A quick idea about the colors as Marul asked...not still sure about all of them..
It's looking really good. I'd personally take the opportunity to introduce color contrast in those gem areas to add some pop, instead of matching it to his skin color.
Technoviking: Honestly I think you should definitely change the colours. Apart from the red of the runes, I think all of them clash with his palette. I think it might fit this guy pretty well though.
I am the guy who live in an internet oppressed region >.>. Strangely enough, a side effect is that Twitch doesn't work. Though the dude was awesome and uploaded to youtube! :thumbup:
@Motenai: I agree with Oroboros about changing the color of the gem. it's obviously a focal point of the whole set and blue doesnt set it off as well as it could. I would suggest making it yellow(which is in PL's palette) or orangish.
A quick idea about the colors as Marul asked...not still sure about all of them..
looks freaking awesome, I love it. Expect his shoulder spikes to go through his head though - I would do a quick test to make sure that's not the case.
@Motenai: I agree with Oroboros about changing the color of the gem. it's obviously a focal point of the whole set and blue doesnt set it off as well as it could. I would suggest making it yellow(which is in PL's palette) or orangish.
I see your point, but i also have a feeling that i covered the blu of the skin too much, making everything go towards gold/red tones...I want the orbs to set apart also from these tones and that's why i thought that blu would get along with the skin and contrast with the rest...plus like in the Nyx Assassin Set, i want to make it glow and make the weapon affected by the same power on the blade...of course i'll have to test everything better once i'm into texturing, that test was more to have a general idea
looks freaking awesome, I love it. Expect his shoulder spikes to go through his head though - I would do a quick test to make sure that's not the case.
Yes i'm aware of the risk, but i checked a bit his animations and they have been smart enough to not make him raise his left shoulder too much...plus the boundaries of my geometry are very near to rhe original one, so the problems should be minimal....hopefully
And thanks everyone for the nice comments and the constructive critiques
First two items are meh, but that head is friggin awesome!
I actually got back and want to expand on that. Basically, arm and back item are indistinguishable from the ingame view. Zoom out to the usual camera angle and you can barely see them (even on your pics they're hardly visible).
The head is awesome though.
Hey guys.. I'm new here me and my girlfriend want to start 3d moddeling.
We like dota2 , she can draw , i can handdle pc programs.
Can someone of you tell me the start?
Like : Zbrush , maya3d ? I know i have to start from the bottom but i don't care.. i want to learn.
(Sorry for my bad english)
Two days, and i concluded that i suck at animation really hard, ghost looks move like a steam robot or something and im ultra-sad. Mayby some of animators here want to cooperate with me? Add me at steam, if somebody interested. http://steamcommunity.com/id/zalakzik/
[UPDATE] Seems that i found a reason why my animations was so sharpy, i think i can handle animations by myself, woohoo!
Can someone point to where I can find the original color palette for all heroes without trying to figure out with color picking? It's just me usually struggling to get the right color after each item painting.. That would be great.
@vertical
You could always extract a palette from a reference. In Photoshop it's as simple as Image>Mode>Indexed Color (I recommend using 64 colors, but you can tweak it) Then go back to Image>Mode>Color Table, and from that screen you can save it as a color palette or just pick and chose what colors you want.
Two days, and i concluded that i suck at animation really hard, ghost looks move like a steam robot or something and im ultra-sad. Mayby some of animators here want to cooperate with me? Add me at steam, if somebody interested. http://steamcommunity.com/id/zalakzik/
That courier is looking really awesome! I'd love to animate it but sadly I dont think I currently have the time. Also, we're not steam friends, so I'm going to add the shit out of you! :poly124:
I got started on this darkdeathknights Sven set today, the rest of the pieces haven't got a complete concept yet so I'm only working on these 2. The colours are just so I could see how it looked and are by no means near finished, and obviously I haven't even started on the details yet. I hope everyone likes it so far!
@vertical
You could always extract a palette from a reference. In Photoshop it's as simple as Image>Mode>Indexed Color (I recommend using 64 colors, but you can tweak it) Then go back to Image>Mode>Color Table, and from that screen you can save it as a color palette or just pick and chose what colors you want.
I got started on this darkdeathknights Sven set today, the rest of the pieces haven't got a complete concept yet so I'm only working on these 2. The colours are just so I could see how it looked and are by no means near finished, and obviously I haven't even started on the details yet. I hope everyone likes it so far!
Looking good, man.
Just before doing any further work on it, I'd suggest you to check how it will behave with his animations, I think you'll have clipping issues with the front-bottom part of the pauldron.
Hey. Im new here.
First of all.. i love what you do here guys.. Some items are veery nice.
Me and my girlfriend want to start 3d moddeling , and we want some advices.
Like what should i use ?
Some good tutorials ?
I know it take a lot of work from my level but i really love dota2 and 3d moddeling and i want to learn.
Any advice can help. (sorry for my bad eng)
Heroes weapons are often placed in random places. Sometimes in the air, sometimes on the floor. This just depends on how it was set up by valve. I think in general weapon positions should still be the same, so place your weapon in the same place as the defaults.
Rubus: Thanks for the advice about the shoulder, I had worried about that myself so I think the next thing I'll do is test it.
I got started on this darkdeathknights Sven set today, the rest of the pieces haven't got a complete concept yet so I'm only working on these 2. The colours are just so I could see how it looked and are by no means near finished, and obviously I haven't even started on the details yet. I hope everyone likes it so far!
BH set finally close to done. Just gotta make and bake the head piece then it's good to go, finished all the rest of the low poly bakes:
hoping to finish by this weekend, got tons of other stuff in the works as well... it's gonna get pretty crazy, hehe. I'll try to be better about posting updates. I really, really need sleep though.
Here is some super early progress of Ike's Razor set blockout. I think the form is getting there but I am having some doubts regarding sillhoutte since I am somehow hitting the limits. Which isn't bad, imo. Crits are appreciated. This project is going on backstage and very slowly.
Finishing up a set for Sniper. Let me know what you think. Working on a story and promotional images.
Every part of it seems kinda small, i'm not sure it's noticable from the ingame camera angle. You may want to compare it with the defaults.
Helm and rifle "rods" are the first things that come to mind.
Every part of it seems kinda small, i'm not sure it's noticable from the ingame camera angle. You may want to compare it with the defaults.
Helm and rifle "rods" are the first things that come to mind.
Thanks for the feedback. It was a conscious decision to add smaller elements and contrast them against larger ones - not saying that it was a good decision - I probably agree with you more.
Here is an in game screen capture:
Can someone direct me to a link or tutorial showing how to make those animated gifs. Also, maybe increase the quality/resolution of the in game shots? It's probably stickied and I'm not seeing it.
Thanks for the feedback. It was a conscious decision to add smaller elements and contrast them against larger ones - not saying that it was a good decision - I probably agree with you more.
Here is an in game screen capture:
Can someone direct me to a link or tutorial showing how to make those animated gifs. Also, maybe increase the quality/resolution of the in game shots? It's probably stickied and I'm not seeing it.
Yeah, from some angles your rifle even looks like the default one, shoulder don't pop out too, so you may want to blow up your shapes all around.
Replies
It's looking really good. I'd personally take the opportunity to introduce color contrast in those gem areas to add some pop, instead of matching it to his skin color.
Well check out his twitch then (:
What do you think?
Should I change the colors or keep it original?
link: http://steamcommunity.com/sharedfiles/filedetails/?id=184481545
Technoviking: Honestly I think you should definitely change the colours. Apart from the red of the runes, I think all of them clash with his palette. I think it might fit this guy pretty well though.
I am the guy who live in an internet oppressed region >.>. Strangely enough, a side effect is that Twitch doesn't work. Though the dude was awesome and uploaded to youtube! :thumbup:
looks freaking awesome, I love it. Expect his shoulder spikes to go through his head though - I would do a quick test to make sure that's not the case.
I worked on another DOTA set:
http://steamcommunity.com/workshop/filedetails/?id=184532057
I see your point, but i also have a feeling that i covered the blu of the skin too much, making everything go towards gold/red tones...I want the orbs to set apart also from these tones and that's why i thought that blu would get along with the skin and contrast with the rest...plus like in the Nyx Assassin Set, i want to make it glow and make the weapon affected by the same power on the blade...of course i'll have to test everything better once i'm into texturing, that test was more to have a general idea
Yes i'm aware of the risk, but i checked a bit his animations and they have been smart enough to not make him raise his left shoulder too much...plus the boundaries of my geometry are very near to rhe original one, so the problems should be minimal....hopefully
And thanks everyone for the nice comments and the constructive critiques
I actually got back and want to expand on that. Basically, arm and back item are indistinguishable from the ingame view. Zoom out to the usual camera angle and you can barely see them (even on your pics they're hardly visible).
The head is awesome though.
http://steamcommunity.com/sharedfiles/filedetails/?id=184554446
I really like the silhouette you have on that shoulder pauldron, Montenai. I do like!
So Im making shit again. Axe weapon from the ti3 booth.
Used handplane for the first time. Was super easy and my normals come out peerrrfeeeccct!
If anyones willing to point me in the right direction of what to do next it would help. alot @_@
We like dota2 , she can draw , i can handdle pc programs.
Can someone of you tell me the start?
Like : Zbrush , maya3d ? I know i have to start from the bottom but i don't care.. i want to learn.
(Sorry for my bad english)
http://steamcommunity.com/id/zalakzik/
[UPDATE] Seems that i found a reason why my animations was so sharpy, i think i can handle animations by myself, woohoo!
You could always extract a palette from a reference. In Photoshop it's as simple as Image>Mode>Indexed Color (I recommend using 64 colors, but you can tweak it) Then go back to Image>Mode>Color Table, and from that screen you can save it as a color palette or just pick and chose what colors you want.
Good luck,
That courier is looking really awesome! I'd love to animate it but sadly I dont think I currently have the time. Also, we're not steam friends, so I'm going to add the shit out of you! :poly124:
Thanks for the tip!:thumbup:
Looking good, man.
Just before doing any further work on it, I'd suggest you to check how it will behave with his animations, I think you'll have clipping issues with the front-bottom part of the pauldron.
First of all.. i love what you do here guys.. Some items are veery nice.
Me and my girlfriend want to start 3d moddeling , and we want some advices.
Like what should i use ?
Some good tutorials ?
I know it take a lot of work from my level but i really love dota2 and 3d moddeling and i want to learn.
Any advice can help. (sorry for my bad eng)
Is that a bug/outdated file or are his offhands suppose to be positioned like that?
Rubus: Thanks for the advice about the shoulder, I had worried about that myself so I think the next thing I'll do is test it.
Geez you work fast XD.
hoping to finish by this weekend, got tons of other stuff in the works as well... it's gonna get pretty crazy, hehe. I'll try to be better about posting updates. I really, really need sleep though.
Helm and rifle "rods" are the first things that come to mind.
Finished my Axe. Onto more axes tomorrow.
http://steamcommunity.com/sharedfiles/filedetails/?id=184859717
That axe looks brilliant!
Thanks for the feedback. It was a conscious decision to add smaller elements and contrast them against larger ones - not saying that it was a good decision - I probably agree with you more.
Here is an in game screen capture:
Can someone direct me to a link or tutorial showing how to make those animated gifs. Also, maybe increase the quality/resolution of the in game shots? It's probably stickied and I'm not seeing it.
btw, is it possible to make berries dynamic using bones? So that they jiggle based on the character movement?
Yeah, from some angles your rifle even looks like the default one, shoulder don't pop out too, so you may want to blow up your shapes all around.