I probably would have made the thumb a little less blurry/hard to make out whats going on. I like thumbs that are clean and easy to assess. But thats just personal preference really, i think
Grats mate!
Thank you all for your kind words.
@Anuxi. Thanks for suggestion about the thumb. Actually it was about 02AM when i made it, so i was in autopilot mode. There are realy too much brurry effects down there. I'll tune this thumb today.
I noticed the lack of "lod1" option in some heroes a couple of updates ago. I'm sure brewmaster had this bug in his weapon slot last month, I don't know if they fixed that.
I think the option disappeared this time because actually there is no lod to see. The engine just couldn't find the model you just uploaded
yeah, been a productive week with one set and 3 items done, all thanks to Robo. Here is the latest Scythe of Sacrifice for Phantom Assassin. I also have a stream here, if you want to see me make items.
@Anuxi, Vlad, Vidotto
On the test client, the local game works for me, but I'm still getting a purple error model in the previewer. When I go to portrait mode in the previewer it crashes the client completely. Seems there's a whole mess of different things going on here But it's definitely amazing that they added the option
I tried that, and it does nothing, it just enters you in a map where there is no interface or anything xD hope they fix it soon
Same thing here, whenever I open the test client I only have access to the options menu and that tutorial map, no other buttons whatsoever.
Hope they implement it in the next beta update this week, I'm very curious to see my items in game without needing to resort to doing all that extraction thing
But it's definitely amazing that they added the option
Actually it looks VERY rushed and it would've been better to add some fuctions we really need instead of putting together this mode that effectively ruined the rest of the uploading process. They'll have to fix a bunch of stuff, but most of it can be fixed via default lobby controls, like filling the server with bots, adding cheats, removing the hero selection, maybe adding a small menu for your workshop needs.
Not to mention that this is the presentation method we need least, because there's already Dota view preview mode and getting stuff "ingame" will probably result in people getting as close shot as they can, which ruins the point.
Funny that instead of some usefull feature (or at least polishing goddamn existing model preview and combining it with the capture tool) we'll be getting tons of fixes for this server mode for a couple of patches. Good thing that most of them are fixed through tweaking the server options.
Now they'll have to figure out how to replace the ultimates and spells
and not to force heroes to strip in the portrait view
Not to mention that because of the way different views in dota handled there'll be bunch of leakage between the testing serer and the workshop importer so i guess we'll have to restart Dota more often now.
There's always going to be growing pains unfortunately. I agree that it seems a bit rushed and like you said, it's missing some features. But most importantly I think it shows that Valve is willing to provide tools for its content creators and keep on improving those tools which to me is worth a lot. Color me a fan boy
The new feature also seems to crash if I test a item, disconnect from the listen server, and try to test another model in a new listen server. Little steps I guess.
please post that on the dev forums. You can make a new thread about it if you want, ongoing workshop importer issues or something. Its just no use complaining about it here.
It's a little late but i noticed that guy registered his account on March 13th, strange to post 3 items in a row in one month. I'm afraid that's just a precaution, to steal concepts and get away with it
yeah, been a productive week with one set and 3 items done, all thanks to Robo. Here is the latest Scythe of Sacrifice for Phantom Assassin. I also have a stream here, if you want to see me make items.
Awesome weapon, but why?? Why now??
Just kidding.. Need to improve my texturing a lot now after seeing this!
yeah, been a productive week with one set and 3 items done, all thanks to Robo. Here is the latest Scythe of Sacrifice for Phantom Assassin. I also have a stream here, if you want to see me make items.
Nannou raising the bar! Looks like i really need to get better at texturing
Top notch!
Nice weapon Nannou, however presentation reminds me more LoL than DOTA2, especially with outline applied. Most people will not bother, but some probably will. In my opinion better avoid outlines because they could attracts haters.
There's always going to be growing pains unfortunately. I agree that it seems a bit rushed and like you said, it's missing some features. But most importantly I think it shows that Valve is willing to provide tools for its content creators and keep on improving those tools which to me is worth a lot. Color me a fan boy
They showed that they'll add all the tools we need a long time ago, i'm just worried that if this patch will come through tomorrow it'll add more trouble than it's worth right now.
please post that on the dev forums. You can make a new thread about it if you want, ongoing workshop importer issues or something. Its just no use complaining about it here.
New patch details, let's hope the last thing will really work without problems
- Added Skywrath Mage!
COMMUNITY
- Added stricter system implementing communication (voice and text) bans for abusive players.
- Combined voice and text reports into a single 'communication' report.
- Reduced reports per week to 4.
- Removed ability for spectators to report players in-game.
- Reports now allow single selection of behavior type only.
GAMEPLAY
- Beastmaster: Fixed Wild Axes losing vision after the second cast.
- Doom: Scorched Earth now shows its duration on the buff icon.
- Lich: Fixed Frost Armor auto-casting while Lich is channeling.
- Magnus: Fixed a rare crash involving Skewer.
- Slardar: Fixed Slithereen Crush not slowing attack speed.
- Spectre: Fixed Haunt illusions moving while out of the game.
- Timbersaw: Fixed Timberchain travelling too fast.
- Timbersaw: Fixed Timberchain not latching quite far enough.
- Tusk: Fixed Tusk not issuing an attack order on the snowballed unit after the snowball crashes.
- Enabled Drow and Tusk to Captain's Mode (Tournament Version next week)
UI
- Added tab to the Watch section showing downloaded replay files.
VISUALS
- Riki: Added Smoke Screen and Blink Strike animations.
- Sniper: Added victory animations and more aggressive posing of idle, run and attack when enemy is in range.
BOTS
- Bots now know to avoid standing in Macropyre and Ice Path.
WORKSHOP
- Added a button to the preview that allows you to test your imported model in-game, in a local server.
yeah, been a productive week with one set and 3 items done, all thanks to Robo. Here is the latest Scythe of Sacrifice for Phantom Assassin. I also have a stream here, if you want to see me make items.
How does this look to you guys and gals? Add some more details? I think it looks clean and sharp. Maybe add a gradient to the middle. My local testserver seems to work flawless.
How does this look to you guys and gals? Add some more details? I think it looks clean and sharp. Maybe add a gradient to the middle. My local testserver seems to work flawless.
I would've made it bigger overall. And the current sharp-to-blade ratio makes it feel like it's got round edges.
You all seam to start with a high polygon version of your items instead of firs making a base to detail later. My question is why? Thanks in advance.
you can do both
i used to build a sketch of the low first but now with the dynamesh and qremesher on zbrush i can start everything with an sphere and i simply dont worry with the mesh on the highpoly
Hello guys, i've been away from the forum for a while, but i always keep an eye and i've seen so much amazing stuff. Congratulations to all those of you who got lots of items accepted, great job
I've finally had time to post these new items today. Lumious and Obscura... they are meant to be the first chapter on a series of weapon for different characters, all linked by a kind of alternative plot line...at least that should be the final goal, not sure if i'll ever achive it
Here are the 2 swords, both for Naga Siren. Ufortunately being able to work on them not more than 1 hour a day i didn't feel like doing making-of videos on these two.
Hello guys, i've been away from the forum for a while, but i always keep an eye and i've seen so much amazing stuff. Congratulations to all those of you who got lots of items accepted, great job
I've finally had time to post these new items today. Lumious and Obscura... they are meant to be the first chapter on a series of weapon for different characters, all linked by a kind of alternative plot line...at least that should be the final goal, not sure if i'll ever achive it
Here are the 2 swords, both for Naga Siren. Ufortunately being able to work on them not more than 1 hour a day i didn't feel like doing making-of videos on these two.
I do actually like the idea, even though the green bars appear to have little to no texturing, and in the promo image appear to be rectangular planes.
Can you think of a way to better define their shape? Maybe make them look somewhat detailed too?
Thank you for your comment, they are made the same way the handle of the default staff is done, with animated texture, so you can only see it ingame or in the vid I posted on the workshop, they are pure crystal triangles, they have to be 450 tris for both wings so we were very limited to play with the crystals.
Now that I think of it, your tri distribution is out of wak, The crystals have little to no tris, and the little nubby wing parts that barely change the silhouette seem to have the rest? Maybe you could relocate some
After a month of hard work trying to get back into 3D in my spare time I finally finished my first item last night! Can't get over how happy I was just to see it all come together.
Replies
Thank you all for your kind words.
@Anuxi. Thanks for suggestion about the thumb. Actually it was about 02AM when i made it, so i was in autopilot mode. There are realy too much brurry effects down there. I'll tune this thumb today.
good design. Especially the tip of the blade.
Looks awesome, glad you chose the purple one istead of the orange!
WORKSHOP
- Added a button to the preview that allows you to test your imported model in-game, in a local server.
They have a day to fix it all anyway.
that big Error is an old friend of mine
made a lot of "error" couriers =]
PLEASE if you get this post here
http://dev.dota2.com/showthread.php?t=82450
I noticed the lack of "lod1" option in some heroes a couple of updates ago. I'm sure brewmaster had this bug in his weapon slot last month, I don't know if they fixed that.
I think the option disappeared this time because actually there is no lod to see. The engine just couldn't find the model you just uploaded
Really nice weapon!
@Anuxi, Vlad, Vidotto
On the test client, the local game works for me, but I'm still getting a purple error model in the previewer. When I go to portrait mode in the previewer it crashes the client completely. Seems there's a whole mess of different things going on here But it's definitely amazing that they added the option
If this happens to you in the future this is because you're not being assigned anywhere. If no one is on a team, the server restarts after 30 seconds.
To avoid this open up console and type one of the three:
jointeam good
jointeam bad
jointeam spec
This puts you on radiant, dire, or spectator respectively.
Just the mount model, no animation
EDIT: LOL ghost mirana
Same thing here, whenever I open the test client I only have access to the options menu and that tutorial map, no other buttons whatsoever.
Hope they implement it in the next beta update this week, I'm very curious to see my items in game without needing to resort to doing all that extraction thing
It's a neat addition to the workshop preview, it's given me a better idea on what to touch up.
Not to mention that this is the presentation method we need least, because there's already Dota view preview mode and getting stuff "ingame" will probably result in people getting as close shot as they can, which ruins the point.
Funny that instead of some usefull feature (or at least polishing goddamn existing model preview and combining it with the capture tool) we'll be getting tons of fixes for this server mode for a couple of patches. Good thing that most of them are fixed through tweaking the server options.
Now they'll have to figure out how to replace the ultimates and spells
and not to force heroes to strip in the portrait view
Not to mention that because of the way different views in dota handled there'll be bunch of leakage between the testing serer and the workshop importer so i guess we'll have to restart Dota more often now.
It's a little late but i noticed that guy registered his account on March 13th, strange to post 3 items in a row in one month. I'm afraid that's just a precaution, to steal concepts and get away with it
Awesome weapon, but why?? Why now??
Just kidding.. Need to improve my texturing a lot now after seeing this!
Nannou raising the bar! Looks like i really need to get better at texturing
Top notch!
And here it is. http://dev.dota2.com/showthread.php?t=82545
Please post your current importer tool bugs there.
I'm complaining on the other grounds, i just want them to polish and release the tools instead of piling and crashing.
- Added Skywrath Mage!
COMMUNITY
- Added stricter system implementing communication (voice and text) bans for abusive players.
- Combined voice and text reports into a single 'communication' report.
- Reduced reports per week to 4.
- Removed ability for spectators to report players in-game.
- Reports now allow single selection of behavior type only.
GAMEPLAY
- Beastmaster: Fixed Wild Axes losing vision after the second cast.
- Doom: Scorched Earth now shows its duration on the buff icon.
- Lich: Fixed Frost Armor auto-casting while Lich is channeling.
- Magnus: Fixed a rare crash involving Skewer.
- Slardar: Fixed Slithereen Crush not slowing attack speed.
- Spectre: Fixed Haunt illusions moving while out of the game.
- Timbersaw: Fixed Timberchain travelling too fast.
- Timbersaw: Fixed Timberchain not latching quite far enough.
- Tusk: Fixed Tusk not issuing an attack order on the snowballed unit after the snowball crashes.
- Enabled Drow and Tusk to Captain's Mode (Tournament Version next week)
UI
- Added tab to the Watch section showing downloaded replay files.
VISUALS
- Riki: Added Smoke Screen and Blink Strike animations.
- Sniper: Added victory animations and more aggressive posing of idle, run and attack when enemy is in range.
BOTS
- Bots now know to avoid standing in Macropyre and Ice Path.
WORKSHOP
- Added a button to the preview that allows you to test your imported model in-game, in a local server.
Good job!!!
Congrats.
hope valve will give some punch to my wallet
you can do both
i used to build a sketch of the low first but now with the dynamesh and qremesher on zbrush i can start everything with an sphere and i simply dont worry with the mesh on the highpoly
if you keep that quality you can be sure of that =]
Alrighty, so perhaps 1-2 % upscale and sharpen edges?
Close up of the previous test.
I've finally had time to post these new items today. Lumious and Obscura... they are meant to be the first chapter on a series of weapon for different characters, all linked by a kind of alternative plot line...at least that should be the final goal, not sure if i'll ever achive it
Here are the 2 swords, both for Naga Siren. Ufortunately being able to work on them not more than 1 hour a day i didn't feel like doing making-of videos on these two.
Luminous Link
Obscura Link
Your concept pages are awesome. But on the top to bottom view it feels strange, imo.
Finished a wings for this lovely OD.
Link to the workshop
I hope you guys like them.
and if you can rate and comment I would love you a little more than I already do.
Thanks!!
I do actually like the idea, even though the green bars appear to have little to no texturing, and in the promo image appear to be rectangular planes.
Can you think of a way to better define their shape? Maybe make them look somewhat detailed too?
Thank you for your comment, they are made the same way the handle of the default staff is done, with animated texture, so you can only see it ingame or in the vid I posted on the workshop, they are pure crystal triangles, they have to be 450 tris for both wings so we were very limited to play with the crystals.
http://steamcommunity.com/sharedfiles/filedetails/?id=139973719&searchtext=
Crits and suggestions welcome.