I bet it stretches weirdly on the back when he moves.
It doesn't, but it does slightly when Rubick make exaggerating movements. But, I noticed the green draping below the shoulders, however does have clipping problems, well so does the base model. But, I still need to make the green a bit darker.
helenek - thanks man, i'm really pleased with how the animations came out. It's exciting to think what other projects we could do now (dota 2 related or not)!
zaphk - haha
bronto - yes! there was so much good reference for this it was really fun figuring the concept and animation cycles out :P Here's one of our favorites (check 11 seconds):
[ame="http://www.youtube.com/watch?v=AqMrx4bKkLo&t=0m11s"]Dramatic llama ?????? ??? - YouTube[/ame]
penor, tibbi - thanks
pixelherder - thanks! watching your courier as well, coming along great so far!
anuxi - Thanks for support! Congrats on the shagbark release as well, he's looking great you all did an awesome job! Really full of character and cute
popcorn - thanks dude!
tvidotto - thanks! As i said to anuxi, congrats on the release of shagbark! Awesome work from you all, the animations are really fluid and enjoyable to watch!
Cross posting from the April contest thread, but I finally finished my item!:
Submitted to Workshop!
Workshop Link:
To give some context to what Vlad is saying, you could really improve the hair in a few ways. Try lowering the gloss by darkening the alpha of mask2 and maybe also darkening the rim light layer or spec. It would also help if the hair wasn't pure black and was lighter as well as having more painted variation in the texture. Lighter paint where the hair clumps higher for example, or lighter around the top of the head where lighting would be hitting it.
To give some context to what Vlad is saying, you could really improve the hair in a few ways. Try lowering the gloss by darkening the alpha of mask2 and maybe also darkening the rim light layer or spec. It would also help if the hair wasn't pure black and was lighter as well as having more painted variation in the texture. Lighter paint where the hair clumps higher for example, or lighter around the top of the head where lighting would be hitting it.
Thanks for the more detailed advice from what Vlad was, implying.
In-game the specular and rimlight seem less obnoxious than in the sfm model viewer but I'll still work with mask2. I'm struggling a bit with the texture, but I think I know what the problem is.
I'm trying to base the color scheme and texture on the plume of her default helmet. In review of this I noticed the plume actually has a insanely small uv which would explain why it has very small details and has mostly solid color from it.
I'm going to try and base the framework of the texture on textures from models where the hair is the actual focus.
Just saw Cyborgmatt's Shagbark post. Great job you guys, it looks amazing.
It might be the first time I'll buy a Dota 2 item (if it's not too expensive )
I really love the character and detail of work you two put into this but you should really work on the animations a little bit more, especially the portrait animations. It's almost perfect, don't let it be anything less
Seeing no imminent answers in the technical thread, how do you guys make your promo shots ?
and how can i get my models into the modelviewer with the respective hero model?
I followed cyborgmatts tut to get the sourcefilmmaker modelviewer working but now how do i add my models? i dont have a mdl file.
Import them using the Dota 2 ingame workshop tool, afterwards, search in your \dota 2 beta\dota\models\items.
If you imported all your items sucessfully, in that folder there will be a folder with the name of the hero you just imported the items.
Open it and the subsequent one that will be named as a bunch of random numbers, there you'll find the folder with your item name containing the .mdl, .vvd and .vtx.
Degreased the hair, added a color gradient that matches her helmet/armor rather than her pants and made the point light map less subtle. Not sure if I should tone down the rimlight shaders or specular more? I made it focus more on where light would be hitting the hair rather than everywhere.
Are we allowed to modify rigs of characters?
I'm working on a set and I want to put a very long ponytail on my character and I was wondering if I could modify the bones for it?
Are we allowed to modify rigs of characters?
I'm working on a set and I want to put a very long ponytail on my character and I was wondering if I could modify the bones for it?
Quote from the requirements page, geometry section:
Your item's geometry should be skin-weighted to the default hero skeleton from their "_model.ma" maya file. Additional bones may be added but must be rooted to one of the joints in the hero skeleton. That said, there are constraints on the number of bones a hero may have, so be conservative in using them. If this is an issue we will let you know.
Replies
Necrolyte weapon. Now I'm again stuck with presentation as it looks quite nice in game.
Shoulders I've been working on, this time it's in-game.
Feedback would be welcome!
It doesn't, but it does slightly when Rubick make exaggerating movements. But, I noticed the green draping below the shoulders, however does have clipping problems, well so does the base model. But, I still need to make the green a bit darker.
Me and sadies finally finished our llama courier! So happy to finally get this done!
Huge thanks to Sadies. This was her first time rigging and animating and i think she did an awesome job!
click image for workshop link
[ame="http://www.youtube.com/watch?v=5_4AG-xjjgg"]Dota 2 - The Dallying Llama Courier - YouTube[/ame]
Sadies blew the animations out of the water, they are fantastic! Really fun courier to watch. Cheers! :thumbup:
thanks so much!! great hearing that from ya
I want to hug it
thats pretty spectacularly good...bravo!
This is amazing all round guys! Great work on the animations which I totally respect so much! You guys rock! IT WILL BE IN NEXT PATCH YOU WATCH!
i already said that over steam but i need to say again, it looks amazing in game, loved it =]
great work guys! im with anuxi on that, hope it gets in on the next update =]]
Onilolz, Zaphk, Congratulations! The set is amazing
This Llama is freaking awesome!!!!!!!!!!!!!!!!!!! I've been watching this for a long time, and now its finished! Congratulations!!
jalcober, uff - thanks guys!
helenek - thanks man, i'm really pleased with how the animations came out. It's exciting to think what other projects we could do now (dota 2 related or not)!
zaphk - haha
bronto - yes! there was so much good reference for this it was really fun figuring the concept and animation cycles out :P Here's one of our favorites (check 11 seconds):
[ame="http://www.youtube.com/watch?v=AqMrx4bKkLo&t=0m11s"]Dramatic llama ?????? ??? - YouTube[/ame]
penor, tibbi - thanks
pixelherder - thanks! watching your courier as well, coming along great so far!
anuxi - Thanks for support! Congrats on the shagbark release as well, he's looking great you all did an awesome job! Really full of character and cute
popcorn - thanks dude!
tvidotto - thanks! As i said to anuxi, congrats on the release of shagbark! Awesome work from you all, the animations are really fluid and enjoyable to watch!
vikk0 - thanks!!!
CUTE
NESS
FTW
Congratz to Anuxi,TVidotto and Danidem. 2197 and Rising.
Submitted to Workshop!
Workshop Link:
To give some context to what Vlad is saying, you could really improve the hair in a few ways. Try lowering the gloss by darkening the alpha of mask2 and maybe also darkening the rim light layer or spec. It would also help if the hair wasn't pure black and was lighter as well as having more painted variation in the texture. Lighter paint where the hair clumps higher for example, or lighter around the top of the head where lighting would be hitting it.
Thanks for the more detailed advice from what Vlad was, implying.
In-game the specular and rimlight seem less obnoxious than in the sfm model viewer but I'll still work with mask2. I'm struggling a bit with the texture, but I think I know what the problem is.
I'm trying to base the color scheme and texture on the plume of her default helmet. In review of this I noticed the plume actually has a insanely small uv which would explain why it has very small details and has mostly solid color from it.
I'm going to try and base the framework of the texture on textures from models where the hair is the actual focus.
It might be the first time I'll buy a Dota 2 item (if it's not too expensive )
I really love the character and detail of work you two put into this but you should really work on the animations a little bit more, especially the portrait animations. It's almost perfect, don't let it be anything less
also tried using DOTA 2 Hero shader
still need to experiment with how all the various masks work, but slowly getting my head around it
and how can i get my models into the modelviewer with the respective hero model?
I followed cyborgmatts tut to get the sourcefilmmaker modelviewer working but now how do i add my models? i dont have a mdl file.
If you imported all your items sucessfully, in that folder there will be a folder with the name of the hero you just imported the items.
Open it and the subsequent one that will be named as a bunch of random numbers, there you'll find the folder with your item name containing the .mdl, .vvd and .vtx.
http://steamcommunity.com/sharedfiles/filedetails/?id=138607513
freaking amazing! =]
Degreased the hair, added a color gradient that matches her helmet/armor rather than her pants and made the point light map less subtle. Not sure if I should tone down the rimlight shaders or specular more? I made it focus more on where light would be hitting the hair rather than everywhere.
I have a question for you guys.
Are we allowed to modify rigs of characters?
I'm working on a set and I want to put a very long ponytail on my character and I was wondering if I could modify the bones for it?
Does Valve allows that?
Thx
Man the quality you guys are producing on these couriers is flat out amazing
Maybe you should make the "eye" bigger.
Not as far as I know.
Quote from the requirements page, geometry section:
Your item's geometry should be skin-weighted to the default hero skeleton from their "_model.ma" maya file. Additional bones may be added but must be rooted to one of the joints in the hero skeleton. That said, there are constraints on the number of bones a hero may have, so be conservative in using them. If this is an issue we will let you know.
http://www.dota2.com/workshop/requirements#geometry
So, modifying no, but you can add more it seems.
hope it helps!