Hey! I would love to take part of this community chest. For now i'll participate on my own (including my boyfriend Vlad, as always), but will let you know if i'll make any collab later. Good luck to everyone!
Since I am new here at dota stuff and didn't finished any decent items yet and the "tax thing", I will just watch and learn for now...
But so happy that this is happening.
@GhostDetector, do you have a story for that concept? also, why are you trying to make him a muslim? I believe number 1 head and shoulders looks best till now.. most vizible one.. but for portrait.. maybe think about the points of view.. maybe do a sketch over the portrait?.. see how much of that would be visible, and think or sketch over an in game view.. again think how much is visible..
@KungFuPanda, Understandable, but clothes are clothes, if someone wore a Chinese kings' robe, does it make him Chinese Ruler? The inspiration was 12/13th century dress, even though it was the time of the Islamic Golden Age, during that time, people wore these types of clothing.
The story may be something like,
Kunkka was stationed to an island to protect from demons and was being transfer-ed, he needed supplies to travel he bought supplies, he then returned home. After a couple years he was transferred yet again to the island and found that a merchants ship was being attacked by demons, he kills the demons and the merchants gave Kunkka some clothes and tools for him and his crew (since they were ruined in battle).
I'll try the sketch over later thanks for the input .
Ok, so my second team up is with Mr.Gibbly, he is newer to polycount so he does not have a thread, but he has been around a workshop before, Mr.Gibbly's workshop we are doing this Earth Spirit he did the concept of
And here is my WIP so far, just a bunch of base meshes, mostly done with the zmodeler brush, and a bunch of dynameshes
I'm definitely in for this one. Just something simple though as I don't have much time available, probably just a single item (don't know if that's allowed, but I'll do it anyway).
I think a small split of rev for this should go to polycount though, 5/10%?
Mostly because it's used for communication and knowledge sharing.
I think a small split of rev for this should go to polycount though, 5/10%?
Mostly because it's used for communication and knowledge sharing.
I always give polycount a healthy chunk on workshop for all my submissions, and I would hope most do the same here too, this should be enough from the chest alone chest with PC added as a provider on all submissions
I'm definitely in for this one. Just something simple though as I don't have much time available, probably just a single item (don't know if that's allowed, but I'll do it anyway).
I think a small split of rev for this should go to polycount though, 5/10%?
Mostly because it's used for communication and knowledge sharing.
There's a system for that already, actually. What I was thinking is to just make sure people give some % of the Service provider slider to Polycount. Seems reasonable enough to me, and it doesn't come out of the artists pocket at all.
shock, can you add me as looking for a team-up? i`m really not shure i can properly texture that witch doctor set i`m working on. i`ll try to do it... but i fear the outcome.
the earth spirit ideea is really neat looking, but might i suggest you tone down the arm cristals? for a staff wielder mobility is key and that much rock might interfere with the model.... maybe.
Agito and I will do a puck set together.
We are both a bit busy so perhaps there will be no progress in the coming 2 weeks, but after it should be fine.
Here is a quick Sketch of the idea, nothing is finalized yet
I'm seeing very nice WIP already, can't wait to see how much more these 2 months will bring to us! Reza: Interesting concept for puck, I play a lot with him and would be very pleased, except the wings look a little strange.. Try making the front of it a little bigger! Wings tend to be bigger on the front and smaller at the back
Snake Ranger best ranger! I really love to see her legs covered, keep breaking the mold.
Shiva Lich set with Prophet9 is on the way, I've refined his bracers, veil and leg wrap. Pretty happy with the results so far, I'm a sucker for deity designs.
Lovely design cotton! I have some suggestions for you:
1. His head is kind of lost in the shape. Double check your values so it's easy to identify the head.
2. The reds are kind of stealing the focus IMO. Maybe having the waving silk cloth on the top be red would be nice and it might also help with point no 1.
3. I love the cobra idea! Why not go all out and make the patterns for the pauldron and the pattern on the wavy waist cloths more cobra-like? You can even try making the overall shapes of everything more like cobra. The waving cloth around his head could potentially be shaped like it.
4. The coins look out of place imo. I think you can exploit point no 3 to make the idea stronger.
i also got a small update on the lion, was trying some possible solutions for the head.
i will also try a bit more with different weapon shapes as next step.
btw my teammate for this set is onilolz
I like the idea, but it looks a bit tacked on, especially the head. Having a transition from the "plague" to the original head (like the mouth arm) will make it cooler.
Right now I'm not sure what the materials are supposed to be, they look like tree root, but I'm guessing you want it to be more like an infection? Having a reference image would help a lot.
The way the "plague" grows can be designed cooler. How the shape twist around the arm and stuff can still look way sexier.
The crystals on the weapon seem a bit random to me. Instead of those, maybe they are made from the teeth of the arm?
thanks for ur feedback mate. the idea is that a plaguedemon infected him with his gift, that gift is growing arround him a bit like the root of a tree. its also not a soft material, for example at his head its forming some kind of helm. the plague material has 2 layers the light blue rooty one that is growing over him and the desatured dark red as demonflesh under it. so its very much a hardened demontumor. i will work more on it ofc. also about the weapon i did already say in my last post that it is not the final one.
@Shock, also you can try making the head in portrait view.. make sure it reads and looks good there.. since 90% of the time if not more.. people will see his face just in portrait.
@Shock: thank you for the spreadsheet, especially the hero pool For the 4 head styles, I like the 1st one. The second one (the one with the tentacle mouth) is a bit too much I think. As for his scepter, how about making it look like a mouth (like the one on his arm) holding the red gem ? @Reza: that is one unorthodox concept for puck, especially his wings. They remind me of the eul scepter the head looks nice but it seems quite different from the wings and tail. There doesn't seem to be much connection between the head piece and the rest of the set. @Hawf: that Drow concept is interesting, she looks like a fierce general I really like her hair. The pants is a nice idea, although I'm not sure how the players will react to it. The shoulder armor pad looks a bit uninteresting IMO.
I'm working on the retopo and UV, the cloak, bow and shoulder are done, I'm still trying to get the hair under the poly limit I will post the picture once I'm done baking
My next step is to retopologize and see just how much I can squeeze down the in-game mesh before I decide for sure what to do about the flying version.
What I REALLY want to do is have a moth that follows him around when he is walking, then picks him up by the scruff and carries him around for flying. If I can't find enough tris after retopo though, he may just have to have a big balloon or use his tail as a propeller or something.
Just some updated info to throw in the spread sheets. Cosmicsugar and I will be doing the Vestments of the Demon Rose for potm you can find in Cosmicsugar's thread. As far as my other collab, Mr.Gibbly is responsible for the concept, and as it stands I will be doing the rest. Keep up the awesome work guys! As always... happy hatting!
The overall sculpt is looking really nice. Clean, with well defined shapes and not overly detailed. The only thing I'm not a big fan of is the beard, which looks too uniform, and not what you would expect hair/fur to look like on Dota.
The shoulder/shoulderpads also look a bit too simple. Perhaps that is going to be solved on the texturing stage, but maybe adding some of a raised 'lip' around it like the neck section has, would help make it less plain.
Going back to your post from last page, just to say that I absolutely LOVE the kinda anime-inspired hairstyles. The sculpts are really quite something. My only critique would be softening some edges up just a little bit, since some of them look quite sharp, mainly on the first one. Also, perhaps some asymmetry on the first hairstyle? It feels a bit weird with everything being symmetrical, specially at the back.
Still, those hairstyles are stunning, can't wait to use them ingame.
@Ewing: I think his head's proportion is a bit wrong somewhere, his head looks kinda strange especially in the middle picture. Also I think his fur need a bit more polish. @Belkun: thanks a lot for the feedback. Now that you mention it, I think some edges look too sharp too. I will try to soften them up a bit It's part of my habit since my texturing skills are bad I thought I should just sculpt every detail there is to lessen the work I do while texturing.
I'm not sure if I can do anything to the first hairstyle to make its back asymmetrical, it's eating up lots of poly and I'm still struggling with the UV, but I'll check what I can do.
Ewing : I would strongly encourage you to keep looking at references of similarly sculpted animal characters, as done in recent CG movies for instance. At the moment the sculpt is quite lumpy, and considering that Zbrush tends to hide surface information you might end up being disappointed by the way it will turn out once baked.
If you haven't done it already, take the time to make a collage of all the information you need ; like, screenshots of you favorite Dota assets with the fur treatment you like the most (like Coco the Courier for instance), that you will then attempt to match as closely as possible ; and screenshots of a few great raccoon characters that you have seen in animated movies or games.
I would also strongly encourage you to take a few screenshots of your sculpt with a very bright (almost white) material and paint over them in photoshop with a simple multiply layer in order to preview your texture work in advance. (You could also do that as a polypaint pass straight in Zbrush, that's pretty much the same thing.). This will allow you to solve all the design challenges before moving on to the more technical aspects of the asset creation.
I'm game for this. I can do everything except animation. (Goal of 2015.) My only problem is time. I've begun my last year at University this week and already busy with a set. So, you guys that do concepts, PM me. Will need to have a texture artist too. I'll do the models.
Wow, i've been away for a few days and this thread is flooded with awesome stuff xD
great works everywhere i dont even know where to start
@MDK: really like the set, very clean sculpt, i do like the first style of hat better though, cant wait to see how the bakes turn out!
@Ewing: really like the idea, but the sculpt isnt really appeal to me yet, i would strongly suggest you to look up for more cartoon/movie racoon references.
@Shock, cottonwings: really unique ideas for the heroes you got there, really curious to see how these ideas turn out to be when translated into 3d
And looks like im gonna team up with Godzy and Sylei probably with a Clock and Warlock set, im working on the concepts atm, and will post them here as soon as they're finished.
An update, sorry guys, South Africa has this new thing called Load-Shedding (government owned power station regulates who's home/business power is on/off on certain days and times to prevent a national blackout.) To prevent people getting pissed off with me when collaborating when I'm in the dark, I'll rather do this solo. Good luck everyone.
managed to make some progress with the high-sculpt. It`s plain, clean looks ok on color scheme.... but i find it a bit TOO plain. any ideeas how i could give it some more valence?
I think the texture will give it some detail too but not that much. Here`s what i have so far. Apologies for the excesive lighting. aparently it stacked everything when i brought all the items together...
i like alot number 7 8 and 9. maybe i even prefer 9 the most. number 3 that u are using in the big one is fitting too, but i feel its a littlebit too generic. 1,2 and 4 look cool, but i think a cowboy as well as a demonlook isnt exactly what u are looking for. 5 and 6 are working. 7 is working rly good, it gives him some rly nasty look - i like that alot. 8 is not directly fitting very well, but i like the wizard one alot and as i said in start number 9 is my favourite over all. its simple but very good readable and it sells his character perfectly. i would love if u go with that .
btw if u are going to take part in the chest event it would be nice if u read the first post and drop us some information if u are going to do this alone of if u are looking for a team / already having a team. so i can add u to the spreadsheet
i like alot number 7 8 and 9. maybe i even prefer 9 the most. number 3 that u are using in the big one is fitting too, but i feel its a littlebit too generic. 1,2 and 4 look cool, but i think a cowboy as well as a demonlook isnt exactly what u are looking for. 5 and 6 are working. 7 is working rly good, it gives him some rly nasty look - i like that alot. 8 is not directly fitting very well, but i like the wizard one alot and as i said in star number 9 is my favourite over all. its simple but very good readable and it sells his character perfectly. i would love if u go with that .
btw if u are going to take part in the chest event it would be nice if u read the first post and drop us some information if u are going to do this alone of if u are looking for a team / already having a team. so i can add u to the spreadsheet
greez
thanks for the feedback, and apologies for not submitting all the right details - will amend my post now!
@nopieforyou:
Try exaggerating some shapes, add splinters wear and tear, etc. You can also try some color variants such as patterns or an insignia.
@pixelherder
Nice concept, I really like cauldron with that said give it a polycount face! I also like 7 or 9, he'll look like a shady character. If you do want to make him a leprechaun give him a single gold coin.
@pixelherder: That thing is so boss! I really like the beard from #9, but I also really like the bowler hat in the original concept, and hat from #8. Looking forward to more!
@ Seeingtriangles, MDK, Pior: Thanks so much for all the feedback guys! All was totally fair and helpful. I agree the head was looking really hedgehog-like and just sort of off. I took Pior's advice and went back to collecting more references because I really don't have a concept since this courier grew out of a ward that started as a cat tied to a cross, but sort of changed as I was sculpting.
This is only my 2nd time sculpting at all other than messing around just learning the tools, and my first time really going through the process of baking down from high poly to low poly, so this is a HUGE learning process for me. At any rate, I took all the advice given, spent more time on the fur, fixed his face proportions, and baked down what I have so far to see how much of it translates.
Thanks for the feedback guys, it's very appreciated.
I got the lowpoly down to 2010 tris, so I will have enough tris and UV space left over to make a little moth buddy to follow him around and carry him for flying.
This is shadeless diffuse only, and the texture is very placeholder.
Replies
@Shock
Maybe transition the blue into a black to increase the contrast between the orange and blue. Kind of like this.
@Nobiru, The lich set it looking great but there is a weird transition here,
Maybe you should cap it off with a nice trim (like what you did on the bottom part of the slot)
Here's my concept, Later I'll take the elements I like (or suggested) and compile it into one.
Workshop Link
Polycount
TO THE DRAWING BOARD!
...after work
edit*
i'll be working with Saintz - he doesn't polycount much but that's his name.I'll be posting the WIP's and whatnot.
concept coming soon. we're thinking probably a Dark Seer set.
make fancy particles for everyone!!!!!! :poly136:
Edit: OR make a unique polycount chest particle that could be submitted to be applied to the contents of the chest
But so happy that this is happening.
Very new to this , but would like to give it a try
@KungFuPanda, Understandable, but clothes are clothes, if someone wore a Chinese kings' robe, does it make him Chinese Ruler? The inspiration was 12/13th century dress, even though it was the time of the Islamic Golden Age, during that time, people wore these types of clothing.
The story may be something like,
Kunkka was stationed to an island to protect from demons and was being transfer-ed, he needed supplies to travel he bought supplies, he then returned home. After a couple years he was transferred yet again to the island and found that a merchants ship was being attacked by demons, he kills the demons and the merchants gave Kunkka some clothes and tools for him and his crew (since they were ruined in battle).
I'll try the sketch over later thanks for the input .
And here is my WIP so far, just a bunch of base meshes, mostly done with the zmodeler brush, and a bunch of dynameshes
I think a small split of rev for this should go to polycount though, 5/10%?
Mostly because it's used for communication and knowledge sharing.
I always give polycount a healthy chunk on workshop for all my submissions, and I would hope most do the same here too, this should be enough from the chest alone chest with PC added as a provider on all submissions
There's a system for that already, actually. What I was thinking is to just make sure people give some % of the Service provider slider to Polycount. Seems reasonable enough to me, and it doesn't come out of the artists pocket at all.
basically what kite said, yeah.
currently working on some highs to bake to lows and this is what I've got so far
I deviated from the concept when I did the boots feeling as if the shin guards would have appeared too similar to some of the others.
also added a list to check what heroes are not yet worked on.
https://docs.google.com/spreadsheets/d/11SCQ16Gkn3gnAiwlixbSpMeHh0D16xU_RrcpcPFQo6Q/pubhtml#
the earth spirit ideea is really neat looking, but might i suggest you tone down the arm cristals? for a staff wielder mobility is key and that much rock might interfere with the model.... maybe.
Dayum, thanks for all the hard work shock! These spreadsheets are great.
Looking good! I'd hoped this would get made when I last saw it, but that was so long ago I'd completely forgotten about it.
We are both a bit busy so perhaps there will be no progress in the coming 2 weeks, but after it should be fine.
Here is a quick Sketch of the idea, nothing is finalized yet
Reza: Interesting concept for puck, I play a lot with him and would be very pleased, except the wings look a little strange.. Try making the front of it a little bigger! Wings tend to be bigger on the front and smaller at the back
This is a link to my workshop page:
http://steamcommunity.com/id/canoners/myworkshopfiles/?appid=570
and here's my polycount page:
http://www.polycount.com/forum/showthread.php?t=122709
Excited to get back to the workshop!
Shiva Lich set with Prophet9 is on the way, I've refined his bracers, veil and leg wrap. Pretty happy with the results so far, I'm a sucker for deity designs.
1. His head is kind of lost in the shape. Double check your values so it's easy to identify the head.
2. The reds are kind of stealing the focus IMO. Maybe having the waving silk cloth on the top be red would be nice and it might also help with point no 1.
3. I love the cobra idea! Why not go all out and make the patterns for the pauldron and the pattern on the wavy waist cloths more cobra-like? You can even try making the overall shapes of everything more like cobra. The waving cloth around his head could potentially be shaped like it.
4. The coins look out of place imo. I think you can exploit point no 3 to make the idea stronger.
i will also try a bit more with different weapon shapes as next step.
btw my teammate for this set is onilolz
I like the idea, but it looks a bit tacked on, especially the head. Having a transition from the "plague" to the original head (like the mouth arm) will make it cooler.
Right now I'm not sure what the materials are supposed to be, they look like tree root, but I'm guessing you want it to be more like an infection? Having a reference image would help a lot.
The way the "plague" grows can be designed cooler. How the shape twist around the arm and stuff can still look way sexier.
The crystals on the weapon seem a bit random to me. Instead of those, maybe they are made from the teeth of the arm?
@Reza: that is one unorthodox concept for puck, especially his wings. They remind me of the eul scepter the head looks nice but it seems quite different from the wings and tail. There doesn't seem to be much connection between the head piece and the rest of the set.
@Hawf: that Drow concept is interesting, she looks like a fierce general I really like her hair. The pants is a nice idea, although I'm not sure how the players will react to it. The shoulder armor pad looks a bit uninteresting IMO.
I'm working on the retopo and UV, the cloak, bow and shoulder are done, I'm still trying to get the hair under the poly limit I will post the picture once I'm done baking
My next step is to retopologize and see just how much I can squeeze down the in-game mesh before I decide for sure what to do about the flying version.
What I REALLY want to do is have a moth that follows him around when he is walking, then picks him up by the scruff and carries him around for flying. If I can't find enough tris after retopo though, he may just have to have a big balloon or use his tail as a propeller or something.
All feedback most welcome!
I'd like to participate as well!
EDIT: I'll work in two projects, with Krios, and Mango, as the rules allows.
Here's my workshop works!
The overall sculpt is looking really nice. Clean, with well defined shapes and not overly detailed. The only thing I'm not a big fan of is the beard, which looks too uniform, and not what you would expect hair/fur to look like on Dota.
The shoulder/shoulderpads also look a bit too simple. Perhaps that is going to be solved on the texturing stage, but maybe adding some of a raised 'lip' around it like the neck section has, would help make it less plain.
@SeeingTriangles
Going back to your post from last page, just to say that I absolutely LOVE the kinda anime-inspired hairstyles. The sculpts are really quite something. My only critique would be softening some edges up just a little bit, since some of them look quite sharp, mainly on the first one. Also, perhaps some asymmetry on the first hairstyle? It feels a bit weird with everything being symmetrical, specially at the back.
Still, those hairstyles are stunning, can't wait to use them ingame.
@Belkun: thanks a lot for the feedback. Now that you mention it, I think some edges look too sharp too. I will try to soften them up a bit It's part of my habit since my texturing skills are bad I thought I should just sculpt every detail there is to lessen the work I do while texturing.
I'm not sure if I can do anything to the first hairstyle to make its back asymmetrical, it's eating up lots of poly and I'm still struggling with the UV, but I'll check what I can do.
Good luck to everyone!!
If you haven't done it already, take the time to make a collage of all the information you need ; like, screenshots of you favorite Dota assets with the fur treatment you like the most (like Coco the Courier for instance), that you will then attempt to match as closely as possible ; and screenshots of a few great raccoon characters that you have seen in animated movies or games.
I would also strongly encourage you to take a few screenshots of your sculpt with a very bright (almost white) material and paint over them in photoshop with a simple multiply layer in order to preview your texture work in advance. (You could also do that as a polypaint pass straight in Zbrush, that's pretty much the same thing.). This will allow you to solve all the design challenges before moving on to the more technical aspects of the asset creation.
Also, show us your concept !
Maybe I can trow in some artwork, and team up with a modeler
Good Luck everyone, and really looking forward in seeing some finished stuff!
great works everywhere i dont even know where to start
@MDK: really like the set, very clean sculpt, i do like the first style of hat better though, cant wait to see how the bakes turn out!
@Ewing: really like the idea, but the sculpt isnt really appeal to me yet, i would strongly suggest you to look up for more cartoon/movie racoon references.
@Shock, cottonwings: really unique ideas for the heroes you got there, really curious to see how these ideas turn out to be when translated into 3d
And looks like im gonna team up with Godzy and Sylei probably with a Clock and Warlock set, im working on the concepts atm, and will post them here as soon as they're finished.
http://steamcommunity.com/id/good_chameleon/myworkshopfiles/ - my workshop
http://steamcommunity.com/profiles/76561198040314106/myworkshopfiles/ - Hey Owl workshop
- wip
http://www.polycount.com/forum/showthread.php?t=124983 - thread Es'Kophan
I think the texture will give it some detail too but not that much. Here`s what i have so far. Apologies for the excesive lighting. aparently it stacked everything when i brought all the items together...
@MDK: that storm set is shaping very nicely.
not sure if i'm on the right lines, or how likely these sort of things are to make it into the workshop these days, so thoughts etc. welcome...
sketchbook thread >> http://www.polycount.com/forum/showthread.php?p=1798225#post1798225
workshop page >> http://steamcommunity.com/id/pixelherder/myworkshopfiles/?appid=570
Currently just collaborating with my usual animator, but possibility of expanding that out (particles?)
btw if u are going to take part in the chest event it would be nice if u read the first post and drop us some information if u are going to do this alone of if u are looking for a team / already having a team. so i can add u to the spreadsheet
greez
thanks for the feedback, and apologies for not submitting all the right details - will amend my post now!
Try exaggerating some shapes, add splinters wear and tear, etc. You can also try some color variants such as patterns or an insignia.
@pixelherder
Nice concept, I really like cauldron with that said give it a polycount face! I also like 7 or 9, he'll look like a shady character. If you do want to make him a leprechaun give him a single gold coin.
@ Seeingtriangles, MDK, Pior: Thanks so much for all the feedback guys! All was totally fair and helpful. I agree the head was looking really hedgehog-like and just sort of off. I took Pior's advice and went back to collecting more references because I really don't have a concept since this courier grew out of a ward that started as a cat tied to a cross, but sort of changed as I was sculpting.
This is only my 2nd time sculpting at all other than messing around just learning the tools, and my first time really going through the process of baking down from high poly to low poly, so this is a HUGE learning process for me. At any rate, I took all the advice given, spent more time on the fur, fixed his face proportions, and baked down what I have so far to see how much of it translates.
Thanks for the feedback guys, it's very appreciated.
I got the lowpoly down to 2010 tris, so I will have enough tris and UV space left over to make a little moth buddy to follow him around and carry him for flying.
This is shadeless diffuse only, and the texture is very placeholder.