Since i`ve finished my set i`ve been quiet about feedbacks, and that`s because i really don`t have professional feeds to give. You guys clearly outclass me for now, and all i can do is drool at your stuff, but from what i`ve seen so far i`d say the Ork Techiez. Snake charmer, Pior`s bug-ranger and Mihalceanu`s witch doctor are my favorite so far.
The warlock set from Syley and Quock is really promising. I love the art style and it fits perfectly for a battle-mage such as him.
As for my stuff.... it wasn`t verry well recieved by the comunity but oh well.... learn from mistakes.
Looking forward to collaborating with you guys in the future.
OH and one more thing, Can we use the greentooth countour for future polycount related works? Shock?
NO Pie For You: I am still new to Polycount. I have to agree with you about the feedback though, It not very helpful so far and I haven't received any real feedback to improve my work. One of the reasons I wanted to contribute was precisely for this purpose. I guess more popular sets get more attention.
Dilanka : do you mean feedback here, or on the Steam comments ?
Steam comments can be a mixed bag (after all, comments over there are mostly written by gamers) but when it comes to constructive criticism here on PC it really is just a matter of asking for it !
No Pie For You and Dilanka
Do not worry. You simply just start working. At the beginning is usually not easy understanding and clear (This I know sure)
And sometimes it is difficult to point to specific errors when simply require experience in work and time.
Keep working! I am sure you will show the cool stuff soon!
I think you should make the end glow, a fade of what you have at the hilt now to what you had at the tip earlier. Like it's hot out of the fire, specular shine by hilt, glow at tip.
I don't think you can turn particles off but there might be a good work around. (But people like particles ALOT).
A particle mesh just makes particles spawn at each vert of the mesh, so maybe make a mesh that is only 1 vert hidden in middle of handle. So it'll only spawn one particle hidden inside his hand.
Though I still think a glowing tip with particles around it would be cool.
Mr.Khann - I really love what you did for Rubick there! Awesome stuff.
@ Dilanka - I'm going to defer to what Pior said on this one - If you're looking for feedback, ask for it. Even better, state what you're looking for opinions/advice on (Aka 'I'm not sure how I feel about my helm, do you guys think the colors/shapes work as is?' etc). This lets the rest of us know that you're actually looking for feedback, and precisely what parts to help evaluate.
@quockhanhlk: being lazy really helps speeding up workflows ...
Got the tank ingame, had to rebake the whole thing a few times to get a good character selection texture res. Readability pass is still needed, but it already works quite well
This is how I got it that "sharp":
I also only uved two tank chains and then used them over and over. 256 is just not a lot for a tank
here are the much requested metal masks. probably the most notable thing is the texture overlay on the mask 2 red channel, makes the specular thirty times more interesting. i think the base masks were based off the default, but we just kept on tweaking the values until we got something that looked good in loadout and game view. 80% trial and error
¯\_(ツ)_/¯
and a gif of the loadscreen layers. mostly just blonked on top of some HLMV screenshots
@Toasty: Good point that it would be good to see it in context. Here it is in game.
I think the context Toasty was referring to, was the context with the rest of your set that the sword is for. This chest event is for sets, couriers, wards, and huds, not single items.For the sword itself you should darken some of the dirty areas of the sword in the spec mask, R channel of mask2, your secular seems way to uniform and would benefit from some being broken up more
Thanks for the insight Ike! The spec overlay does indeed make it look better.
Some texture progress on the DP set. I nearly killed myself getting the armor and leg slots down to their LOD1, had to do some redesigning on the fly so you may notice a few changes from the last update.
Should have some in-game shots soon.
Anyone have any thoughts on the colors? My buddy and I wanted to throw in something to make it different from other DP sets so we wanted whites and golds to make it a bit more elegant looking. Hopefully you guys feel the same cuz I like it The white parts are supposed to be iridescent like pearl/abalone so hopefully it reads well in game.
@Sukotto,
I think it works, looking in the store all of her set vary pretty widely. Lot of greys, blues that aren't in her original scheme. You're keeping a lot of the pink dress that defines her well in game, would be good to see on overhead shot though.
Tell me that you can get a ghost done too
Little update on the Turntable, since it didn't rotate in relation to the center of the pedestal, and that bothered me a bit. Also did some more lighting on it, and extended the duration a bit.
sooo, got pretty derailed due to life stuff, so i was pretty sure i missed the deadline...then it turns out its been extended to the 15th! Which is great, but i *still*dont think i'll have this finished by then - anyway here's what i've been up to...i'll cross my fingers and see how much i can get done before the finish!
As ever the rigging has been the biggest thorn in my side - after a couple of weeks, managed to get something that mostly works
Kept the rigs for the the 2 "characters" separate which should mean i can more easily make changes to either...
blockout animation geometry
And heres the result of me slapping on some very ugly keyframes to see if it all worked (i'm not an animator!)
@rich, YES! though the round hole at bottom of blade may be too glowy unless you carry that through the sharpened part of blade next to it (it kind of looks like the inside is still hot which is cool, so the thin part of blade should also be hot.
Technically a 'set' only needs to be 3 pieces. A metallic molten mask could be super cool and original for him. And maybe a set of bracers
Still plugging away on mine, 7 pieces is a chore. Getting close to having the meshes finished. The shoulder slot has been colored, really tight budget on this one.
And 632Fan is going to join me and help out with the promo/loadscreen so that's awesome
rich, that looks awesome. If I could suggest anything it would be to add a little reflected light onto the hilt from the glory bit. If its molten I'm sure it glows pretty brightly.
Got the set in-game. Gotta address some rigging issues(especially with the fox) and tweak the textures but its getting there!
I'm pretty sure all the bones need to be connected to a single root bone and fall under one hierarchy. :thumbup:
yeah, thats what i thought!
however while making my last courier, due to some happy accidents it seemed that i *could* reference in 2 seperate rigs, and things worked fine...!
now, this was a while ago, and maybe i got lucky, but i'm going to assume things work the same way now. Will be able to test things out properly at the weekend...!
@richithekiller Looking much nicer with the red glow. Would be nice to see the glow blend out over a greater distance. @Ike Ike, thanks for sharing the maps! great reference! @katzeimsack could you perhaps blend both the silver and brown textures? Using the brown as dirt mask over a base of silver metal?
Little bit more progress on the LC set.
skinned it up to test ingame. For the most part the model and texture res seems to work. A Few minor issues touch up to improve the portrait view, the way the shoulder plates moves about and adding the double sided planes to the feathers.
Started basic block out of colours. (20-30% painting done.)
I'm thinking of experimenting with some patterns/engravings on the flat black sections. I'd also like to get a bit of reflected colour into gold.
(just removed an image.. thought I was spamming the page with too many images! lol)
The arcana texture has me thinking I should invest some time to make some dual swords also. I wonder if A.it's even possible to upload them to Valve B. valve would accept them..
The arcana texture has me thinking I should invest some time to make some dual swords also. I wonder if A.it's even possible to upload them to Valve B. valve would accept them..
the arcana is the dual swords though so i dunno how that'd work. i think anuxi actually made some swords for her horse commander, but valve didn't add them
the current colours do a good job of workin with both default and arcana textures though. there are a few sets ingame that look completely out of place with the arcana
Going to have to ditch the cobra/basket I was going to use as a shoulder slot. I was working a little large on texture by mistake and it ends up being really blurry in game.
I was stoked to be able to squeeze the poly budget, but 128x64 is SMALL!
I suppose he'll be getting a bracelet around his bicep (maybe both) instead. Maybe new bottles on his shoulder , I don't know.
Replies
Blockout
And final sculpt
Thank you all for feedback, continue to follow this thread.
Snake-Charmer by Mr.Ha_Ha
The warlock set from Syley and Quock is really promising. I love the art style and it fits perfectly for a battle-mage such as him.
As for my stuff.... it wasn`t verry well recieved by the comunity but oh well.... learn from mistakes.
Looking forward to collaborating with you guys in the future.
OH and one more thing, Can we use the greentooth countour for future polycount related works? Shock?
Pie out!
Steam comments can be a mixed bag (after all, comments over there are mostly written by gamers) but when it comes to constructive criticism here on PC it really is just a matter of asking for it !
Do not worry. You simply just start working. At the beginning is usually not easy understanding and clear (This I know sure)
And sometimes it is difficult to point to specific errors when simply require experience in work and time.
Keep working! I am sure you will show the cool stuff soon!
@Toasty: Good point that it would be good to see it in context. Here it is in game.
Please let me know what you guys think. This is my first Dota piece, so I'd really like to know how I can improve.
Also... is there a way to turn off the particles on an item? This sword is supposed to have a particle mesh, but I don't want any particles!
I don't think you can turn particles off but there might be a good work around. (But people like particles ALOT).
A particle mesh just makes particles spawn at each vert of the mesh, so maybe make a mesh that is only 1 vert hidden in middle of handle. So it'll only spawn one particle hidden inside his hand.
Though I still think a glowing tip with particles around it would be cool.
@ Dilanka - I'm going to defer to what Pior said on this one - If you're looking for feedback, ask for it. Even better, state what you're looking for opinions/advice on (Aka 'I'm not sure how I feel about my helm, do you guys think the colors/shapes work as is?' etc). This lets the rest of us know that you're actually looking for feedback, and precisely what parts to help evaluate.
Got the tank ingame, had to rebake the whole thing a few times to get a good character selection texture res. Readability pass is still needed, but it already works quite well
This is how I got it that "sharp":
I also only uved two tank chains and then used them over and over. 256 is just not a lot for a tank
playing around with the colors, somehow like the brown metal more, what do you guys think?
--edit--
Actually, something inbetween the 2 might look even better.
I think you should to use both of this metal colors like this.
Keep up the great work everyone.
here are the much requested metal masks. probably the most notable thing is the texture overlay on the mask 2 red channel, makes the specular thirty times more interesting. i think the base masks were based off the default, but we just kept on tweaking the values until we got something that looked good in loadout and game view. 80% trial and error
¯\_(ツ)_/¯
and a gif of the loadscreen layers. mostly just blonked on top of some HLMV screenshots
I think the context Toasty was referring to, was the context with the rest of your set that the sword is for. This chest event is for sets, couriers, wards, and huds, not single items.For the sword itself you should darken some of the dirty areas of the sword in the spec mask, R channel of mask2, your secular seems way to uniform and would benefit from some being broken up more
+1 I like this mix of the 2
@Ike - thanks for sharing these! I think this is my favorite AM set in quite some time.
Some texture progress on the DP set. I nearly killed myself getting the armor and leg slots down to their LOD1, had to do some redesigning on the fly so you may notice a few changes from the last update.
Should have some in-game shots soon.
Anyone have any thoughts on the colors? My buddy and I wanted to throw in something to make it different from other DP sets so we wanted whites and golds to make it a bit more elegant looking. Hopefully you guys feel the same cuz I like it The white parts are supposed to be iridescent like pearl/abalone so hopefully it reads well in game.
I will probably have to arrange the feathers a bit better
I think it works, looking in the store all of her set vary pretty widely. Lot of greys, blues that aren't in her original scheme. You're keeping a lot of the pink dress that defines her well in game, would be good to see on overhead shot though.
Tell me that you can get a ghost done too
@motenai,
Great sculpt.Colors!
Ah ok. I see. Thanks for the feedback though. :thumbup:
Little update on the Turntable, since it didn't rotate in relation to the center of the pedestal, and that bothered me a bit. Also did some more lighting on it, and extended the duration a bit.
As ever the rigging has been the biggest thorn in my side - after a couple of weeks, managed to get something that mostly works
Kept the rigs for the the 2 "characters" separate which should mean i can more easily make changes to either...
blockout animation geometry
And heres the result of me slapping on some very ugly keyframes to see if it all worked (i'm not an animator!)
[ame="http://www.youtube.com/watch?v=0IDLwP2BfUc"]Test of Flying Rig[/ame]
and got most of my hipoly prepped and ready to sculpt.
It doent look like much, but should be relatively simple now once its in zbrush
Right! Back to work!
Thanks ike_ike for sharing your textures!
@rich, YES! though the round hole at bottom of blade may be too glowy unless you carry that through the sharpened part of blade next to it (it kind of looks like the inside is still hot which is cool, so the thin part of blade should also be hot.
Technically a 'set' only needs to be 3 pieces. A metallic molten mask could be super cool and original for him. And maybe a set of bracers
Still plugging away on mine, 7 pieces is a chore. Getting close to having the meshes finished. The shoulder slot has been colored, really tight budget on this one.
And 632Fan is going to join me and help out with the promo/loadscreen so that's awesome
Got the set in-game. Gotta address some rigging issues(especially with the fox) and tweak the textures but its getting there!
I'm pretty sure all the bones need to be connected to a single root bone and fall under one hierarchy. :thumbup:
yeah, thats what i thought!
however while making my last courier, due to some happy accidents it seemed that i *could* reference in 2 seperate rigs, and things worked fine...!
now, this was a while ago, and maybe i got lucky, but i'm going to assume things work the same way now. Will be able to test things out properly at the weekend...!
@richithekiller Looking much nicer with the red glow. Would be nice to see the glow blend out over a greater distance.
@Ike Ike, thanks for sharing the maps! great reference!
@katzeimsack could you perhaps blend both the silver and brown textures? Using the brown as dirt mask over a base of silver metal?
Ingame shots before promos and uploads
also making an additional patchless & cigless style due to popular demand
skinned it up to test ingame. For the most part the model and texture res seems to work. A Few minor issues touch up to improve the portrait view, the way the shoulder plates moves about and adding the double sided planes to the feathers.
Started basic block out of colours. (20-30% painting done.)
I'm thinking of experimenting with some patterns/engravings on the flat black sections. I'd also like to get a bit of reflected colour into gold.
(just removed an image.. thought I was spamming the page with too many images! lol)
The arcana texture has me thinking I should invest some time to make some dual swords also. I wonder if A.it's even possible to upload them to Valve B. valve would accept them..
the arcana is the dual swords though so i dunno how that'd work. i think anuxi actually made some swords for her horse commander, but valve didn't add them
the current colours do a good job of workin with both default and arcana textures though. there are a few sets ingame that look completely out of place with the arcana
Some clockwerk wip: (credit goes to Deadman for the gif)
Cheers!
Very well! You upload it in workshop7
Godzy
Looking amazing.
I was stoked to be able to squeeze the poly budget, but 128x64 is SMALL!
I suppose he'll be getting a bracelet around his bicep (maybe both) instead. Maybe new bottles on his shoulder , I don't know.
here is my progress so far :
sculpt
test ingame
texturing the top part
Concept: LINK