I'm a little short on time so I have to work in small steps. Here's an update on the ET weapon.
Next up: Adding the grip and making the bottom end less phallic...
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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..
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I started working with blender but now I am using 3dsMAx at the university and we have a license, but I'll need to check if I can do something (apart of learning) with that kind of license.
Apart from that, I would like to know how many people here payed for PS or some simply plugins (being freelance workers or simply stutend as I am).
Actually, When u upload something to the workshop, you don't need to specify what of program are u using, do you?
Another update on my naix head.Still have to to a lot of scuplt in other parts but it is it for today.
I am kind of suck at scuplting but I am little happy about the result bake. So take a look and judge youself. (Meaning feedback)
@cagdasx Looking good! I would consider making the bolts and nails larger. I'm afraid those may be a little too small ingame.
Instead of doing real-world chores I skipped a few hours and spent more time on my weapon. My conscience is killing me but this was way more fun
Currently the whole weapon is a single object. I thought about making the turquoise part an additional object - that would give some nicer edges between rock and 'energy' and would make painting the whole thing easier.
Moreover I intend to add some smaller rocks at the larger turquoise areas, what do you think? any other suggestions?
@ghostdetector: you've really improved on the detailing! Those runes look pretty solid. How did you do the scratches along the surface? I know you're making this item as a chain for lifestealer - where is it going to go?
@cagdasx44: personally, I think the cloth draping on the eyepatch doesnt look too realistic. There's a nail in the middle top part of the cloth, which should stretch it out in that direction too - meanwhile, the deformations in the cloth look like the tension is only going left-right
Polarbear: Thx, and yes after I tested ingame they are small so I will be working on them as well.
Foxclover: Thx, I will try to make it better by using tips you said.
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.
@fox- thanks!
The cracks was just the orbs_cracks brush and with a flick of the wrist, I got a scratch.
As for where its going, its the bracers! I'm thinking to remove some parts of the mesh on one side to reduce poly limits as well as ignoring the chain on the ankle.
--
Does anyone have any tips to polypaint with exact colors? I've tried to polypaint before, but usually the colors are off a bit resulting in me having to re-do use the gradient map.
@fox- thanks!
The cracks was just the orbs_cracks brush and with a flick of the wrist, I got a scratch.
As for where its going, its the bracers! I'm thinking to remove some parts of the mesh on one side to reduce poly limits as well as ignoring the chain on the ankle.
--
Does anyone have any tips to polypaint with exact colors? I've tried to polypaint before, but usually the colors are off a bit resulting in me having to re-do use the gradient map.
pear: Thx for honesty but I dont have time to make a new concept, I already moving so slowly. I eant to participate in this month so I have no chance but continue.
Thanks pear, I'm digging the Vengeful Spirit head piece you have there as well. Which program are you painting textures in?
Hey man,
Really digging the piece, I just wanted to say to be careful about your layout. Elder titan has no "chest" slot and the shoulder polies are super tight.
Also just my opinion but I was really liking the small tight horns.
pear: Thx for honesty but I dont have time to make a new concept, I already moving so slowly. I eant to participate in this month so I have no chance but continue.
'silly' is a fairly non-descript crit imo.
I think the wrinkles are much better and it shows that you are willing to take advice and improve. It's a unique concept and I feel it fits the hero. Why not.
Base color layout in polypaint. No shading or anything yet, just flat colors. Still debating over which piece to submit for this month. Either the hood or the weapon I think.
Here is high poly of side fabric and a top view of model because I made the bigger in order to see them ingame.(Polarbear's advice). Anyways pls leave a feedback!
I'm no expert on cloth but it usually has stronger folds at the points where it is being held. I noticed your sculpt has lots of folds but distributed evenly over the entire surface. I think your doing a good job btw, so keep it up. That is one ugly looking character - if I ever do a face piece for him it will be some plastic surgery. He needs a dentist as well - really bad.
Hey guys! I posted this concept in the workshop thread a few weeks ago, and I think I'll go ahead and give it ago for this month's competition. Started work on it when I first posted it, but I deviated too much from the original idea and scrapped it. I gave the base models another attempt tonight.
@Tamarin: If ı have time after sculpting the metal parts I will edit it, but now I only have little time on computer so it will be to do last. And ugly as shit like you said:D
@Virgl: It is an amazing idea and ofcourse the realisation is very well.
@Virgl, I do think it's pretty sweet item, looks good in game too.
I just think the middle knuckle should be a bit larger. Front of hand is a very flat plane.
I think just pulling out the front of the finger a bit would improve it a lot, and I don't think you'd even need to rebake or anything.
@foxclover, I really like the silhouette from the back! As for the sculpting, I'm sure this is old news to you, but have you checked out Snowstorm's tutorial on sculpting hair?
After rigging my item (before textures) the old bracers wouldn't "work" ingame mainly because Lifestealer's elbow hits the floor in his animations while his chains only follow the wrist. So I had to make a smaller one.
However,I was wondering about the noise issue. His chains are already noisy so do you guys think is fine? I'm trying a mix between not seeing noise from far but when you zoom in, you'll be able to see the details.
After rigging my item (before textures) the old bracers wouldn't "work" ingame mainly because Lifestealer's elbow hits the floor in his animations while his chains only follow the wrist. So I had to make a smaller one.
However,I was wondering about the noise issue. His chains are already noisy so do you guys think is fine? I'm trying a mix between not seeing noise from far but when you zoom in, you'll be able to see the details.
Your original design was definitely different. Without trying to sound harsh, I think this new version is too similar to the defaults and in fact has less going for it due to the lack of moving chains. From a zoomed out perspective, what differentiates these from his original shackles?
Quick question regarding UVs. Am I supposed to use the existing UV sheet that comes with the character, utilizing the negative space from the items I'm replacing, or am I supposed to create my own new UV sheet for my custom items?
New layout however you like, just make sure it's the correct ratio.
Here is a WIP shot of the headpiece I'm working on for the Elder Titan. The item is based on a dastar/turban of an old Sikh Warrior, I'm still in doubt if I will add a nice beard as well. Fire your feedbacks at will!
@Mdk
Thank you for your criticism, before the chain was too long, and I'm no expert on rigging so I just wanted to make it shorter and try to make the inside look heavier.
I wouldn't say my design is completely different, its just that its shorter and the runes are a different shape as well as the weights .
So here's some revision to the chains hopefully, it looks waaay different to the default (glows come later)
Replies
Thats the best hair style I have seen so far for VS, ever thought about becomming a hair stylist. Its looking very good.
It is very nice!
really cool, theres a nice star wars feeling to it :thumbup:
Next up: Adding the grip and making the bottom end less phallic...
My final high poly, then I did some low poly, wireframe top box bottom is the normals sized with 256x256 so the the textures should show!
I started working with blender but now I am using 3dsMAx at the university and we have a license, but I'll need to check if I can do something (apart of learning) with that kind of license.
Apart from that, I would like to know how many people here payed for PS or some simply plugins (being freelance workers or simply stutend as I am).
Actually, When u upload something to the workshop, you don't need to specify what of program are u using, do you?
I am kind of suck at scuplting but I am little happy about the result bake. So take a look and judge youself. (Meaning feedback)
Instead of doing real-world chores I skipped a few hours and spent more time on my weapon. My conscience is killing me but this was way more fun
Currently the whole weapon is a single object. I thought about making the turquoise part an additional object - that would give some nicer edges between rock and 'energy' and would make painting the whole thing easier.
Moreover I intend to add some smaller rocks at the larger turquoise areas, what do you think? any other suggestions?
@cagdasx44: personally, I think the cloth draping on the eyepatch doesnt look too realistic. There's a nail in the middle top part of the cloth, which should stretch it out in that direction too - meanwhile, the deformations in the cloth look like the tension is only going left-right
Working on my own venge hair!
Foxclover: Thx, I will try to make it better by using tips you said.
that'd be by personal preference too!
The cracks was just the orbs_cracks brush and with a flick of the wrist, I got a scratch.
As for where its going, its the bracers! I'm thinking to remove some parts of the mesh on one side to reduce poly limits as well as ignoring the chain on the ankle.
--
Does anyone have any tips to polypaint with exact colors? I've tried to polypaint before, but usually the colors are off a bit resulting in me having to re-do use the gradient map.
http://www.polycount.com/forum/showthread.php?t=111573
There is a plugin called zcolor!
Making some horns for this dude. The hair was quite a challenge since I'm not very experienced with sculpting.
I've just make the LP, uv unwrap and base color now
Turntable
Just stick to the free stuff and use the money you make to buy pro tools. You can do a lot without breaking copyright or your bank.
todays update
just baked the textures , i just have to remove 600 triangles yay
lil update before going to bed , feathers have too many details but ill fix that tommorow
@cagdasx44 imma be honest this thing looks really silly, i think you should restart with a better concept
Hey man,
Really digging the piece, I just wanted to say to be careful about your layout. Elder titan has no "chest" slot and the shoulder polies are super tight.
Also just my opinion but I was really liking the small tight horns.
Cheers!
'silly' is a fairly non-descript crit imo.
I think the wrinkles are much better and it shows that you are willing to take advice and improve. It's a unique concept and I feel it fits the hero. Why not.
http://www.michaeldunnam.com/free-stuff.html#ClothSet1
pear: Thx.for.brushes.
Worldsmith's Braid by Zipfinator and Fudgiewudgie
I'm no expert on cloth but it usually has stronger folds at the points where it is being held. I noticed your sculpt has lots of folds but distributed evenly over the entire surface. I think your doing a good job btw, so keep it up. That is one ugly looking character - if I ever do a face piece for him it will be some plastic surgery. He needs a dentist as well - really bad.
It's barathrum's face! There are even eyes and horns! XD A different color for the blue might be a good idea to differentiate it a bit
@Virgl: It is an amazing idea and ofcourse the realisation is very well.
I just think the middle knuckle should be a bit larger. Front of hand is a very flat plane.
I think just pulling out the front of the finger a bit would improve it a lot, and I don't think you'd even need to rebake or anything.
Awesome. I'm buying this when it makes it in game. There is no doubt.
Concept:
Sculpting is so hard.
@Virgl: The hand looks so great in game! The animations look really exaggerated and awesome swinging around, like he's pissed off and punching things.
Big thanks bros !!!
However,I was wondering about the noise issue. His chains are already noisy so do you guys think is fine? I'm trying a mix between not seeing noise from far but when you zoom in, you'll be able to see the details.
Your original design was definitely different. Without trying to sound harsh, I think this new version is too similar to the defaults and in fact has less going for it due to the lack of moving chains. From a zoomed out perspective, what differentiates these from his original shackles?
New layout however you like, just make sure it's the correct ratio.
Cheers.
Thank you for your criticism, before the chain was too long, and I'm no expert on rigging so I just wanted to make it shorter and try to make the inside look heavier.
I wouldn't say my design is completely different, its just that its shorter and the runes are a different shape as well as the weights .
So here's some revision to the chains hopefully, it looks waaay different to the default (glows come later)