This piece is a WIP and will feature both Ursa and Riki.
Scenario: Riki is backstabbing Ursa as Ursa tries to stop him. I am trying to make the poses dynamic and would ideally want a flow that would also take body inertia into account.
This is the work I have done on it until now, Ursa is not yet complete. I am going to build his armor and detail the head gear after which I will start sculpting Riki. C&C appreciated.
Replies
Ha ha ha ha amazing idea
Edited the render in PS to add the motion blur to the body.
I added the different props and detailed the finishing touches. You will see the base with pavement is added. I tried to mimic how Dota 2 pavements look inside of the game on the Radiant side.
This is a strip of images from all sides, images in more detail below:
A more clear image of how Riki is backstabbing Ursa from the side view. I paid a lot of attention on body weights, anatomy and how inertia should act on both the heroes, Riki balancing to the right to counter the inertia produced by Ursa's reaction.
The image above show cases some items from the game, some wards to spot Riki and the trusty ol' blink dagger fr Ursa.
Top view showcasing the paved road depicted in the base.
Hope you find this piece interesting. C&C appreciated. Have a lovely weekend.
Also multiple parts still show sings its the game model divided, claws and armor. Squary and stuff.
Base feels kinda uninspired. I would even probabaly prefer some rocks over what seams a modern brick road pattern ;/
Rest looks good.
I don't understand what you meant by multiple parts? But all the model is connected and is one so there aren't any separate parts here.
As for base texture, it's inspired from the brick that shows in Dota2 radiant. I do agree a bit of grass would have looked better alongside the bricks.
Appreciate the comments
I'll keep you guys posted with the 3D printout when it arrives.
Cheers
|I assume you used the ingame models as a base for sculpting and i can see in the claws and other parts that "blocky" look that dosnt quite fit.
I would def go over them with some smooth and standard brush.
I've received multiple comments about the claws being too flat so I guess I will make some improvements there. As for your comment about in-game model used in claws and armour, this armour doesn't even exist in Dota, I made custom sets for this piece. I like to block things out using lowpoly mesh and then subdivide it and in places I like to keep the rigidness to give it a tad cartoonist look. If you look across the model you will find smoothed surfaces and blocky parts, I just find it more interesting.
Thanks for the comments, I will definitely work on the claws a bit more. And also a bit on rikis blades as their edges are going to cause problem in printing. I'll make them one thickness just like the blink dagger.
Cheers.
https://www.shapeways.com/product/HC3JAVB6F/ursa-vs-riki
https://youtu.be/Wx45SNg6K2I
Big up !