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Old (#1)
Latest Update!


Last edited by Anuxinamoon; 11-03-2012 at 07:56 PM..
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Old (#2)
Starting to get some concepts down Kinda annoyed that I canny change the top :< But whatever, I'll just make it a feature some other way. (Or cover it up with a few well places tris!)

Last edited by Anuxinamoon; 10-10-2012 at 03:40 AM..
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Old (#3)
More sketches.

WINGS!

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Dark Acre Jack's Avatar
Old (#4)
The one with the top hat reminds me of Moxxxi from Borderlands!
Makes games, writes books, Tweets often.
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Old (#5)
SPOILERS! Kidding! (i'm so slow at playing that game .____.)
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Old (#6)
Doing some block outs of my fave three so far... The unicorn one, the wings one and... I dunno the thrid :<

Here is the wings one.
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danidem's Avatar
Old (#7)
Love it, Anuxinamoon. At this point with such a level, no feedback is required, at least at the shapes and design for this. Maybe the colors but I hardly doubt it.

Looking forward for the detailed one

Keep it up, cheers!
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Old (#8)
Thanks mate

Next one blocked out.
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Old (#9)
Next one!
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Qwiggalo's Avatar
Old (#10)
The hat and tie are too silly.
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Old (#11)
These are looking great Anuxinamoon, if you dont mind my asking what workflow do you use for blocking these out? looks like a really interesting and organic way of playing with ideas.
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Old (#12)
Thanks!

My workflow is pretty much all in zbrush. I import a cube that's been subdivided once, then move and mould that into position. Its pretty quick and I'm able to make any shape I want out of that one box, I even don't need to Dynamesh it (Though sometimes for tricky shapes like the piggytales I had to)

I just treat that blockout stage as a total throw away kinda thing. Once I get all the basic shapes looking good, I'll retopo or build it again to be much cleaner.

Just be messy as hell, work on large forms and go from there

I had a hangout open while I was makin them. I might do some more tomorrow.
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Old (#13)
EDIT: -Snip-
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Old (#14)
I really like the sound of that Anuxinamoon, im not much of a concept artist and often find i have a workflow bottleneck at the greybox stage when im doing personal work. Might see if Mudbox can achieve the same results.

Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.
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walt's Avatar
Old (#15)
Love the second one, altough i personally would like it even more if you would ditch the horn. Very nice work so far. Can't wait to see the end result.
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Old (#16)
Quote:
Originally Posted by Lennyagony View Post
I really like the sound of that Anuxinamoon, im not much of a concept artist and often find i have a workflow bottleneck at the greybox stage when im doing personal work. Might see if Mudbox can achieve the same results.

Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.
Art style Nazi's? You mean Valve?

Quote:
Q: My item just got rejected. Why?
A: Chances are that it didn't meet one, or several, or possibly all of the guidelines listed below:
Obscenity: We will automatically reject any obscene items. (Don't even bother.)

Copyright infringement: Even if you made the model yourself, if you used an existing likeness, it’s copyright infringement. We can't and won't put other people's intellectual property in our game, for the simple reason that we don't own it. They do. We will automatically reject any items based on existing intellectual property.

Overall Tone: We may reject an item if we feel it deviates too far from the tone of Dota 2.

Gameplay: Dota 2's characters have distinctive silhouettes that help a player differentiate between them in the heat of battle. Consequently, we tend to avoid items that overtly obscure or confuse these silhouettes.

Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce. Note: This does not mean that we will always refuse an item based on technical complexity. But nine times out of ten, it probably isn't helping your case.
Enchantress is a Dryad of the woods, not a party going leprechaun up for an interview.

No offense to you, Anuxinamoon, your concepts are well done. But I'm afraid they don't really fit for your hero. The other two are debatable, but the hat and tie are a definite no.

Last edited by Qwiggalo; 10-10-2012 at 03:00 AM..
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Ex4000's Avatar
Old (#17)
Quote:
Originally Posted by Lennyagony View Post
I really like the sound of that Anuxinamoon, im not much of a concept artist and often find i have a workflow bottleneck at the greybox stage when im doing personal work. Might see if Mudbox can achieve the same results.

Your three blockouts look great by the way, and although the third version with the hat looks solid it'll likely brush the art style nazi's the wrong way.


Are you really calling valve "Nazi's" because they want to keep the art style and theme of the game? Really?!
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Old (#18)
Fair point! I'm not really feeling the top hat one to be honest. But it was fun to mock up.

Going ahead with the winged one for now.
I'm just testing the level of detail on the feathers on the belt wings.
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Qwiggalo's Avatar
Old (#19)
You won't be able to use an alpha channel btw. The edges of those feathers will need to be geometry.
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Old (#20)
yeah I was wondering that with the alpha leaves and belt bits on the original model. If that's correct, I'll have to do some tricky grouping on the feathers to make it look good without alpha. Tricky but not impossible
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Lennyagony's Avatar
Old (#21)
An easy way to check to see if any of the characters support alpha is to check the main .vmt file for the $alphatest 1 line.

In this case enchantress_color.vmt - which is present for this character.
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Qwiggalo's Avatar
Old (#22)
Oh she does have alpha. I assumed she didn't, I should've checked.
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Spudnik's Avatar
Old (#23)
Oh so whether or not you'll be able to use alpha is based on the hero? If I had known that 2 months ago, this would have saved me a lot of headaches ^^
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Some Jerk's Avatar
Old (#24)
I like the whole wing concept, but I feel the wings on her head look a tad odd. Might look even odder as she prances though the forest with a gigantic pair of wings on her head. Have you considered shrinking down the size of them a bit?

Last edited by Some Jerk; 10-10-2012 at 08:52 AM..
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Slipstream's Avatar
Old (#25)
Gorgeous blockouts so far!
The wings look a bit out of place on the head. On the front they seem fine, but in profile it looks too sharp and straightforward. Maybe give it a bit of a curve?
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