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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI Faction] Ruins
Thread: [VCMI Faction] Ruins This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 17, 2018 05:20 AM
Edited by fiorin at 05:22, 17 May 2018.

Nephretes said:
Hi Fiorin,

Very impressive as for your first unit. Finally someone who actually started learning 3D for his own project. Ah, that brings memories to my beginnings in H3 modding scene.

MDT has discussed internally and we will provide you some help as it looks promising. There are some problems with perspective so you can as well use our scene, color palette will also have to be toned down.

Btw I still remember about heroes I was supposed to lend you a hand with. This nasty HC Messenger is deleting messages, can you send it to me again? I will save it on my desktop this time.

Cheers and good luck,
Neph


Im really happy with your reply. Means a lot to me see my development be noted by someone with your skill level. I know when i came to you months ago i had nothing great to show, but im learning & doin. Yeat theres a lot of goals to achieve!

Last month i've been struggling with each moddeling step. A lot of things i could done differently about topology, UV or rigging, but Im proud. And, i accept all help wich MDT can offer. My scene (camera & lights were improvised... to fit). The pallete are all managed by 3 textures applied with no additional nodes, i can test new tones on PS.

I planned try to do the heroes with a base horse model from BlenderSwap and a own model mounting, but now sending by HC my heroes idea. Currently using 2 version from stronghold and rampart made for hota.

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planetavril
planetavril


Adventuring Hero
posted May 17, 2018 08:30 AM
Edited by planetavril at 09:04, 18 May 2018.

fiorin said:
planetavril said:
pigmeo


I dont understood why u did that



for alternative colors for the pygmy creatures and to learn more and more to manage the colors with photoshop because I can only do that, Italian guides valid on blender not there are

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 18, 2018 07:33 AM

i have to ask; why does the upgraded pygmy have an orange nose?

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 18, 2018 07:47 AM
Edited by fiorin at 07:48, 18 May 2018.

fred79 said:
i have to ask; why does the upgraded pygmy have an orange nose?


The pygmy was based on that:


The evolved i thought about an 'older version' and left the nose for them. A unique race treat: as the pygmy ageing, the beard turns white and noses turns orange.

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 18, 2018 09:10 AM

i see. i would turn the nose saturation down, then(like the picture). imo, the orange is too bright; it's almost like a clown nose. if it was more red instead of orange, he'd look like a lifelong drunk.

my 2 cents.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 19, 2018 08:30 AM
Edited by fiorin at 08:42, 19 May 2018.

fred79 said:
i see. i would turn the nose saturation down, then(like the picture). imo, the orange is too bright; it's almost like a clown nose. if it was more red instead of orange, he'd look like a lifelong drunk.
my 2 cents.


Noted! Im gonna redo the sprites when get Nephretes camera scene, so i can fix some colors too.
---
But now...
First peak at level 2 creature!

Thinking about names: Stalker, then Hunter. (Birds have same partial names, but im gonna replace them with cockatrice) Something like a primitive humanoid race surviving on the forest.


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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 19, 2018 09:03 AM

if you can, i'd try to add bark armor(not wrap-around, but more like just pieces that fit the shins and wrist[protecting the ulna, or back part of the wrist] for the base creature).

for the upgrade, maybe a small log with a branch grip for a shield; along with a bark breastplate and wrap-around bark guards for the lower legs and forearms?

just some ideas. not sure how difficult they'd be to implement, as i haven't gotten into 3d yet myself.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 19, 2018 09:20 AM

fred79 said:
if you can, i'd try to add bark armor(not wrap-around, but more like just pieces that fit the shins and wrist[protecting the ulna, or back part of the wrist] for the base creature).

for the upgrade, maybe a small log with a branch grip for a shield; along with a bark breastplate and wrap-around bark guards for the lower legs and forearms?

just some ideas. not sure how difficult they'd be to implement, as i haven't gotten into 3d yet myself.


Dont worry buddy. I already thought about the upgraded. Its on first page: horns, and some protection on shoulder. I liked the ulna idea

Im gonna do more things on this version, i was just showing the first day result.

The upgraded one gonna be a shooter. On beginning i was on the bow, but switched for a different thing: a wood ball. Something like a poison drowed ball

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 19, 2018 09:25 AM

my bad, dude.

i never thought to ask: is your town going to be good, or neutral?

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 19, 2018 09:34 AM

fred79 said:
my bad, dude.
i never thought to ask: is your town going to be good, or neutral?


Dont be sorry. I like opinions, ideas. My town is for everyone.

Thought be neutral, because is a forgotten place. Dangerous maybe.

I planned a Kelpie (a water horse spirit) for a lvl 4 creature (replacing current stag), so not so good people on there

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 19, 2018 09:51 AM

i agree, that this town looks more neutral.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 21, 2018 03:11 AM
Edited by fiorin at 05:43, 24 May 2018.

Model finished, gonna do the animations now

Stalker >> Hunter


Colors and cameras gonna be fixed later

---

How's goin the lineup ?


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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 24, 2018 05:55 AM
Edited by fred79 at 05:57, 24 May 2018.

looks cool, but isn't the 2nd tier supposed to have a wooden mask? because it almost appears to have a wooden head, instead. maybe it's because the eyes are level with the mask itself, instead of sitting deeper back into the head/mask.

also, you sculpted the toes on the pygmies, but not the 2nd tier creatures.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 24, 2018 06:26 AM

fred79 said:
looks cool, but isn't the 2nd tier supposed to have a wooden mask? because it almost appears to have a wooden head, instead. maybe it's because the eyes are level with the mask itself, instead of sitting deeper back into the head/mask.

also, you sculpted the toes on the pygmies, but not the 2nd tier creatures.


I caved a hole on mask, but later turned on a beveled 'eyes'. On beginning i thought about a bright aura on that eyes, but doesn worked.

Could be something like that maybe ?


On pygmy i sculpted a lot, but when i resize for sprites i lose a high % of details, so for that one i had a 'budget' on details.

I changed cameras and colors, trying new things too

That how they are now on game:

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 24, 2018 06:34 AM
Edited by fred79 at 06:37, 24 May 2018.

for the 2nd tier's mask, remember that the larger the graphic/detail, the more noticeable(sp?) the graphic when shrunk. if you're going for a wooden mask(tree bark?), it would be good to add a couple fat vertical lines to it for texture(so when shrunken, they just look like bark/wooden lines). as it is now(from that screen), the mask only looks like a mass of clay. but it's up to you.


also, changing the original(not the upgrade) mask's lighting might help; as it's lit from the side, instead of at an angle from the front. the shadowed front hides/will hide any details you intend to display.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 24, 2018 03:55 PM

fred79 said:
for the 2nd tier's mask, remember that the larger the graphic/detail, the more noticeable(sp?) the graphic when shrunk. if you're going for a wooden mask(tree bark?), it would be good to add a couple fat vertical lines to it for texture(so when shrunken, they just look like bark/wooden lines). as it is now(from that screen), the mask only looks like a mass of clay. but it's up to you.


also, changing the original(not the upgrade) mask's lighting might help; as it's lit from the side, instead of at an angle from the front. the shadowed front hides/will hide any details you intend to display.


I see. Thats a good advice. I've already did the lines on mask sculpt. Theres a lot, but not enough deep to create darker lines when shadow touchs i guess.

Thats my first experiente with soo tiny details. It sucks!

For now, gonna focus on next creature. When every creature project is finished i return reworking details and animations.

Struggling now with Peryton model hehe

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Winston
Winston


Adventuring Hero
posted May 25, 2018 02:46 PM

These look great! Only thing I think is that the colors are a bit "popping" and vibrant which makes them come off as unnatural in heroes 3. I would suggest seeing what they look like with more muted and earth tone/natural color palettes.

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acidchalk
acidchalk


Promising
Known Hero
posted May 25, 2018 05:38 PM

you can also texture in the black lines without having to sculpt them if you're going to shrink you probably can't tell the difference.

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 25, 2018 05:47 PM

acidchalk said:
you can also texture in the black lines without having to sculpt them if you're going to shrink you probably can't tell the difference.


I was using the sculpt maps, but changed to BW sculpt textures with 2-3 same layer to help with that.

Winston said:
These look great! Only thing I think is that the colors are a bit "popping" and vibrant which makes them come off as unnatural in heroes 3. I would suggest seeing what they look like with more muted and earth tone/natural color palettes.


Im gonna update lvl1 and lvl2 creature defs with new camera/lights system. I had to change all the textures and colors to fit a new render engine. Gonna stay testing new colors

Im glad about feedbacks.. now, next model

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fiorin
fiorin


Promising
Known Hero
ctrl + s
posted May 30, 2018 09:22 AM

53lm said:
...

Cockatrice, Kelpie and Peryton are not animated yet.. so the wings are flat. Im gonna do the bones, then adjust the position

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