Looks sweet Hudson.
What if it popped up and then bounced off the rim once. Doesn't the spawn animation last at least 2 seconds? I think it might look cool to have the post come further out of ground (stretch the post before a little bit). Then as the eye is going up the post can sink back into the ground some to make it settle. That would also make the eye appear to go faster and higher.
Artypi, Great set, I assume you are doing the collar around the back, would be cool to see it painted in, I find the hair is a bit distracting. It's got great flow all the way around.
@down_limit: green rays for sure @Artypi: great CM concept I have to say this now to avoid problems later: I have two CM concepts that I will do in the future, and one of them has many elements that are similar with your CM concepts, those are: the big collar made of fur around her neck (although mine is bigger on her right shoulder and smaller on her left), and the cape that hangs from her waist rather than her shoulder (the shape is different though). I will change my concept to make it as different from yours as possible, while still having those elements. I hope you're ok with it.
Zipf and I will be working on a CM too!! we're taking a different approach, and going with a nordic/warrior theme. Definitely some 80s fantasy influence in there too
Well, not accusing of anything, but it kinda looks an awful lot like one of my old concepts, only, you know, prettier
@jlem that's a bit of a stretch. Honestly I see very little in common with Arty's concept outside of the 'more armored' look
Well, I saw the hairstyle, dress, metal pieces and fur around the metal and the overall idea of nordic CM. So if i was as skilled as Artypi back when I concepted it, the resemblance would be much clearer.
Of course I'm not asking to change anything it's just a bit sad, that it makes my concept unusable, as it won't be as unic anymore, and just wanted to say that... I THOUGHT OF IT FIRST:D
That cm design looks gloriously fluffy! The jewel in the loincloth kind of stands out a little, like it doesn't fit in the set; maybe it would be better to make the golds in the shoulder pin and the crown match? This is just nitpicking, the concept looks really good.
Well, I saw the hairstyle, dress, metal pieces and fur around the metal and the overall idea of nordic CM. So if i was as skilled as Artypi back when I concepted it, the resemblance would be much clearer.
Of course I'm not asking to change anything it's just a bit sad, that it makes my concept unusable, as it won't be as unic anymore, and just wanted to say that... I THOUGHT OF IT FIRST:D
It's the workshop, it doesnt make yours unusable. There is absolutely no reason you couldn't get yours finished and have them duke it out on the workshop. Don't be a baby about it.
It's the workshop, it doesnt make yours unusable. There is absolutely no reason you couldn't get yours finished and have them duke it out on the workshop. Don't be a baby about it.
Sry, if I made an impression that was being a baby about it. And thank you, I'll probably finish it indeed.
I'm done with my WR set a little while ago but didn't want to post anything until I'm done with the loadingscreen, but it turns out my skills are not enough to make a decent LS, so I'll leave the LS to a more capable hand. Here's my current progress. I made the quiver's petals brighter and the ones on the cape darker, so from the quiver to the shoulder to the cape, the petals will be gradually darker. Also changed the colors on the bow thanks to Shock's suggestions I rescaled the bow a bit, it was too big back then. I think I will adjust the gold lines's mask2's red channel a bit.
I will be working on Keinhangia's Storm Spirit set starting now. Here's the current concept but we will make more changes to it. Any critique is welcomed Also, I ran into this weird problem with Storm Spirit's model. I downloaded the model from the technical requirements page, opened it with Maya but I can't select anything unless I do right click=>select all. I also can't see his bones at all. The weird thing is those problems don't happen with other heroes' models, only Storm's has it. Anyone knows how to fix it?
Hey guys, here's one more WiP shot of my and KungFu Panda's Storm Spirit
Did you figure out your seam issue? It looks like there is somewhat of a seam on the front. Were the mirrored parts offset on the UV? The part on the lip were I see the seam looks like that might be the case. I did have a similar issue on my drow cape I made though. Only source was showing a seam, and only at certain angles, re-baking made no difference for me :poly122:
Ofc I will tweak it. Yes, uvs are on different sheets, seam side is parallel to the uv edge, and I used cage. Somehow this seam is still there, and I haven't noticed it yesterday
[UPD]: fixed. But yes, works not from all angles. Thx, Kite!
Did you run your normal map through handplane, to match the source engines normal map coordinates? If not that could explain a seem that's only visible from some angles. Source engine also needs the green channel flipped from what Xnormal will make by default. This can also create a seam line.
@Robo - I love the hat, really unique idea and the faces are menacing and creepy!
@down_limit - I still feel the Da Vince style wings would better suit the courier. Its overall design doesn't strike me as "high tech" so don't feel the jetpack idea fits, regardless just my opinion!
----
Little update for the Techies Ward, now called "Deadly Focus"
Slightly odd shadows around the base of the dynamite sticks, unsure how to sort that however it doesn't appear ingame, only the preview...
[UPD]: fixed. But yes, works not from all angles. Thx, Kite!
Yeah the not all angles is very much a thing, even with perfect bakes. I am not sure exactly what the cause it, but I think it has to do with the global illumination lighting. It drives me mad sometimes trying to fix something that in the end, can't be. But this fellow is looking mighty handsome, can't wait to see him done :thumbup:
Rocket, don't hesitate to let us know if you want it to be fully fixed. I am 99% sure that it can be made to look flawless, and after all, helping each other is at the core of this event !
Rocket, don't hesitate to let us know if you want it to be fully fixed. I am 99% sure that it can be made to look flawless, and after all, helping each other is at the core of this event !
I'm interested in what you think the problem is, and how to resolve this. I have seen this on my items, and others that are in the game. Were most angles it looks flawless, but you can find some magic angles that show a seam.
hey guys, thanks for the feedback on the tide set, ill be joining in with another set for tiny, this time with propen
its a desertish theme, that should make him look exotic and like a walking oasis.
Very clever design Stefco ! It will without a doubt work very well. Nice
Refining things on my end with a rough color study, to see how things read as a whole. I still have some elements to figure out, but I feel like it belongs to the universe of the game now. Fingers crossed ...
@Pior, thanks. I suppose one can fix that by putting seam not in the middle, but a bit aside. Those seams are results of shading iteration conflict as it seems to me.
@Stefco haha, that tiny rox. U got a set for each form + curier at his shoulder. So this is kinda chest-like volume of work
@stefco Awesome design dude but - I may be the only special one here - initally I thought it was for treant, and I was wondering why his arms were so big :S I think it really strays from Tiny's colour palette.
Hi there,
Here is my Rubik here.
I still think about to make him a bag with a book, or something
Maybe generally remove him cloak and leaving only a cape (cape and bag).
I will be glad to your feedback!
@Blossomex
I think the texture space is messed up, its too dense for the handle and focus of the staff ( the tip ) is too low res. Its either that or its just not detailed or sharpened enough. The sculpts look good.
Indeed, we made the lighter colored shards a little bit bigger than in the allocated UV space. Also, there is a bit of a difference of quality between in game and those images(sorry about that, it can be misleading)
Here's the progress on our courier that will be animated by DMN.
Since we are doing a CM set, we thought it would be nice to make a courier with a similar style.
sculpt paintover:
I made some progress with texturing. and i think i will be cuting it pretty close this time. i might finish in the last 10 minutes of the deadline
Anyways.... here`s what i have so far. personally i think its ok... but the didgeridoo is a bit too plain. Also, some friends suggested i should try making the basetexture of the bag and sash a bit more purplish... any ideeas?
Oh... i just saw mihalceanu`s wd set... I feel overwhelmed again
@MdK idk why did you have this feelings becouse tinker have similiar technical manipulatiors and Dota have some reactive chars. @Shock i'm working with several colors, but can't found good combination :-( i'm agree than my colors looks some sick.
if you have free time and desire to sketch your vision of the palette, I'll be realy happy to discuss your version!
Replies
What if it popped up and then bounced off the rim once. Doesn't the spawn animation last at least 2 seconds? I think it might look cool to have the post come further out of ground (stretch the post before a little bit). Then as the eye is going up the post can sink back into the ground some to make it settle. That would also make the eye appear to go faster and higher.
Artypi, Great set, I assume you are doing the collar around the back, would be cool to see it painted in, I find the hair is a bit distracting. It's got great flow all the way around.
@Artypi: great CM concept I have to say this now to avoid problems later: I have two CM concepts that I will do in the future, and one of them has many elements that are similar with your CM concepts, those are: the big collar made of fur around her neck (although mine is bigger on her right shoulder and smaller on her left), and the cape that hangs from her waist rather than her shoulder (the shape is different though). I will change my concept to make it as different from yours as possible, while still having those elements. I hope you're ok with it.
will concept model and texture set for rubick
here's my tread
Here's workshop page
here's what I've made for rubick so far
Well, not accusing of anything, but it kinda looks an awful lot like one of my old concepts, only, you know, prettier
Well, I saw the hairstyle, dress, metal pieces and fur around the metal and the overall idea of nordic CM. So if i was as skilled as Artypi back when I concepted it, the resemblance would be much clearer.
Of course I'm not asking to change anything it's just a bit sad, that it makes my concept unusable, as it won't be as unic anymore, and just wanted to say that... I THOUGHT OF IT FIRST:D
@Robobobo you stole these concepts of Robo!
our last progress here
http://i.imgur.com/E49goEe.gifv (turntable)
i'm add turbine subtool and carcass for control consoles yet.
It's the workshop, it doesnt make yours unusable. There is absolutely no reason you couldn't get yours finished and have them duke it out on the workshop. Don't be a baby about it.
Sry, if I made an impression that was being a baby about it. And thank you, I'll probably finish it indeed.
Wards have quite a bit more freedom then other NPCs, since wards don't move you can have longer spawn animations.
I will be working on Keinhangia's Storm Spirit set starting now. Here's the current concept but we will make more changes to it. Any critique is welcomed Also, I ran into this weird problem with Storm Spirit's model. I downloaded the model from the technical requirements page, opened it with Maya but I can't select anything unless I do right click=>select all. I also can't see his bones at all. The weird thing is those problems don't happen with other heroes' models, only Storm's has it. Anyone knows how to fix it?
Did you figure out your seam issue? It looks like there is somewhat of a seam on the front. Were the mirrored parts offset on the UV? The part on the lip were I see the seam looks like that might be the case. I did have a similar issue on my drow cape I made though. Only source was showing a seam, and only at certain angles, re-baking made no difference for me :poly122:
[UPD]: fixed. But yes, works not from all angles. Thx, Kite!
@down_limit - I still feel the Da Vince style wings would better suit the courier. Its overall design doesn't strike me as "high tech" so don't feel the jetpack idea fits, regardless just my opinion!
----
Little update for the Techies Ward, now called "Deadly Focus"
Slightly odd shadows around the base of the dynamite sticks, unsure how to sort that however it doesn't appear ingame, only the preview...
@Hunter-Killer thanks! nice ward btw, would look RAD with smoke particke on top of fuze (I know they dont accept particles right now, just sayin)
@Rocket_Science, nice bakes man!
THIS IS SO AMAZING! Next patch is yours!
@Robo Oh my god it's cool!
man, its looks so freaky interesting
@RocketAlex dont worru. dota engine alvays have this troubles
Im 3d artist, and 2d concept.
My ws - http://steamcommunity.com/profiles/76561198114732335/myworkshopfiles/
Yeah the not all angles is very much a thing, even with perfect bakes. I am not sure exactly what the cause it, but I think it has to do with the global illumination lighting. It drives me mad sometimes trying to fix something that in the end, can't be. But this fellow is looking mighty handsome, can't wait to see him done :thumbup:
I'm interested in what you think the problem is, and how to resolve this. I have seen this on my items, and others that are in the game. Were most angles it looks flawless, but you can find some magic angles that show a seam.
its a desertish theme, that should make him look exotic and like a walking oasis.
Refining things on my end with a rough color study, to see how things read as a whole. I still have some elements to figure out, but I feel like it belongs to the universe of the game now. Fingers crossed ...
@Stefco haha, that tiny rox. U got a set for each form + curier at his shoulder. So this is kinda chest-like volume of work
Here is my Rubik here.
I still think about to make him a bag with a book, or something
Maybe generally remove him cloak and leaving only a cape (cape and bag).
I will be glad to your feedback!
trying to hide seam of normals. looks cleanly at static time. hope than it will looks cleanly on source too (test version of the mouths)
As for the head, which one would you vote for?
Here's the progress on our courier that will be animated by DMN.
Since we are doing a CM set, we thought it would be nice to make a courier with a similar style.
sculpt paintover:
Anyways.... here`s what i have so far. personally i think its ok... but the didgeridoo is a bit too plain. Also, some friends suggested i should try making the basetexture of the bag and sash a bit more purplish... any ideeas?
Oh... i just saw mihalceanu`s wd set... I feel overwhelmed again
Bow designs for my Mirana Concept
I think it turned out better than the last time I tried to create a weapon hehe. Still, so very difficult ahh ;;;
There is a version with necrobook, without cloak.
loooove 3 & 4!!! this concept's coming together really nicely
textures in progress
@Shock i'm working with several colors, but can't found good combination :-( i'm agree than my colors looks some sick.
if you have free time and desire to sketch your vision of the palette, I'll be realy happy to discuss your version!
1. puppet
2. flying book
@ Limit, I believe in you!
@ No Pie For You!, there's already one bag with eggs ingame for WD
edit so i don`t spam posts: yea... textures on the fruits are not done. they are the easyest and most complicated of it all