Dota 2 Sets

First Set: Sven

My first venture into creating art assets for the Dota 2 workshop and store. During my time in college I had many opportunities to master the various steps necessary to create professional quality game objects, but never had the time to compile all these steps to create one solid piece. The goal of this personal project was to give myself a chance to take my time and fully explore every aspect of my character creation pipeline in one model. Every texture for this armor set was meticulously hand painted in Photoshop using the same techniques employed in my digital art. Though an incredibly rewarding and fulfilling project, It illustrated for me the virtue of creating a pipeline that reaches similar quality goals but utilizes more than just my painting skills. In my following projects I have endeavoured to find a balance between this direct approach and more procedural approaches to asset generation.

My second venture into creating art assets for the Dota 2 workshop and store. Valve's Shadow Demon character is rigged oddly. His shoulder joints are located near his neck, up behind the clavicle. This placement allows for an unmoving platform around his shoulders, on which spikes can sit and remain stable, while maintaining appropriate movement in the shoulders. Creating shoulder pads attached to the moving portions of the arms of Shadow Demon is made difficult by this. They cannot be created as a single piece, like my concept, but must be separated into multiple independently moving pieces.

My Original Concept

The Rig Structure

Finished Modelling

My third Dota 2 Workshop project. This is the first set I began sketching in Zbrush as step one. My familiarity with the pipeline made me comfortable starting in HD instead of building in Maya first.

Justin.Tv Art Contest

Created over the course of a 14 consecutive hour illustration competition. This Image made it into the final judging selection.

Unity 3D Swarm Simulation

The creation of this project was documented in this development blog.

This project was created during my time in graduate school at drexel. The purpose was to explore using simple crowd AI and pathfinding in place of generic particle effect animations to create a bug swarm. I created the effects for a theoretical 3rd person perspective game where the player could transform into a swarm of bugs. Bugs path to a point 10 units forward on the player character’s Z axis. Bugs are physics enabled allowing them to collide, climb over, and push other bugs.

Necromancer

The creation of this project was documented in this development blog.

I developed this project simultaneously with my Master's Thesis, Dead End. It was created over the course of a ten week term as the final submission for my graduate compositing course at Drexel University. A layered, fully realized, Photoshop painting was split and projected onto relatively simple geometry to produce the scene and character. I modeled this geometry to match the images, then rigged and animated the character. The animated scene in maya was imported and assembled in Nuke for a final render. At some point I want to take another stab at this kind of composition in a game engine.

Operation Dino

The creation of this project was documented in this development blog.

A two term graduate project at Drexel University produced with the direction from The Academy of Natural Sciences, and tested on site. I worked on early art direction, and later on in the development process created every aspect of the main character "The Master Paleontologist". I created the concept art to be approved by the eleven person team and overseeing professor, which was later used in the game logo. I then modelled, textured, rigged, and animated the main character shown in the corner of most game scenes.

DMM Tutorials

During the early exploratory stages of my Master's Thesis I considered doing research into destructible characters for real time engines. This idea proved to be a ahead of technologies available to me, and what was available was beyond my budget at the time. So creating a best practices for using this technique in game engine became impossible. However during the process of coming to this conclusion I learned a lot about the Digital Molecular Matter plugin for Maya, and created some solid tutorials.

Copyright Ian Woskey 2018