Hi and welcome to my workshop thread.I hope you like what you see, if you do please vote for the item! If not please tell me how I can improve. This page will only have my accepted and most recently submitted items due to the image limit, so please check out my workshop page for the rest!
Hi everyone, this will be my first real post here on Polycount. I have been lurking around the forums for a few years now and from looking at all the amazing work that goes on here, I have decided it's finally time for me to start creating some game content! I figured Dota 2 was as good a place to start as any so I've got going today with some concepts for a Drow Ranger bow.
I would love any feedback you guys are able to give and please, don't hold back, I can take criticism.
I decided to go with the Thornwood bow as I felt this one made the most sense within the Drow Rangers story. Here is the base mesh, I can't help but feel I am going wrong somewhere, This is my first real attempt at modelling for games, my previous background has always been high poly modelling so any feedback would be greatly appreciated!
I've decided to scrap the hair and focus on the mask, so here is a sculpt I have been working on. I feel it may be a bit futuristic for the Anti-Mage but I'm going to see it through anyway as I like the way it's turning out so far.
Thanks for the input on the bow! Yes I am currently, although I'm thinking maybe I might transfer it to a different character. I'm not sure who though. Here is what it looks like right now (obviously the textures need a lot of work):
Darken the edges a bit and give the mask a bit more contrast so it read better, for the rest it looks pretty good. Maybe use a lighter pruple as well so the eyes pop out more.
You can also detail the eye part a bit so from up close it doesn't look like it's just one part and he can't see through it.
Hey Andy, thanks for the input. I actually put it on the workshop after I had done a bit more work to it and it pretty much got panned so I took it down again, it's understandable considering I really tried to rush it out. Lesson learned I guess :P. I'm considering revising it for a different character, maybe windrunner or phantom assassin, although it's really not very visible in-game anyway.
Thing about rikis horns - ive did a set for riki - is that while they seem simple, the design element only shines through subtle enchancements.
Example -
having the horns not so straight but rather curve outwards towards his shoulder pads even if they are straight and not windy like his current ones.
ALso the leather bands on them are I feel are too far back, they should be closer to the front of his head to exentuate them... you could also put a gold motif on the front like a little satyr head or something that would ping a little and
draw the eye to them.
But only a smidge since you dont want to detract from the rest of him.
deadl3ss: Thanks! Coming from the creator of the Shinobi set, that means a lot. I will give it another go with more detail on the leather bands and try to move them forward a bit, thanks very much for the advice.
Ok, really can't decide whether I like the mask or not. Does anyone have any opinions on this? (If I went with the mask it would definitely need some texture work.)
Ok, really can't decide whether I like the mask or not. Does anyone have any opinions on this? (If I went with the mask it would definitely need some texture work.)
Might make this into a set eventually.
Left one, you're covering lots of stuff already i think showing his face is better.
Thanks for the advice Vlad, I think I was leaning towards the left one too as well. I've submitted it as is and will probably work on a set for it now.
Considering I only made this hood as a way to integrate that old Antimage mask I guess that poor mask will never get used!
I'd be super interested to see what that looks like on kotl. Looks really good but I assumed it was a kotl staff from the concept because it has a jousting lance feel to it, would probably look nice while he is casting his illuminate.
Well, I'm glad you made me stop being lazy and actually try it, because I think it looks much better and the illuminate spell is placed perfectly. Obviously needs some texture work to fit his palette but I think it's much better tbh.
Wow, actually I really like the KOTL version too, because it has the silhouette of a lance, and the forward pointed form has a really strong shape to it. I think it looks better on him than it does on CM, whose animations don't entirely fit that forward pointing look either.
I have to agree, I think it looks much better on KotL, it is of course up to foxclover as he/she (sorry I don't know which) did the concept. What is the general consensus behind uploading the same item for 2 heroes?
I think I'm going to dump the hood as I've already seen similar designs.
- Yes, it does look like the Witch King of Angmar.
- Yes, it does look like Shredder.
- Yes, it does look like Predator.
- Yes, it does look like Zurg from Toy Story.
Replies
I would love any feedback you guys are able to give and please, don't hold back, I can take criticism.
I decided to go with the Thornwood bow as I felt this one made the most sense within the Drow Rangers story. Here is the base mesh, I can't help but feel I am going wrong somewhere, This is my first real attempt at modelling for games, my previous background has always been high poly modelling so any feedback would be greatly appreciated!
The one final issue with it is that the death animation does not work correctly, I can't work out how to fix it for the life of me.
As always, I would love some feedback!
You can also detail the eye part a bit so from up close it doesn't look like it's just one part and he can't see through it.
Thing about rikis horns - ive did a set for riki - is that while they seem simple, the design element only shines through subtle enchancements.
Example -
having the horns not so straight but rather curve outwards towards his shoulder pads even if they are straight and not windy like his current ones.
ALso the leather bands on them are I feel are too far back, they should be closer to the front of his head to exentuate them... you could also put a gold motif on the front like a little satyr head or something that would ping a little and
draw the eye to them.
But only a smidge since you dont want to detract from the rest of him.
Hope that helps - otherwise enjoy your art !!
Looks amazing bro very talented !
DoubleLeaf: Thanks very much mate!
Ok, really can't decide whether I like the mask or not. Does anyone have any opinions on this? (If I went with the mask it would definitely need some texture work.)
Might make this into a set eventually.
Considering I only made this hood as a way to integrate that old Antimage mask I guess that poor mask will never get used!
And the promo image:
I'm having some issues when importing into the game as it appears much larger than when in Maya. Currently 390 Tri's for LOD1 and 440 for LOD0.
I think I'll give it a go on him and see what's what.
It's just a bit too dark for my taste
http://steamcommunity.com/sharedfiles/filedetails/?id=177829335
I think I'm going to dump the hood as I've already seen similar designs.
- Yes, it does look like the Witch King of Angmar.
- Yes, it does look like Shredder.
- Yes, it does look like Predator.
- Yes, it does look like Zurg from Toy Story.