@Clyptic I like the set allot. Upvoted all parts. One thing to note is that coming soon is most of the times to late for workshop. Best practice is to upload your stuff when you have all images and descriptions ready. As items are getting old they ranking goes down automatically, so its important to make good impression right at the beginning.
The lowpoly and base textures of the treant I'm working on in collaboration with Arty and hayes is DONE!
So, I'll start by saying that I really love this design, but I have some nitpicks. By base textures do you mean the diffuse as a whole is complete or just the color blockout? Your values are only using half of the spectrum. Looking at levels, no value goes above 127 and right now there is no value focus. Everything feels very low contrast and blends together despite have different hues. Maybe it will look different once you have your masks applied.
I applied a quick levels edit to show a more complete use of the value spectrum. I punched it up maybe a little too much, but it illustrates what I am talking about a bit more. I also think some color variation on certain elements could help provide focus. Maybe the finger tips could have a yellow hue transition and the leaf beard could use some variance so it doesn't all blend together.
Thank you both for the feedback! It's definitely going to help A LOT!
By base texture I mean that the bakes are all layered for the diffuse, with no extra adjustments or paintings done. Just got everything on a PSD according to Valve's guide, plus some extra stuff. Arty is still going to do some magic on it This is in no way the final textures, just the polypaint color and some lighting information, I can assure you guys that the final texture is going to look much much better! It also probably look a bit too dark because of the render, should have turned up the brightness a bit on Marmoset with the sky I had selected.
Hmmm i dont see anything similar with that item, and i made this 2 mounts ago
Keep working on it for sure!
I just think that considering Riki's size you wont be able to tell the difference between the two weapons and it is unlikely to have two purple stone knife sets for the same character.
And Nannou had that one accepted into the game in July.
sooo is the alpha channel not available for vengeful spirit?
It is available like on any other character, it's just bugged in the character view as soon as you import an item, and it show only he geometry without alpha. If you get in-game though it works.
does anyone of you by chance know how to embed youtube videos in Polycount threads? I've seen that there seems to be a way in the tutorials thread but I haven't figured out how they got it to run. Any help yould be appreciated
almost done with polypaint, then on to baking. Was making this for February competition but didn't finish in time. Hopefully I'll get the rest of it done in my free time this weekend.
Finishing up the Forge Spirit, just about to submit. Finally got in game thanks to Terra.cotta.
3DSMAX Render:
THe thing is ingame it looks a little bit different. I relied heavily on the 3DSMAX Dota 2 shader when working on the shaders and it looks like there's a few rendering differences.
Ingame:
I like how the skull turned out but I really don't like how the flame body got darker and less of a gradient. I'm going to guess this is because I can't have it full on self illuminated without affecting the skull. Or is this just a side effect of having the detail moving texture blended over?
I'll experiment with the normal color map to see if I can get the flame body to be more like the 3DSMAX render. Feedback appreciated!
First time starting out my texturing with polypaint, and will be doing it live on www.hitbox.tv/Fletch Switched over from twitch because of chat delay Would appreciate any advice if anyone happens to stop by. Will be working on my axe set for probably most of today.
:thumbup: agree this is one of the best times ever
thanks for these - been a bit of an uphill struggle with some of this stuff recently, so very happy this chap seems to have struck the right note. You can't really go wrong with a tophat and monocle though.
hello, im new to polycount. I am modeling an antimage weapon, but when I import in ingame with the particles, they show bigger than the normal ones. ( the particles ) I am using blender. Can anyone plz help me?
I said that because I recall someone having issues with AM particles not long ago, and I think it was related to a bad reference file.
But yeah, I've not much else to add other than speculations, maybe do some tinkering around exporter settings and double check scales and stuff, if you find a clue I'll be glad to help.
Hey guys I just finished a head piece for Legion Commander. I'm hoping you like it and if you do, please feel free to go and give me a thumbs up over on steam. :thumbup:
Replies
So, I'll start by saying that I really love this design, but I have some nitpicks. By base textures do you mean the diffuse as a whole is complete or just the color blockout? Your values are only using half of the spectrum. Looking at levels, no value goes above 127 and right now there is no value focus. Everything feels very low contrast and blends together despite have different hues. Maybe it will look different once you have your masks applied.
I applied a quick levels edit to show a more complete use of the value spectrum. I punched it up maybe a little too much, but it illustrates what I am talking about a bit more. I also think some color variation on certain elements could help provide focus. Maybe the finger tips could have a yellow hue transition and the leaf beard could use some variance so it doesn't all blend together.
Maybe this helps, maybe it doesn't.
By base texture I mean that the bakes are all layered for the diffuse, with no extra adjustments or paintings done. Just got everything on a PSD according to Valve's guide, plus some extra stuff. Arty is still going to do some magic on it This is in no way the final textures, just the polypaint color and some lighting information, I can assure you guys that the final texture is going to look much much better! It also probably look a bit too dark because of the render, should have turned up the brightness a bit on Marmoset with the sky I had selected.
Again, thank you all so much for the feedback!
Amazing set bro! Reminds me of Darksiders stuff!
It's noisy, too many small shapes, and the colours are off Riki's actual scheme.
Also I miss the horns.
Blockout rough here:
Without the texture still looks awesome
Hmmm i dont see anything similar with that item, and i made this 2 mounts ago
Keep working on it for sure!
I just think that considering Riki's size you wont be able to tell the difference between the two weapons and it is unlikely to have two purple stone knife sets for the same character.
And Nannou had that one accepted into the game in July.
@Anuxi - love the asymmetric hair
@Motenai - *chants* SET SET SET SET
:thumbup: Agree on all points
It is available like on any other character, it's just bugged in the character view as soon as you import an item, and it show only he geometry without alpha. If you get in-game though it works.
does anyone of you by chance know how to embed youtube videos in Polycount threads? I've seen that there seems to be a way in the tutorials thread but I haven't figured out how they got it to run. Any help yould be appreciated
[ame="http://www.youtube.com/watch?v=ZZ5LpwO-An4"]HEYYEYAAEYAAAEYAEYAA - YouTube[/ame]
Herald horror
http://steamcommunity.com/sharedfiles/filedetails/?id=233363751
Thank you very much
Can I get some feedback?
Any crit or suggestion would be appreciated, as there's time to change stuff.
almost done with polypaint, then on to baking. Was making this for February competition but didn't finish in time. Hopefully I'll get the rest of it done in my free time this weekend.
Monty - Ward of Distinguised Perception by Pixelherder
Fucken love this!
:thumbup: agree this is one of the best times ever
3DSMAX Render:
THe thing is ingame it looks a little bit different. I relied heavily on the 3DSMAX Dota 2 shader when working on the shaders and it looks like there's a few rendering differences.
Ingame:
I like how the skull turned out but I really don't like how the flame body got darker and less of a gradient. I'm going to guess this is because I can't have it full on self illuminated without affecting the skull. Or is this just a side effect of having the detail moving texture blended over?
I'll experiment with the normal color map to see if I can get the flame body to be more like the 3DSMAX render. Feedback appreciated!
First time starting out my texturing with polypaint, and will be doing it live on www.hitbox.tv/Fletch Switched over from twitch because of chat delay Would appreciate any advice if anyone happens to stop by. Will be working on my axe set for probably most of today.
thanks for these - been a bit of an uphill struggle with some of this stuff recently, so very happy this chap seems to have struck the right note. You can't really go wrong with a tophat and monocle though.
It happened when I did a gauntlet for Sven, the model Valve provided was in a completely different position from the one in game.
Of course checking your Source Tools exporter settings and the scale of your models also helps.
I said that because I recall someone having issues with AM particles not long ago, and I think it was related to a bad reference file.
But yeah, I've not much else to add other than speculations, maybe do some tinkering around exporter settings and double check scales and stuff, if you find a clue I'll be glad to help.
Wings of the Slithereen
http://steamcommunity.com/sharedfiles/filedetails/?id=234100872
http://steamcommunity.com/sharedfiles/filedetails/?id=234097800
Helm of the Honored Valkyrie