I've started a new project! This time I'm doing a Blizzard fanart. My two main references for this one are Muradin (Heroes of the Storm) and Torbjorn (Overwatch). The first hours of every project are always the most painful. It looks like I don't know how to do it anymore. Hopefully, I believe that now I'm getting in the…
Thank you! You are definitely right about the tree. This is the first time I am using a speed tree so I need to work on that more :) The hero tree is a good point, or maybe ad tree growing from the fountain?.. Also, I have added scaffolding in the last update which I hope helps to introduce some storytelling in to the scene
Hmm you may be right, if nothing else I could probably get away without it. I just finished the HP sculpt and am going to retopo it, if nothing else its a fun hero asset, but I will certainly try with and without. Thanks! I'd love to know if anyone else feels the same. And thanks for the lighting feedback as well guys,…
BradMyers82 thanks for the comment. I intentionally made the model with more realistic propprtions compared to the concept which kind of has super hero propotrions(small lower body, big upper body and small head)..I see what you mean about the helmet though..I will fix it, thanks:).. The armor needs some more work..Glad…
You indeed need to start slashing triangles :) The arms of the Earth model went through a weird edit between the original release of the playable hero and the workshoppable version, which might explain the odd numbers. On the plus side, here is something that might be of some help :…
It displays fine with the default directX shader, but it doesn't work with Hero DOTA 2mod shader (link http://www.polycount.com/forum/showthread.php?t=110022). The reason why I use directX shader in 3ds max is that I am trying to follow the criteria of the project. And their mod shader matches with the materials needed in…
i dont know about this hero's budget or slot, but just the look of it, it looks pretty awesome to me o; I dont like his 1.) form with her head having some blue purpleish colour though, i think it doens't match what you have painted so far the 2.) form looks super awesome though ;3
They have a new PBR shader but it takes like 5 minutes to set it up every time you create a new scene. Just too much setup time. Which is okay when you're about to settle in to painting a hero asset for the next 4 weeks as you might do in film. But for a lot of assets in games it's just too time consuming.
What could be cooler than actually see the items on a hero as they will be seen in game? Nothing! True, there are veiwer bugs and most likely they'd make it into the workshop view. Some items show specular WAYYYY off from in game, etc... particles, blah blah. I can still see use for in game shots and promos, but this would…
I think the metal is too shiny considering it has a lot of dirt and damage. As for the design, i think the mesh is too noisy with very small details. I'm not into stylized models but i always see they have very simple shapes but are very appealing with a good color palette. Check at this image from the new Disney movie…