are early works but this issue somehow still exists in this distruptor mount. both of those old mounts have their mouths open which shows their expression of shouting or Neighing, but then capturing this very expression alone makes the mount like a dead statue rather than a walking mount. Also the face has an non-organic shape and there is smth either with the texture or the masks that adds to it looking not alive. For example to me, this disrupter mount's face, feels to be made of wood rather than skin.
I hope I haven't offened any of you guys. I remember I gave exactly the same comment over those two mounts but they were both deleted . this is just what I feel about the mounts you guys have made so far, except the CK which has a mask and doesn't need to look alive
keep up the good work :thumbup:
Overall it looks like you took all the cool items for ES and mashed them together into one set
We are very serious when it comes down to originality of our concepts.
its the current project of rocket and yuri.
just change the shape of ur totem and everything is fine i guess
Our idea here was to convey the image of the elephant into the armors of the Earthshaker. As you may know the elephant is the largest land animal. We felt that it is very close to the idea of "earth-shaker" so we set that as the base of our concept. We will work with this idea on our set - the elephant being the main theme. Almost every part of our concept connects to the image of the elephant. The hands are like elephant legs. The head has the elephant tusks attached to it. The totem of course a huge elephant tusk. However, we will change it, featuring 2 elephant heads - 1 on each side. Also our arms feature a circular element that is present in Rocket/Yuri's set - we will remove this from our item, too.
We will present the new, reworked concept to you, guys, in a couple of hours.
Please, let us know if u want us to change anything else.
the new totem suits the set more, looks more royal and expensive~
really lovely painting as well (droll at the artskill
Can't wait to see more!