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Published on Mar 16, 2012
it's a fact that I'm getting bored quickly when I'm doing the same thing over and over again for a long time, so I'm doing less modelling lately, but I haven't run out of ideas, far from there. Well anyway, yesterday I worked on that new melee weapon for the engineer, but I'm not yet satisfied enough to release it today.
I had to elongate the handle because the head of the wrench clips a lot with the Engi's hand (for obvious reasons). Given that the hitbox has always been a bit longer than what the animation looks like, I think it's alright.
Oh right, and the music you hear is the combination of the four "layers" of the Dota 2 music "explore". The first layer has been in the game for months, but since the last update you will hear the other layers stack up when the tension rises in lane, when SD sends you his poison for example.
I like dynamic music variations in video games a lot. I recall first hearing some in SSX Blur, where the music would evolve depending on your speed and Über level, but more recently it should be familiar to those who played Portal 2, in which you can hear some new music layers when you jump on the bumpers/take down the turrets/float in the anti gravity tubes/stand near of Ratman's grafitis/etc
And finally, yep it's my first time modelling a Dota 2 weapon that is a hero weapon instead of a shop item. I had that one in mind for a while.