Well I was thinking of a new weapon and wanted to use a heroes that still is low on items. Although last month it was used on the unofficial contest I couldn't think of anything that time, but this morning a burned turkey came up as a Ogre Magi weapon:p
Still a rough block out, but what do you guys think of the idea?
Well, I'm partial to the food-weapon aspect for the Ogre Magi, so go for it and see what happens!
Keep in mind that people are very polarized on the food-weapon idea for him... or so I've noticed. People who can appreciate the humour in it, love it... others are too serious.
As far as critique, I would suggest modifying the base of the handle. Those spiky things aren't adding much imho, and they'll likely be lost in game anyway. I would make the base more bulbous and knarled (put some wood knots there?) and reuse those spike polygons elsewhere.
Cheers!
Edit: I realized after looking at it that the stick-up-the-turkey-butt while funny... may be an issue. You might consider having the turkey tied or strapped to the stick, like it's on a spit from a fire... my 2.5 cents.
Working on an Quas Invoker and trying not to stray too far from his style.
What do you guys think? Too frilly for invoker's hard corners? :poly124:
Personally, I'm not a fan of the frilly stuff. But that is also because I think it's hard to make it look good while low poly. What color did you expect the frilly stuff should be?
@Bronto
he still looks quite small, I think the shoulders need to get a little bulkier and his knees need to unbend a little to not give him that weak toddler feel. I think most importantly, I think the his upper body needs to either come forward so that it seems like the weight of his upper body and arms is causing him to bend over forward OR you could go the direct opposite and over exaggerate the weight to the back so that it seems he's splitting the balance between his upper body and and arms by leaning backwards like Undying's ult:
Hey guys, I have a problem, suddenly all my items have disappeared from the workshop, I can only see them through my user but , with the search form , ordering by date or anything, is that normal? ever happened to you? (
Your colors are all kind of wrong. While the colors are complement, they're muddy and bleak. The heaviest coloris on top, while it should be on the bottom. First, i'd switch from the complement colors to the triad, second of all i'd crank up the saturation a bit and made some adjustment to the hues.
Nex up is the change to the value distribution, this will add more volume to the model. I did a quick explanation in images. I guess the problem is also in the feel thatthe cat is bald, you may want to add some noise to emulate short fur, if you don't want to sculpt it, and i think you need to bake some more maps, add more AO and push out the shapes.
amazing Vlad, thanks
im always scared of saturate too much the colors, im going for a more saturated now based on what you said
Personally, I'm not a fan of the frilly stuff. But that is also because I think it's hard to make it look good while low poly. What color did you expect the frilly stuff should be?
Yeah, the frills are all a separate layer if I want to take them out. For me, I think matching the purple and yellow with a quas theme is going to be hard so I am not sure of the color palette yet.
Valve did I imagine, that's something they have been working on for quite a while, I remember people were thinking it was going to be an in game pet that follows you around.
@Paskie
Yeah, the design for these adorable buggers has been around for a while, glad they finally made it in game because they blow the Greevils out of the water.
@toby.rutter right now its to much Raziel alike. I would recommend to change material texture. Plus I don't know if that's good that shoulder slot cover up his face so tightly. It works well with default head, however could be a problem with other head now or in future.
@tuby.rutter
Reminds me of a design of a vampire thing from an old game that I can't remember the name of now. It looks fantastic though, great job!
Legacy of Kain series, one of the best timeloop stories out here
As for the design, yeah, i think it's directly copying Raziel and will bring more problem. Combining with the lack of face on faceless void it makes him bland.
Also, crotchface
@Konras I completely didn't think about how the cowl would combine with other Void faces. I think what I'll do is split it into two parts, a shoulder section and a face section, because I'm not currently using the face slot on the model.
Thanks for all the feedback so far, I'll definitely go back over the design and make a less obvious reference to Raziel/LoK.
Has anyone had any experience importing custom animations on weapons into the client? I've created a moving parts/metronome style animation for the mace, but I had to add some extra bones to make it and I'm not sure whether I can import it.
I had an idea for a sheepskin for Lycanthrope, I wanted to have more guts but it got too busy and it's pretty much bang on the polycount. I wanted to toe the line between comical and the dota style. The good part is that when Lyc attacks it looks like the sheep is attacking too since it is rigged to lay along his shoulder and arm. First time posting work on Polycount, rip it apart.
I had an idea for a sheepskin for Lycanthrope, I wanted to have more guts but it got too busy and it's pretty much bang on the polycount. I wanted to toe the line between comical and the dota style. The good part is that when Lyc attacks it looks like the sheep is attacking too since it is rigged to lay along his shoulder and arm. First time posting work on Polycount, rip it apart.
@TVidotto
Like Vlad said, the cat looks a bit hairless right now. The tufts of hair on his cheeks are very soft and clay-y and then the rest of the body barely has any hair suggestion at all and what's there will be lost in game. I'd suggest going much stronger there, maybe even overdoing it a little bit and see if it reads better in game. While we're on the topic, in game shots plox ^^
i increase the saturation but kept the complementary colors. i think they work better
any more sugestions?
Highlights will overbrighten, the inner side the ear should be darker , you need more topdown gradient, the shoulder part is kinda weird. You may want to take a look at that anatomy
I also dropped a couple of strokes to show you how fur will look
Here's a preview of the set, I've made some changes based on the feedback I received. Namely, breaking up the cowl so it has a separate shoulder and head slot (so there won't be any issues equiping it with other head items) and reworking the head piece so that it doesn't cover the mouth, which is a central part of the character portrait.
Here's a preview of the set, I've made some changes based on the feedback I received. Namely, breaking up the cowl so it has a separate shoulder and head slot (so there won't be any issues equiping it with other head items) and reworking the head piece so that it doesn't cover the mouth, which is a central part of the character portrait.
Oh, now that's way better! You could've changed the shape of his head in any way too, and you don't have toworry about detailing, just the shape.
The symbols i think are the only ones that are out of key. Dota2 uses variety of glyphs and such, but the LoK ones are too thorny and curvy for that, i think.
Also, there's already a very similar looking weapon on the store
Oh, now that's way better! You could've changed the shape of his head in any way too, and you don't have toworry about detailing, just the shape.
The symbols i think are the only ones that are out of key. Dota2 uses variety of glyphs and such, but the LoK ones are too thorny and curvy for that, i think.
Also, there's already a very similar looking weapon on the store
Yea there are definitely some similarities between my mace and the epoch, I was really hoping my make my design stand out a bit more using animation. This is what I've done so far (I'm no animator).
Yea there are definitely some similarities between my mace and the epoch, I was really hoping my make my design stand out a bit more using animation. This is what I've done so far (I'm no animator).
Oh that is sweet but your best right now would be the design, because custom animations will be available to us not very soon, i suppose, because everyone is working on making stuff stable for the IT3 and i guess we shouldn't expect some major changes
@ Vlad
The lod limit is not so big. And your normal map is looking very clean even on those thin and detailed areas. What software you using, btw, is it xNormals? I just have some difficulties from time to time with the lods creating and baking, when it comes to dealing with complex non-flat objects.
@ Vlad
The lod limit is not so big. And your normal map is looking very clean even on those thin and detailed areas. What software you using, btw, is it xNormals? I just have some difficulties from time to time with the lods creating and baking, when it comes to dealing with complex non-flat objects.
The software isn't normally the biggest factor in how cleanly the normals are baked. The main factors are how much geometry you are baking to, less geometry tends to give worse results. Smoothing groups make a huge difference, soft edges give cleaner bakes. Any edge angle of around 90 or greater should be a hard edge/smoothing group split (and should also line up with a uv seam). Finally usinge a cage mesh when baking rather than an explicit normal projection will get better results.
I tend to bake my normal maps on the LOD0 model and line the uvs of the LOD1 model with the LOD0 so that I don't need to rebake the normals for the lower LOD. Zebruv plugin for maya has a really good transfer uvs tool which I've been using to get the same UVs on the lower LOD in one click.
Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Modo uses as smoothing group system similar to Max by the look of it. The tools are sometimes called different things but all 3D programs use some kind of smoothing group system, and the theory is pretty universal.
[ame="http://www.youtube.com/watch?v=hvVt_QI-AXc"]modo 501 smoothing groups ideal for game modeling.mov - YouTube[/ame]
I use Maya for unwrapping, rigging and a bit of low res clean up. For normal map baking I use xnormal, it's way better than Maya's transfer maps.
Replies
Well, I'm partial to the food-weapon aspect for the Ogre Magi, so go for it and see what happens!
Keep in mind that people are very polarized on the food-weapon idea for him... or so I've noticed. People who can appreciate the humour in it, love it... others are too serious.
As far as critique, I would suggest modifying the base of the handle. Those spiky things aren't adding much imho, and they'll likely be lost in game anyway. I would make the base more bulbous and knarled (put some wood knots there?) and reuse those spike polygons elsewhere.
Cheers!
Edit: I realized after looking at it that the stick-up-the-turkey-butt while funny... may be an issue. You might consider having the turkey tied or strapped to the stick, like it's on a spit from a fire... my 2.5 cents.
but ppl say it is noob hero)
Personally, I'm not a fan of the frilly stuff. But that is also because I think it's hard to make it look good while low poly. What color did you expect the frilly stuff should be?
Mok - Courier (click to view in 3D)
Posted it in my thread, don't wanna spam this one with huge images ^^
@pixelherder
dat ass
@Bronto
he still looks quite small, I think the shoulders need to get a little bulkier and his knees need to unbend a little to not give him that weak toddler feel. I think most importantly, I think the his upper body needs to either come forward so that it seems like the weight of his upper body and arms is causing him to bend over forward OR you could go the direct opposite and over exaggerate the weight to the back so that it seems he's splitting the balance between his upper body and and arms by leaning backwards like Undying's ult:
I noticed your pieces are showing up in the workshop again. Did you find out what happened?
Here you go Spudnik
http://www.reddit.com/r/DotA2/comments/1drhdf/danse_macabre_a_phantom_assassin_set/
\/\/\/\/
amazing Vlad, thanks
im always scared of saturate too much the colors, im going for a more saturated now based on what you said
apreciated a lot your help =]
Yeah, the frills are all a separate layer if I want to take them out. For me, I think matching the purple and yellow with a quas theme is going to be hard so I am not sure of the color palette yet.
http://www.dota2.com/tournaments/international/compendium/
Valve did I imagine, that's something they have been working on for quite a while, I remember people were thinking it was going to be an in game pet that follows you around.
Edit: False alarm
Yeah, the design for these adorable buggers has been around for a while, glad they finally made it in game because they blow the Greevils out of the water.
I've nearly finished some items for Void, probably going to be posting it to the workshop this evening. Let me know what you think.
Holy smokes! I like it!
Reminds me of a design of a vampire thing from an old game that I can't remember the name of now. It looks fantastic though, great job!
As for the design, yeah, i think it's directly copying Raziel and will bring more problem. Combining with the lack of face on faceless void it makes him bland.
Also, crotchface
Thanks for all the feedback so far, I'll definitely go back over the design and make a less obvious reference to Raziel/LoK.
Has anyone had any experience importing custom animations on weapons into the client? I've created a moving parts/metronome style animation for the mace, but I had to add some extra bones to make it and I'm not sure whether I can import it.
http://steamcommunity.com/sharedfiles/filedetails/?id=143133112
There's a number of heroes that can have some silly items, but Lycan is sure not one of them.
i increase the saturation but kept the complementary colors. i think they work better
any more sugestions?
Like Vlad said, the cat looks a bit hairless right now. The tufts of hair on his cheeks are very soft and clay-y and then the rest of the body barely has any hair suggestion at all and what's there will be lost in game. I'd suggest going much stronger there, maybe even overdoing it a little bit and see if it reads better in game. While we're on the topic, in game shots plox ^^
I also dropped a couple of strokes to show you how fur will look
Perhaps use alpha channel on the feathers to break up the very solid silhouette of the wings?
I do not know, they removed parts throughout Sunday and Monday they were back. : (
Click
What's up with QoP's creeper smile? xD
The symbols i think are the only ones that are out of key. Dota2 uses variety of glyphs and such, but the LoK ones are too thorny and curvy for that, i think.
Also, there's already a very similar looking weapon on the store
upvote it!
Yea there are definitely some similarities between my mace and the epoch, I was really hoping my make my design stand out a bit more using animation. This is what I've done so far (I'm no animator).
Amazing. Baking was hard?
No, why would it be?
Ok, that is really awesome, that portrait view is solid! :thumbup:
The lod limit is not so big. And your normal map is looking very clean even on those thin and detailed areas. What software you using, btw, is it xNormals? I just have some difficulties from time to time with the lods creating and baking, when it comes to dealing with complex non-flat objects.
The software isn't normally the biggest factor in how cleanly the normals are baked. The main factors are how much geometry you are baking to, less geometry tends to give worse results. Smoothing groups make a huge difference, soft edges give cleaner bakes. Any edge angle of around 90 or greater should be a hard edge/smoothing group split (and should also line up with a uv seam). Finally usinge a cage mesh when baking rather than an explicit normal projection will get better results.
I tend to bake my normal maps on the LOD0 model and line the uvs of the LOD1 model with the LOD0 so that I don't need to rebake the normals for the lower LOD. Zebruv plugin for maya has a really good transfer uvs tool which I've been using to get the same UVs on the lower LOD in one click.
OK never mind allready sold it within 30 sec, what ppl will do for $0,50
Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Modo uses as smoothing group system similar to Max by the look of it. The tools are sometimes called different things but all 3D programs use some kind of smoothing group system, and the theory is pretty universal.
[ame="http://www.youtube.com/watch?v=hvVt_QI-AXc"]modo 501 smoothing groups ideal for game modeling.mov - YouTube[/ame]
I use Maya for unwrapping, rigging and a bit of low res clean up. For normal map baking I use xnormal, it's way better than Maya's transfer maps.
Awesome I'll check it out. Thanks :thumbup:.