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Friday, November 30, 2012

Latest Pid Walk Animation. Still Not Enough Cute!

After staring quite long at the game... I redrew the pid in proper perspective.


Dota 2 Polycount Contest - Windrunner, Golden Harvest, Bow

Progress report!  I reworked the model for the bow, fixing mirroring issues, changing a lot of triangles back into quads, and making the form more full.

Then I went into organizing a color set to work from.  The yellow turned out to be really ugly in-game.




Then worked on getting the proper UVs set up, with mirroring and all.  The UVs for the bow are my best yet!

I tried sculpting to get high detail but it just hasn't been working.  Level 5 detail in Blender didn't provide enough resolution for me to work with, so I brought it up a notch to level 6.  The sculpting tools just feel too foreign to me, like trying to hold a pencil with my toes.  I will give ZBrush a chance, perhaps next month.
sculpt attempt.

Sunday, November 4, 2012

Beachball Spectra

I drew this on the Cintiq 22HDs for demo at SIGGRAPH.  I would definitely love to touch it up as a final illustration one day.

Dota 2 Polycount Contest - Windrunner, Golden Harvest - Bow Design sketches




Dota 2 Polycount Contest - Windrunner, Successful Dota 2 Import!

I'm excited!  At the moment, not sure whether I should continue to work in Maya, or pick up Blender.  After a bit of toying around with the mesh I created, I was able to export it from Maya and into Blender, and then into Dota 2.  I definitely have a slightly better understanding of the workflow now ;D

Here's my progress so far on the modelling.

maya:

blender:



And this is the preview in the game, loaded with the original WR models.