Thank Tyn - yeah, that's something I will be trying, but I can only do it to a small extent (like on the top of the shoulders for instance) because if done too much, it will clash with the existing green of the base model. It's been quite a juggling act !
I think you just need to avoid specular all together. Probably rim light too. Looks like molten metal so some illumination is probably required. The big cracks may be a bit extreme though. The handle is really great texture work.
Painted some more shadows and highlights, still have not found a pattern that I like, my 2d mmr is like 2k :poly136: I will probably add some dirt to spec mask on the metal of the neck also :poly122: Still working on the potm, I will post her later in the week once the sculpt is further along.
Godzy, nice ! Can't wait to see more.
Nikey, that's some nice metal !
Kat, great move on blocking it out straight over the base model and animations, that's definitely something I need to do more. Clever stuff ...
Hey guys, my computer finally decided to give me the finger yesterday and wondered if someone is able to finish what I started with Ghost Detector.
Concepts by Ghost Detector: (The vision)
Please PM me on Polycount if you are interested, needless to say there will be a % cut for the person that continues the project. The person will be responsible for finishing the sculpts and modeling both LODs.
@Nikey: Metalness looks great but aren't you gonna add some alphas to that cape? @katze: I love that bulky feel! @Mr Khann: the idea behind that rubick is really cool but isn't he a bit too green? @vertical: looking good but i would add some more silhouette on it (you could trade the current shoulders for some hard surface ones) @pior: the new hair is looking really nice!
Aaand here's the final high poly of the set (not much changed since the last time i guess):
I'm absolutely loving that WR. I said before, but again, I was really skeptical of the set after seeing the first sketches, but you really managed to do something extremely high quality and unique for her, and that's incredible. The new hair does look much better and I'm liking the textures, but I think some of the tweaks katzeimsack suggested would be a really good addition.
I'm also liking that Rubick a lot! The hair is absolutely my favorite slot, and the way it jiggles around when he moves is awesome. The critique from Godzy is pretty on point I have to say. It does look a bit too green. Perhaps you could add some gold on the sleeves, staff and maybe a gradient on the hair, or perhaps even some red? Still, the idea is great, and I'm looking forward to see it tweaked a bit more.
Super excited to see some of the recent stuff here! This things is really shaping up to be one of my favorite collections from Polycount so far, keep it up everyone!
How much new works here for these days! Well done!
almost finished.
Corrected texture.)
that's some super cunning skinning on the snake. also like the little tassel thing on his waste. a big part of how rubick reads in game is his big overflowing jiggly cape but there aren't too many glowing green guys ingame so it should be alright
Hi all. I've been a bit slow and distracted lately. I was hoping to be on to texturing by now, but sadly I'm still sculpting!
Bit more work to go. Sculpt weapon details, clean up fur on wrists, straighten lines etc.
@richithekiller The sword is looking lovely. Would be great to see it in context with the rest of the set. @Pior Insect set is coming along very well. I tend to agree that little bit of extra punchy contrast will help.
I'm hoping for a much more productive work week next week. Keen to get texturing on this set!
Thank you for taking the time to do that comparison gif Katzeimsack! I'll admit that this amount of contrast felt like something outside of my comfort zone at first (I tend to be careful with baked-in lighting) but I just tried it and it definitely worked very well
It was a very simple edit too - just a matter of overlaying the green channel from the Object Space normal map once more for a little bit of extra top-down information on the green parts. Thanks again ! Now I just have the quiver and arrows left to texture, but I also want to see if I can figure out how to create Flex blendshapes for the mandibles. And then on to promotional material and thumbnails.
I forgot to post this here earlier. The CM is about done. Arty just needs to texture the staff and we need to do some value tweaks.
@Pior, that definitely looks better. I'm still not a huge fan of the general direction of the set since it changes the hero so much but that's just personal opinion. The only thing that really sticks out to me other than that is the feet are really bulky now. That might just be a side effect of having to expand them so there's no clipping in the animations but I'd be careful about making them too big in game.
@Godzy, the sculpt came out really well. The design of the set is really unique compared to most of the other Clockwerk's I've seen.
Thank you guys! Glad to hear you like am! @godzy, nice sculpt, can't wait to see textures @Mr.Khann_Ha_Ha, dat snake skinning, can watch it infinitely @pior, i love this set, her back slot came out great! Can you say where do you make textures? @godzy, not sure he needs alpha @zipf, her hair is great, can you show textures?
Hi everyone!
Thanks for feedback.
About the color - there were other variations (I'm really tired of the color of)) was also a version with gold on his staff, but overall looked fragmented.
So I stopped at this palette, but also slightly adjusted.
Altogether in game looks not bad.
Hi everyone!
Thanks for feedback.
About the color - there were other variations (I'm really tired of the color of)) was also a version with gold on his staff, but overall looked fragmented.
So I stopped at this palette, but also slightly adjusted.
Altogether in game looks not bad.
Katzeimsack, great paintjob so far ! I love how consistent it is (maybe thanks to something like a Substance or DDO setup ?) while still looking manually crafted. It does feel quite high contrast, but I suppose that just like for the WR edits you suggested earlier it will indeed work great once ingame. Well done
Nikey, my steps for texturing are :
- polypainting everything in Zbrush, in order to make sure that the coloring works as a whole ;
- reprojecting screenshots of the model with matcaps applied back onto itself for the most exotic materials like metals or gems ;
- baking all that polypaint information down to a texture ;
- from there, doing the usual combination of AO, directional lighting and cavity (see my workshop thread for details) ;
- and then I do the extra painting in 3DCoat, using both 3d painting and projection painting.
I should also probably mention that I get my "masks" (=specular intensity, gloss, metalness, spec tinting, and so on) done as early as possible, ideally right after I get the polypaint data baked down. It's pretty easy to do as it is just a matter of replicating the values of the default hero model, and it saves a ton of time. For preview I use the Dota2 shader that has been posted here a while ago. It is available for Max, Maya and MayaLT and I find it to be a very accurate preview of the final in-engine look. I could probably use Marmoset for that though, but I sometimes find it to be a bit unpredictable. I need to experiment further with it.
I also want to experiment further with fully automated workflows. While Legacy DDO feels a bit too cumbersome and not "real-time" enough, Substance looks like an interesting tool for Dota2 work. And on top of that, the recent 3DCoat 4.5 beta has a whole new engine for smart materials too. Fun stuff to play with !
It's pearl with some cavity/edge detection added (you can see on my earlier unrendered shots of the set). after i rendered i just played with the contrast/brightness in photoshop.
It's pearl with some cavity/edge detection added (you can see on my earlier unrendered shots of the set). after i rendered i just played with the contrast/brightness in photoshop.
This is going to be a huugee event for us, so many hugee works here!
@Nikey: Congratulation on the finishing entry! i really love the set, especially the blades, dat metalness ! @katzeimsack: you work so freaking fast man, any secret ? xD. Love the design, texture looks so well done, cant wait to see how it looks in-game! @Pior: the textures turn out very great, and i do like this new chest a lot better! @Mr.Khann_Ha_Ha: This is one of the most interesting rubick set i have ever seen! great work man ! @Zipfinator: I am so hype for this CM set, so well done from the design to the execution! Also im really curious how this will look on the new cm arcana! @Nobiru: congratulation on the finishing entry! solid/ welldone lich set, i do wonder if that orb in the promo image is actually a part of the set ? @Prophet9: looks soo good in game-please giff moar pics ! xD
Im running out of time and there's a whole golem left to work on so i gotta try moar harder haha. This is a warlock set that Sylei and i are working on atm, Sylei has started and will update wip on the sculpt soon, for now just the concept on my end (:
@Deadman, the warlock came out really well. The staff looks kind of like a lobster creature with 3 huge jaw pieces.
CM is almost done. I've started blocking in the BH I was originally planning to do for the chest. I'm not sure if I'll have it done in time but we'll see.
Prophet9: Very cool, I am getting a king feel from the tide hunter just from the top down view.
quockhanhlk: thats a cool design for the warlock, reminds me of a witch hunter.
Zipfinator: Wowsome! the set really matches Cm really well.
Nikey: thats a cool loading screen!
Godzy: Awesome! this better get finished.
too many cool stuff on here...
Here is my wip so far. I gotten to the color Layers, haven't yet added the Masks yet. I am still tweaking it, probably going to work on the feathers a little more and might add in some interior designs. working on the weapon color layer at the moment.
Im running out of time and there's a whole golem left to work on so i gotta try moar harder haha. This is a warlock set that Sylei and i are working on atm, Sylei has started and will update wip on the sculpt soon, for now just the concept on my end (:
Replies
Sukotto, Motenai, MdK : well done !
I think you just need to avoid specular all together. Probably rim light too. Looks like molten metal so some illumination is probably required. The big cracks may be a bit extreme though. The handle is really great texture work.
Some detail motion:
The back was like 10MB so here is a link to it http://i.imgur.com/WcdRYgZ.gif
basic color layd down
About 20 days left by my count :poly136:
got this stuff in game now
Upper helmet part still needs some work (and ofc the missing face). The purple bits are placeholders.
And that clockwerk set is awesome! I want it already!
@Nikey: Good metal!
Added some wood..
Nikey, that's some nice metal !
Kat, great move on blocking it out straight over the base model and animations, that's definitely something I need to do more. Clever stuff ...
almost finished.
Corrected texture.)
Concepts by Ghost Detector: (The vision)
Please PM me on Polycount if you are interested, needless to say there will be a % cut for the person that continues the project. The person will be responsible for finishing the sculpts and modeling both LODs.
Almost done with texturing on my end :
@katze: I love that bulky feel!
@Mr Khann: the idea behind that rubick is really cool but isn't he a bit too green?
@vertical: looking good but i would add some more silhouette on it (you could trade the current shoulders for some hard surface ones)
@pior: the new hair is looking really nice!
Aaand here's the final high poly of the set (not much changed since the last time i guess):
I think stronger bright yellow/ dark blue contrast would help
Still messing around with this thing... trying out all the channels in the masks trying to get something nice
I'm absolutely loving that WR. I said before, but again, I was really skeptical of the set after seeing the first sketches, but you really managed to do something extremely high quality and unique for her, and that's incredible. The new hair does look much better and I'm liking the textures, but I think some of the tweaks katzeimsack suggested would be a really good addition.
@Mr.Khann_Ha_Ha
I'm also liking that Rubick a lot! The hair is absolutely my favorite slot, and the way it jiggles around when he moves is awesome. The critique from Godzy is pretty on point I have to say. It does look a bit too green. Perhaps you could add some gold on the sleeves, staff and maybe a gradient on the hair, or perhaps even some red? Still, the idea is great, and I'm looking forward to see it tweaked a bit more.
Super excited to see some of the recent stuff here! This things is really shaping up to be one of my favorite collections from Polycount so far, keep it up everyone!
that's some super cunning skinning on the snake. also like the little tassel thing on his waste. a big part of how rubick reads in game is his big overflowing jiggly cape but there aren't too many glowing green guys ingame so it should be alright
Bit more work to go. Sculpt weapon details, clean up fur on wrists, straighten lines etc.
@richithekiller The sword is looking lovely. Would be great to see it in context with the rest of the set.
@Pior Insect set is coming along very well. I tend to agree that little bit of extra punchy contrast will help.
I'm hoping for a much more productive work week next week. Keen to get texturing on this set!
http://i.imgur.com/8B7cMUK.jpg
It was a very simple edit too - just a matter of overlaying the green channel from the Object Space normal map once more for a little bit of extra top-down information on the green parts. Thanks again ! Now I just have the quiver and arrows left to texture, but I also want to see if I can figure out how to create Flex blendshapes for the mandibles. And then on to promotional material and thumbnails.
Toasty, looking fierce ! But hurry up !!
@Pior, that definitely looks better. I'm still not a huge fan of the general direction of the set since it changes the hero so much but that's just personal opinion. The only thing that really sticks out to me other than that is the feet are really bulky now. That might just be a side effect of having to expand them so there's no clipping in the animations but I'd be careful about making them too big in game.
@Godzy, the sculpt came out really well. The design of the set is really unique compared to most of the other Clockwerk's I've seen.
@godzy, nice sculpt, can't wait to see textures
@Mr.Khann_Ha_Ha, dat snake skinning, can watch it infinitely
@pior, i love this set, her back slot came out great! Can you say where do you make textures?
@godzy, not sure he needs alpha
@zipf, her hair is great, can you show textures?
Thanks for feedback.
About the color - there were other variations (I'm really tired of the color of)) was also a version with gold on his staff, but overall looked fragmented.
So I stopped at this palette, but also slightly adjusted.
Altogether in game looks not bad.
OVER 9000!!!!
edit:
Finished my fist diffuse only texture pass. I'll work on it more once i get the the material creation/tweaking.
Clock cogs high poly:
Nikey, my steps for texturing are :
- polypainting everything in Zbrush, in order to make sure that the coloring works as a whole ;
- reprojecting screenshots of the model with matcaps applied back onto itself for the most exotic materials like metals or gems ;
- baking all that polypaint information down to a texture ;
- from there, doing the usual combination of AO, directional lighting and cavity (see my workshop thread for details) ;
- and then I do the extra painting in 3DCoat, using both 3d painting and projection painting.
I should also probably mention that I get my "masks" (=specular intensity, gloss, metalness, spec tinting, and so on) done as early as possible, ideally right after I get the polypaint data baked down. It's pretty easy to do as it is just a matter of replicating the values of the default hero model, and it saves a ton of time. For preview I use the Dota2 shader that has been posted here a while ago. It is available for Max, Maya and MayaLT and I find it to be a very accurate preview of the final in-engine look. I could probably use Marmoset for that though, but I sometimes find it to be a bit unpredictable. I need to experiment further with it.
I also want to experiment further with fully automated workflows. While Legacy DDO feels a bit too cumbersome and not "real-time" enough, Substance looks like an interesting tool for Dota2 work. And on top of that, the recent 3DCoat 4.5 beta has a whole new engine for smart materials too. Fun stuff to play with !
It's pearl with some cavity/edge detection added (you can see on my earlier unrendered shots of the set). after i rendered i just played with the contrast/brightness in photoshop.
http://steamcommunity.com/workshop/filedetails/?id=414396414
P.S. Should I make post differently?
cool, thanks
@Nikey: Congratulation on the finishing entry! i really love the set, especially the blades, dat metalness !
@katzeimsack: you work so freaking fast man, any secret ? xD. Love the design, texture looks so well done, cant wait to see how it looks in-game!
@Pior: the textures turn out very great, and i do like this new chest a lot better!
@Mr.Khann_Ha_Ha: This is one of the most interesting rubick set i have ever seen! great work man !
@Zipfinator: I am so hype for this CM set, so well done from the design to the execution! Also im really curious how this will look on the new cm arcana!
@Nobiru: congratulation on the finishing entry! solid/ welldone lich set, i do wonder if that orb in the promo image is actually a part of the set ?
@Prophet9: looks soo good in game-please giff moar pics ! xD
Im running out of time and there's a whole golem left to work on so i gotta try moar harder haha. This is a warlock set that Sylei and i are working on atm, Sylei has started and will update wip on the sculpt soon, for now just the concept on my end (:
CM is almost done. I've started blocking in the BH I was originally planning to do for the chest. I'm not sure if I'll have it done in time but we'll see.
@Zipfinator finnaly full set looks! very good work
quockhanhlk: thats a cool design for the warlock, reminds me of a witch hunter.
Zipfinator: Wowsome! the set really matches Cm really well.
Nikey: thats a cool loading screen!
Godzy: Awesome! this better get finished.
too many cool stuff on here...
Here is my wip so far. I gotten to the color Layers, haven't yet added the Masks yet. I am still tweaking it, probably going to work on the feathers a little more and might add in some interior designs. working on the weapon color layer at the moment.
sexy style, teach me senpai