Joao visited us at the office last week so we worked a bit on his and Chris' entry for the thing here. I wanted to uplad the work in progress but i didn't manage in time, so there is a little more done by now. The idea is, that Sniper joined the ranks of Kunkka
here is the progress
concept by Chris, which we later tuned a bit on the model for the sake of readability
Joao first started with testing on a lowpoly if it is doable within the given limits. I usually prefer doing it this way on tight budgets so you don't invest on things which are absolutely not doable
usually at this stage we already apply some base colors to see if they work in general, and can tweak stuff really early, here are some shots of that
from there we take it into zbrush and sculpt and paint at the same time, so we have a very solid base to texture with right after baking
and the gun straight out of zbrush
from there on it is pretty straight forward, we already know it works with the polycount, so we usually do some simple testbakes and check where the lowpoly needs to be tweaked to capture the detail better.
We are working on the textures now, will show it ingame as soon as we have it ready
And now i will start with a set based on a concept by my girlfriend, lets see if i have enough time by 15th to finish it
Beautiful work Toasty the flags/capes look really great. The set looks good with the arcana too. I don't think you should make the dual swords, Anuxi did that a long time ago and Valve didn't accepted the dual swords although her set got accepted, so I think it's unlikely that Valve would accept the dual swords for LC. How did you get the arcana model btw? Could you please teach me how?
I've been kinda busy, but finally the bake is done. Retopo was so hard because I had to include so many things into the poly budget. Now only rigging and LOD1 left, at this point I'm kinda scared of rigging this set since it has many layers of poly close to the base model :poly122:
I also has a confession to make. I collaborated with Keinhangia again for the LS of my WR set, and by doing that, I broke the rule. I don't want his Storm set to be affected because of my decision, so I would like to remove my WR set from this event. I hope that our Storm set isn't disqualified because of this. Sorry for causing you guys unnecessary troubles and thanks for all the great feedbacks on my WR set.
So it's time to finish the storm spirit I started with Rocket, currently working on textures and masks, and loading screen. Here is the loading screen so far (composition and general lighting).
will continue this after the textures and masks are done, then I will redraw his left hand as well, the position seems too stiff..
Neox, absolutely loving that Sniper, and thank you for sharing you guys' process. Testing things out directly in lowpoly is definitely something I need to do more, so that's a good reminder.
Sylei, this is going to be a great one. That book itself is looking awesome ... Nice !
Mihalceanu, that was fast ! No Polycount border though ?
- - - - -
Besides, I am finally done and submitted. It took me much longer than expected, mostly because of the skintight nature of many of the parts (breastplate, sleeve, boots) which in turn were tough to adjust for the animation range of the character striking extreme poses ... even in idle. So that's another lesson learned : always checking the full animation set of a hero in detail before designing a set ! And of course the fact that I stretch the slots quite a bit was a challenge too : the cape slot holds the wings and breastplate, the quiver slot also has boots, and so on. But hey, it's done !
@Nikey: that QoP looks great, especially the wings The hair is a bit similar to another item in the workshop, mostly because of the hairstyle, but other than that everything else looks great. Can't wait to see your set with colors on :thumbup:
I hear ya, seems to defeat the top down gradient thing a bit though. It is a great set. What's the possibility you have enough tris left to add gold cuffs?
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Mine is almost done, final tweaking mainly on hand painting a few pieces ( The smoke and armor are still just gradients. Also need to bake some lightmaps for a little extra punch. (diffuse, ao, bent atm), and a few clipping issues to deal with.
This is also game compressed textures. Going to try and squeak out an icon set too if I wrap up in time.
For the seven piece set I have about 3 spare tris on the combined lod totals
@wolfart: nice hud @badcog: Looking crisp @monetai: Not a big fan of the textures. Look a bit noisy like you used ddo with realistic settings. Really liked the sculpt before, might be ok after a readability pass though..
Got the big techie from bao and did a basic texture.
Can't wait for the small to finally finish this
So - it seems that many of us are being told in our Steam accounts that our contact info and banking info are not matching up and must be fixed. For some of us it will likely be a quick name change, for others more work is involved with banks and accounts.
Verification of changes must be done manually by Valve employees...
The result is unfortunately that those of us with these problems can not upload and finalize items!
This is going to potentially impact the delivery of the event submissions... as Valve is on vacation until the 13th (so I've been told).
May I suggest that we push the date for submission to the 1st of May? I hope that would be enough time to deal with these issues - I will be directly emailing Valve about it asap.
I'm having the same issue. I would agree with an extension depending on how long it takes them to sort this out. If it's still the 15th, everyone will be stacking up their submissions on the last 2 days and it'll get messy.
Whipping up some simple colors to test in-game to make sure that the texture is sharp enough. I had to include many things into the armor slot so I wasn't sure if the texture would be sharp enough or not. Although some parts aren't as sharp as I wanted, it's not much of a problem (I think).
His spec looks really weird so I don't give him any spec. The spec looks really pixelated, it's like the resolution for the mask maps are really low. I'm still chipping away at the rigging, still have a lot of clipping to fix. I swear I will never ever do another storm set again after this one :poly122:
Really looking good Sylei, I feel you could push the metalness more though.
The glow on the staff is really weak too imo. (probably needs brighter colors (as the ingame illum is very weak)
The book is great, in your wips I thought it was just going to be a belt slot, this is very cool.
Ah, Valve and quick rigging
So should I rig my model to follow the distorted horrible rigging Valve has set forth on the low poly (notice beard is stretching back through face and neck/collar is stretched up high (worse in back).
Or should I keep it rigged 'properly' in case they ever fix it?
Or should I properly weight it and submit a fix? lolz
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Also starting to work on names for items.
Does Valve tend to stick with submitted names or do they usually rename like they do in TF2?
Replies
here is the progress
concept by Chris, which we later tuned a bit on the model for the sake of readability
Joao first started with testing on a lowpoly if it is doable within the given limits. I usually prefer doing it this way on tight budgets so you don't invest on things which are absolutely not doable
usually at this stage we already apply some base colors to see if they work in general, and can tweak stuff really early, here are some shots of that
from there we take it into zbrush and sculpt and paint at the same time, so we have a very solid base to texture with right after baking
and the gun straight out of zbrush
from there on it is pretty straight forward, we already know it works with the polycount, so we usually do some simple testbakes and check where the lowpoly needs to be tweaked to capture the detail better.
We are working on the textures now, will show it ingame as soon as we have it ready
And now i will start with a set based on a concept by my girlfriend, lets see if i have enough time by 15th to finish it
still a lot of work to be done so going to move onto face/hands then the cauldron and THEN revisit everything before moving onto lopoly etc...
I've been kinda busy, but finally the bake is done. Retopo was so hard because I had to include so many things into the poly budget. Now only rigging and LOD1 left, at this point I'm kinda scared of rigging this set since it has many layers of poly close to the base model :poly122:
I also has a confession to make. I collaborated with Keinhangia again for the LS of my WR set, and by doing that, I broke the rule. I don't want his Storm set to be affected because of my decision, so I would like to remove my WR set from this event. I hope that our Storm set isn't disqualified because of this. Sorry for causing you guys unnecessary troubles and thanks for all the great feedbacks on my WR set.
will continue this after the textures and masks are done, then I will redraw his left hand as well, the position seems too stiff..
Finished the lich set ; had some worries about the slots , but It came out pretty good imo
Finished the BH sculpt with Fudgie.
Sylei, this is going to be a great one. That book itself is looking awesome ... Nice !
Mihalceanu, that was fast ! No Polycount border though ?
- - - - -
Besides, I am finally done and submitted. It took me much longer than expected, mostly because of the skintight nature of many of the parts (breastplate, sleeve, boots) which in turn were tough to adjust for the animation range of the character striking extreme poses ... even in idle. So that's another lesson learned : always checking the full animation set of a hero in detail before designing a set ! And of course the fact that I stretch the slots quite a bit was a challenge too : the cape slot holds the wings and breastplate, the quiver slot also has boots, and so on. But hey, it's done !
Chitinous Coverings - Windranger set
Sylei: great set , I really like the way he holds the grimmoire
@pior: voted
Got all my assets in waiting for the two marines from bao to start tweaking textures
Minigun!
thanks! i tried to spend a bit of extra tlc on them, so glad you noticed!
and heres todays update - POUCHES!
Soon the masks
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Mine is almost done, final tweaking mainly on hand painting a few pieces ( The smoke and armor are still just gradients. Also need to bake some lightmaps for a little extra punch. (diffuse, ao, bent atm), and a few clipping issues to deal with.
This is also game compressed textures. Going to try and squeak out an icon set too if I wrap up in time.
For the seven piece set I have about 3 spare tris on the combined lod totals
@badcog: Looking crisp
@monetai: Not a big fan of the textures. Look a bit noisy like you used ddo with realistic settings. Really liked the sculpt before, might be ok after a readability pass though..
Got the big techie from bao and did a basic texture.
Can't wait for the small to finally finish this
Verification of changes must be done manually by Valve employees...
The result is unfortunately that those of us with these problems can not upload and finalize items!
This is going to potentially impact the delivery of the event submissions... as Valve is on vacation until the 13th (so I've been told).
May I suggest that we push the date for submission to the 1st of May? I hope that would be enough time to deal with these issues - I will be directly emailing Valve about it asap.
Thoughts?
His spec looks really weird so I don't give him any spec. The spec looks really pixelated, it's like the resolution for the mask maps are really low. I'm still chipping away at the rigging, still have a lot of clipping to fix. I swear I will never ever do another storm set again after this one :poly122:
katzeimsack, your Techies is looking amazing
Unlit diffuse from marmoset, and in game screenshots with masks
And Deadman made a quick preview video
[ame]https://www.youtube.com/watch?v=IzFBFRiLJhw[/ame]
The glow on the staff is really weak too imo. (probably needs brighter colors (as the ingame illum is very weak)
The book is great, in your wips I thought it was just going to be a belt slot, this is very cool.
Ah, Valve and quick rigging
So should I rig my model to follow the distorted horrible rigging Valve has set forth on the low poly (notice beard is stretching back through face and neck/collar is stretched up high (worse in back).
Or should I keep it rigged 'properly' in case they ever fix it?
Or should I properly weight it and submit a fix? lolz
=============
Also starting to work on names for items.
Does Valve tend to stick with submitted names or do they usually rename like they do in TF2?