Does anyone know how to mitigate this? When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
Was an amazing event and really the amount of stuff been made could cover the whole year. Great work everyone. I managed to push in a couple of single items but sadly fell short on my Abaddon set and decided to take it slower.
One part of my brain was like, hey this is not very Faerie Dragon, but then the other part of my brain told that part to shut the fuck up as this is filled with complete awesome. I think we need a few more sets that push the limits!
Yes! That is part of the appeal, and plus I love playing Lich. My problem is that since I've never made any items it's hard for me to know what's okay to do to this hero. XD I will try and push the design some more.
@Tvidotto Your absolutely right about the small details. I'm pushing myself to see how much I can get in engine without moving into noise territory. I want the center pattern up the blade to be very subtle in the end.
You know I was just thinking about this today, I honestly feel if valve wants to continue to push third-parties in dota (and I hope they do) I'd like to see a second section or tab open up, decicated to just third-parties.
I've burnt myself out on making sets so I want to focus on making a series of high-quality standalone items, really push myself to focus on the character and design and most importantly the technique. Here's the first in that series (click the image for the Workshop page):
Really like the sculpts! Especially the legs and the midriff. I think the bow's fine, not necessarily too high tech. I do think you could push the values more as someone else mentioned though. Differentiate the moving parts more clearly in-game.
Maybe I'm being a bit nitpicky, but I think the ogre magi weapon needs a bit more color variation, I think if you make the gold trim a bit more vibrant or saturated, it would really push the peice. Love the progress so far!
Alright, after some delays and difficulties, we managed to finish this cloak. Stefco's concept really pushed the technical limitations on this one from both a triangle, UV space and rig prespective. We are proud of the results and hope you like it. Majestic Mantle by Vayne and Stefco