hey volks,
i think noone around here will know me, so i introduce myself first of.
My name is Stefan Hövelmanns im a german art/media designer and i live in bavaria.
I do play around with grafik since i was 7 years old and always had an kinda fetish for clean,remarkable and minimalistic froms and designs.
Lately i started to play dota and was wondering where all this cool stuff comes from.
This is how i got to this site.
As i am very new to 3D i hope that somebody around here can give me a hand.
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ps: i have sum guud english skills
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finished the basemodel for the axe but its slightly of the axe so i cant make good cuts for the actual blade. does anyone know's how to fix that?
btw if it's not obvious enough the programm is zbrush
You should take a look at some of the tutorials that have been posted in this forum for some good advice on getting a clean mesh before leaping into Zbrush. Even though sculpting seems like the fun stage of the process you will run into countless errors and frustration unless you have a good understanding of the fundamentals.
For example check out these;
Lennyagony posted this just recently on the forums and has a Steam Guide here
Vlad also has some great in depth tutorials on his blog but this here is another Steam Guide.
Hope this helps
this is what its looking now
cant tell if this will cause any problems later we will see
hope this helps
sketchfab
pls tell my what you like and if there is anything to change adjust
thx
Similarly the bottom section of the weapon, which read as a small sharp blade on your concept art is looking more like a rocky surface in the sculpt too.
The Axe head could use some work too, try to consider how it would be damaged given how it is used. For example you have some damage in places on the Axe where it doesn't seem like it would see a lot of wear and tear and vice versa.
You could look for Orb's Crack brushes. I don't have a link handy but they are really utilised well around on Polycount and are good for those stylised cracks and weapon damage that fit well in the Dota 2 art style.
so im kinda happy with the bottom but your right it may looks sloppy in lowpoly
i try to give the all over weapon a war used look
thx for the advice
edit:
i think the middle is pretty ok how it is cause the idea of that "gap" was to use it to cath the enemys sword and disarm him by turning the axe.
Trough that it could have those marks
other than that, looks like u are off to a good start if u are just starting out with sculpting!
Also willkommen an Bord und nicht vergessen, aller Anfang ist schwer - geht mir nicht anders
fixed the blobbyness on the wraps
yeah i will see waht i can do on the gap tomorrow im sleepy now
some german shit:
Danke und ebenso Mein Hauptproblem is die ganze Umwandlung. sculpen geht locker.
Finished the axe today
critics and comments are very welcome
if your more lucky pls post the link
cant repeat it often enough:
im so new to this xD
any suggestions on the size??
normal map and color map are nearly done. fo testing uses i made both masks white.
witch strangely get's me transparency onto the model in some wiered way
Had the alphachannel active with the wep outline fixed this and tada
edit:
[ame="http://www.youtube.com/watch?v=JP9ce_ygeSA"]TF2 Jigglebones Tutorial Using Blender by SgtR007 - YouTube[/ame] if someone is intrested
hmm since dota doesent suport mdl import anymore you think there is any way to achive this?
first one
clikz bow inspired by sharc
you can have a guess for what hero
comments are very welcome as always
thx for the hint we already had this in mind but wanted to do this as we model.
things needing adjustment in more than one way tough.
but to provide the best feel of it well doing this on the fly
glad you like it
input is very welcome
have a nice day
the marekting stuff is still to do.
comments are very welcome.
have a nice day
still figuring out the name.
rotten knowledge
ghost of memories
decay of century
something like that
ingame shots n'stuff comes tomorrow.
me so tired
still strugeling with the marketing pic
leave a comment if you want