Toby that is awesome! The only color that really feels off to me or unfitting is his cape. It also might benefit from adding a slight trim or whatnot (stitches perhaps?). The eyes also feel a bit abrupt where the yellow just appears directly over the helm. Is there any way you can 'seat' them into the helm, some kind of…
As long as it has the gold trim it's way better looking than V1, big improvement. Now I'd say you should maybe work on the shape of the bottom edge of the front of the helmet that is seen in the portrait (pro description). It seems really big and chunky and not that interesting. If you just made it more curvy rather than…
@chiniara Looks pretty good in game but I can def see what you are talking about with the normals. The gold part on the sword doesn't appear to have even lighting and the blade has a consistant spec. I would try limiting the spec to the tip of blade maybe. @taumich yeah it was the w throwing me off. I would recommend…
You're slamming those previous images for having a "fancy trim" and then your render has a shitty mosaic tile filter on it. And the images of Anuxinamoon's items from the in game compiler are pretty similar to the ones from the render with all of the items together because they're the same items... That look you describe…
If you're using max or zbrush, you can model using Nurms sub-d, smoothing by smooth-groups, and export that to Zbrush and reconstruct sub-divisions - that will retain your hard edges when you further sub-divide in Zbrush. If you're just using zbrush, I use a combination of Dam Standard and Trim Dynamic brushes to get hard…
good god the item tricounts for some of these heroes are so picky this already looks way too low and it doesn't even meet Lod0 Valve really needs to increase the tricounts by 100 at the very least It's not like a mere 500 extra triangles on a hero would make a decent computer chug or anything hell even 1000 total extra…
@bounchfx Thanks a bunch, that means a lot. The cape has a section of check pattern material on the side that you can't really see in that shot but looking at it now it coud do with a bit more going on. I agree that the colour doesn't really fit and that the yellow trim on the eyes constrasts a bit too heavily with teh…
The preview image is a clean image. It is not juiced up. I can juice it up by rendering a Zbrush sculpt. That would be even better. Than, I'll add some trim and then use the hero's body as contrast. Haha. The preview image is what I'm talking about, Helenek. I didn't do anything to the actual item. Do you see any smooth,…
My first thoughts are its way too flat, the materials don't work, and the colors are all wrong. The flatness is coming from a lack of a good normal mad in combination with your other masks, specular and rimlight. The ideal thing would be to make high poly wings with all your details so you can bake these to a normal mad,…
"It is okay to have juiced up images in all the images, but these preview images are dishonest. Sorry, they just are. The human eye is primitive, so the first impression is really important. They get the vote on the preview image, but that isn't what the item looks in the game. The in game COMPILER image should be the…