Also, screw bots: https://dl.dropboxusercontent.com/u/22370734/also%2C%20screw%20bots.jpg
Someone wrote me:
you should draw a csi-like scene with dota 2 characters
like, just someone like BH in a suit, wearing sunglasses and squatting down to check for evidence while another (slardar? get it, tracking abilities) hero is just standing to the side, while dressed similarly, looking in the distance
i just had this idea and felt like i should share it with someone idk
So I thought “sure why not” and played a bit with the concept and eventually found out that comic book covers are hard. Even the soft covers. It wasn’t supposed to have so many modern effect like blurring and gradient shading, but I only decided to do a whole cover at the very end.
The TF2 Medic without glasses is saying “Shit, I see nothing!” in which “shit” looks like the English “mist” and “nothing” looks close to/sounds like like “Nyx”. Quite confusing when a lasthitting line goes “Nyx, for you!” I tell ya.
Reason for all the mist puns is because the victim is supposed to be Abaddon. Which looks terribly unrecognizable for all the pun attention.
Whoops, forgot to upload this commission.
- messy lighting and color sections everywhere due to crappy layering for these many overlapping objects
- nonexistant skin textures that clash hard with more detailed eye wrinkles
- no good eyecatcher since it’s in the middle and the eye journey’s supposed to circulate huge face->hair->snakes->viking dude
- plain ugly lighting and lightning effects that doesn’t make the scene look powerful enough
- speaking of which, hammer detail’s almost entirely lost in the sphere of bloom
- flowy hair way too flowy and straight, not wild enough
- bigface’s hair pretty nonsensical in the name of composition
- which as previously remarked is pretty schizophrenic
- bad shine on snake skin and bigface’s eyes
- simplistic ugly ~dramatic steam~ from the hammer light that further subverts the composition in order to emphasize viking dude’s charging movement
- bad shadows cast from objects onto other objects (top snake, viking dude’s shadow on the huge face, etc)
- outlines too hard and dark
- ugly makeshift bright outline around the leg that’s supposed to create contrast between character and his cast shadow
- said shadow’s not nearly as energetic as the rest of the picture despite being quite prominent composition-wise
Commission. Took a lot of fiddling and I ended up going with lots of different clashing flame styles in trying to nail down the look.
- poor overall color management and contrasting
- boring perspective and composition
- bad texture drawing if any (esp. face)
- almost no depth/looks very flat
- poor anatomy and posture as well as derpy facial expression
- linework too thick and too dark
- smudge-reliant shading
- chainmail barely identifiable
- pokers too thin
- terrible metal reflections
- Hard Mix-like pixel destructions all around the high contrast areas
- flames still don’t look decent, can’t support the atmosphere
- figure at the stake barely recognizable as a silhouette
(- poor layer management behind the scenes)
DOTA2 has some very poor Show Don’t Tell and counterintuitive mechanics and a lot of frustration factors in general, but there’s tons of variety to be had across all the different heroes, which combined with variable item builds makes for a lot of fun experimentation.
Sadly multiplayer sees to reinforce all the downsides while discouraging experimentation unless you truly don’t give a damn about how the game goes - and considering the snowballing RPG mechanics, that’s a very unfun path to take.
Maybe I’ll matchmake again some day, but as it stands I’d rather endure the same handful of braindead bots rather than actual players.
Boy did that sound more bitter than necessary.