I'm working on some Characters/Items to submit to the Steam Workshop. I'm building them in Maya 2010. In the Dota 2 Shader Masks Guide it is stated that every hero, item, courier, and creep make use of 'the hero shader in Dota 2.' I'm wondering if anyone has made a material network for Maya, or has a setup for an external…
Model/normals look sharp. Couple thoughts on materials: 1. The little dings where the wood/enamel/clear coat have been chipped away is going to be quite a bit less specular and have a smaller exponent. ATM it seem as if those details only exist on the diffuse. 2. The wood diffuse itself could use a lot more range and…
Hey Steve! great to see you finishing up some personal stuff! some crits: instead of using reds and pinks in her skintone try and lean more towards blues and purples. it will help give her skin that transparent pale look that she has without the more lifelike glow you get from pinks. also i would consider scaling up the…
Thanks Nosslak, some great feedback there. Its not harsh at all, just honest constructive feedback. As i always say honesty is the best policy. A few things I'll clear up firstly, the final diffuse at the end of the texture workthrough is not what is on the model. Its used as a base and I paint in all the details. This is…
Overall it just feels very flat, almost diffuse only. I feel like you really need to work on the material definition on this. +lack of contrast in the spec. Maybe you have a reason for this, but I would personally suggest to also use a gloss map, you have quite a lot of different materials on this thing, so it would…
For those of you who are confused, here is a basic shader that you can use to get your foot in the door for physically based shading. As you can see, it doesn't even cost much more instruction count wise then the dreadful default phong shader. To make it easy to implement and re-use I suggest you do as I did and implement…
I'm still learning what to do and what not to do with Mudbox, and I'm still learning a lot about Maya. I only just started using Maya this March because of the 3D character design class I took as part of my degree. Also still learning about topology. I'm not as much of an artist as I'd like to be, which is why I'm doing…
Ok so its been a while since I have updated this thread. I have kind of taken a step back from the back-street environment and trying to focus on a handful of textures and props to see how I can better improve my modelling,texturing,normal mapping, etc. Iv been trying some different stuff out. Playing with UDK material…
One piece of advice i can give you guys when you do these types of art test (if youve never had an industry job) is to keep your work nice and organized,especially your psd's. One aspect of being an artist in this industry many of us learn after we get a job is changing work you have done in an asset and in a speedy…
First off, why aren't the assets from your demo reel also shown as stills in your portfolio? I think they're probably your best work, and definitely a cut above what I saw in the stills. It would be nice to see the polycounts, texture work, etc. Texturing is probably the skill you should concentrate the most on developing.…