Sunday, October 27, 2013

Dota Item Texturing WIP

So here is the current progress of the dota ward. Trying to get the colour scheme to look right.

Saturday, October 26, 2013

Dota 2 Item

It's been on my to-do-list for a good while now and coincidently the animator at work postulated that we should join forces and create something for Dota. Now because neither of us have actually made anything for Dota we're going to take baby steps and create a ward, to test the waters and see where that takes us.

So I started Friday night after we talked about it and I managed to get the sculpt, low poly and bake done. I'm changing the sphere on top for one more optimized.

In 2nd image the tricount is 1478, though with the new geometry for the sphere it's cut down to 1350-something. Which is great as the maximum tricount for Wards are 1500.

Monday, October 21, 2013

Stubble Mini-tut

May take awhile to load :(

Just wanted to share how I got some stubble detail on the normal map without much effort. Hopefully someone may find it useful.

Sunday, October 20, 2013

Added a hat.

Added a police hat. I considering the idea of doing a full body with this guy. I was initially planning on just doing a bust with a section of his collar showing. Hmm.

Friday, October 18, 2013

Continuing off...

I posted awhile back on this guy. I've finally taken the time to start doing something with him. I wanted to focus on getting the eyes looking right because I have always felt I've never pushed eyes properly on a character, to which I must say are probably far from what I want right now. Either way, in Marmoset toolbag I'm coming across a rather annoying issue; alpha maps.

At the moment I have an extra mesh in front of the standard eye mesh for example, but for a reason unknown to me the alpha seems to be broken and either renders completely opaque or completely transparent. It’s quite frustrating to say the least. If anyone knows how to fix it then I’d greatly appreciate a tip or two towards the right direction!

To my knowledge, to get alpha maps to work in Marmoset Toolbag you need to have the alpha transparency in the diffuse alpha (32bit, RGB), which makes sense. You also need a 32bit specular, whose reason alludes me right now. I made sure to check all these boxes yet still no dice. :/

Waterpipe Shotgun

So here it is the end result :D

Textures at 2048x1024. I used 3ds Max, Zbrush, Photoshop and Ndo2

This is maxime lebled's work on the animations for it.

Tuesday, October 15, 2013

Sunday, October 13, 2013

Some Material practice/mess abouts

Decided to do some material stuff, have a list full of other and more interesting materials to create and study.

waterpipe shotgun

High res model

aaaaand the progress on the low.