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Все обсуждения > Dota 2 Modeling > Подробности темы
Remaking a poor work.
Hi, I'm here to show to you the progress of this set.

This is the head. 99% ok.

http://i.imgur.com/6zyB7U7.png?1
http://i.imgur.com/PUrGYo2.png?1
http://i.imgur.com/vmBA9QN.png?1

Tell me what you think.
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Сообщения 115 из 20
Looks great... I don't know what else to say.
The spikes are awesome! But maybe you should make the swirly blue patterns more angular (right now they look a little silly).
The swirls just look out of place. All your other geometry is very angular (like hard edges), and the swirl pattern has round edges. Maybe use square edges.
ah!, now I understand you. I'will change
Отредактировано Akaize; 18 ноя. 2013 г. в 20:24
http://i.imgur.com/ZzKXheL.png?1
http://i.imgur.com/XMJ4hJ1.png?1
http://i.imgur.com/dU7aDA9.png?1
http://i.imgur.com/D8Y0qwy.png?1

Now I need finish the mask1 and the ultimate effect of the shoulder. =)
The square edges of the simbol is ready.
This looks incredible!! I would totally use it, dude!
=) What do you think about the new shoulder, better then the old one?
Yeah it looks much better.
This is a relief, now I need to follow this path and finish the set.
Do you know how I can make the items appear to be metal? I'm unable to get the effect I wanted.
Отредактировано Akaize; 28 ноя. 2013 г. в 13:28
My advice would be to look at how other metal looks like in the game. Check the vtfs in the dota 2 vpk files. You'll need GCFscape to open the dota 2 vpk (\steam\steamapps\common\dota 2 beta\dota\pak01_dir.vpk) and then look at how other people set up their materials. Unfortunately we don't have access to the .vmt files for dota (like we do in TF2), so you're going to have to use the _masks to get the right look.
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Сообщения 115 из 20
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Все обсуждения > Dota 2 Modeling > Подробности темы