Katzeimsack, great paintjob so far ! I love how consistent it is (maybe thanks to something like a Substance or DDO setup ?) while still looking manually crafted. It does feel quite high contrast, but I suppose that just like for the WR edits you suggested earlier it will indeed work great once ingame. Well done
Nikey, my steps for texturing are :
- polypainting everything in Zbrush, in order to make sure that the coloring works as a whole ;
- reprojecting screenshots of the model with matcaps applied back onto itself for the most exotic materials like metals or gems ;
- baking all that polypaint information down to a texture ;
- from there, doing the usual combination of AO, directional lighting and cavity (see my workshop thread for details) ;
- and then I do the extra painting in 3DCoat, using both 3d painting and projection painting.
I should also probably mention that I get my "masks" (=specular intensity, gloss, metalness, spec tinting, and so on) done as early as possible, ideally right after I get the polypaint data baked down. It's pretty easy to do as it is just a matter of replicating the values of the default hero model, and it saves a ton of time. For preview I use the Dota2 shader that has been posted here a while ago. It is available for Max, Maya and MayaLT and I find it to be a very accurate preview of the final in-engine look. I could probably use Marmoset for that though, but I sometimes find it to be a bit unpredictable. I need to experiment further with it.
I also want to experiment further with fully automated workflows. While Legacy DDO feels a bit too cumbersome and not "real-time" enough, Substance looks like an interesting tool for Dota2 work. And on top of that, the recent 3DCoat 4.5 beta has a whole new engine for smart materials too. Fun stuff to play with !
It's pearl with some cavity/edge detection added (you can see on my earlier unrendered shots of the set). after i rendered i just played with the contrast/brightness in photoshop.
It's pearl with some cavity/edge detection added (you can see on my earlier unrendered shots of the set). after i rendered i just played with the contrast/brightness in photoshop.
This is going to be a huugee event for us, so many hugee works here!
@Nikey: Congratulation on the finishing entry! i really love the set, especially the blades, dat metalness ! @katzeimsack: you work so freaking fast man, any secret ? xD. Love the design, texture looks so well done, cant wait to see how it looks in-game! @Pior: the textures turn out very great, and i do like this new chest a lot better! @Mr.Khann_Ha_Ha: This is one of the most interesting rubick set i have ever seen! great work man ! @Zipfinator: I am so hype for this CM set, so well done from the design to the execution! Also im really curious how this will look on the new cm arcana! @Nobiru: congratulation on the finishing entry! solid/ welldone lich set, i do wonder if that orb in the promo image is actually a part of the set ? @Prophet9: looks soo good in game-please giff moar pics ! xD
Im running out of time and there's a whole golem left to work on so i gotta try moar harder haha. This is a warlock set that Sylei and i are working on atm, Sylei has started and will update wip on the sculpt soon, for now just the concept on my end (:
@Deadman, the warlock came out really well. The staff looks kind of like a lobster creature with 3 huge jaw pieces.
CM is almost done. I've started blocking in the BH I was originally planning to do for the chest. I'm not sure if I'll have it done in time but we'll see.
Prophet9: Very cool, I am getting a king feel from the tide hunter just from the top down view.
quockhanhlk: thats a cool design for the warlock, reminds me of a witch hunter.
Zipfinator: Wowsome! the set really matches Cm really well.
Nikey: thats a cool loading screen!
Godzy: Awesome! this better get finished.
too many cool stuff on here...
Here is my wip so far. I gotten to the color Layers, haven't yet added the Masks yet. I am still tweaking it, probably going to work on the feathers a little more and might add in some interior designs. working on the weapon color layer at the moment.
Im running out of time and there's a whole golem left to work on so i gotta try moar harder haha. This is a warlock set that Sylei and i are working on atm, Sylei has started and will update wip on the sculpt soon, for now just the concept on my end (:
Since i`ve finished my set i`ve been quiet about feedbacks, and that`s because i really don`t have professional feeds to give. You guys clearly outclass me for now, and all i can do is drool at your stuff, but from what i`ve seen so far i`d say the Ork Techiez. Snake charmer, Pior`s bug-ranger and Mihalceanu`s witch doctor are my favorite so far.
The warlock set from Syley and Quock is really promising. I love the art style and it fits perfectly for a battle-mage such as him.
As for my stuff.... it wasn`t verry well recieved by the comunity but oh well.... learn from mistakes.
Looking forward to collaborating with you guys in the future.
OH and one more thing, Can we use the greentooth countour for future polycount related works? Shock?
NO Pie For You: I am still new to Polycount. I have to agree with you about the feedback though, It not very helpful so far and I haven't received any real feedback to improve my work. One of the reasons I wanted to contribute was precisely for this purpose. I guess more popular sets get more attention.
Dilanka : do you mean feedback here, or on the Steam comments ?
Steam comments can be a mixed bag (after all, comments over there are mostly written by gamers) but when it comes to constructive criticism here on PC it really is just a matter of asking for it !
No Pie For You and Dilanka
Do not worry. You simply just start working. At the beginning is usually not easy understanding and clear (This I know sure)
And sometimes it is difficult to point to specific errors when simply require experience in work and time.
Keep working! I am sure you will show the cool stuff soon!
I think you should make the end glow, a fade of what you have at the hilt now to what you had at the tip earlier. Like it's hot out of the fire, specular shine by hilt, glow at tip.
I don't think you can turn particles off but there might be a good work around. (But people like particles ALOT).
A particle mesh just makes particles spawn at each vert of the mesh, so maybe make a mesh that is only 1 vert hidden in middle of handle. So it'll only spawn one particle hidden inside his hand.
Though I still think a glowing tip with particles around it would be cool.
Mr.Khann - I really love what you did for Rubick there! Awesome stuff.
@ Dilanka - I'm going to defer to what Pior said on this one - If you're looking for feedback, ask for it. Even better, state what you're looking for opinions/advice on (Aka 'I'm not sure how I feel about my helm, do you guys think the colors/shapes work as is?' etc). This lets the rest of us know that you're actually looking for feedback, and precisely what parts to help evaluate.
@quockhanhlk: being lazy really helps speeding up workflows ...
Got the tank ingame, had to rebake the whole thing a few times to get a good character selection texture res. Readability pass is still needed, but it already works quite well
This is how I got it that "sharp":
I also only uved two tank chains and then used them over and over. 256 is just not a lot for a tank
here are the much requested metal masks. probably the most notable thing is the texture overlay on the mask 2 red channel, makes the specular thirty times more interesting. i think the base masks were based off the default, but we just kept on tweaking the values until we got something that looked good in loadout and game view. 80% trial and error
¯\_(ツ)_/¯
and a gif of the loadscreen layers. mostly just blonked on top of some HLMV screenshots
@Toasty: Good point that it would be good to see it in context. Here it is in game.
I think the context Toasty was referring to, was the context with the rest of your set that the sword is for. This chest event is for sets, couriers, wards, and huds, not single items.For the sword itself you should darken some of the dirty areas of the sword in the spec mask, R channel of mask2, your secular seems way to uniform and would benefit from some being broken up more
Thanks for the insight Ike! The spec overlay does indeed make it look better.
Some texture progress on the DP set. I nearly killed myself getting the armor and leg slots down to their LOD1, had to do some redesigning on the fly so you may notice a few changes from the last update.
Should have some in-game shots soon.
Anyone have any thoughts on the colors? My buddy and I wanted to throw in something to make it different from other DP sets so we wanted whites and golds to make it a bit more elegant looking. Hopefully you guys feel the same cuz I like it The white parts are supposed to be iridescent like pearl/abalone so hopefully it reads well in game.
@Sukotto,
I think it works, looking in the store all of her set vary pretty widely. Lot of greys, blues that aren't in her original scheme. You're keeping a lot of the pink dress that defines her well in game, would be good to see on overhead shot though.
Tell me that you can get a ghost done too
Little update on the Turntable, since it didn't rotate in relation to the center of the pedestal, and that bothered me a bit. Also did some more lighting on it, and extended the duration a bit.
sooo, got pretty derailed due to life stuff, so i was pretty sure i missed the deadline...then it turns out its been extended to the 15th! Which is great, but i *still*dont think i'll have this finished by then - anyway here's what i've been up to...i'll cross my fingers and see how much i can get done before the finish!
As ever the rigging has been the biggest thorn in my side - after a couple of weeks, managed to get something that mostly works
Kept the rigs for the the 2 "characters" separate which should mean i can more easily make changes to either...
blockout animation geometry
And heres the result of me slapping on some very ugly keyframes to see if it all worked (i'm not an animator!)
@rich, YES! though the round hole at bottom of blade may be too glowy unless you carry that through the sharpened part of blade next to it (it kind of looks like the inside is still hot which is cool, so the thin part of blade should also be hot.
Technically a 'set' only needs to be 3 pieces. A metallic molten mask could be super cool and original for him. And maybe a set of bracers
Still plugging away on mine, 7 pieces is a chore. Getting close to having the meshes finished. The shoulder slot has been colored, really tight budget on this one.
And 632Fan is going to join me and help out with the promo/loadscreen so that's awesome
rich, that looks awesome. If I could suggest anything it would be to add a little reflected light onto the hilt from the glory bit. If its molten I'm sure it glows pretty brightly.
Got the set in-game. Gotta address some rigging issues(especially with the fox) and tweak the textures but its getting there!
I'm pretty sure all the bones need to be connected to a single root bone and fall under one hierarchy. :thumbup:
yeah, thats what i thought!
however while making my last courier, due to some happy accidents it seemed that i *could* reference in 2 seperate rigs, and things worked fine...!
now, this was a while ago, and maybe i got lucky, but i'm going to assume things work the same way now. Will be able to test things out properly at the weekend...!
@richithekiller Looking much nicer with the red glow. Would be nice to see the glow blend out over a greater distance. @Ike Ike, thanks for sharing the maps! great reference! @katzeimsack could you perhaps blend both the silver and brown textures? Using the brown as dirt mask over a base of silver metal?
Replies
Nikey, my steps for texturing are :
- polypainting everything in Zbrush, in order to make sure that the coloring works as a whole ;
- reprojecting screenshots of the model with matcaps applied back onto itself for the most exotic materials like metals or gems ;
- baking all that polypaint information down to a texture ;
- from there, doing the usual combination of AO, directional lighting and cavity (see my workshop thread for details) ;
- and then I do the extra painting in 3DCoat, using both 3d painting and projection painting.
I should also probably mention that I get my "masks" (=specular intensity, gloss, metalness, spec tinting, and so on) done as early as possible, ideally right after I get the polypaint data baked down. It's pretty easy to do as it is just a matter of replicating the values of the default hero model, and it saves a ton of time. For preview I use the Dota2 shader that has been posted here a while ago. It is available for Max, Maya and MayaLT and I find it to be a very accurate preview of the final in-engine look. I could probably use Marmoset for that though, but I sometimes find it to be a bit unpredictable. I need to experiment further with it.
I also want to experiment further with fully automated workflows. While Legacy DDO feels a bit too cumbersome and not "real-time" enough, Substance looks like an interesting tool for Dota2 work. And on top of that, the recent 3DCoat 4.5 beta has a whole new engine for smart materials too. Fun stuff to play with !
It's pearl with some cavity/edge detection added (you can see on my earlier unrendered shots of the set). after i rendered i just played with the contrast/brightness in photoshop.
http://steamcommunity.com/workshop/filedetails/?id=414396414
P.S. Should I make post differently?
cool, thanks
@Nikey: Congratulation on the finishing entry! i really love the set, especially the blades, dat metalness !
@katzeimsack: you work so freaking fast man, any secret ? xD. Love the design, texture looks so well done, cant wait to see how it looks in-game!
@Pior: the textures turn out very great, and i do like this new chest a lot better!
@Mr.Khann_Ha_Ha: This is one of the most interesting rubick set i have ever seen! great work man !
@Zipfinator: I am so hype for this CM set, so well done from the design to the execution! Also im really curious how this will look on the new cm arcana!
@Nobiru: congratulation on the finishing entry! solid/ welldone lich set, i do wonder if that orb in the promo image is actually a part of the set ?
@Prophet9: looks soo good in game-please giff moar pics ! xD
Im running out of time and there's a whole golem left to work on so i gotta try moar harder haha. This is a warlock set that Sylei and i are working on atm, Sylei has started and will update wip on the sculpt soon, for now just the concept on my end (:
CM is almost done. I've started blocking in the BH I was originally planning to do for the chest. I'm not sure if I'll have it done in time but we'll see.
@Zipfinator finnaly full set looks! very good work
quockhanhlk: thats a cool design for the warlock, reminds me of a witch hunter.
Zipfinator: Wowsome! the set really matches Cm really well.
Nikey: thats a cool loading screen!
Godzy: Awesome! this better get finished.
too many cool stuff on here...
Here is my wip so far. I gotten to the color Layers, haven't yet added the Masks yet. I am still tweaking it, probably going to work on the feathers a little more and might add in some interior designs. working on the weapon color layer at the moment.
sexy style, teach me senpai
Blockout
And final sculpt
Thank you all for feedback, continue to follow this thread.
Snake-Charmer by Mr.Ha_Ha
The warlock set from Syley and Quock is really promising. I love the art style and it fits perfectly for a battle-mage such as him.
As for my stuff.... it wasn`t verry well recieved by the comunity but oh well.... learn from mistakes.
Looking forward to collaborating with you guys in the future.
OH and one more thing, Can we use the greentooth countour for future polycount related works? Shock?
Pie out!
Steam comments can be a mixed bag (after all, comments over there are mostly written by gamers) but when it comes to constructive criticism here on PC it really is just a matter of asking for it !
Do not worry. You simply just start working. At the beginning is usually not easy understanding and clear (This I know sure)
And sometimes it is difficult to point to specific errors when simply require experience in work and time.
Keep working! I am sure you will show the cool stuff soon!
@Toasty: Good point that it would be good to see it in context. Here it is in game.
Please let me know what you guys think. This is my first Dota piece, so I'd really like to know how I can improve.
Also... is there a way to turn off the particles on an item? This sword is supposed to have a particle mesh, but I don't want any particles!
I don't think you can turn particles off but there might be a good work around. (But people like particles ALOT).
A particle mesh just makes particles spawn at each vert of the mesh, so maybe make a mesh that is only 1 vert hidden in middle of handle. So it'll only spawn one particle hidden inside his hand.
Though I still think a glowing tip with particles around it would be cool.
@ Dilanka - I'm going to defer to what Pior said on this one - If you're looking for feedback, ask for it. Even better, state what you're looking for opinions/advice on (Aka 'I'm not sure how I feel about my helm, do you guys think the colors/shapes work as is?' etc). This lets the rest of us know that you're actually looking for feedback, and precisely what parts to help evaluate.
Got the tank ingame, had to rebake the whole thing a few times to get a good character selection texture res. Readability pass is still needed, but it already works quite well
This is how I got it that "sharp":
I also only uved two tank chains and then used them over and over. 256 is just not a lot for a tank
playing around with the colors, somehow like the brown metal more, what do you guys think?
--edit--
Actually, something inbetween the 2 might look even better.
I think you should to use both of this metal colors like this.
Keep up the great work everyone.
here are the much requested metal masks. probably the most notable thing is the texture overlay on the mask 2 red channel, makes the specular thirty times more interesting. i think the base masks were based off the default, but we just kept on tweaking the values until we got something that looked good in loadout and game view. 80% trial and error
¯\_(ツ)_/¯
and a gif of the loadscreen layers. mostly just blonked on top of some HLMV screenshots
I think the context Toasty was referring to, was the context with the rest of your set that the sword is for. This chest event is for sets, couriers, wards, and huds, not single items.For the sword itself you should darken some of the dirty areas of the sword in the spec mask, R channel of mask2, your secular seems way to uniform and would benefit from some being broken up more
+1 I like this mix of the 2
@Ike - thanks for sharing these! I think this is my favorite AM set in quite some time.
Some texture progress on the DP set. I nearly killed myself getting the armor and leg slots down to their LOD1, had to do some redesigning on the fly so you may notice a few changes from the last update.
Should have some in-game shots soon.
Anyone have any thoughts on the colors? My buddy and I wanted to throw in something to make it different from other DP sets so we wanted whites and golds to make it a bit more elegant looking. Hopefully you guys feel the same cuz I like it The white parts are supposed to be iridescent like pearl/abalone so hopefully it reads well in game.
I will probably have to arrange the feathers a bit better
I think it works, looking in the store all of her set vary pretty widely. Lot of greys, blues that aren't in her original scheme. You're keeping a lot of the pink dress that defines her well in game, would be good to see on overhead shot though.
Tell me that you can get a ghost done too
@motenai,
Great sculpt.Colors!
Ah ok. I see. Thanks for the feedback though. :thumbup:
Little update on the Turntable, since it didn't rotate in relation to the center of the pedestal, and that bothered me a bit. Also did some more lighting on it, and extended the duration a bit.
As ever the rigging has been the biggest thorn in my side - after a couple of weeks, managed to get something that mostly works
Kept the rigs for the the 2 "characters" separate which should mean i can more easily make changes to either...
blockout animation geometry
And heres the result of me slapping on some very ugly keyframes to see if it all worked (i'm not an animator!)
[ame="http://www.youtube.com/watch?v=0IDLwP2BfUc"]Test of Flying Rig[/ame]
and got most of my hipoly prepped and ready to sculpt.
It doent look like much, but should be relatively simple now once its in zbrush
Right! Back to work!
Thanks ike_ike for sharing your textures!
@rich, YES! though the round hole at bottom of blade may be too glowy unless you carry that through the sharpened part of blade next to it (it kind of looks like the inside is still hot which is cool, so the thin part of blade should also be hot.
Technically a 'set' only needs to be 3 pieces. A metallic molten mask could be super cool and original for him. And maybe a set of bracers
Still plugging away on mine, 7 pieces is a chore. Getting close to having the meshes finished. The shoulder slot has been colored, really tight budget on this one.
And 632Fan is going to join me and help out with the promo/loadscreen so that's awesome
Got the set in-game. Gotta address some rigging issues(especially with the fox) and tweak the textures but its getting there!
I'm pretty sure all the bones need to be connected to a single root bone and fall under one hierarchy. :thumbup:
yeah, thats what i thought!
however while making my last courier, due to some happy accidents it seemed that i *could* reference in 2 seperate rigs, and things worked fine...!
now, this was a while ago, and maybe i got lucky, but i'm going to assume things work the same way now. Will be able to test things out properly at the weekend...!
@richithekiller Looking much nicer with the red glow. Would be nice to see the glow blend out over a greater distance.
@Ike Ike, thanks for sharing the maps! great reference!
@katzeimsack could you perhaps blend both the silver and brown textures? Using the brown as dirt mask over a base of silver metal?
Ingame shots before promos and uploads
also making an additional patchless & cigless style due to popular demand