lolol I agree, but when I started looking for references I found that some extremist groups are tying dogs and cats to crosses, so it was just looking more political than I thought appropriate.
@Badcogg: really needs some of that Arabian flowing/draped cloth and jewels. You could also change the sickle to a really heavy saber. I like the idea a lot thought
Thanks Vovosunt,
Updated it a little. I see what you mean, I went a bit overboard on the shape of the scimitar.
Replacing the goblins body is doable, so I think he needs some really puffy sleeves and pants, and maybe pointy curled toes. Not really sure how/if I should add too much cloth to Ogre. He's more of the hard armor type.
lod1 for the helmet/rug/vest belt is 400. Could be a very tight squeeze. I like the belt but that might interfere with his current back belt items. I think the belt would be about 100, and the helmet at least 200, not much room for vest/carpet.
I will try to create something. I don't want to be in a team because I don't know if I will be able to fully commit to it and I don't want to disappoint potential team members. Good Luck every One!
i did also some progress on the lion. i reworked the arm shapeing a bit and added a shoulderslot. then i added another headversion, i rly like that one alot. i did also draw some weapon concepts but after all i am not happy with them. i will go on try out more.
Hi guys, I've decided to get back in the game and created a concept for Chen for the chest event.
Looking for someone to collab with.
The idea for it is "Tribal", and why an Armadillo, you ask?
According to this website http://www.crystalinks.com/totemanimals.html Armadillos are animals of safety, boundaries and medicine shield. Also its actual shape fits a Chen mount perfectly
i did also some progress on the lion. i reworked the arm shapeing a bit and added a shoulderslot. then i added another headversion, i rly like that one alot. i did also draw some weapon concepts but after all i am not happy with them. i will go on try out more.
Looking good!
I really like the last head concept, which u app also took for the main concept.
For some reason the first one head is cool as well, but it will be pretty static when not animated.
The weapon I'm not too sure about, but u are on a good way
@shock. have you tried combining the teeth and the cristals together for the weapon slot? for example the lower jaw of mouth from II / IV, but with those orange cristals coming out of the other side, from inside the neck.... i think that might be a good synergy
@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.
i like the idea of polycount logo, dont think i could get it as expressive as i'd like on the cauldron BUT i do think it might look cool as a stiched design in the back of his jacket..Also, maybe on an embossed golden lapel badge, or his belt buckle ?!?! So many choices!
@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!
thanks, theres a bit of varied opinion on the specific heads, but its sounds like people think the overall design is ok and thats the important thing!
i did also some progress on the lion. i reworked the arm shapeing a bit and added a shoulderslot. then i added another headversion, i rly like that one alot. i did also draw some weapon concepts but after all i am not happy with them. i will go on try out more.
@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.
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
thanks guys
It's actually both eul and shattered blink dagger
yep the wing is strange, cause this was a very quick visualization of some stuff we had in mind. Nothing solid yet. We'll get back to this after next week
Thanks to Shock for bringing this to my attention and setting it all up, some really nice work coming along already!
Wanted to get cracking on something before I posted here. Mocked up a very early concept for a ward (I'm not much of a drawer!) the Polycount Gremlin.
As you can probably tell this is very early stages so still blocking out the base shape but thought I'd show my work before getting too carried away.
Anywho please let me know what you think and I'm happy to join forces with whoever will have me, will need an animator to bring this little guy to life and if anyone else wants to get involved in this project or anything else feel free to drop me a message or add me on Steam. Thanks!
@No Pie For You! i think u need see some refs. Try adding a temporal hair. possible with them hairstyle will look more natural
That`s.... not a bad ideea. Thx man, i`ll look into it.
As for the lack of fancy schwancy details.... i took a look at the other wd sets+ the original, and i`m starting to think that for the doctor at least, simplicity and asymethry is the real name of the game.. so ill go with just some texture details on that.
After careful consideration and looking closely at polycounts I'm going to have to skip the vest and belt on the Ogre. The head/sadlle slot is 800 (fine) and 400 (ouch!). I figure the low poly helmet will be at least 200, doesn't leave much room for vest/belt.
I think this works anyway as the Ogre is just the muscle and he gets from the deal a fancy golden set of armor.
The goblin himself is the Djinn, so he will be dressed in the fancy flowing garments.
Lore: I've tried to create new lore for this set that fits with the original lore.
On his quest for gold Razzil stumbled across a trove of treasure. Catching his eye was a golden lamp, as he polished it a thin veil of smoke poured forth and from that smoke appeared a Djinn. The magical deity promised Razzil great fortunes and a golden castle if he would grant the Djinn his freedom. Greed glimmering in Razzil's eye he hastily accepted.
A great laughter arose, encompassing Razzil from all directions and making his head spin and eyes go blurry. When he came to he found himself trapped within a Golden Castle, or rather a golden lamp. Now free the Djinn tossed the lamp into the depths of the deepest, darkest hole he could find. For many ages Razzil remained trapped within
the cursed vessel of his greed.
A great Ogre, enslaved and forced to mine ore in a great cavern, stumbled across a gleaming object. Cleaning the object he found a glimmering golden lamp. Once again, as the lamp was polished to a blinding sheen, smoke emitted forth. Razzil had been released and with his new found power he promised the Ogre his greatest wish.
The Ogre simply wished for freedom from his captors and the mine, rejecting the offer of the gilded cage. His wish was granted with one caveat, that he must help Razzil in his search for gold. Razzil's greed had not been quenched in his prison but only strengthened. Razzil gave the Ogre the power of rage and the Ogre became enslaved to do his bidding. Thus the two were joined by a pact on the search for gold.
Personally I am 3d and 2d artist (modelling, sculpting, texturing, concept...)
I'm "lower advanced"(I guess) blender and photoshop user, and new in zbrush(my first work in zbrush is terrorblade demon form, which have been presented by good_chameleon later in this topic)
I wanted to test my skills in animation...but this month and next one I will have little time for workshop. So, I'M SEARCHING FOR AN ANIMATOR for my courier.
I think I will participate in your "chest flash mob" with this courier:
(work name - dvalvings)
sample animation pose:
I really hope to find the animator for this courier.
I already have "run model", "fly model" is in progress (need to do some retopology and texturing) + finished textures (without masks)+run model is fully skinned, with bones + I did "simple" rigging with IK and constraints in blender (If you are blender user like I am)
and p.s. I am easy-to-talk person, so If you have good concepts feel free to ask me about collaboration, If I have time I would love to collaborate...also I'm easy outgoing not only for the collaboration also I can help with blender or photoshot, give advice etc. so be free to ask me anything.
ok we are now 90 signed artists for this event. this is rly great
@andy125 thanks mate. yeah im hard working on it @nopie gona try it tomorrow @whatever the material is some kind of demonplague lion is enchanted with by a demon @badcog rly interessting alchi u have there!
i also spend lots of hours again, reworked the backslot abit as well as the colors, contrast and the number of teeth of the hand. i tryed to make it a littlebit more block so it will look less noisy. so i got a point now where i rly like all the slots, just the weapon im still not happy with, guess i have to try more on it in the upcoming days.
feedback is welcome as allways
oh stkopp thanks mate ur right i think i will adjust the cape.
about the arm i dont know. in my imagination its not a full soft material
maybe more a tree root or hardened flesh. so i dont think it will need any special animation.
BUT we are going try to do something at the shoulder by skinning the mouth upper and lower jaw seperate from each other. maybe with some smart weighting we can make that mouth chewing a bit nom nom nom
Oh, um, Shock? Can i request a slight change in the spreadsheet? There seems to be a little misunderstanding. I am the "jayk" who's working with hayes and darkkyo on the courier I guess the name change there made it a little bit complicated lol.
They look pretty cool. The track seems unnecessary though. Why do they need it? the cart has wheels. Couldn't they just roll it? wouldn't it roll back off the track at that angle? Maybe you could use those polys to give them a little more shape, some parts of them are looking pretty low poly atm (very straight lower arms, the bandana/head connection).
@shock, thanks, have some more progress here...
I think you can probably get some anims out of the shoulder, mainly I think you need to model it more open (so when he raises arm it closes). Might also need some sideways wiggle room between teeth for when arm goes back/forth.
I think it's possible to use the major finger bones to animate the hand. He doesn't move his hand a lot in game from what I can tell, idle is just minor open/close.
Same with shoulder, model it open a bit.
He open hand a LOT during earthspike but it's quick. Didn't level up to finger of death but I imagine that's the most animated his hand gets.
I love the items but this is the major issue I think...
The hand looks very organic and grown in, the head does too. The shoulders feel more tacked on like a piece of armor. Maybe if they have growths into the chest/neck.
The cape though, I think it makes that issue worse because now you have a piece of cloth in between lion and what seems like it should be a growth.
Maybe you can extend the growth thing and have more of a webbed/demon wing kind of thing instead of cloth.
For the weapon I dig the crystals more. He has organic growth on him but why would the weapon? The color also separates it from him more.
Base mesh is done. Pretty much right on the polycount for all slots.
Not sure if I really like the lamp where it is but my only other choice seems to be hanging from belt. Somewhat out of view and almost dragging on ground. It's part of the back slot (too low polycount for shoulder item to put it there), so in this space it won't conflict with the original shoulder slot bottle.
Flipped the swords around the right way and the rug will have some alpha frills hanging from front and back.
Ok so here is where I am with the storm development, I had 2 other directions as well but we (me and rocketalex) decided to go with the armor of Raijin.
Part of the research and development of the armor direction:
And the more detailed development, there are curently 2 versions, with the high neck protection thing, and without, but the shoulder pads have protection for neck.. not sure which one is best yet but will explore other views as well (probably the large collar is most visible from in game view).
As for the face, there are 2 masks versions but keeping in mind his face is glowing all the time I am not sure how nice it will read in game. BTW, Raijin is usually represented like a blue, red or black ogre thing, that's why the masks look like that, same with the armor on his belly which needs an other round of development as well, I'm pretty sure it can be made to look and read better.
@ stkopp I agree about the track thing, also, the 2 guys seem too naked.. also why do they have glowing ore in their wagon and not refreshment and supplies for the heroes ?
@ shock it's starting to look like a great concept, however, I would say be carefull with readability, the teeth will not be visible from all views, from in game view for example they may look like nothing.. maybe a few very large teeth? Same with the right shoulder, as others said, maybe simpler and larger is best ?
@ baddcog it's starting to look nice but how is the visibility of that in game? sorry but I can't find a concept for your back shield.. there is already in game a back item that looks sort of like that..
@ MDK yes bracer seems a bit plain.. but since your concept is making him a wizard.. maybe try and see some wizard / magician bracers? how do they look.. why.. what are they good for.. etc ?
@DotaFx, what has wraith king to do with storm ? I don't get it. Different god, different representation, different style of armor different coloring.. What does that have to do with anything?
@Baddcog
Yap track is really needed If animator catches the idea, this 2 iron blocks will make interesting transition between characters
It is hard to explain, but this track will add more action and life to the courier. Just believe me
p.s I believe this will give more freedom in creation of secondary action (8 principle of animation) so as I said, because it is a transition between the characters, they can interact with each other in more interesting ways, not just "rolling the wagon"
also why do they have glowing ore in their wagon and not refreshment and supplies for the heroes ?
I dont know, maybe I'm sick of it...it's like "I'll put desolator in couriers/set pocket because it is cool" maybe I'm wrong, but I don't want to use any supplement in this courier.
@Kungfu,
Yep, checked out the in game sets quite thoroughly and believe mine stands apart enough. 2 have round shields, one is steel rimmed with wood. This is a comparison of mine and the closest one... But it's jade and the swords profiles are quite a bit different. I didn't draw up a concept, just a basic Persian shield, much like the one in TF2. Steel base with gold trim...rough coloring
(I scaled down the shield a bit so the sword shapes are more noticeable)
I think it will read good in game, I tried to keep the base shape thick and chunky. There will be good contrast between pieces (orange carpet, purple alchemist, etc..)
In my concept even the gold detail trim will be large defined shapes.
Regarding your concept:
I think I like C the best. Mask, big collar, no belly face. Either way there is nothing in game like any of the concept so that's great, and all the items are cool.
There is that WK set on the workshop I guess but that's no reason not to make it, and yours doesn't look like a clone. Plus that's a tourney set so I'd never buy it. @stkopp, ah OK, now that you say that I actually have a pretty good image of how that could work well.
Did the rough work and a quick test bake on the goblin's body.
Now I'll bump up res, clean up and add smaller details like swirls to the fabric and thinking of hanging coins on his back (pretty plain atm)
I've been a bit busy since the Lunar New Year is coming, so there hasn't been much progress.
I'm done with the baking. Not entirely happy with the result because there weren't enough polys for all of the details, but this will have to do for now. Also everything has LOD0 and LOD1 ready. I'm done with the texture on one of the two hairstyles. I learned some texturing techniques from watching Anuxi's stream and put it into practice, now I'm starting to enjoy doing the texture my wrist kinda hurt from all the mouse handling though.
Here's how everything looks without normal. Is there anything I can do to improve the bake/texture? Sorry for the long post
trying to decide on the back piece. I still like the shield better, think it has better lines but decided to try a sheath style too.
The upside down blades make the sheath look wrong though imo. (looked better when I accidentally made it right side up the first time :P )
Opinions? (the new handle shapw on the sheath side will be used)
@baddcog they seem to be practical, this would be the simplest way to draw a curved blade from a sheath on your back, his hand will grab the blade, drag it out and go down in the normal position, the part that cuts pointing down.. so... this seems the only way to have them.. if other sets have the blades in a different way.. they are bad..
@Nobiru lich looks good.. sorry but I don't know if it has a story or something.. why would it be better then an other lich set.. but the sculpt looks good to me..
@ODD interesting bristle.. I like the weapon idea, however you need different proportions I think.. to make the fist visible in game.. also with the back.. they can't be all the same weapon.. and no bristles.. seems not possible.. that all the heroes in game would attack him with the same kind of sword.. I think the idea is good but needs more development.
@Nobiru lich looks good.. sorry but I don't know if it has a story or something.. why would it be better then an other lich set.. but the sculpt looks good to me..
Not really sure what you are asking but its a Lich set based on Etherain's rule over multiple kingdoms in life- so we went with the theme of fantasy regal clothing. Or did you mean you think its not interesting design?
trying to decide on the back piece. I still like the shield better, think it has better lines but decided to try a sheath style too.
The upside down blades make the sheath look wrong though imo. (looked better when I accidentally made it right side up the first time :P )
Opinions? (the new handle shapw on the sheath side will be used)
Do the sheathes cover the entire blade? From the pic it seems that only part of the sword is covered by the sheath, and it seems like its the blunt side right now. maybe throw some flat brown color on the sheath so we can get a better idea of how it will look
@pipotchi yes, sorry, I just finished reading lich's lore.. It fits, it's late to talk about design now anyway. Just that, it's hard to comment on something if the person doesn't explain why it's like that, what's the purpose, story.. etc. maybe when posting the 3d have a small picture of what it's meant to look like (the concept), the design approach, etc. Sry but I'm new here, don't know who is who or what the concept is for the scoulpt, it's pretty hard to comment on something without info on what it's meant to be.. there are already a lot of projects going on here.
@KungFu,
Yeah, all the swords are upside down on his back, unfortunately with this design I think it looks worse in the sheath. But I can't change that unless he fights with upside down swords
@Kite,
Did a quick and ugly paintover (replaced pic above). Now I'm pretty sure I like the sheaths less. The blunt side is covered because of how he stores them. I initially (not paying attention) made the sheath to cover the sharp side and it looked pretty good like that. Then when I placed on back realized I messed up so adjusted it.
The sheaths also eat up a lot more polys than a shield will and I think I'd rather put a little more detail into the swords. Some nicks, maybe a little more shape to blade.
I think the shield also makes them seem mounted up higher on his back, the sheaths make them look too low (they are both placed exactly where the originals are).
Aaalright, so in the interest of finishing on time, I am switching gears from my original courier idea and making a ward, which I hope will prove much easier to animate.
I have a concept based loosely on some of Earthshaker's art, but I also want a lot of movement in the ward.
QUESTION! In blender it is very easy to create simple animations like the GIF below that don't have mesh deformations. There is no need for bones, you just move your objects and create keyframes. I am wondering if this type of animation will import into source, or if I need to create bones and somehow use bones for the animation?
Replies
I'm sorry, what? Why is jesus cat not happening?
Updated it a little. I see what you mean, I went a bit overboard on the shape of the scimitar.
Replacing the goblins body is doable, so I think he needs some really puffy sleeves and pants, and maybe pointy curled toes. Not really sure how/if I should add too much cloth to Ogre. He's more of the hard armor type.
lod1 for the helmet/rug/vest belt is 400. Could be a very tight squeeze. I like the belt but that might interfere with his current back belt items. I think the belt would be about 100, and the helmet at least 200, not much room for vest/carpet.
i did also some progress on the lion. i reworked the arm shapeing a bit and added a shoulderslot. then i added another headversion, i rly like that one alot. i did also draw some weapon concepts but after all i am not happy with them. i will go on try out more.
Looking for someone to collab with.
The idea for it is "Tribal", and why an Armadillo, you ask?
According to this website http://www.crystalinks.com/totemanimals.html Armadillos are animals of safety, boundaries and medicine shield. Also its actual shape fits a Chen mount perfectly
Drow ranger progress
also some head reworks
Looking good!
I really like the last head concept, which u app also took for the main concept.
For some reason the first one head is cool as well, but it will be pretty static when not animated.
The weapon I'm not too sure about, but u are on a good way
it's show time
i like the idea of polycount logo, dont think i could get it as expressive as i'd like on the cauldron BUT i do think it might look cool as a stiched design in the back of his jacket..Also, maybe on an embossed golden lapel badge, or his belt buckle ?!?! So many choices!
will work up some sketches!
thanks, theres a bit of varied opinion on the specific heads, but its sounds like people think the overall design is ok and thats the important thing!
What is that material supposed to be?
thanks guys
It's actually both eul and shattered blink dagger
yep the wing is strange, cause this was a very quick visualization of some stuff we had in mind. Nothing solid yet. We'll get back to this after next week
sorry for the responding late
Wanted to get cracking on something before I posted here. Mocked up a very early concept for a ward (I'm not much of a drawer!) the Polycount Gremlin.
As you can probably tell this is very early stages so still blocking out the base shape but thought I'd show my work before getting too carried away.
Anywho please let me know what you think and I'm happy to join forces with whoever will have me, will need an animator to bring this little guy to life and if anyone else wants to get involved in this project or anything else feel free to drop me a message or add me on Steam. Thanks!
http://steamcommunity.com/id/hunter-killer/myworkshopfiles/
EDIT: Alternative version
That`s.... not a bad ideea. Thx man, i`ll look into it.
As for the lack of fancy schwancy details.... i took a look at the other wd sets+ the original, and i`m starting to think that for the doctor at least, simplicity and asymethry is the real name of the game.. so ill go with just some texture details on that.
650/500 tris for the 3 pieces.
After careful consideration and looking closely at polycounts I'm going to have to skip the vest and belt on the Ogre. The head/sadlle slot is 800 (fine) and 400 (ouch!). I figure the low poly helmet will be at least 200, doesn't leave much room for vest/belt.
I think this works anyway as the Ogre is just the muscle and he gets from the deal a fancy golden set of armor.
The goblin himself is the Djinn, so he will be dressed in the fancy flowing garments.
Lore: I've tried to create new lore for this set that fits with the original lore.
On his quest for gold Razzil stumbled across a trove of treasure. Catching his eye was a golden lamp, as he polished it a thin veil of smoke poured forth and from that smoke appeared a Djinn. The magical deity promised Razzil great fortunes and a golden castle if he would grant the Djinn his freedom. Greed glimmering in Razzil's eye he hastily accepted.
A great laughter arose, encompassing Razzil from all directions and making his head spin and eyes go blurry. When he came to he found himself trapped within a Golden Castle, or rather a golden lamp. Now free the Djinn tossed the lamp into the depths of the deepest, darkest hole he could find. For many ages Razzil remained trapped within
the cursed vessel of his greed.
A great Ogre, enslaved and forced to mine ore in a great cavern, stumbled across a gleaming object. Cleaning the object he found a glimmering golden lamp. Once again, as the lamp was polished to a blinding sheen, smoke emitted forth. Razzil had been released and with his new found power he promised the Ogre his greatest wish.
The Ogre simply wished for freedom from his captors and the mine, rejecting the offer of the gilded cage. His wish was granted with one caveat, that he must help Razzil in his search for gold. Razzil's greed had not been quenched in his prison but only strengthened. Razzil gave the Ogre the power of rage and the Ogre became enslaved to do his bidding. Thus the two were joined by a pact on the search for gold.
Personally I am 3d and 2d artist (modelling, sculpting, texturing, concept...)
I'm "lower advanced"(I guess) blender and photoshop user, and new in zbrush(my first work in zbrush is terrorblade demon form, which have been presented by good_chameleon later in this topic)
Here is my (old)polycount thread:
http://www.polycount.com/forum/showthread.php?t=124983
and workshop:
http://steamcommunity.com/id/stkopp/myworkshopfiles/
I wanted to test my skills in animation...but this month and next one I will have little time for workshop. So, I'M SEARCHING FOR AN ANIMATOR for my courier.
I think I will participate in your "chest flash mob" with this courier:
(work name - dvalvings)
sample animation pose:
I really hope to find the animator for this courier.
I already have "run model", "fly model" is in progress (need to do some retopology and texturing) + finished textures (without masks)+run model is fully skinned, with bones + I did "simple" rigging with IK and constraints in blender (If you are blender user like I am)
and p.s. I am easy-to-talk person, so If you have good concepts feel free to ask me about collaboration, If I have time I would love to collaborate...also I'm easy outgoing not only for the collaboration also I can help with blender or photoshot, give advice etc. so be free to ask me anything.
@andy125 thanks mate. yeah im hard working on it
@nopie gona try it tomorrow
@whatever the material is some kind of demonplague lion is enchanted with by a demon
@badcog rly interessting alchi u have there!
i also spend lots of hours again, reworked the backslot abit as well as the colors, contrast and the number of teeth of the hand. i tryed to make it a littlebit more block so it will look less noisy. so i got a point now where i rly like all the slots, just the weapon im still not happy with, guess i have to try more on it in the upcoming days.
feedback is welcome as allways
about the arm i dont know. in my imagination its not a full soft material
maybe more a tree root or hardened flesh. so i dont think it will need any special animation.
BUT we are going try to do something at the shoulder by skinning the mouth upper and lower jaw seperate from each other. maybe with some smart weighting we can make that mouth chewing a bit nom nom nom
Maybe some sort of blue or red gem on the bracer that looks like it is holding a static charge?
They look pretty cool. The track seems unnecessary though. Why do they need it? the cart has wheels. Couldn't they just roll it? wouldn't it roll back off the track at that angle? Maybe you could use those polys to give them a little more shape, some parts of them are looking pretty low poly atm (very straight lower arms, the bandana/head connection).
@shock, thanks, have some more progress here...
I think you can probably get some anims out of the shoulder, mainly I think you need to model it more open (so when he raises arm it closes). Might also need some sideways wiggle room between teeth for when arm goes back/forth.
I think it's possible to use the major finger bones to animate the hand. He doesn't move his hand a lot in game from what I can tell, idle is just minor open/close.
Same with shoulder, model it open a bit.
He open hand a LOT during earthspike but it's quick. Didn't level up to finger of death but I imagine that's the most animated his hand gets.
I love the items but this is the major issue I think...
The hand looks very organic and grown in, the head does too. The shoulders feel more tacked on like a piece of armor. Maybe if they have growths into the chest/neck.
The cape though, I think it makes that issue worse because now you have a piece of cloth in between lion and what seems like it should be a growth.
Maybe you can extend the growth thing and have more of a webbed/demon wing kind of thing instead of cloth.
For the weapon I dig the crystals more. He has organic growth on him but why would the weapon? The color also separates it from him more.
Base mesh is done. Pretty much right on the polycount for all slots.
Not sure if I really like the lamp where it is but my only other choice seems to be hanging from belt. Somewhat out of view and almost dragging on ground. It's part of the back slot (too low polycount for shoulder item to put it there), so in this space it won't conflict with the original shoulder slot bottle.
Flipped the swords around the right way and the rug will have some alpha frills hanging from front and back.
Part of the research and development of the armor direction:
And the more detailed development, there are curently 2 versions, with the high neck protection thing, and without, but the shoulder pads have protection for neck.. not sure which one is best yet but will explore other views as well (probably the large collar is most visible from in game view).
As for the face, there are 2 masks versions but keeping in mind his face is glowing all the time I am not sure how nice it will read in game. BTW, Raijin is usually represented like a blue, red or black ogre thing, that's why the masks look like that, same with the armor on his belly which needs an other round of development as well, I'm pretty sure it can be made to look and read better.
@ shock it's starting to look like a great concept, however, I would say be carefull with readability, the teeth will not be visible from all views, from in game view for example they may look like nothing.. maybe a few very large teeth? Same with the right shoulder, as others said, maybe simpler and larger is best ?
@ baddcog it's starting to look nice but how is the visibility of that in game? sorry but I can't find a concept for your back shield.. there is already in game a back item that looks sort of like that..
@ MDK yes bracer seems a bit plain.. but since your concept is making him a wizard.. maybe try and see some wizard / magician bracers? how do they look.. why.. what are they good for.. etc ?
Cheers!
Yap track is really needed If animator catches the idea, this 2 iron blocks will make interesting transition between characters
It is hard to explain, but this track will add more action and life to the courier. Just believe me
p.s I believe this will give more freedom in creation of secondary action (8 principle of animation) so as I said, because it is a transition between the characters, they can interact with each other in more interesting ways, not just "rolling the wagon"
I dont know, maybe I'm sick of it...it's like "I'll put desolator in couriers/set pocket because it is cool" maybe I'm wrong, but I don't want to use any supplement in this courier.
you mean this? this thing exist way before gurren lagann
Yep, checked out the in game sets quite thoroughly and believe mine stands apart enough. 2 have round shields, one is steel rimmed with wood. This is a comparison of mine and the closest one... But it's jade and the swords profiles are quite a bit different. I didn't draw up a concept, just a basic Persian shield, much like the one in TF2. Steel base with gold trim...rough coloring
(I scaled down the shield a bit so the sword shapes are more noticeable)
I think it will read good in game, I tried to keep the base shape thick and chunky. There will be good contrast between pieces (orange carpet, purple alchemist, etc..)
In my concept even the gold detail trim will be large defined shapes.
Regarding your concept:
I think I like C the best. Mask, big collar, no belly face. Either way there is nothing in game like any of the concept so that's great, and all the items are cool.
There is that WK set on the workshop I guess but that's no reason not to make it, and yours doesn't look like a clone. Plus that's a tourney set so I'd never buy it.
@stkopp, ah OK, now that you say that I actually have a pretty good image of how that could work well.
Now I'll bump up res, clean up and add smaller details like swirls to the fabric and thinking of hanging coins on his back (pretty plain atm)
I'm done with the baking. Not entirely happy with the result because there weren't enough polys for all of the details, but this will have to do for now. Also everything has LOD0 and LOD1 ready. I'm done with the texture on one of the two hairstyles. I learned some texturing techniques from watching Anuxi's stream and put it into practice, now I'm starting to enjoy doing the texture my wrist kinda hurt from all the mouse handling though.
Here's how everything looks without normal. Is there anything I can do to improve the bake/texture? Sorry for the long post
getting this coat cape baked out
The upside down blades make the sheath look wrong though imo. (looked better when I accidentally made it right side up the first time :P )
Opinions? (the new handle shapw on the sheath side will be used)
@Nobiru lich looks good.. sorry but I don't know if it has a story or something.. why would it be better then an other lich set.. but the sculpt looks good to me..
@ODD interesting bristle.. I like the weapon idea, however you need different proportions I think.. to make the fist visible in game.. also with the back.. they can't be all the same weapon.. and no bristles.. seems not possible.. that all the heroes in game would attack him with the same kind of sword.. I think the idea is good but needs more development.
Not really sure what you are asking but its a Lich set based on Etherain's rule over multiple kingdoms in life- so we went with the theme of fantasy regal clothing. Or did you mean you think its not interesting design?
Do the sheathes cover the entire blade? From the pic it seems that only part of the sword is covered by the sheath, and it seems like its the blunt side right now. maybe throw some flat brown color on the sheath so we can get a better idea of how it will look
Yeah, all the swords are upside down on his back, unfortunately with this design I think it looks worse in the sheath. But I can't change that unless he fights with upside down swords
@Kite,
Did a quick and ugly paintover (replaced pic above). Now I'm pretty sure I like the sheaths less. The blunt side is covered because of how he stores them. I initially (not paying attention) made the sheath to cover the sharp side and it looked pretty good like that. Then when I placed on back realized I messed up so adjusted it.
The sheaths also eat up a lot more polys than a shield will and I think I'd rather put a little more detail into the swords. Some nicks, maybe a little more shape to blade.
I think the shield also makes them seem mounted up higher on his back, the sheaths make them look too low (they are both placed exactly where the originals are).
I have a concept based loosely on some of Earthshaker's art, but I also want a lot of movement in the ward.
QUESTION! In blender it is very easy to create simple animations like the GIF below that don't have mesh deformations. There is no need for bones, you just move your objects and create keyframes. I am wondering if this type of animation will import into source, or if I need to create bones and somehow use bones for the animation?