almost done all the base meshes
just the sword and helmet left
Cool cool. That mount looks pretty interesting, looking forward to seeing this progress! You couldn't wait to make Abaddon stuff even though he's not broken down yet?
Cool cool. That mount looks pretty interesting, looking forward to seeing this progress! You couldn't wait to make Abaddon stuff even though he's not broken down yet?
B-but he is. He's just limitless, but you can kinda guess those.
Some of us had plans for him since the first concept arts, that bird mount was so sweet.
Ah. So for now you guys just have to compile all his stuff manually to test in game until he's put in the workshop? Anyone kind enough to send me the model? Me love you long time
Here is my sword for jugger. I have one problem though: It is the FINAL STAGE. Im not satisfied with the detail on the model at all. Any tips on how YOU would add detail to such a weapon ?
Also, no matter what i do with the masks, i cant get a clean glow for the red parts. as you can see it has minimal bloom applied to it ingame. Any suggestions ?
did a few more helmet designs, might go with the skullface in the top right
top left will be it's Chinese client alternative due to violence censorship in china.
Great stuff! Did you have any problems with the animation on that one? I have an old ass highpoly with a similiar approach, but i have not finished it yet because i have no experience at all with animation do you have any gifs or videos of it?
Great stuff! Did you have any problems with the animation on that one? I have an old ass highpoly with a similiar approach, but i have not finished it yet because i have no experience at all with animation do you have any gifs or videos of it?
There's much more then that, but that's the only gif I have so far, I've built much more on top of that. The idles have crazy long framecounts. :poly124:
Orphaned and abandoned on the fringes of the Nightsilver Woods, Waldi was rescued by a reclusive band of rangers and trained in the ways of war. Waldi is often underestimated by his foes, but his unassuming appearance belies his relentless tenacity and unfailing loyalty. He is a worthy courier and companion for the mightiest of warriors, a true dog of duty.
Orphaned and abandoned on the fringes of the Nightsilver Woods, Waldi was rescued by a reclusive band of rangers and trained in the ways of war. Waldi is often underestimated by his foes, but his unassuming appearance belies his relentless tenacity and unfailing loyalty. He is a worthy courier and companion for the mightiest of warriors, a true dog of duty.
@Spudnik someone posted it here in comment section. I wonder how he dig up to it. Maybe its hape. I hope, because despite all I can see a little scale problem here
@Spudnik someone posted it here in comment section. I wonder how he dig up to it. Maybe its hape. I hope, because despite all I can see a little scale problem here
I saw that on Cyborgmatt's stream when he was working on the blog post for yesterday's patch.
Ark, The Mighty Penguin!
Lore: Ark began the journey of transporting goods when he stumbled upon a rare helmet of some Greek God. The helmet granted it the blue aura that gave the ability of flight and speed of might! Ark found his purpose of life, being quick and brave.... He also packed his backpack with the supply of fish that he stole from the hero of the cold tundra.
Decided on trying to get the nitty-gritty out of the way first and made sure the import process went fine. After building the geometry and binding them to the skeleton, I was ready for import--but then...
Wat.
Why you do this to me Dota...?
I dig the relatively new features the importer has so I don't have to hack the game to see a full set like I did the first time. So the features are pretty cool. However, that issue you see right there with the cape took me some time to find the solution to as I binded, rebinded, and tried to correct my exporting options but to no avail.
I later found out that because the Workshop files are so out of date, the bones making up the cape were renamed and didn't match the resource files on the site. I then had to rename them properly for them to work in-game:
Yay! (Better seen when animated though...)
So anyone working on the Drow Ranger and using the files from the Workshop, do note that you have to rename the binded cape bones from "...:R1C0" to "cape_R1C0", and for all other bones related to the cape; so it'd look something like:
I would advise Valve to update their Workshop resources since I did notice other inconsistencies--such as Traxex's 3k model having a totally different UV layout than her 6k model. Silencer's textures are also out of date from what my friend tells me. It would create less headaches if so!
Hope this helps and more updates when they become available!
vlad you forgot to update your site with the owl tutorial
I actually wanted to post the pics i got in the process. I also tried recording some video, but Camtasia said nope.
Mid sculpting. I had a hard time finding some solid owl sculptures and every asian culture seems to favor dragon, lions and demonic dogsies, so i kinda tried combining chinese sculpting setails, while keeping it not overdetailed.
After some sculpting i ditched the branch and the pedestal and decided that orb will be more fitting. Also basic polypainting with the solid color and some shadows. I'm going for Kurr-Ishimanari styled ward.
After the retopo i did this quick and awesome guide for Ike:
First ingame test, the pedestal is back, now round. Solid colors and too much contrast.
Because owl seemed huge i checked the sizes and it looks even smaller than Kurr-Ishimanari!
in order to try and balance things out i borrowed the flagpole and it seemed to even out composition and the size.
Not happy with the flagpole i'm boxing out some withered tree. Leaves were ditched later. Healing ward gots crazy polylimit of 2400, which allows me to use more geometry, but be more conservative on the texture.
First tree test seems lacking something, we figured out that we need to break the flow.
Changing the shape of the tree a bit and copy-pasting the branch saved me from resculpting and retopoing while keeping the silhouette interesting. Also added some MAGIC.
After the investigation, turned out that Kuur-Ishimanari ward is REALLY dark which prevents it from overbrightening. After toning down the color, adding topdown gradient and adding focal points with red and glowing eyes (MORE MAGIC to go with the aura effect) the texture is done. Pedestal is cracked and worn down, but it's hard to see. Should've added more wear to it with bigger cracks and crumbled edges.
Replies
thats some funky ear anatomy :O
On the unrelated note:
Some guy posted it here
Crosspost from the July Contest Thread.
Would love some feedback, in over my head here
Invoker Forge Spirit
Sorcery-Fluid Energizer
Cool cool. That mount looks pretty interesting, looking forward to seeing this progress! You couldn't wait to make Abaddon stuff even though he's not broken down yet?
Some of us had plans for him since the first concept arts, that bird mount was so sweet.
More stuff being...done.
Also, no matter what i do with the masks, i cant get a clean glow for the red parts. as you can see it has minimal bloom applied to it ingame. Any suggestions ?
Fantastic idea! Love it)
Are its all okay whis sphere?
Also maked hight poly of this weapon.
And low poly =\~375 tris.
Comment please what you think =\
did a few more helmet designs, might go with the skullface in the top right
top left will be it's Chinese client alternative due to violence censorship in china.
Great stuff! Did you have any problems with the animation on that one? I have an old ass highpoly with a similiar approach, but i have not finished it yet because i have no experience at all with animation do you have any gifs or videos of it?
There's much more then that, but that's the only gif I have so far, I've built much more on top of that. The idles have crazy long framecounts. :poly124:
Seriously though, somehow it reminds me of Wernquist's crazy frog, and this can only be a good thing
Haha, yes!! I'm absolutely in love with it-- can't wait to see him animated :poly124:
mechbgum/helenek - cool ward! nice idea, looking forward to the animations
http://steamcommunity.com/sharedfiles/filedetails/?id=161115143
Many tnx!
let me now what you think
this is witchdoctor btw..
P.S. Vlad the implyer, I put you down for part of the revenue as a service provider. Thanks for helping me out so much.
I like the clean design of the masks, just be careful to not let them turn out too creep-like.
**
@Titus:
That set is awesome, I really like the colors and shapes.
The name is far too generic though, may want to rethink that.
**
@ceed:
Rastaman vibrations! So far so good.
**
@redcap:
Link? Pics?
FYI FU bs weapons. HE FLIPS THEM AROUND IN GAME AHHHHH. JERK.
It was kind of a pain fitting it into the triangle budget. Couldn't quite get all the shapes I wanted, but game res is small anyway :P
our first courier is now in the workshop
Dog of Duty by Airborn Studios
Waldi the Faithful
Orphaned and abandoned on the fringes of the Nightsilver Woods, Waldi was rescued by a reclusive band of rangers and trained in the ways of war. Waldi is often underestimated by his foes, but his unassuming appearance belies his relentless tenacity and unfailing loyalty. He is a worthy courier and companion for the mightiest of warriors, a true dog of duty.
We released our centaur set a couple of days ago:
Love it :P
Ocula the Observer!
I saw that on Cyborgmatt's stream when he was working on the blog post for yesterday's patch.
Great set. Honestly the first good Morphling set I've seen
[expletives]
*throws Chaos Knight raven mount concept in the bin.* :poly117:
I was hoping I'd be able to do that
Lore: Ark began the journey of transporting goods when he stumbled upon a rare helmet of some Greek God. The helmet granted it the blue aura that gave the ability of flight and speed of might! Ark found his purpose of life, being quick and brave.... He also packed his backpack with the supply of fish that he stole from the hero of the cold tundra.
Just wanted to let you guys know the weapons were updated. So if you have a sec just take a look and leave your comments.
Thanks.
You may want to make a post here: http://dev.dota2.com/showthread.php?t=70321&page=3
There's a lot of issues with outdated stuff and importer bugs.
High poly renders and a few WIP coming in my workshop thread soon too.
Nice.
Looks great! :thumbup:
I wonder if its possible to have an animated ward, since it's an NPC I cant see why not.
Mid sculpting. I had a hard time finding some solid owl sculptures and every asian culture seems to favor dragon, lions and demonic dogsies, so i kinda tried combining chinese sculpting setails, while keeping it not overdetailed.
After some sculpting i ditched the branch and the pedestal and decided that orb will be more fitting. Also basic polypainting with the solid color and some shadows. I'm going for Kurr-Ishimanari styled ward.
After the retopo i did this quick and awesome guide for Ike:
First ingame test, the pedestal is back, now round. Solid colors and too much contrast.
Because owl seemed huge i checked the sizes and it looks even smaller than Kurr-Ishimanari!
in order to try and balance things out i borrowed the flagpole and it seemed to even out composition and the size.
Not happy with the flagpole i'm boxing out some withered tree. Leaves were ditched later. Healing ward gots crazy polylimit of 2400, which allows me to use more geometry, but be more conservative on the texture.
First tree test seems lacking something, we figured out that we need to break the flow.
Changing the shape of the tree a bit and copy-pasting the branch saved me from resculpting and retopoing while keeping the silhouette interesting. Also added some MAGIC.
After the investigation, turned out that Kuur-Ishimanari ward is REALLY dark which prevents it from overbrightening. After toning down the color, adding topdown gradient and adding focal points with red and glowing eyes (MORE MAGIC to go with the aura effect) the texture is done. Pedestal is cracked and worn down, but it's hard to see. Should've added more wear to it with bigger cracks and crumbled edges.
Also, owlmask: