Thanks for the crit, I tried adding some colored highlights to the mane but it looked terrible so I just left it as white to match his default beard, when I tested it in-game it looked pretty good to me, especially since all of leshrac's entire body glows anyway. Maybe I'll try the highlights or a pattern again, or just change the color completely, I'll wait and see what feedback I get first.
Leshrac to me was always a super colorful hero so I'd say color highlights or gradients is the way to go. Post some color variations on the beard on here and the community can help you narrow down which colors fit best!
@Pen @shellnut
sweet set dude, saw this one when you originally posted it and never upvoted, def will today. Also a second bachelors? I see you weren't as jaded from the school system as I was, what are you going for?
Thanks for the crit, I tried adding some colored highlights to the mane but it looked terrible so I just left it as white to match his default beard, when I tested it in-game it looked pretty good to me, especially since all of leshrac's entire body glows anyway. Maybe I'll try the highlights or a pattern again, or just change the color completely, I'll wait and see what feedback I get first.
Try colouring the shadows and have white as the highlight/lighter parts. See how crystal miaden's fur isn't pure white its a ice blue shadows, light grey blue for mids and little flecks of white for the highlights.
i like what you have, i like to think on the volume or "how many pixels it get in the screen" thy to use the same volume and you are good to go
i broke that with my snowl. I wanted to make it smaller and valve rescaled it, now its almost the size of a hero, i left some msgs asking to make it smaller but didnt receive a reply
cheers for the feedback - i'm going to go ahead with what i've got. sounds like things can be changed if necessary which is what i wanted to hear
I'm currently working on a weapon for Lycan and had a question about his weapon triangle count. I've searched the forums and haven't found any more information other than on his technical page which says his triangle count for "Weapon" is 600 LOD0/500 LOD1. However his default model has about 400 per weapon/hand, giving a total of over the 500 triangles. Is there a certain way to import his weapons so the triangle count is per hand? Or is it actually only 250 per hand? One thing I noticed was his weapons skin to wrist_r / elbow_r and wrist_l / elbow_l does binding each weapon separately resolve this?
This set seemed like the coolest idea in my head... A more badass battle armor for Lina. However, as soon as I put pen to paper it didn't seem to be going well. Figured I'd go further with the 3d to see how I could get it to look.
I am still pretty iffy on whether I should continue with it, so here's a wip. I could use some feedback and suggestions on the design. I'll probably end up cutting the kneepads and shoes, was just trying them out. I've gone back and forth on a few pauldron designs too.
This set seemed like the coolest idea in my head... A more badass battle armor for Lina. However, as soon as I put pen to paper it didn't seem to be going well. Figured I'd go further with the 3d to see how I could get it to look.
I am still pretty iffy on whether I should continue with it, so here's a wip. I could use some feedback and suggestions on the design. I'll probably end up cutting the kneepads and shoes, was just trying them out.
Heh, I knew someone would say that about the eyepatch. I've had long hair + eyepatch for her in mind before it became the latest hotness, not that it really matters, it works fine without it.
As for the shoes, I'm pretty sure they're gone. She flies anyway, and the tri budget will be really tight. Also I don't really want to spend time on them.
Now Windrunner, she's a girl who needs some shoes! Not sure what Valve artists fascination is with leaving the heel and toes exposed.
it's kinda disappointing to see your set getting slowly push down the page as newer sets appears. and see your effort being wasted. but i won't give up, gonna keep going, not gonna give up till at least one set are put into the game. going to make a naga set now.
Anyways, still can't think of a head item for Lycan, beard turns him into a hobo and an eyepatch is already taken. I want something light and keeping most of his original face visible.
Finished my Brewmaster set, click the image for the workshop link and vote if you like it!
Nicely done. Although I suppose it could be considered tongue in cheek you might want to edit the description of the back piece.
His armor is part of a old whine barrel and a spear which can pierce any armor and dragon skin. All Masters normally don't cut their hair, only when they lose a fight they need to cut off their hair so everyone can see who the best warrior is.
Hey guys, I've been working on my bow a bit today and decided to try it ingame just so I can understand the theory behind all that side of the process. I've used random textures just to get it ingame.
For some reason, the back end of the bow appears to be attached to the cloth of the cape somehow. It becomes stretched and animated.
I use Maya so I set the pivot to the origin, deleted history and froze transformations. I then selected both the bow mesh and the "attach_bone" and chose smooth bind with default settings. I then exported as an fbx again with default settings. I can't for the life of me figure out why it is attaching to the cloak.
Anyone got any ideas?
EDIT: I've just seen the Technical Thread so apologies for posting this in the wrong place.
Check your skin weights using the paint skin weights tool, likely it has a small influence from a cape bone.
In the future in the smooth bind skin options make sure you are binding to selected joints. This will prevent you getting influences from other joints in the hierarchy apart from the ones you selected.
Hey, you've got to fix the smoothing on that thing, not to mention that there's bunch of similar masks done.
Also, you can just carve out the eyes and try to match them with the original WD eyes
smoothing is a good advice. gotta read into those smoothing groups i guess.
additional I need to check the shader masks again, kinda looks a bit to shiny in my opinion. need a more woody look. and i gonna rebake the maps in a higher resolution. the eyes are actually caved in cause i wanted to prevent the looking through effect which you get at the back of polygons/normals.
thx mate
Can anyone tell me how Valve's selection works? I've seen some sets that only has 2k views got accepted, and others that has 70k and lots of favourites did not. So confused.
Can anyone tell me how Valve's selection works? I've seen some sets that only has 2k views got accepted, and others that has 70k and lots of favourites did not. So confused.
As some people said around here, views and rating doesn't matter, as long as you make something good and the guys at Valve like it. There's a lot of stuff with 5 stars and thousands of views that never see the light of day, while there are also stuff with few of them that get added to the game. Don't let views and rating dictate if your item is getting on the game, instead, focus on making something really awesome.
As some people said around here, views and rating doesn't matter, as long as you make something good and the guys at Valve like it. There's a lot of stuff with 5 stars and thousands of views that never see the light of day, while there are also stuff with few of them that get added to the game. Don't let views and rating dictate if your item is getting on the game, instead, focus on making something really awesome.
ah, you have given me some hope, now i'm going make a naga set and make sure the quality is superb.
good god the item tricounts for some of these heroes are so picky
this already looks way too low and it doesn't even meet Lod0
Valve really needs to increase the tricounts by 100 at the very least
It's not like a mere 500 extra triangles on a hero would make a decent computer chug or anything
hell even 1000 total extra triangles divided among hero items would be fine
but trimming this down and still trying to get it to look good is incredibly tedious.
Hey guys, I find myself in a bit of a bind. OD's armor is only 256x256 (too small IMO), and I'm not sure how to allocate that space for my UVs. (Note that the picture below, they are not scaled to size relative to one another), any advice for how to do this jigsaw puzzle?
good god the item tricounts for some of these heroes are so picky
this already looks way too low and it doesn't even meet Lod0
Valve really needs to increase the tricounts by 100 at the very least
It's not like a mere 500 extra triangles on a hero would make a decent computer chug or anything
hell even 1000 total extra triangles divided among hero items would be fine
but trimming this down and still trying to get it to look good is incredibly tedious.
@Hawt try maybe something like this. It will save some tris and maybe will not look to bad. At first try to remove edges that will not be visible from top game view.
Hope it will be somewhat help to you.
ps. I also hate that some heroes have limit ~1200tri and some has ~500tri depending on what triangle count was on default items
It's not like a mere 500 extra triangles on a hero would make a decent computer chug or anything
hell even 1000 total extra triangles divided among hero items would be fine
but trimming this down and still trying to get it to look good is incredibly tedious.
Forcing lod0 on everything makes the game stutter, now add on top of that an average ruskie player with his potato-powered PC and you'll get why this limits are strongly enforced
so i got the smoothing right now i think. actually thought that option in blender was a solely displaying/rendering one, but it wasnt, it actually influences the outcome of the model ^^ been there, done that
rebaked all the maps in 2048x1024 and redid the coloring and shadermasking.
so i got the smoothing right now i think. actually thought that option in blender was a solely displaying/rendering one, but it wasnt, it actually influences the outcome of the model ^^ been there, done that
rebaked all the maps in 2048x1024 and redid the coloring and shadermasking.
yeah, that's it! It looks fine to me, you can add a bit smudging/unevenness on those paint strokes, but otherwise it looks pretty solid, nice going!
you named it man! i was thinking as working on the texture, compiling back and forth that something on the paint wasnt alright. something was missing. good call. gonna try that out.
thx for the help
Try colouring the shadows and have white as the highlight/lighter parts. See how crystal miaden's fur isn't pure white its a ice blue shadows, light grey blue for mids and little flecks of white for the highlights.
Thanks for the help, using CM as a reference was very useful.
Replies
Leshrac to me was always a super colorful hero so I'd say color highlights or gradients is the way to go. Post some color variations on the beard on here and the community can help you narrow down which colors fit best!
Can finally start working again, yay!
Thanks man! I'm going for a business major hehe.
A small set for void is done. Rate if you like
Clicky
Try colouring the shadows and have white as the highlight/lighter parts. See how crystal miaden's fur isn't pure white its a ice blue shadows, light grey blue for mids and little flecks of white for the highlights.
cheers for the feedback - i'm going to go ahead with what i've got. sounds like things can be changed if necessary which is what i wanted to hear
the "eyes" need serious rework though.
I'm currently working on a weapon for Lycan and had a question about his weapon triangle count. I've searched the forums and haven't found any more information other than on his technical page which says his triangle count for "Weapon" is 600 LOD0/500 LOD1. However his default model has about 400 per weapon/hand, giving a total of over the 500 triangles. Is there a certain way to import his weapons so the triangle count is per hand? Or is it actually only 250 per hand? One thing I noticed was his weapons skin to wrist_r / elbow_r and wrist_l / elbow_l does binding each weapon separately resolve this?
Thanks for any help you can give me!
I am still pretty iffy on whether I should continue with it, so here's a wip. I could use some feedback and suggestions on the design. I'll probably end up cutting the kneepads and shoes, was just trying them out. I've gone back and forth on a few pauldron designs too.
Also, high heels and battle-armor. WHY?!
Heh, I knew someone would say that about the eyepatch. I've had long hair + eyepatch for her in mind before it became the latest hotness, not that it really matters, it works fine without it.
As for the shoes, I'm pretty sure they're gone. She flies anyway, and the tri budget will be really tight. Also I don't really want to spend time on them.
Now Windrunner, she's a girl who needs some shoes! Not sure what Valve artists fascination is with leaving the heel and toes exposed.
Something like this?
Demonic quiver for Clinkz
Did you guys knew that comb-over is patented? Go America!
Clack on it!
Looks classy.
So Awesome!!! ))
Looks really weird with the long sidebeards, but I like the style
Nicely done. Although I suppose it could be considered tongue in cheek you might want to edit the description of the back piece.
amazing! loved the model =]
Check your skin weights using the paint skin weights tool, likely it has a small influence from a cape bone.
In the future in the smooth bind skin options make sure you are binding to selected joints. This will prevent you getting influences from other joints in the hierarchy apart from the ones you selected.
Also, you can just carve out the eyes and try to match them with the original WD eyes
O_O really? well thx
smoothing is a good advice. gotta read into those smoothing groups i guess.
additional I need to check the shader masks again, kinda looks a bit to shiny in my opinion. need a more woody look. and i gonna rebake the maps in a higher resolution. the eyes are actually caved in cause i wanted to prevent the looking through effect which you get at the back of polygons/normals.
thx mate
Video: http://www.youtube.c...d&v=hgDP4786lpw
This is what i made. But when i trying to import this in dota 2 i have such error:
Help with this pls.
Log:
As some people said around here, views and rating doesn't matter, as long as you make something good and the guys at Valve like it. There's a lot of stuff with 5 stars and thousands of views that never see the light of day, while there are also stuff with few of them that get added to the game. Don't let views and rating dictate if your item is getting on the game, instead, focus on making something really awesome.
ah, you have given me some hope, now i'm going make a naga set and make sure the quality is superb.
this already looks way too low and it doesn't even meet Lod0
Valve really needs to increase the tricounts by 100 at the very least
It's not like a mere 500 extra triangles on a hero would make a decent computer chug or anything
hell even 1000 total extra triangles divided among hero items would be fine
but trimming this down and still trying to get it to look good is incredibly tedious.
@Hawt try maybe something like this. It will save some tris and maybe will not look to bad. At first try to remove edges that will not be visible from top game view.
Hope it will be somewhat help to you.
ps. I also hate that some heroes have limit ~1200tri and some has ~500tri depending on what triangle count was on default items
http://www.reddit.com/r/DotA2/comments/1brxzz/tutorial_resource_make_your_own_hud/
postet by wykrhm
so i got the smoothing right now i think. actually thought that option in blender was a solely displaying/rendering one, but it wasnt, it actually influences the outcome of the model ^^ been there, done that
rebaked all the maps in 2048x1024 and redid the coloring and shadermasking.
comments and further critic pls,
I assume you mean this ? Ingame shots are the lod1 model
you named it man! i was thinking as working on the texture, compiling back and forth that something on the paint wasnt alright. something was missing. good call. gonna try that out.
thx for the help
http://smg.photobucket.com/user/pixelherder/media/lopoly_wip2_zpse924a87a.jpg.html
still a long way to go, but the end is finally in sight!...
still a long way to go, but the end is finally in sight!...
I love your set, especially the mount. I think this one is the best yet for Mirana.
Good job! (And good luck)
I've also been wondering if it was a liger or a tion, and the sabretooth teeth kept throwing me off, now the mystery is solved: "Sabretooth Liger" XD.
Thanks for the help, using CM as a reference was very useful.
Better?