I really like the animation on that little fellow. -- I added the torso part for my outworld set yesterday. The rest of the pieces is coming up today after work I think. Still some tweaks left before I let this one go because more I look at it more things I want to fix and thats just making me mad. So better to wrap it up…
The straps on the top part were modelled in Maya with cylinders, one for each strap, then sculpted in zBrush. For the handle, I found this awesome tutorial where you start with a cylinder base mesh, then you use various tools to split it and extrude it, it's really excellent and made making them very easy. You can find it…
Frump Looking great so far! The stitches along the back of her cape are huge though, that's like a 3 inch X cross which seems more in line with Blizzard's disproportional style than that of DOTA2. Also, the blue cloth wraps on the staff look just a tad darker than the light blue of her outfit. Not sure if its the diffuse…
Nope, no handles. I initially tested out the idea with a quick blockout first. I was surprised, there is actually very little animation in his wrists. I made them a bit bigger around the wrist so they don't overlap with the default hand wraps. I got the normals and AO baked and tried it again in-game this morning to see…
@mrpresident: I like the idea, but I think that the spike-arch position in the arms is just weird, a row of spikes without the arch would look better imo. Also, I think it lacks some element in the shoulder/torso transition area, as of now those back spike arches look somewhat detached. Perhaps adding some kind of…
Mihal, I like the overall shape of the shield. I think you could do some material definition to break up the interior more. The sword and shoulders are awesome though. Did you already submit the helm? The biggest thing that stands out to me in the whole set is the fact that helm wraps the chin. It makes it feel more sci-fi…
Thanks MDK. Yes I know, the problem is that with every attack and animation he holds it different so when idle he holds it almost at the bot, at his attack it's in the middle and the top one isn't correct. So I needed to make some consessions, a wrap around the base completely looked too simple. I think I'l skin the weapon…
Always paint the vertices with some animation (I use idle and run animations most). I don't know what software you're using but in 3ds max there is a modifier called "Skin wrap" that lets you copy vertex weights from one model to another, you can use something like that to copy the weights from Juggernaut's torso model. If…
I'm voting 1B too. I like how the horns come down and shield the hand. The bone for a handle doesn't make much sense, when you have this finely crafted, highly detailed sword blade. Surely if a blacksmith could craft such a blade, a decent handle would come with it ;) Unless of course the handle broke off and the bone was…
Cross posting from my own thread :) In the midst of creating my set for Nature's Prophet this month - I decided to create a Slark dagger based on an idea that's been floating around in my head for a while. Slarks Obsidian Dagger This razor sharp dagger is made of volcanic glass from the depths near Dark Reef. After his…