Motenai- Oh yeah, really nice! Can you give some tips for working with thin planes in zbrush? I struggle a bit with that, because the mesh gets broken so easily. Do you use backface masking?
Ye well, when i create cloths really you can go with 2 methods...
1)or you bring a planar geometry from 3dsmax, with a basic shape and volume and then you sculpt that, and after if you want it a bit more 3d you estract it with negative thickness....
2)or if you do like me in this case, you extract new tools in zbrush from a basemesh, to the thickness value you want and you sculpt them with backface mask activated. In this case though the thickness of object will variate in different points....you might not care about that, but usually to give the illusion that it's thin i always go with a pass of pinch in the borders that are too thick.... Also i always keep Dynamesh on in this process, at least until i'm happy with the overall shape. When you redynamesh, if your front and back side are clipping, shit will happen in the new mesh, and you'll know you gotta fix something in that area.
Guys thank you very much for your comments. They are all helpful and we appreciate them all.
I tried to import them in with a simple color and no mask, the portrait view is actually not that bad, but yeah it's not even seen in game
I'll try increasing the size to see if it makes any change or not. or else we'll just drop them I guess. it was worth the shot though
Meanwhile this is the weapon:
yakonuksuke: Cool concept, though I kinda prefer the original on the left
Godzy: really nice so far, can't wait to see the helmet
Getting close to finishing the high poly on this. Going a little different with the belt slot on this, instead of a flow scarf, she'll have a little fox spirit following her. Hopefully I can get it to match the vision in my head
@Sukotto, great sculpt. The fox thing on the shoulder is a bit hard to read imo. Tucked in that tight little space from the front and blocked from the sides.
I think I have the back piece pretty much done, need light bakes still. New Bracers (with necklace) and made the rings in front larger.
Baddcog, yeah the spirit can probably be moved back bit to read better but I don't think theres much i can do to alleviate the front issue since that is where the bones are. I might be able to raise it a little but not much. I figured the isometric game view would have the best angle for it since it wouldn't even been seen in the portrait view anyway.
Ok so I tweaked the masks some. The glows are just filling in the cracks from the sculpt, so I guess they are not completely random in that regard, but they were pretty random in the sculpt :poly122:. I connected more points that I did not before. I also feel the static detail map was making it look off in spots, so here is some motion:
Ohh, I'm a little late!
My WIP of the Lion set I'm doing with madshock.
Still needs lots of tweaks and revisions, but it's shaping up nicely.
It ended up being a really challenging set to make
Onilolz, looks great. Seems you guys went away from the 'plague' concepts.
I think if the shoulder piece had some space between teeth they'd probably read better. All that white might bleed together in game and lose the separate teeth.
Going to solo an Ursa set. Got end of this week and most of next week off and nothing much planned. Hope's it's enough
Going to spend more time developing my concept on this one since I could use the practice and I've noticed a trend where I start second guessing my concept halfway through a project and end up resculpting till I stop.
Here's what i've got so far. Still exploring styles and i'm not 100% sure where i'm going with this. The pants are just a placeholder really :poly122:
What do you guys think? What style works best? Crits are welcome! Be ruthless but constructive yakonusuke: That is one badass concept, looking forward to the sculpt! Redesign came out nice, flows much better and the scale suit her. Baddcog: Love the weapon and the Persian style, something is bugging me about the colours though, not sure what though kite212: Those bracers are massive! Crack wise you could probably remove some and make the edges a little sharper. Try and get the cracks to run naturally along the rock shapes. Look for photo references of crack formations so you've got something to work from. I would have pushed the shapes of the bracers a little more for a more striking silhouette. Rest of the set is looking great! OniLolz: What can I say? Great concept, great sculpt! Insaneophobia: Love the open face and the apelike look, nice and fresh!
Very nice work everyone! I have just started to get into polycount and it is great seeing everyone progress. I am looking for a texture artist to collab with to finish my ward. PM if you are interested.
Some progress - I am very happy with the way she reads at game distance, but the uniform green of the whole outfit is waaaay too bland up close ... which is a bit ironic, since the opposite usually happens. It might just be a matter of bringing color accents to the tip of some parts though. And then of course I have a ton of fixes still to do - weights and texture tweaks, looking into facial Flexes for the mandibles, resculpting the wings and maybe the hair too, tilting the back piece down to compensate for the crazy animations ... but with a month left it should be doable. Hopefully !
And I am stocked that the boots actually worked - they are part of the quiver slot, and since the quiver itself is attached to her thigh this boots+quiver item should be compatible with all other WR sets. And she's got custom eyes too
@Pior: The in-game screens show uniqueness and appeal. Good job. @Mr.Khann: Nice colors, and that hair makes me think of Einstein; works superbly for Rubick.
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
Besides all the speculation around particles, this basically somehow confirms that a waiting time of 3 months is to be expected for items submitted to the workshop ... I hope that this is an average and not a rule ...
@Pior - Coming along really nicely. Unsure if maybe the bow should be a metallic green colour like the back but overall really nice!
@CiDDi- Nice concept, have you thought what will be the snake replacement?
@OniLolz - Looking great! Though do agree maybe a bit of spacing between the teeth will help with the readability at a distance.
More or less finished with the texture, still need to make some tweaks to the masks but getting there!
@MDK, thanks for your comment
Well the thing is that strawmerry and I both think that the design will look very bald and boring without those beads. so what we did for the neck so far is that we added some elements to make it prominent enough for in-game view (where the beads are barely seen) and kept the beads cause they look good in portrait. but I have to see what I can do for the head
Thanks again
Hi again all - since there is still quite a bit of time until the deadline I decided to redesign the chest piece to address the issues brought up earlier. I also inserted more leather parts, which I think help at making to outfit look more fitted, with the added benefit of recalling the materials of the default model more clearly. Lastly I reverted to regular hair. Now time to sculpt the final wings and re-bake !
MdK : yeah, besides more texturing on it I do plan to keep the bow very simple and made out of wood. I was very tempted to make it bug-like at some point but in terms of overall read I don't think that would have worked. That Jugg is interesting - I must admit that I first glance I didn't quite recognize the hero, but it might just be because the color scheme is still not applied.
Hayes87 : while I would love to fully animate the wings (I think it could be possible using geometry-based particles), considering the Valve blog post above I think I will avoid doing so. However I ended up rigging their tip to the cape bones and it gives a rather satisfactory wavy effect. That will have to do !
bounchfx: Looking really Good!
pior: that's an awesome looking Costume, just wondering if you are adding quivers for it?
Zipfinator: I am liking the design for CM, would love to see all the parts for her. ALso Thanks!
Baddcog: thank you!
oni did work a bit more on the lion. the horns shape were changed a bit
and also the maskshape to give him a more evil look. also the second shoulder
got a new design. the lower cloak will be cut with alphas in texturing stage
he will now start to retopo stuff and i try to rework the weapon concept a littlebit in the meantime.
Replies
Ye well, when i create cloths really you can go with 2 methods...
1)or you bring a planar geometry from 3dsmax, with a basic shape and volume and then you sculpt that, and after if you want it a bit more 3d you estract it with negative thickness....
2)or if you do like me in this case, you extract new tools in zbrush from a basemesh, to the thickness value you want and you sculpt them with backface mask activated. In this case though the thickness of object will variate in different points....you might not care about that, but usually to give the illusion that it's thin i always go with a pass of pinch in the borders that are too thick.... Also i always keep Dynamesh on in this process, at least until i'm happy with the overall shape. When you redynamesh, if your front and back side are clipping, shit will happen in the new mesh, and you'll know you gotta fix something in that area.
I tried to import them in with a simple color and no mask, the portrait view is actually not that bad, but yeah it's not even seen in game
I'll try increasing the size to see if it makes any change or not. or else we'll just drop them I guess. it was worth the shot though
Meanwhile this is the weapon:
yakonusuke, yeah I am getting their. I do have a story in mind for the set and it should work well with the design!
Godzy: really nice so far, can't wait to see the helmet
Getting close to finishing the high poly on this. Going a little different with the belt slot on this, instead of a flow scarf, she'll have a little fox spirit following her. Hopefully I can get it to match the vision in my head
heres a turntable of the diffuse only and the textures, onto the masks now.
That seal... so resigned to his fate...
@Stefco, looking great so far.
@Sukotto, great sculpt. The fox thing on the shoulder is a bit hard to read imo. Tucked in that tight little space from the front and blocked from the sides.
I think I have the back piece pretty much done, need light bakes still. New Bracers (with necklace) and made the rings in front larger.
My WIP of the Lion set I'm doing with madshock.
Still needs lots of tweaks and revisions, but it's shaping up nicely.
It ended up being a really challenging set to make
Onilolz, looks great. Seems you guys went away from the 'plague' concepts.
I think if the shoulder piece had some space between teeth they'd probably read better. All that white might bleed together in game and lose the separate teeth.
Wee update on the Doom. Textures for the new head is finished, and now all we need to do is create the LOD1 and re-rig the arms and the head!
Edit: Got a couple of more gifs of it rigged!
Going to solo an Ursa set. Got end of this week and most of next week off and nothing much planned. Hope's it's enough
Going to spend more time developing my concept on this one since I could use the practice and I've noticed a trend where I start second guessing my concept halfway through a project and end up resculpting till I stop.
Here's what i've got so far. Still exploring styles and i'm not 100% sure where i'm going with this. The pants are just a placeholder really :poly122:
What do you guys think? What style works best? Crits are welcome! Be ruthless but constructive
yakonusuke: That is one badass concept, looking forward to the sculpt! Redesign came out nice, flows much better and the scale suit her.
Baddcog: Love the weapon and the Persian style, something is bugging me about the colours though, not sure what though
kite212: Those bracers are massive! Crack wise you could probably remove some and make the edges a little sharper. Try and get the cracks to run naturally along the rock shapes. Look for photo references of crack formations so you've got something to work from. I would have pushed the shapes of the bracers a little more for a more striking silhouette. Rest of the set is looking great!
OniLolz: What can I say? Great concept, great sculpt!
Insaneophobia: Love the open face and the apelike look, nice and fresh!
And I am stocked that the boots actually worked - they are part of the quiver slot, and since the quiver itself is attached to her thigh this boots+quiver item should be compatible with all other WR sets. And she's got custom eyes too
adding some bones to the back to animate the wings would be pretty cool.
Some progress in texturing. Soon begin work on masks.
Again, these masks) with them, I always have some problems
@Mr.Khann: Nice colors, and that hair makes me think of Einstein; works superbly for Rubick.
Beat you like a drum!!(c)
https://www.reddit.com/r/DotA2/comments/2zaicp/dota_2_update_main_client_march_16_2015/
Dota 2 Workshop Deadlines for Summer
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
@CiDDi - Nice concept, have you thought what will be the snake replacement?
@OniLolz - Looking great! Though do agree maybe a bit of spacing between the teeth will help with the readability at a distance.
More or less finished with the texture, still need to make some tweaks to the masks but getting there!
Nah, i don't have any ideas for snakes, so i think he will come without them
Puck's almost done with textures:
And I'm retopoing and baking Enchantress. Them deformations though!!!
Wolf and I are doing a Zombie HUD and I just wanted to show the Drawing layout UI for it.
Anyways Keep up the great work everyone!
Well the thing is that strawmerry and I both think that the design will look very bald and boring without those beads. so what we did for the neck so far is that we added some elements to make it prominent enough for in-game view (where the beads are barely seen) and kept the beads cause they look good in portrait. but I have to see what I can do for the head
Thanks again
Here's the CM bakes. Arty is still finishing the concept for the staff but it shouldn't take too long to make.
FORGOT THE HIPS.
MdK : yeah, besides more texturing on it I do plan to keep the bow very simple and made out of wood. I was very tempted to make it bug-like at some point but in terms of overall read I don't think that would have worked. That Jugg is interesting - I must admit that I first glance I didn't quite recognize the hero, but it might just be because the color scheme is still not applied.
Hayes87 : while I would love to fully animate the wings (I think it could be possible using geometry-based particles), considering the Valve blog post above I think I will avoid doing so. However I ended up rigging their tip to the cape bones and it gives a rather satisfactory wavy effect. That will have to do !
@Tyn - I like number 4! Bigger shapes, bigger read is best for dota imo! Looking nice so far!
@Zip - HOW CAN YOU FORGET THE HIPS. Hips R da shiz. Model looks really nice, can't wait to see it textured.
@Pior - nice! I like the changes a lot. It's come a long way so far, daaaaamn.
- - - - -
Hey guys! So me and CiDDi finished our Elder Titan set and it is now submitted!
Elder Titan - Legacy of the Forefather
please vote if you like it!
right at the moment we have 112 artists signed to this
also plz everyone who has not yet started to post wips, plz remember this is a rule.
just go for it^^
ps: bounch looks strong.
pior: that's an awesome looking Costume, just wondering if you are adding quivers for it?
Zipfinator: I am liking the design for CM, would love to see all the parts for her. ALso Thanks!
Baddcog: thank you!
and also the maskshape to give him a more evil look. also the second shoulder
got a new design. the lower cloak will be cut with alphas in texturing stage
he will now start to retopo stuff and i try to rework the weapon concept a littlebit in the meantime.