Updated the NP staff I did with Slime Face today. If it's not allowed to be submitted since it's an update of a previously submitted item I understand.
Hey guys! This is the first time I join this competition. I'm currently working on a sword for Bristleback.
since bristle's weapon is stone maul, no matter how your weapon model looks it will still have stone maul sound effects ingame. I suggest that you make maul or something blunt instead of sword.
These look great! I think I'll join in this month.
Boom, rubick staff! I did a doodle for this staff a few weeks ago, but didn't start on it till about 12 hours ago. Still an early WIP.
Can't help but notice the similarity (post in our thread), been debating creating a Spell Holder over Spell Snatcher pose due to the default particles splurting about inside the geo, although we love the in-game look currently.
It doesn't surprise me there was another hand staff, though I probably wouldn't have started on mine had I known about yours, Plant. I still plan to submit mine through, I hope you do the same! May the best hand win.
progress. i am not sure if i modeled in too much detail which i could possibly do with sculpting. cause i am hitting tris limit pretty soon and i still am not pleased wiith the connection to the arm, i might wanna add a furry rim.
I was hoping someone might be able to help me with this, my helmet is coming out way bigger in the game than in Maya, I'm using smoothbind to bind it to the head joint so I'm not sure what I'm doing wrong:
I've tried everything and still cannot get it to work, would anyone be willing to try this out with my model? I have a feeling this may be an issue with the earthshaker importing process and not something I'm doing wrong.
Good to see some more Earthshaker items now that he's been added. I've been working on one as well. Essentially they're jade shards that he jammed into his skull that grew into horns.
But, I have run into the same problem as MdK and the horns have come in at a larger scale, like they were scaled up from the head joint. Any one have any insight?
Yeah it seems to be a bug with the importer, like they scaled ES down or something. Vlad seems to have managed it as he has made a head item that works. I'm messaging the guy who made the horns currently on the workshop, hopefully he can help. I'll report back here with findings.
Your horns are looking pretty sweet though, loving those spirals on them. I have to say the size issue doesn't really make them look too big in your case.
Pear, looking forward to seeing the bake as well!
EDIT: Fixed it with some help from Godzy! I don't know why I couldn't work it out.
I had to actually place it like this within Maya, and scale it down quite a lot. It's pretty annoying to get positioned right but it can be done at least! I guess this is only a problem because we have no head piece for a guide on placement.
Have based my idea on a drow gift from her drow family, for when she left. I spider Bow, as a gift of Lolth, Will have a spider carapace quiver as well.
Decided to join in this month! Going for Tusk's back item. After reading his Bio and finding out he loves fighting in bars, thought why not take the bar to the fight!
Just a quick HP test
.
Was also planning to have the mugs sway a little on the rope, being a bit of a Dota item noob, is this possible? If it is, don't need specifics yet, will worry about that later!
Also, for these comps is it recommended that you start your own thread or just post in this thread every now and again? thanks!
This is my first submission to the Dota 2 workshop.. infact my first 3d modeling with blender.. Please let me know what u feel about the item, any kind of Feedback is welcome... Thanks a lot in advance
so, i did the retopo as you might see, but since i am new to this whole workflow, how do i get this topo into an obj for further working on it? how can i export it?
so, i did the retopo as you might see, but since i am new to this whole workflow, how do i get this topo into an obj for further working on it? how can i export it?
Go over to the thing called "Adaptive skin" And click on it. Set density to 1, and make adaptive skin then a new ztool will be in the menu. Click on it, and export that as an .obj and badaboom! Then you have it!
oh its a pleasure wonder why not many else are sharing progress. really excited how this thing will turn out myself since the workflow is fairly new to me. but i already like it. the sculpt is way stronger than what i used to do.
i might have to adjust some topology on the front where the spikes are. i have to check ingame maybe. but after all i am quite happy how its developing sofar. this is just ao on lod0 in blender.
Replies
Well, we started a Chen mount. Still WIP:
http://steamcommunity.com/sharedfiles/filedetails/?id=166871462
Enchanted Staff of Mangled Wood by Zipfinator and SlimeFace
first lod0 wip, the connecting piece between the stein and the arm is too long. scaling in general is off. and no ice yet ^^
Here is my WIP, would love some feedback, sorry for the terrible cropping job, I was doing it quickly :P
Concept:
High Poly:
Can't help but notice the similarity (post in our thread), been debating creating a Spell Holder over Spell Snatcher pose due to the default particles splurting about inside the geo, although we love the in-game look currently.
The Grand Grip by PatrickL
There's both a main hand and offhand component. Technically they are the same so I'm not sure if I should link both?
Mage's Bane by Frump
Album
progress. i am not sure if i modeled in too much detail which i could possibly do with sculpting. cause i am hitting tris limit pretty soon and i still am not pleased wiith the connection to the arm, i might wanna add a furry rim.
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Here's my submission
Shield of the Phantom Prince by Branch
planning on it
he's my favorite hero, would absolutely love to see him get some killer items. gonna do my best, at least!
but yeah, that looks great so far, pear!
But, I have run into the same problem as MdK and the horns have come in at a larger scale, like they were scaled up from the head joint. Any one have any insight?
Your horns are looking pretty sweet though, loving those spirals on them. I have to say the size issue doesn't really make them look too big in your case.
Pear, looking forward to seeing the bake as well!
EDIT: Fixed it with some help from Godzy! I don't know why I couldn't work it out.
I had to actually place it like this within Maya, and scale it down quite a lot. It's pretty annoying to get positioned right but it can be done at least! I guess this is only a problem because we have no head piece for a guide on placement.
sculpt. so far. have to do the ice still. then retopo... new stuff, always did it different. thx spuds :P ^^
well then i choose:
Stag of the Northlight by Airborn Studios
Have based my idea on a drow gift from her drow family, for when she left. I spider Bow, as a gift of Lolth, Will have a spider carapace quiver as well.
Just a quick HP test
.
Was also planning to have the mugs sway a little on the rope, being a bit of a Dota item noob, is this possible? If it is, don't need specifics yet, will worry about that later!
Also, for these comps is it recommended that you start your own thread or just post in this thread every now and again? thanks!
Crown of the Cataclysm by MdK
This is my first submission to the Dota 2 workshop.. infact my first 3d modeling with blender.. Please let me know what u feel about the item, any kind of Feedback is welcome... Thanks a lot in advance
Serrated Blade of Obliterationby aXis
Wanted to give him something more original than horns.
Envoy of Nishai by Mech Bgum
Jade Horns of the Sacred Beast by Murderface626
so, i did the retopo as you might see, but since i am new to this whole workflow, how do i get this topo into an obj for further working on it? how can i export it?
Go over to the thing called "Adaptive skin" And click on it. Set density to 1, and make adaptive skin then a new ztool will be in the menu. Click on it, and export that as an .obj and badaboom! Then you have it!
uv density! yay! well see how it looks with colors and how it works out.
i might have to adjust some topology on the front where the spikes are. i have to check ingame maybe. but after all i am quite happy how its developing sofar. this is just ao on lod0 in blender.