Woah, so making 3d models for your own enjoyment is the rude thing to do now? Wow, just wow.
You were obviously doing it for personal gain as you uploaded it before asking permission from Hawf. I'm disappointed by the way you're doing things like this and trying to pin the blame on others.
Wow a lot happened in a day, how is this even possible? Vlad, I hope you know well what happened to the guy that made the old timebreaker. Copyright infringement is no joke, and as an artist who has hundreds of items in workshop, you should have known better. If that's indeed supposed to be a joke, it's not really funny. It's also not a good way to offer someone help.
First time posting around here, also pretty new to modeling, but anyway, I'm making a OD staff mostly for training and stuff, and so far it's pretty close to finished:
Pretty much started learning ZBrush and retopology this week, and that's the result. Any tips you guys would give? I know it's not up to what you guys do around here, but I'm pretty happy with it. I just need to figure out how to do all of the maps needed, touch up the current texture a bit and then learn to export.
Also, here's the triangulated wireframe if anyone wants to take a look:
Just keep in mind that if your details are not really refined on your high poly with 2K maps, they will barely show up (if at all) on your scaled down texture maps. You can lose a lot of information during this process if it's not planned ahead.
2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
if i may suggest, you could work some more furs where they end, its too abrupt for now and make the furs look like they are spikes. problably is the idea but i think its too much.
2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
Oh I see. I thought so. I still don't know some of terms in 3D. hehehe. Thank you for the clarity.
if i may suggest, you could work some more furs where they end, its too abrupt for now and make the furs look like they are spikes. problably is the idea but i think its too much.
how its on the dota view?
Oh yeah, there is a lot of work to do, especially on the fur. It's just some base color with baked occlusion/cavity
I didn't make the masks, so I don't know yet how it's on dota view
Oh yeah, there is a lot of work to do, especially on the fur. It's just some base color with baked occlusion/cavity
I didn't make the masks, so I don't know yet how it's on dota view
Thanks everyone!
It came out great man, really clean work. I'm interested in seeing it in game and with the animations, but I'm sure it will look great.
Good day to all! Long agonized over this sword and I can not finish it ... texture with low poly models are not compared with each other. texture like double! And in the end ... Max refuses to correct, constantly giving errors. If anyone can give advice - I will be very grateful.
Your textures should be exactly 1 square to the right of your UV space. So click the button at the bottom left of your UV screen options, should look like a crosshair, then type 1 in the U space and hit tab/enter. That will move your mirrored UV's 1 square to the right, and you should have no problems from there.
Your textures should be exactly 1 square to the right of your UV space. So click the button at the bottom left of your UV screen options, should look like a crosshair, then type 1 in the U space and hit tab/enter. That will move your mirrored UV's 1 square to the right, and you should have no problems from there.
Everything is apparently fine. The model (exported as a .FBX) is under the tris limit and connected to the bone joint, the textures are also on the right format and size.
Everything is apparently fine. The model (exported as a .FBX) is under the tris limit and connected to the bone joint, the textures are also on the right format and size.
Does anyone have any idea how to fix this?
Thanks!
Sorry for bumping it, but it was on last page and I really need some help, as I've been trying to make this work for more than 3 hours.
Are you using .fbx? Because workshop is broken again Try using .smd files
Yeah, I was using .fbx. Anyway, I figured it out after Googling a bit. I didn't triangulate the model and there was a pesky 5 sided polygon screwing everything up. Patched it up and now it's good to go!
If anyone wants to take a look:
It's pretty much the first model I fully finish, hopefully it looks good.
This is what you need to to, click his name, takes you to his profile, over on the right there is a Block user and report violation. Do both, go back delete messages. Solved all my problems.
Just had to do it 5-6 times as they made new accounts
HI guys. I just want to ask a question. If you're creating a bow for a certain hero do you need to create a separate arrow model? Not the quiver with arrow, I mean like this >>>
> sorry for such a noob question.
HI guys. I just want to ask a question. If you're creating a bow for a certain hero do you need to create a separate arrow model? Not the quiver with arrow, I mean like this >>>
> sorry for such a noob question.
Someone tried it for the soldier rockets in TF2, it was never implemented.
I don't know Dota2 so it's a bet you're taking by doing a mod for arrows.
ok, so trying to work out the final look for this guy with his courier accessories and flying mode...
if anyone has any thoughts/crits/suggestions, i'm all ears!
*edit* for the sake of completion, heres some more sketches - quite keen on the "Helicopter Pole" flying version, but if people have a stronger preference for some of these alternatives then fair enough!
The flying pole is far more interesting, imo. The wings are used too much, and the bottom ones (although really cool) look like the ones Tvidotto just used on his Panda courier.
That's why I insisted on Rockets for our chicken courier. Wings are boring ;P
The flying pole could be awesome. Just an idea, if he had a staff for when he's walking (and walk like Rafiki from Lion king?), so that there's some continuity from walking to flying. Either way it looks great
In hopes of making everyone's day a little brighter I thought I'd share these. I did this last summer. I'm not much of a painter so please excuse the numerous flaws.
Helicopter cane! HELICOPTER CANE! I freaking loved that from the original concept! IF YOU GET RID OF IT... ALL OF MY HATE. Well, not really. I'll just be disappointed.
The flying pole could be awesome. Just an idea, if he had a staff for when he's walking (and walk like Rafiki from Lion king?), so that there's some continuity from walking to flying. Either way it looks great
the original concept of the orangutan had him reliant on the cane to walk just like you say - with a baboon/mandrill i think he might be more sprightly and nimble, so not sure if it'll work. BUT i think its worth doing, so hopefully i can get a friendly animator to have a go at both
Helicopter cane! HELICOPTER CANE! I freaking loved that from the original concept! IF YOU GET RID OF IT... ALL OF MY HATE. Well, not really. I'll just be disappointed.
helicopter cane is pretty much a dead cert right now!
...and finally today, managed to block out some of the accessories - hopefully get them into zbrush tomorrow...
Replies
my monitor is small + plus the preview for the wards is smaller than for the heroes so i didn't bother with ingame previews as they were tiny.
http://steamcommunity.com/sharedfiles/filedetails/?id=135166966&searchtext=
You were obviously doing it for personal gain as you uploaded it before asking permission from Hawf. I'm disappointed by the way you're doing things like this and trying to pin the blame on others.
хостинг фотографий
I like it
rather than go for a plated shoulder I gave him a large fantasy esque seashell shoulder pad
Dat Lion! :poly124:
First time posting around here, also pretty new to modeling, but anyway, I'm making a OD staff mostly for training and stuff, and so far it's pretty close to finished:
Pretty much started learning ZBrush and retopology this week, and that's the result. Any tips you guys would give? I know it's not up to what you guys do around here, but I'm pretty happy with it. I just need to figure out how to do all of the maps needed, touch up the current texture a bit and then learn to export.
Also, here's the triangulated wireframe if anyone wants to take a look:
If that's the case, this went really too far indeed.
And...that's it, hope this won't fuel more offtopic chatter.
Right now I have more posts about random stuff than actual modeling, I'd be happy if we can let this die and get back to the subject of the thread.
What is 2K map?
2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
Valve, please listen to this guy!!!
(but i need one year in advance to make them =])
looking amazing man! really liked it
if i may suggest, you could work some more furs where they end, its too abrupt for now and make the furs look like they are spikes. problably is the idea but i think its too much.
how its on the dota view?
Oh I see. I thought so. I still don't know some of terms in 3D. hehehe. Thank you for the clarity.
Oh yeah, there is a lot of work to do, especially on the fur. It's just some base color with baked occlusion/cavity
I didn't make the masks, so I don't know yet how it's on dota view
Thanks everyone!
It came out great man, really clean work. I'm interested in seeing it in game and with the animations, but I'm sure it will look great.
Thank you
Great stuff
I'm trying to compile an item for the first time on the game and I keep getting errors with something to do with .mdl files. Here's the log:
Everything is apparently fine. The model (exported as a .FBX) is under the tris limit and connected to the bone joint, the textures are also on the right format and size.
Does anyone have any idea how to fix this?
Thanks!
Split blade of the Ascendants
It's not very good but it's what I managed to do :P
Sorry for bumping it, but it was on last page and I really need some help, as I've been trying to make this work for more than 3 hours.
We finished the texture. I'll make the masks now and see how it looks in the game.
Submitted my new Clinkz set, Link to the workshop page is in the image. Crits welcome.
Are you using .fbx? Because workshop is broken again Try using .smd files
Yeah, I was using .fbx. Anyway, I figured it out after Googling a bit. I didn't triangulate the model and there was a pesky 5 sided polygon screwing everything up. Patched it up and now it's good to go!
If anyone wants to take a look:
It's pretty much the first model I fully finish, hopefully it looks good.
kiting the spam like a boss hahaha
im going to try on someone else´s item now
Here we watch a champion at work. :thumbup:
Just had to do it 5-6 times as they made new accounts
> sorry for such a noob question.
Someone tried it for the soldier rockets in TF2, it was never implemented.
I don't know Dota2 so it's a bet you're taking by doing a mod for arrows.
if anyone has any thoughts/crits/suggestions, i'm all ears!
*edit* for the sake of completion, heres some more sketches - quite keen on the "Helicopter Pole" flying version, but if people have a stronger preference for some of these alternatives then fair enough!
That's why I insisted on Rockets for our chicken courier. Wings are boring ;P
And I'm not very keen on goggles with every courier.
Also, I think you should use the 'flying mode' cap and googles over the 'tribal markings' one, it looks a lot more courier-ish and neat overall.
Very nice work, I'm curious to see it animated!
On a sidenote, just clicked in your CGHub link, I knew saw your nickname elsewhere, congrats for your work there too
thanks for the input and comments everyone - think i know where to go with things now!
http://youtu.be/9SCFNbyamY8?t=1m41s
Hard to find rafiki walking. Pretty much witch docta!
Oh, I mean if it's required or not?
the original concept of the orangutan had him reliant on the cane to walk just like you say - with a baboon/mandrill i think he might be more sprightly and nimble, so not sure if it'll work. BUT i think its worth doing, so hopefully i can get a friendly animator to have a go at both
yes, going to try and keep it simple i think. See how it looks without too many extras
helicopter cane is pretty much a dead cert right now!
...and finally today, managed to block out some of the accessories - hopefully get them into zbrush tomorrow...
A new face for the nightmare-inducing Darkterror!
link:
http://steamcommunity.com/sharedfiles/filedetails/?id=135818787