I couldnt see any eye wrap for naix yet so I decided to make one so here is a very base model with base texture. I have like 400 tris remaining so I will make it better and add some other things as well. Dont forget to leave a comment or critism.
@ sapolini ,
it's a cool idea, but maybe instead of going for an actual ram skull shape why not make it flat and planar rock like his original, so it would look sculpted from stone.
I'd probably connect the tips of the horns back to the head and make the horns really thick and beefy all the way around.
Yes, That was my intention but I went very far from that. This is the new version of 3dsmax (pre-zbrush) doing. Now I think I am going to sculpt, bake normals and try to retopo.
Praetus: the horns look great but I'm not so sure about the hair, truthfully I think the hood is the better choice of your 2 concepts.
Yeah, I've seen that said now by a few people. The reason i was hesitant on the hood was because I thought it may look out of place as a single item, but enough people seem to like it that it has made me think otherwise. For the monthly I think I am going to focus on the hood, but I may end up releasing both to the workshop when I'm done with them. If anything, I've been thinking of making a full set and I can make them variants with the same horns.
I think it's a pretty good head piece for him cagdasx44,
I'd work more on the actual fabric texture, put some wrinkles and whatnot. Probably remove the blood splatter all together. The added noise just makes it harder to read and lack of wrinkles, etc... make it hard to tell it's fabric (/leahter)
I think it's a pretty good head piece for him cagdasx44,
I'd work more on the actual fabric texture, put some wrinkles and whatnot. Probably remove the blood splatter all together. The added noise just makes it harder to read and lack of wrinkles, etc... make it hard to tell it's fabric (/leahter)
Firs,t thx for replying.
Secondly, it wasnt the finished model actually I dind even made the uv map, I just randomly unwrapped it and if you look at the right fabric its UV is merging with the left fabrics.
Anyways, I will make a high poly just for the fabric part then move on to the texture. And do you think I should remove all the blood or just decrease it?
Just a personal thought, but I think it would be cooler to focus on heroes with less sets rather than trying to focus monthly comps on the newest heroes. Puck already has 4-5 sets and items, Naix and Venge already have a bunch too. I think that's why most people are doing Elder Titan stuff right now.
The new heroes never fail to get a ton of attention, why don't we focus on heroes with less sets or actual themes again? I think it resulted in a lot more variety when we did it like that. Just my 2 cents. Good work overall though, just was wondering what other people thought.
Just a personal thought, but I think it would be cooler to focus on heroes with less sets rather than trying to focus monthly comps on the newest heroes. Puck already has 4-5 sets and items, Naix and Venge already have a bunch too. I think that's why most people are doing Elder Titan stuff right now.
The new heroes never fail to get a ton of attention, why don't we focus on heroes with less sets or actual themes again? I think it resulted in a lot more variety when we did it like that. Just my 2 cents. Good work overall though, just was wondering what other people thought.
Agree! I think themes should be part of the competition for sure, and there are some heros that need some workshop love
Firs,t thx for replying.
Secondly, it wasnt the finished model actually I dind even made the uv map, I just randomly unwrapped it and if you look at the right fabric its UV is merging with the left fabrics.
Anyways, I will make a high poly just for the fabric part then move on to the texture. And do you think I should remove all the blood or just decrease it?
blood: I guess it could be a top layer in paint, so you could try without, then add as needed. His clothes do have some... I think less is more in this case. It's a small piece, not likely to be really blood splattered. And will probably read better with less.
@sapolini I'm not entirely sure about that amount of noise you're putting in the sculpt just for the sake of the normal map. If you want to make your normal map to read better/be awesome in Dota 2 try and go for a handpainted look in the sculpt. Use exaggerated cracks, hard edges and small imprints of detail like a hand painted texture. Something like this:
Instead of having a ton of noise, have really large exaggerated imprinted forms of detail. Use the Dam_Standard brush to really pull out some of the edges.
@tvidotto i think i know what you mean, hopefully the texture helps out a bit since im far too new to making hair (this is my first real attempt) heres a little update
roof and clock model were both split up and also assigned polylimits for the single slots already. BUT they are not added to the workshop so far. (may happen next week)
I made several changes to my "Ram head hammer" for Elder Titan.
What do you think?
You need to work on your volumes before working on details. Most of your major shapes feel "pillow-y." What is this made out of? Is it stone? Is it supposed to be rough? Where are the sharp edges and cracks? etc.
Also, some of the small noise details you're putting in will never show in the game. You're going to be baking down to a 256X256 texture. All of that will be lost.
Thanks for all the feedback!
I had several problems with the workflow. First time using some programs and I had to learn a lot.
This is what I did:
1) Solid polys with 3dsmax
2) Rework and detail in Zbrush. And polypaint
3) Retopo with topogun
4) UVW in 3dsMax
5) Bake with xnormal (fail)
6) Bake the polypaint in xNormal (fail)
7) Rig in 3dsMax
...
I started with this but I have some problems because I will never unterstood how Zbrush works. I don't se the pivot point, I am never sure about what I am really doing there. Is a crazy software.
Mudbox saved the proyect with the painting, but I am not very happy with the results.
I need to change my workflow, trying to use only 3dsMax, Mudbox and Topogun (and obiusly Photoshop and xNormal). I am very frustrated with Zbrush and his 2,5D stuff.
Anyone has a guide of workflow with these programs? I always take a little from each youtube video but I haven't all ordered in my mind.
I think it could stand quite a few tweaks. The bold details need to pop a lot more, and the minor details are too small imo.
On the large details like all the edges of the horns and head should be highlighted well. This is mainly in the contrast of the diffuse, bumping that will help define shapes better.
You've also got a pretty noticeable center seam.
It's carved stone so it would be better to have a chiselled look to the tex. Yours looks more like weathered rock.
The stripes on the horns could be twice as large and spaced apart, would read better. And should be more prominent on entire horn, the front seems lacking.
Seems like you are trying to "run before you can walk" in regards to the software you are using. You may have already seen it but if not try looking at the Tutorials thread here for some great learning resources.
Looking back at your sculpt on the previous page, you could definitely use some more time refining the shape and silhouette before jumping into the high detail surface sculpting. Keep in mind the texture size you are working with too. So much of the fine detail you put into the head is completely lost even at the zoomed in angle you have above, I imagine in the proper game angle it would be completely gone.
It was mentioned above here;
You need to work on your volumes before working on details. Most of your major shapes feel "pillow-y." What is this made out of? Is it stone? Is it supposed to be rough? Where are the sharp edges and cracks? etc.
But I would reiterate what great advice this is. What is the material you are trying to create here? It comes across as stone but how is it sculpted? The edges are so smooth, wouldn't something sculpted from stone but used as a weapon have chipped and cracked edges? Some of them may have been flattened from years of use.
Focus on the larger picture, get the general shape and feel for the weapon first before you even think about using Alphas and such in Zbrush. You will normally find by that stage you don't even need them.
Seems like you are trying to "run before you can walk" in regards to the software you are using. You may have already seen it but if not try looking at the Tutorials thread here for some great learning resources.
Looking back at your sculpt on the previous page, you could definitely use some more time refining the shape and silhouette before jumping into the high detail surface sculpting. Keep in mind the texture size you are working with too. So much of the fine detail you put into the head is completely lost even at the zoomed in angle you have above, I imagine in the proper game angle it would be completely gone.
It was mentioned above here;
I think it could stand quite a few tweaks. The bold details need to pop a lot more, and the minor details are too small imo.
On the large details like all the edges of the horns and head should be highlighted well. This is mainly in the contrast of the diffuse, bumping that will help define shapes better.
You've also got a pretty noticeable center seam.
It's carved stone so it would be better to have a chiselled look to the tex. Yours looks more like weathered rock.
The stripes on the horns could be twice as large and spaced apart, would read better. And should be more prominent on entire horn, the front seems lacking.
But I would reiterate what great advice this is. What is the material you are trying to create here? It comes across as stone but how is it sculpted? The edges are so smooth, wouldn't something sculpted from stone but used as a weapon have chipped and cracked edges? Some of them may have been flattened from years of use.
Focus on the larger picture, get the general shape and feel for the weapon first before you even think about using Alphas and such in Zbrush. You will normally find by that stage you don't even need them.
Thanks for watching and feedback.
I guess I tried to do a lot of stuff very quick and that is what happens when u do it. I did not have in mind the 256x256 size so ingame they look as they look, not pretty well.
Next week I will restart from 0, because i really like the idea but not the results of this workflow. Maybe I will keep part of the lowpoly but i need to change most of it.
*BTW: I do not know how to multiquote, that is why this looks like this up here, sorry about that!
Dustin, look at the Dota2 Workshop on Steam. Everything is there, you can see everything thats currently in the store and stuff that is still in the Workshop
Dustin: http://dota2.gamepedia.com/Brewmaster go here and scroll down the page to where it says "equipment" and click "show" next to it. This shows all cosmetics currently ingame for any hero.
Correct on all points. Although accepted items are also on the workshop, but they will be very obvious as they have a green border and a tick in the corner of their thumbnail.
About not being able to submit sets to this competition, I guess the idea is to get more people involved, not everyone has time to make a set in a single month.
@hop, Yea I realized that when I posted the WIP images. But the runes will probably won't be able to be seen ingame because the of the scale of the rectangular piece, so now I'll have to redo it.
This might not make sense for ET but its something I'm going to try and make work.
Everything on here is looking great. No negative crits to give out. I would even say with the new in game closeups that small details like GhostDetectors runes would be readable. The hard part would be getting it to look good on the postage stamp texture size.
sapolini - you should maybe work with free software. That way if you get work accepted you wont have to worry about any legal issues. Blender is pretty decent for creating low poly meshes. Sculptris only has a few brush types but you can still sculpt some interesting shapes. xNormal is free to use - so that is good. Handplane!!! now free to use. Gimp doesn't really compare to Photoshop - but you can still do all the basics. You can go from scratch to a decent model for free is what I'm trying to say.
I didn't get to finish my entry for last month and I'm still busy with other projects but I figured I'd at least do a concept or two whether or not anyone wants to snag them.
I love Elder's "ancient technology" look so I hammered out a weapon concept in case anyone wants to model it:
Hoping to maybe lend you a hand in helping you bring this to life in the 3D realm of things. Let me know if it's cool if I jump on board and model this guy for you
Replies
Yes, That was my intention but I went very far from that. This is the new version of 3dsmax (pre-zbrush) doing. Now I think I am going to sculpt, bake normals and try to retopo.
Trying to come up with some concepts for a eldar titan wep, not sure how well symetry really works for him.
/sign that
What do you think?
This is the last version. I wanted a exagerated stone effect in Zbrush, because later with normal maps it will be softer (I guess) hehe.
*I edit and add the back zone:
The rules state that you MUST show proress or entry doesn't count.
Yeah, I've seen that said now by a few people. The reason i was hesitant on the hood was because I thought it may look out of place as a single item, but enough people seem to like it that it has made me think otherwise. For the monthly I think I am going to focus on the hood, but I may end up releasing both to the workshop when I'm done with them. If anything, I've been thinking of making a full set and I can make them variants with the same horns.
I'd work more on the actual fabric texture, put some wrinkles and whatnot. Probably remove the blood splatter all together. The added noise just makes it harder to read and lack of wrinkles, etc... make it hard to tell it's fabric (/leahter)
Firs,t thx for replying.
Secondly, it wasnt the finished model actually I dind even made the uv map, I just randomly unwrapped it and if you look at the right fabric its UV is merging with the left fabrics.
Anyways, I will make a high poly just for the fabric part then move on to the texture. And do you think I should remove all the blood or just decrease it?
The new heroes never fail to get a ton of attention, why don't we focus on heroes with less sets or actual themes again? I think it resulted in a lot more variety when we did it like that. Just my 2 cents. Good work overall though, just was wondering what other people thought.
Agree! I think themes should be part of the competition for sure, and there are some heros that need some workshop love
:thumbup: hood is so much cooler
blood: I guess it could be a top layer in paint, so you could try without, then add as needed. His clothes do have some... I think less is more in this case. It's a small piece, not likely to be really blood splattered. And will probably read better with less.
Instead of having a ton of noise, have really large exaggerated imprinted forms of detail. Use the Dam_Standard brush to really pull out some of the edges.
I like it looking forward to see it finished
I like the hair but not sure if he is the best character to wear it
That looks good
You need to work on your volumes before working on details. Most of your major shapes feel "pillow-y." What is this made out of? Is it stone? Is it supposed to be rough? Where are the sharp edges and cracks? etc.
Also, some of the small noise details you're putting in will never show in the game. You're going to be baking down to a 256X256 texture. All of that will be lost.
I had several problems with the workflow. First time using some programs and I had to learn a lot.
This is what I did:
1) Solid polys with 3dsmax
2) Rework and detail in Zbrush. And polypaint
3) Retopo with topogun
4) UVW in 3dsMax
5) Bake with xnormal (fail)
6) Bake the polypaint in xNormal (fail)
7) Rig in 3dsMax
...
I started with this but I have some problems because I will never unterstood how Zbrush works. I don't se the pivot point, I am never sure about what I am really doing there. Is a crazy software.
Mudbox saved the proyect with the painting, but I am not very happy with the results.
I need to change my workflow, trying to use only 3dsMax, Mudbox and Topogun (and obiusly Photoshop and xNormal). I am very frustrated with Zbrush and his 2,5D stuff.
Anyone has a guide of workflow with these programs? I always take a little from each youtube video but I haven't all ordered in my mind.
Btw, this is the "final" result:
Textures
Color
Mask1
Mask1 (with alpha visible)
Mask2
Normal
And in-game images:
On the large details like all the edges of the horns and head should be highlighted well. This is mainly in the contrast of the diffuse, bumping that will help define shapes better.
You've also got a pretty noticeable center seam.
It's carved stone so it would be better to have a chiselled look to the tex. Yours looks more like weathered rock.
The stripes on the horns could be twice as large and spaced apart, would read better. And should be more prominent on entire horn, the front seems lacking.
http://www.polycount.com/forum/showthread.php?t=123800
Looking back at your sculpt on the previous page, you could definitely use some more time refining the shape and silhouette before jumping into the high detail surface sculpting. Keep in mind the texture size you are working with too. So much of the fine detail you put into the head is completely lost even at the zoomed in angle you have above, I imagine in the proper game angle it would be completely gone.
It was mentioned above here;
But I would reiterate what great advice this is. What is the material you are trying to create here? It comes across as stone but how is it sculpted? The edges are so smooth, wouldn't something sculpted from stone but used as a weapon have chipped and cracked edges? Some of them may have been flattened from years of use.
Focus on the larger picture, get the general shape and feel for the weapon first before you even think about using Alphas and such in Zbrush. You will normally find by that stage you don't even need them.
Thanks for watching and feedback.
I guess I tried to do a lot of stuff very quick and that is what happens when u do it. I did not have in mind the 256x256 size so ingame they look as they look, not pretty well.
Next week I will restart from 0, because i really like the idea but not the results of this workflow. Maybe I will keep part of the lowpoly but i need to change most of it.
*BTW: I do not know how to multiquote, that is why this looks like this up here, sorry about that!
He's in the importer. Feel free to decompile the in-game files for him!
About not being able to submit sets to this competition, I guess the idea is to get more people involved, not everyone has time to make a set in a single month.
a compilation of everything accepted in dota 2, categorized by hero.
http://dota2.gamepedia.com/Equipment
Lifestealer High Polymodel. Weighted Chains
Base model
High Poly
I made some major changes to the design just to make it look less boring.
This might not make sense for ET but its something I'm going to try and make work.
Everything on here is looking great. No negative crits to give out. I would even say with the new in game closeups that small details like GhostDetectors runes would be readable. The hard part would be getting it to look good on the postage stamp texture size.
sapolini - you should maybe work with free software. That way if you get work accepted you wont have to worry about any legal issues. Blender is pretty decent for creating low poly meshes. Sculptris only has a few brush types but you can still sculpt some interesting shapes. xNormal is free to use - so that is good. Handplane!!! now free to use. Gimp doesn't really compare to Photoshop - but you can still do all the basics. You can go from scratch to a decent model for free is what I'm trying to say.
Hoping to maybe lend you a hand in helping you bring this to life in the 3D realm of things. Let me know if it's cool if I jump on board and model this guy for you
Its looking very good