That looks awesome! Although you need to make all the stuff less hitech, IMO. Remember that dota is still only in the clockwerk/steampunk era with their fantasy technology, so full mechanised metal stuff that looks as modern as that might be too much. You can basically make it more lowrez by making the rocket shell and the base of the truck-type thing out of barrel-wood, and simplifying the wheels.
Also, remember you can also change the weapon (Squees rocket launcher)
Really big fan of the bulky shapes for the cart! Especially the thingie behind the weel and the front bulky teeth thing! Awesome job man!
i have to /sign what phil said. this feels a little too much warhammer 40k orc high tech like. maybe u can transfer it a littlebit more into dota universe - anyhow?
just some reference pictures from warhammer 40k,so u see what i mean:
Also, remember you can also change the weapon (Squees rocket launcher)
I want to replace the rocket launcher by a minigun since just like the swine skin the tank cannon is close enough to shoot the main attack.. and miniguns are awesome
i have to /sign what phil said. this feels a little too much warhammer 40k orc high tech like. maybe u can transfer it a littlebit more into dota universe - anyhow?
Thanks! The size of the tank makes it quite hard to add chunky big lowtech parts, but I'll give my best.
Ooooh be careful with that, the shooting through the cannon thing is only for the arcana, it won't work on your own model, sadly
Also minigun is sounding siiiiick!
Shooting through cannon isn't even working for the arcana.. the particle spawn position isn't exactly where the rocket launcher or the cannon are. In both cases the rocket get's spawned roughly in front of the techies ..
katze: Cool! I think you can get away with all that metal, I think just balancing it with wood will help And probably simplify the treads, those look the most high tech and complicated.
Hawf: Nice progress! Is the jacket going to have some sort of emblem on the back? I'm afraid it might look to plain from the back.
vertical: Cool Kunkka! And shots of the weapon?
Mdk: Loving how its coming together! Put it up so I can vote already :P
Finally got the bakes done after some serious soul crushing optimization. Moving onto textures!
@Sukotto: Thanks! Nice bake! Why is the head so undetailed compared to the rest? All the other fur pieces have heavy sculpting..
Thanks! The mask is going to have a pattern on it to make it interesting from the portrait and the back view is primarily the ponytail. I'm thinking of painting it with a little iridescence like mother of pearl.
Maaaaan, people are really pushing it for this chest O_o Great stuff all round.
kite212: Those bracers came a long long way motenai: That sculpt is great, will all that detail read in game though? I need to figure out how you do your feathers! MdK: That is one striking loading screen! Shock: Still like 5 the best, I really dig 3 too. bounchfx: Thanks! That set came out so well. And it reads great from a distance! pior: Love the coloring on the back-piece, it really feels like an insect shell Is there anyway to add those kind gradients to the green parts of the armor?
Finished up my concept for Ursa. Going to start the blockout and sculpting tomorrow. Any crits before I set off?
Thank Tyn - yeah, that's something I will be trying, but I can only do it to a small extent (like on the top of the shoulders for instance) because if done too much, it will clash with the existing green of the base model. It's been quite a juggling act !
I think you just need to avoid specular all together. Probably rim light too. Looks like molten metal so some illumination is probably required. The big cracks may be a bit extreme though. The handle is really great texture work.
Painted some more shadows and highlights, still have not found a pattern that I like, my 2d mmr is like 2k :poly136: I will probably add some dirt to spec mask on the metal of the neck also :poly122: Still working on the potm, I will post her later in the week once the sculpt is further along.
Godzy, nice ! Can't wait to see more.
Nikey, that's some nice metal !
Kat, great move on blocking it out straight over the base model and animations, that's definitely something I need to do more. Clever stuff ...
Hey guys, my computer finally decided to give me the finger yesterday and wondered if someone is able to finish what I started with Ghost Detector.
Concepts by Ghost Detector: (The vision)
Please PM me on Polycount if you are interested, needless to say there will be a % cut for the person that continues the project. The person will be responsible for finishing the sculpts and modeling both LODs.
@Nikey: Metalness looks great but aren't you gonna add some alphas to that cape? @katze: I love that bulky feel! @Mr Khann: the idea behind that rubick is really cool but isn't he a bit too green? @vertical: looking good but i would add some more silhouette on it (you could trade the current shoulders for some hard surface ones) @pior: the new hair is looking really nice!
Aaand here's the final high poly of the set (not much changed since the last time i guess):
I'm absolutely loving that WR. I said before, but again, I was really skeptical of the set after seeing the first sketches, but you really managed to do something extremely high quality and unique for her, and that's incredible. The new hair does look much better and I'm liking the textures, but I think some of the tweaks katzeimsack suggested would be a really good addition.
I'm also liking that Rubick a lot! The hair is absolutely my favorite slot, and the way it jiggles around when he moves is awesome. The critique from Godzy is pretty on point I have to say. It does look a bit too green. Perhaps you could add some gold on the sleeves, staff and maybe a gradient on the hair, or perhaps even some red? Still, the idea is great, and I'm looking forward to see it tweaked a bit more.
Super excited to see some of the recent stuff here! This things is really shaping up to be one of my favorite collections from Polycount so far, keep it up everyone!
How much new works here for these days! Well done!
almost finished.
Corrected texture.)
that's some super cunning skinning on the snake. also like the little tassel thing on his waste. a big part of how rubick reads in game is his big overflowing jiggly cape but there aren't too many glowing green guys ingame so it should be alright
Hi all. I've been a bit slow and distracted lately. I was hoping to be on to texturing by now, but sadly I'm still sculpting!
Bit more work to go. Sculpt weapon details, clean up fur on wrists, straighten lines etc.
@richithekiller The sword is looking lovely. Would be great to see it in context with the rest of the set. @Pior Insect set is coming along very well. I tend to agree that little bit of extra punchy contrast will help.
I'm hoping for a much more productive work week next week. Keen to get texturing on this set!
Thank you for taking the time to do that comparison gif Katzeimsack! I'll admit that this amount of contrast felt like something outside of my comfort zone at first (I tend to be careful with baked-in lighting) but I just tried it and it definitely worked very well
It was a very simple edit too - just a matter of overlaying the green channel from the Object Space normal map once more for a little bit of extra top-down information on the green parts. Thanks again ! Now I just have the quiver and arrows left to texture, but I also want to see if I can figure out how to create Flex blendshapes for the mandibles. And then on to promotional material and thumbnails.
I forgot to post this here earlier. The CM is about done. Arty just needs to texture the staff and we need to do some value tweaks.
@Pior, that definitely looks better. I'm still not a huge fan of the general direction of the set since it changes the hero so much but that's just personal opinion. The only thing that really sticks out to me other than that is the feet are really bulky now. That might just be a side effect of having to expand them so there's no clipping in the animations but I'd be careful about making them too big in game.
@Godzy, the sculpt came out really well. The design of the set is really unique compared to most of the other Clockwerk's I've seen.
Thank you guys! Glad to hear you like am! @godzy, nice sculpt, can't wait to see textures @Mr.Khann_Ha_Ha, dat snake skinning, can watch it infinitely @pior, i love this set, her back slot came out great! Can you say where do you make textures? @godzy, not sure he needs alpha @zipf, her hair is great, can you show textures?
Hi everyone!
Thanks for feedback.
About the color - there were other variations (I'm really tired of the color of)) was also a version with gold on his staff, but overall looked fragmented.
So I stopped at this palette, but also slightly adjusted.
Altogether in game looks not bad.
Hi everyone!
Thanks for feedback.
About the color - there were other variations (I'm really tired of the color of)) was also a version with gold on his staff, but overall looked fragmented.
So I stopped at this palette, but also slightly adjusted.
Altogether in game looks not bad.
Replies
Also, remember you can also change the weapon (Squees rocket launcher)
Really big fan of the bulky shapes for the cart! Especially the thingie behind the weel and the front bulky teeth thing! Awesome job man!
just some reference pictures from warhammer 40k,so u see what i mean:
I want to replace the rocket launcher by a minigun since just like the swine skin the tank cannon is close enough to shoot the main attack.. and miniguns are awesome
Thanks! The size of the tank makes it quite hard to add chunky big lowtech parts, but I'll give my best.
Also minigun is sounding siiiiick!
example:
https://youtu.be/pVAT4n-vwBg?t=34s
So if it's OK for arcana, I guess it's OK for my regular set.
Rigged and Textured, now to test it ingame
Hawf: Nice progress! Is the jacket going to have some sort of emblem on the back? I'm afraid it might look to plain from the back.
vertical: Cool Kunkka! And shots of the weapon?
Mdk: Loving how its coming together! Put it up so I can vote already :P
Finally got the bakes done after some serious soul crushing optimization. Moving onto textures!
Thanks! The mask is going to have a pattern on it to make it interesting from the portrait and the back view is primarily the ponytail. I'm thinking of painting it with a little iridescence like mother of pearl.
kite212: Those bracers came a long long way
motenai: That sculpt is great, will all that detail read in game though? I need to figure out how you do your feathers!
MdK: That is one striking loading screen!
Shock: Still like 5 the best, I really dig 3 too.
bounchfx: Thanks! That set came out so well. And it reads great from a distance!
pior: Love the coloring on the back-piece, it really feels like an insect shell Is there anyway to add those kind gradients to the green parts of the armor?
Finished up my concept for Ursa. Going to start the blockout and sculpting tomorrow. Any crits before I set off?
Sukotto, Motenai, MdK : well done !
I think you just need to avoid specular all together. Probably rim light too. Looks like molten metal so some illumination is probably required. The big cracks may be a bit extreme though. The handle is really great texture work.
Some detail motion:
The back was like 10MB so here is a link to it http://i.imgur.com/WcdRYgZ.gif
basic color layd down
About 20 days left by my count :poly136:
got this stuff in game now
Upper helmet part still needs some work (and ofc the missing face). The purple bits are placeholders.
And that clockwerk set is awesome! I want it already!
@Nikey: Good metal!
Added some wood..
Nikey, that's some nice metal !
Kat, great move on blocking it out straight over the base model and animations, that's definitely something I need to do more. Clever stuff ...
almost finished.
Corrected texture.)
Concepts by Ghost Detector: (The vision)
Please PM me on Polycount if you are interested, needless to say there will be a % cut for the person that continues the project. The person will be responsible for finishing the sculpts and modeling both LODs.
Almost done with texturing on my end :
@katze: I love that bulky feel!
@Mr Khann: the idea behind that rubick is really cool but isn't he a bit too green?
@vertical: looking good but i would add some more silhouette on it (you could trade the current shoulders for some hard surface ones)
@pior: the new hair is looking really nice!
Aaand here's the final high poly of the set (not much changed since the last time i guess):
I think stronger bright yellow/ dark blue contrast would help
Still messing around with this thing... trying out all the channels in the masks trying to get something nice
I'm absolutely loving that WR. I said before, but again, I was really skeptical of the set after seeing the first sketches, but you really managed to do something extremely high quality and unique for her, and that's incredible. The new hair does look much better and I'm liking the textures, but I think some of the tweaks katzeimsack suggested would be a really good addition.
@Mr.Khann_Ha_Ha
I'm also liking that Rubick a lot! The hair is absolutely my favorite slot, and the way it jiggles around when he moves is awesome. The critique from Godzy is pretty on point I have to say. It does look a bit too green. Perhaps you could add some gold on the sleeves, staff and maybe a gradient on the hair, or perhaps even some red? Still, the idea is great, and I'm looking forward to see it tweaked a bit more.
Super excited to see some of the recent stuff here! This things is really shaping up to be one of my favorite collections from Polycount so far, keep it up everyone!
that's some super cunning skinning on the snake. also like the little tassel thing on his waste. a big part of how rubick reads in game is his big overflowing jiggly cape but there aren't too many glowing green guys ingame so it should be alright
Bit more work to go. Sculpt weapon details, clean up fur on wrists, straighten lines etc.
@richithekiller The sword is looking lovely. Would be great to see it in context with the rest of the set.
@Pior Insect set is coming along very well. I tend to agree that little bit of extra punchy contrast will help.
I'm hoping for a much more productive work week next week. Keen to get texturing on this set!
http://i.imgur.com/8B7cMUK.jpg
It was a very simple edit too - just a matter of overlaying the green channel from the Object Space normal map once more for a little bit of extra top-down information on the green parts. Thanks again ! Now I just have the quiver and arrows left to texture, but I also want to see if I can figure out how to create Flex blendshapes for the mandibles. And then on to promotional material and thumbnails.
Toasty, looking fierce ! But hurry up !!
@Pior, that definitely looks better. I'm still not a huge fan of the general direction of the set since it changes the hero so much but that's just personal opinion. The only thing that really sticks out to me other than that is the feet are really bulky now. That might just be a side effect of having to expand them so there's no clipping in the animations but I'd be careful about making them too big in game.
@Godzy, the sculpt came out really well. The design of the set is really unique compared to most of the other Clockwerk's I've seen.
@godzy, nice sculpt, can't wait to see textures
@Mr.Khann_Ha_Ha, dat snake skinning, can watch it infinitely
@pior, i love this set, her back slot came out great! Can you say where do you make textures?
@godzy, not sure he needs alpha
@zipf, her hair is great, can you show textures?
Thanks for feedback.
About the color - there were other variations (I'm really tired of the color of)) was also a version with gold on his staff, but overall looked fragmented.
So I stopped at this palette, but also slightly adjusted.
Altogether in game looks not bad.
OVER 9000!!!!
edit:
Finished my fist diffuse only texture pass. I'll work on it more once i get the the material creation/tweaking.
Clock cogs high poly: