I think this is finished. Nothing spectacular but still I believe it can hold for what it is. The learning process has been great, despite how little I feel it is compared to what there is to learn.
I hope you like it and crit so I can improve for future projects.
My biggest problem with you golem is that you have used none of the color palette from the original golem.
I agree, but why should he? He is big enough to be not mistaken by any other character. I don't think the purpose of the workshop should be to just redo what has been done, there have been plenty of great examples in the store that show how to break the rules and still stay within the universe.
I guess he is close enough. there is at least one other golem in the game, accepted by Valve that breaks the colorscheme entirely. The one made of rock, has no yellowish skin and no metal whatsoever
and looking at this screenshot, we're not too far off
here he is ingame on top as is on bottom with particle previs
Thanks for the help with the console, saldy the command does not work but
dota_hero_level 10
does.
@vayne: i think he could use a few more dark tones, compared to the rider he seems to lack a bit of contrast, but other than that i like him
@Neox - I think the colour looks pretty good personally. I like that it fits warlocks own colour scheme, unlike my own (and the other) golem(s). Also, how did you get that particle effect up there? Is that just photoshop or is there a setting i can play with?
@Vayne - Looks like a solid piece of work to me! Raising the spec exponent on the tail area to reduce the size of the spec highlight there might look a little better though i think.
Vayne: yeah i think it is better now. something is borked up with his normals though i think, the backplate looks strange at the center plate, whats going on there?
@snowstorm: nope sorry just photoshop, wish i could move that emitter.
Thanks for the help with the console, saldy the command does not work but
dota_hero_level 10
That's really odd but glad you got it working! Looking great and I agree about the colours looking good, it's fairly obvious it's a warlock golem from the particle effect and you haven't strayed too far from the default anyway.
Guys I have a question about decompiled animations, does anyone know if it is possible to import them into Maya on the fbx that is to be uploaded to the game? I think it would be much easier for me to edit the skin weights without having to load it into the game every time and guess which skin weights are wrong. I keep getting a lot of problems like this:
Getting worried I won't get this finished in time!
Just a hunch (that i can't test atm), but maybe try importing the smd animation using mesa and then importing your fbx file? When I import objects with Maya they never replace existing objects with identical names, so maybe the fbx will import and use the animation bones instead?
Neox - your design is wicked awesome - no need to defend yourself on that one.
Well, I'm still stuck in sculpt mode.
I think the problem with this one is it looks kinda malnourished because it's supposed to be a mount but its legs are thinner than mirana's, also its bones stick out of its skin which also make it look frail. I saw someone else made their mirana mount by starting with the original mount and working it into theirs so they could keep it the right sort of size and strength. The second one looks much better though size-wise!
So I'm getting so close to finishing now, just need to sort out these troublesome animations, I may have to create my own skeleton I think as when I import the fbx animations (as Snowstorm advised , thanks!) onto my model, it flips it 90 degrees even though they are the same anims and model I am uploading to the game, where it isn't flipped!
Think I'm almost done with the textures now. Just need to do the masks now, hopefully I will be able to get them ready before deadline. I went for this fiery color scheme, the idea was to have a "prehistoric" feel to it. Hope it works. Learned a lot with skinning this time and next time maybe even feel confident enough to try painting some weights.
mount is too big. i can't see the whole body in that box...
hhhhholy crap that looks good. can we see it in-game? Yup, the neck and head might be a bit big, and maybe toning down the lava streaks on the legs might make it look a little cleaner, especially the front legs.
The back view is so sexy And I love how the beveled edge on the horns catches the glow of the furnace so nicely - it reminds me of the dramatic orange rim lighting often seen in fantasy cover art paintings.
Loving everyone's work this month! Really glad myself and any other newbies took the time to push ourselves to learn new things as it's been great seeing everyone's stuff develop on the hangouts.
Updated my colours to look less cartoonish, think I still need to do something about his fur as I feel it's a little LoL-like at the moment:
I agree that it looks a bit LoL-like, which is pretty cartoony. Try adding some texture to the fur and maybe a gradient top-to-bottom or front-to-back so it's not only one single color.
Loving everyone's work this month! Really glad myself and any other newbies took the time to push ourselves to learn new things as it's been great seeing everyone's stuff develop on the hangouts.
Updated my colours to look less cartoonish, think I still need to do something about his fur as I feel it's a little LoL-like at the moment:
I was thinking that his fur could use some orange or light brown highlights during the hangout yesterday. They would go with the orange flame effects from his skills. I believe the default lycan has some orange accents and particle effects to him.
Also, perhaps a couple of painted grey spikes to blend the end of his body into his tail might help the way that the tail kinda erupts from nowhere.
hhhhholy crap that looks good. can we see it in-game? Yup, the neck and head might be a bit big, and maybe toning down the lava streaks on the legs might make it look a little cleaner, especially the front legs.
I think this is my Bad Habit.too much detail 0_0 . hope avoid this problem next item.
Though, hm, maybe add a bit more yellow to the tips of your horse? like your 512x512 image. The in-game model doesnt look like it's glowing hot without those yellow tips.
K-PAX :Looks great ;maybe consider shortening the horn to half or so , couse in my oppinion it will go trough heroes and buildings due to its size vs the palyers collision box.
Help!!! I need some help to submit my beast. This was my first summon and I didn’t know that I need animations. And I can't find the decompiled animation of the original beast.
I like that idea, it means this month we can maybe get a few small items done rather than one big one. It also means that we can be a bit more creative
i approve.
i'm also super impressed with how much everybody pumped out!
just been mostly ghosting all month - but i'm moved in and the new job is smoothing out, so i'm ready to roll again.
Its a decent idea but i think that is a pretty narrow pool to work with. Just doing single items would include misc slots all the same. Single items for dire heroes while we mourn diretide? :P
Also, should be submitting mine and Stefco's beastmaster summons some time in the next few hours, just wrappin it up
Replies
highpoly finished.
I hope you like it and crit so I can improve for future projects.
Chrono-Stalker by Vayne
As for the hand placement, I think I will leave it to Valve to correct, if they by any chance decide to take this mount!
EDIT: Updated images with new changes, mainly contrast issues.
I agree, but why should he? He is big enough to be not mistaken by any other character. I don't think the purpose of the workshop should be to just redo what has been done, there have been plenty of great examples in the store that show how to break the rules and still stay within the universe.
I guess he is close enough. there is at least one other golem in the game, accepted by Valve that breaks the colorscheme entirely. The one made of rock, has no yellowish skin and no metal whatsoever
and looking at this screenshot, we're not too far off
here he is ingame on top as is on bottom with particle previs
Thanks for the help with the console, saldy the command does not work but
dota_hero_level 10
does.
@vayne: i think he could use a few more dark tones, compared to the rider he seems to lack a bit of contrast, but other than that i like him
@Vayne - Looks like a solid piece of work to me! Raising the spec exponent on the tail area to reduce the size of the spec highlight there might look a little better though i think.
@snowstorm: nope sorry just photoshop, wish i could move that emitter.
That's really odd but glad you got it working! Looking great and I agree about the colours looking good, it's fairly obvious it's a warlock golem from the particle effect and you haven't strayed too far from the default anyway.
Guys I have a question about decompiled animations, does anyone know if it is possible to import them into Maya on the fbx that is to be uploaded to the game? I think it would be much easier for me to edit the skin weights without having to load it into the game every time and guess which skin weights are wrong. I keep getting a lot of problems like this:
Getting worried I won't get this finished in time!
However, just tried decompiling the golems anim, no luck so far
ah now i had luck, forgot to rename the vtx file
sweet, lets export some anims
Well, I'm still stuck in sculpt mode.
And a more manly cat...
I just need to finish something.
I think the problem with this one is it looks kinda malnourished because it's supposed to be a mount but its legs are thinner than mirana's, also its bones stick out of its skin which also make it look frail. I saw someone else made their mirana mount by starting with the original mount and working it into theirs so they could keep it the right sort of size and strength. The second one looks much better though size-wise!
I didn't had much time to join this month, so I only helped Onilolz with the coloring ^^
mount is too big. i can't see the whole body in that box...
hhhhholy crap that looks good. can we see it in-game? Yup, the neck and head might be a bit big, and maybe toning down the lava streaks on the legs might make it look a little cleaner, especially the front legs.
Yay, happy to read that. Thanks^^
We finished the Disruptor mount:
Mokkin, the Ancient Conductor by OniLolz and Zaphk
The back view is so sexy And I love how the beveled edge on the horns catches the glow of the furnace so nicely - it reminds me of the dramatic orange rim lighting often seen in fantasy cover art paintings.
This would be worthy of a desktop action figure !
Updated my colours to look less cartoonish, think I still need to do something about his fur as I feel it's a little LoL-like at the moment:
I think that is a good thing!
I agree that it looks a bit LoL-like, which is pretty cartoony. Try adding some texture to the fur and maybe a gradient top-to-bottom or front-to-back so it's not only one single color.
I was thinking that his fur could use some orange or light brown highlights during the hangout yesterday. They would go with the orange flame effects from his skills. I believe the default lycan has some orange accents and particle effects to him.
Also, perhaps a couple of painted grey spikes to blend the end of his body into his tail might help the way that the tail kinda erupts from nowhere.
I think this is my Bad Habit.too much detail 0_0 . hope avoid this problem next item.
Invincible Fiery Warhorse by K-Pax
and my vpn worked again.this is video.
http://youtu.be/psFsGR8jnvo
Though, hm, maybe add a bit more yellow to the tips of your horse? like your 512x512 image. The in-game model doesnt look like it's glowing hot without those yellow tips.
cheers
EDIT:
Thanks for all the helpful feedback guys! Well I am finished with this, I hope everyone likes it!
Fenrir, Flame of Ambry by MdK
I feel like he is not all he could be but for a first attempt at modelling a full character for Dota, I'm pretty pleased with him!
you should be! great finish!
This is the presentation image.
ncparvu: You need to decompile them from the game files, follow this guide: http://wyksblog.com/getting-started-dota-2-cosmetics/
I'll be in the hangouts for a bit if you need some help.
congrats guys, im going to add them to the first posts
btw, i forget to ask before, we need a new theme, any suggestion?
Edit: I just counted, heroes that have a misc slot are: Axe, Brood, Chen, Dazzle, DP, Drow, Lesh, Mirana, Morph, Nyx, Spectre, and Weaver.
i'm also super impressed with how much everybody pumped out!
just been mostly ghosting all month - but i'm moved in and the new job is smoothing out, so i'm ready to roll again.
Also, should be submitting mine and Stefco's beastmaster summons some time in the next few hours, just wrappin it up