Tuesday 18 June 2013

DOTA 2 Modelling Formative

Medusa's Bow

I chose Medusa from dota 2. I wanted to take a part a snake so i decided fangs for the front of the bow and the tails of a snake for the arms of the bow. I also wanted the string to have a glow as if it was venom.
This was the first time i used Zbrush for hard surface modelling, I found it extremely difficult to keep hard edges So i never got around to texturing it, Also with how shape my edges were the normal maps cam out quite harsh as well so i spent quite a lot of time trying to fix the normals.

Tri Count: LOD 0-652 (Limit 650)                                  
Texture size: 256 px
Software used: Xnormal, Zbrush, Maya, 3ds max
Renders: Taken in Maya
















Changes:
After having a few weeks away from this project i came back to try and fix the normals as well as do more more zbrush work liek add scratches and make the tail plates more polished as the first version the tail plates weren't working the way i had hoped.
I managed to fix my normals to a point i was happy with.. still not perfect but 100 times better then my first attempt and add a texture which i tried to keep within the colors that i was allowed from the dota 2 website.The render i took in xnormal.. the spec was way way too high but i was unsure how to fix that.

Software used: Xnormal, Zbrush, Maya, Photoshop
Renders: Taken in Xnormal, Maya and Zbrush