@Konras I completely didn't think about how the cowl would combine with other Void faces. I think what I'll do is split it into two parts, a shoulder section and a face section, because I'm not currently using the face slot on the model.
Thanks for all the feedback so far, I'll definitely go back over the design and make a less obvious reference to Raziel/LoK.
Has anyone had any experience importing custom animations on weapons into the client? I've created a moving parts/metronome style animation for the mace, but I had to add some extra bones to make it and I'm not sure whether I can import it.
I had an idea for a sheepskin for Lycanthrope, I wanted to have more guts but it got too busy and it's pretty much bang on the polycount. I wanted to toe the line between comical and the dota style. The good part is that when Lyc attacks it looks like the sheep is attacking too since it is rigged to lay along his shoulder and arm. First time posting work on Polycount, rip it apart.
I had an idea for a sheepskin for Lycanthrope, I wanted to have more guts but it got too busy and it's pretty much bang on the polycount. I wanted to toe the line between comical and the dota style. The good part is that when Lyc attacks it looks like the sheep is attacking too since it is rigged to lay along his shoulder and arm. First time posting work on Polycount, rip it apart.
@TVidotto
Like Vlad said, the cat looks a bit hairless right now. The tufts of hair on his cheeks are very soft and clay-y and then the rest of the body barely has any hair suggestion at all and what's there will be lost in game. I'd suggest going much stronger there, maybe even overdoing it a little bit and see if it reads better in game. While we're on the topic, in game shots plox ^^
i increase the saturation but kept the complementary colors. i think they work better
any more sugestions?
Highlights will overbrighten, the inner side the ear should be darker , you need more topdown gradient, the shoulder part is kinda weird. You may want to take a look at that anatomy
I also dropped a couple of strokes to show you how fur will look
Here's a preview of the set, I've made some changes based on the feedback I received. Namely, breaking up the cowl so it has a separate shoulder and head slot (so there won't be any issues equiping it with other head items) and reworking the head piece so that it doesn't cover the mouth, which is a central part of the character portrait.
Here's a preview of the set, I've made some changes based on the feedback I received. Namely, breaking up the cowl so it has a separate shoulder and head slot (so there won't be any issues equiping it with other head items) and reworking the head piece so that it doesn't cover the mouth, which is a central part of the character portrait.
Oh, now that's way better! You could've changed the shape of his head in any way too, and you don't have toworry about detailing, just the shape.
The symbols i think are the only ones that are out of key. Dota2 uses variety of glyphs and such, but the LoK ones are too thorny and curvy for that, i think.
Also, there's already a very similar looking weapon on the store
Oh, now that's way better! You could've changed the shape of his head in any way too, and you don't have toworry about detailing, just the shape.
The symbols i think are the only ones that are out of key. Dota2 uses variety of glyphs and such, but the LoK ones are too thorny and curvy for that, i think.
Also, there's already a very similar looking weapon on the store
Yea there are definitely some similarities between my mace and the epoch, I was really hoping my make my design stand out a bit more using animation. This is what I've done so far (I'm no animator).
Yea there are definitely some similarities between my mace and the epoch, I was really hoping my make my design stand out a bit more using animation. This is what I've done so far (I'm no animator).
Oh that is sweet but your best right now would be the design, because custom animations will be available to us not very soon, i suppose, because everyone is working on making stuff stable for the IT3 and i guess we shouldn't expect some major changes
@ Vlad
The lod limit is not so big. And your normal map is looking very clean even on those thin and detailed areas. What software you using, btw, is it xNormals? I just have some difficulties from time to time with the lods creating and baking, when it comes to dealing with complex non-flat objects.
@ Vlad
The lod limit is not so big. And your normal map is looking very clean even on those thin and detailed areas. What software you using, btw, is it xNormals? I just have some difficulties from time to time with the lods creating and baking, when it comes to dealing with complex non-flat objects.
The software isn't normally the biggest factor in how cleanly the normals are baked. The main factors are how much geometry you are baking to, less geometry tends to give worse results. Smoothing groups make a huge difference, soft edges give cleaner bakes. Any edge angle of around 90 or greater should be a hard edge/smoothing group split (and should also line up with a uv seam). Finally usinge a cage mesh when baking rather than an explicit normal projection will get better results.
I tend to bake my normal maps on the LOD0 model and line the uvs of the LOD1 model with the LOD0 so that I don't need to rebake the normals for the lower LOD. Zebruv plugin for maya has a really good transfer uvs tool which I've been using to get the same UVs on the lower LOD in one click.
Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Modo uses as smoothing group system similar to Max by the look of it. The tools are sometimes called different things but all 3D programs use some kind of smoothing group system, and the theory is pretty universal.
[ame="http://www.youtube.com/watch?v=hvVt_QI-AXc"]modo 501 smoothing groups ideal for game modeling.mov - YouTube[/ame]
I use Maya for unwrapping, rigging and a bit of low res clean up. For normal map baking I use xnormal, it's way better than Maya's transfer maps.
In my own adventures I've learned to bake to a mesh pre-optimized to lod0 . Specifically maintaining curves with supporting edge loops. One just has to keep in mind what's likely to be deleted when laying out uvs as deleting a seam will scramble them
So I have this problem with geometry, there is 3 black triangles on Rubick's cape (the third is only visible when Rubick animates) and I don't know why it shows, anyone had this before?
And the rest of them are looking really out of place not just in Dota 2, but even on the workshop with the designs being over the top and really unfitting. As one of my friends pointed out "i am slightly worried that these were 'designed' by professionals" and i couldn't agree more.
I've got lunch with them next week to talk about the workshop stuff they've been doing to give feedback and what not (I work at weta digital, weta workshop handles the dota2 stuff).
So hopefully after that there will be some better direction / more fitting items, I think they're approaching it like TF2 where the items are rather goofy, but dota of course has very strict art style / lore to follow.
So I have this problem with geometry, there is 3 black triangles on Rubick's cape (the third is only visible when Rubick animates) and I don't know why it shows, anyone had this before?
I've got lunch with them next week to talk about the workshop stuff they've been doing to give feedback and what not (I work at weta digital, weta workshop handles the dota2 stuff).
So hopefully after that there will be some better direction / more fitting items, I think they're approaching it like TF2 where the items are rather goofy, but dota of course has very strict art style / lore to follow.
Kebab sord is beyond goofy! Tell them to check the store first and read the Valve guidelines, i hope they'll fit better into the Dota2 style!
It is the cape, but why does it display black triangles?
It can be many things I guess. However try those:
- skin cape to only one bone and check if that will help (maybe those 2 tris don't have proper weights)
- apply flat uvw and check if that helped
- check normals for those triangles, if somehow they have flipped normals they will shade black
- check normalmap if there are values <127 on blue channel such things could happen.
- remove are around those tris and rebuild it, it should be pretty easy to adjust UVW and geo if you removed only few triangles
Hope one of those will help
I decided to check out the last page of the "most popular" workshop page and now i'm 100% positive that there's something very wrong with the new algorithm.
I decided to check out the last page of the "most popular" workshop page and now i'm 100% positive that there's something very wrong with the new algorithm.
Going off of Vlad's, compiled this list last Thursday after noticing that the collection rankings weren't adding up. Submitted to Dota dev, but no replies yet.
@Oroboros Maybe that has something to do with downvotes? As a matter of fact it's weird that there is no collection stats page, or maybe I am blind however I can't see it anywhere...
Going off of Vlad's, compiled this list last Thursday after noticing that the collection rankings weren't adding up. Submitted to Dota dev, but no replies yet.
I think the collections are moving in a slightly different way. The vote/day ratio plays a big part on the page positioning of the submissions, but it seems that the scale of that ratio is turned way down. So the top stuff is stuck at the daily top9 visitors, while the 2-3 page is grasping those curious enough who check out the page 2 or the most recent.
Unless you get something like a 100 vote boost in a very short span you're doomed to bump around until some of the top stuff sinks.
Greenlight is handled way better, i think adopting something from there is a good idea. Easier and quicker navigation.
All right... I need some help here. I've got a problem. Good news... Rat has been retopped, and I have a LoD1 model. Bad news... I have about 100-600 unused triangles. Gotta figure out good places to add more tris...
This seems to happen with me often when dealing with multiple LoDs. How can I prevent this in the future?
Replies
Thanks for all the feedback so far, I'll definitely go back over the design and make a less obvious reference to Raziel/LoK.
Has anyone had any experience importing custom animations on weapons into the client? I've created a moving parts/metronome style animation for the mace, but I had to add some extra bones to make it and I'm not sure whether I can import it.
http://steamcommunity.com/sharedfiles/filedetails/?id=143133112
There's a number of heroes that can have some silly items, but Lycan is sure not one of them.
i increase the saturation but kept the complementary colors. i think they work better
any more sugestions?
Like Vlad said, the cat looks a bit hairless right now. The tufts of hair on his cheeks are very soft and clay-y and then the rest of the body barely has any hair suggestion at all and what's there will be lost in game. I'd suggest going much stronger there, maybe even overdoing it a little bit and see if it reads better in game. While we're on the topic, in game shots plox ^^
I also dropped a couple of strokes to show you how fur will look
Perhaps use alpha channel on the feathers to break up the very solid silhouette of the wings?
I do not know, they removed parts throughout Sunday and Monday they were back. : (
Click
What's up with QoP's creeper smile? xD
The symbols i think are the only ones that are out of key. Dota2 uses variety of glyphs and such, but the LoK ones are too thorny and curvy for that, i think.
Also, there's already a very similar looking weapon on the store
upvote it!
Yea there are definitely some similarities between my mace and the epoch, I was really hoping my make my design stand out a bit more using animation. This is what I've done so far (I'm no animator).
Amazing. Baking was hard?
No, why would it be?
Ok, that is really awesome, that portrait view is solid! :thumbup:
The lod limit is not so big. And your normal map is looking very clean even on those thin and detailed areas. What software you using, btw, is it xNormals? I just have some difficulties from time to time with the lods creating and baking, when it comes to dealing with complex non-flat objects.
The software isn't normally the biggest factor in how cleanly the normals are baked. The main factors are how much geometry you are baking to, less geometry tends to give worse results. Smoothing groups make a huge difference, soft edges give cleaner bakes. Any edge angle of around 90 or greater should be a hard edge/smoothing group split (and should also line up with a uv seam). Finally usinge a cage mesh when baking rather than an explicit normal projection will get better results.
I tend to bake my normal maps on the LOD0 model and line the uvs of the LOD1 model with the LOD0 so that I don't need to rebake the normals for the lower LOD. Zebruv plugin for maya has a really good transfer uvs tool which I've been using to get the same UVs on the lower LOD in one click.
OK never mind allready sold it within 30 sec, what ppl will do for $0,50
Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Modo uses as smoothing group system similar to Max by the look of it. The tools are sometimes called different things but all 3D programs use some kind of smoothing group system, and the theory is pretty universal.
[ame="http://www.youtube.com/watch?v=hvVt_QI-AXc"]modo 501 smoothing groups ideal for game modeling.mov - YouTube[/ame]
I use Maya for unwrapping, rigging and a bit of low res clean up. For normal map baking I use xnormal, it's way better than Maya's transfer maps.
Awesome I'll check it out. Thanks :thumbup:.
:O
I've got lunch with them next week to talk about the workshop stuff they've been doing to give feedback and what not (I work at weta digital, weta workshop handles the dota2 stuff).
So hopefully after that there will be some better direction / more fitting items, I think they're approaching it like TF2 where the items are rather goofy, but dota of course has very strict art style / lore to follow.
Kebab sord is beyond goofy! Tell them to check the store first and read the Valve guidelines, i hope they'll fit better into the Dota2 style!
It is the cape, but why does it display black triangles?
:thumbdown:
ty! i made an alpha but its not appearing on the modelviewer, probably wrong file extension =]
dafuq i just read?
"Can we set a 10 000 likes record? "
- skin cape to only one bone and check if that will help (maybe those 2 tris don't have proper weights)
- apply flat uvw and check if that helped
- check normals for those triangles, if somehow they have flipped normals they will shade black
- check normalmap if there are values <127 on blue channel such things could happen.
- remove are around those tris and rebuild it, it should be pretty easy to adjust UVW and geo if you removed only few triangles
Hope one of those will help
Way ahead of me, but other than that its looking really nice. I love the blue orange contrast between the bird and the cat.
92% positive rating and stuff
Looks about right :poly124:
Unless you get something like a 100 vote boost in a very short span you're doomed to bump around until some of the top stuff sinks.
Greenlight is handled way better, i think adopting something from there is a good idea. Easier and quicker navigation.
Made a model today, super excited to see it not even reaching the first page.
No chest contents? Hmmmm
All right... I need some help here. I've got a problem. Good news... Rat has been retopped, and I have a LoD1 model. Bad news... I have about 100-600 unused triangles. Gotta figure out good places to add more tris...
This seems to happen with me often when dealing with multiple LoDs. How can I prevent this in the future?