PolyCount DOTA2 Contest: Textured


Finally got everything textured. Now some tweaking, make the mask layers, I actually only made LOD1, so I'll go back and uprez a few places... probably just on the armor here and there.

Spear Designed/Blocked



Its important to me that the kit feels stock. That it really meshes with the character design and world. I love the DOTA2 art style so much I want to stay as true to it as I can. Anyway, I have a sketch pad next to my desk and doodle spear head for days. Finally settled on this one.

Arms Textured


His arms are close to done sans final tweaking pass. Moving onto the "belt" or pants waist area. xNormal saved my butt on this one. I spent about 2 days, tons of hours, trying to get clean good looking normal, and AmbOc out of maya, 3D Coat... trying everything I could think of. Finally found xNormal! Lord that made this project significantly more fun. That roadblock was frustrating. Now onto bigger better!

PolyCount Blocking Commplete

This is the armor set blocking complete. I'm saving the weapon to do last. I have tons of ideas and I think I'll only be able to settle on one once I see everything else textured and put together.
fixed the normal issue. Went the simpler route of just poly modeling it, instead of sculpting it in 3D Coat. got much cleaner lines and smoother shapes.

PolyCount Contest.

Decided to do the PolyCount Contest for DOTA2. Love the art direction in that game, and thought it'd be fun, both to make an item set and to learn how to work with Valves system. This is the initial concept with tons of technical issues, so redesign
Next version moving forward but while I like the shoulder pad its too much like the original.
Paint over of that, thinking about edits I want to make...

Default Character looks like this BTW

Over Retopologizing

A lesson occurred to me as I drove to work today, after a morning of leisurely retopo'ing my ship, I've been over-retopo'ing. I've been making it WAY too high rez. Whats the point of baking to normals if I'm going to draw in all the details? Well at least I've been getting good at retopo in 3D Coat. Anyway, I'm going to focus on key areas to build and then bake the details in the normal as I should have already been doing. Now that I see it this way I'm not as worried about the amount of work to rebuild it.

Destroyer Class Star Ship

This is going to be in cut scenes in the next game, one of 2 ships. There are some things I will add like antennas and small bits and pieces once I retopo this beast. Its basically the ship is done with the voxel modeling and kitbashing with tinkerObjects. Anyway next step is retopo... not really even sure where to begin with this guy. If I can't figure out a nice way in 3D Coat I'll use Topogun. But I'm scared either way, LOL. But yeah another level of detailing once its back to poly's.