Everyone is making chaos Knight items, but they removed him from the workshop page?
Anyone can upload the files, otherwise I need to decompile them back home..
@Bronto: I really like it, not too sure about the tongue though..
If it would move animated it could look really great, or amaybe a bit too funny.
There are some bones there which are used for the chains on his default model ;D
I think that the hanging tongue that flail when he runs only add to the cuteness
That really depends on how the animations look like though. If he has a walking animation that's a bit stumpy like how babies and little children walks it would look cute. But if it walks with controlled movements I think it will look badass instead of cute.
Are you aming for the "Overlord/Orcs must die" style which i think is the one you have now (and looking great btw) or a more fierce/grotesk look? Such as Nurgle demons or cenobites.
Do yourself a big favor and search up "Overland Blues"
wip texture
You should almost try to make an alternative version where the guitar thing ( I can't remember the name of them) where's it's broken and it's only held from the string.
So that's the prtP, prtN, BentNormal, Cavity, AO and Normal. I've never actually done a point light map on any of my models. Should I be doing a point light instead of the cavity, prtP and prtN? Sorry for the noob question, I'm still pretty new to all this texture baking for games lark.
I'd love to know how people do this around here. On my first model, I kinda followed Valve's guidelines, baking a point-light map and whatnot, but after finding out about this guide, I just bake everything and set up it similarly to the guide. Would be great to see the different ways people approach it.
Hey I have a problem. When I upload the wings for my Doom Bringer set, no texture shows up on the model. Instead I get a gray model. I am also getting no errors when I import and the model seems fine. I will upload a screen after work.
@mstankow - can't help on the error without knowing what it is
@mdk - i generally bake out normal, bent normal, ao, cavity and a point light - I use the (red and green?) channels of the bent normal to easily get the normal detail into the diffuse, and I typically use the pointlight on top of the other bakes at the end set to overlay at a low opacity.
Here is the model with no textures loading. I compiled this one with the helmet textures assigned to see if anything would change but nothing did. So I don't think it is the textures that are the problem. I am going to try re exporting the model next.
Vaaaaaaaalve!I had tons of import scale issues with the CK files. The FBX scale is wrong in Max and the provided SMDs are replaced by the new .dmx format which I had no idea what to do with. I ended up using Maya with the .mb and that worked perfectly. I might switch back to Maya for dota items, at least rigging and export.
Not sure whether to upload these on their own or wait until I can finish the rest of a set. I am pretty happy with how cool they look in-game. Not textured at all atm, I just wanted to preview them.
Vaaaaaaaalve!I had tons of import scale issues with the CK files. The FBX scale is wrong in Max and the provided SMDs are replaced by the new .dmx format which I had no idea what to do with. I ended up using Maya with the .mb and that worked perfectly. I might switch back to Maya for dota items, at least rigging and export.
Not sure whether to upload these on their own or wait until I can finish the rest of a set. I am pretty happy with how cool they look in-game. Not textured at all atm, I just wanted to preview them.
Those came out great Frump! Looking forward to the textures!
Vaaaaaaaalve!I had tons of import scale issues with the CK files. The FBX scale is wrong in Max and the provided SMDs are replaced by the new .dmx format which I had no idea what to do with. I ended up using Maya with the .mb and that worked perfectly. I might switch back to Maya for dota items, at least rigging and export.
Not sure whether to upload these on their own or wait until I can finish the rest of a set. I am pretty happy with how cool they look in-game. Not textured at all atm, I just wanted to preview them.
Looks very similar to this shield, is that allowed?
To follow up on my last post, I think I found a solution to all the Max and provided FBX problems. Even though I solved them via a workaround it was still stuck in my craw.
By default Max System Units are set to Inches, despite what you set your display units or fbx import/export conversions to. Easy to overlook, or just not even assume there's any problem or incompatibility, by default.
Basically open the units setup from the customize menu then open the System Units menu and set it to centimeters. After that the FBX files will load in at a correct scale and export all nice and tidy.
As an aside, there's also a setting in the fbx importer to leave bones as bones, you may want to have that checked on to to avoid getting them converted to dummies.
@Vlad
What. The. Fuck. Looks really fucking weird in a good way I agree with the comment that the hair should be yellow though or at least have some yellow accents/tips.
@All UP
Why to play with FBX when you can just import and export smd?
Bones are a bit screwed but they look ok after you reset stretch on them from bone tools window found inside animation drop down.
@All UP
Why to play with FBX when you can just import and export smd?
Bones are a bit screwed but they look ok after you reset stretch on them from bone tools window found inside animation drop down.
Read carefully, there's only fbx files available for ck
Textures still aren't showing up on my model in engine. Well I checked if the textures were the problem on my model but they aren't. If I import another model and apply the wing textures, the textures load just fine. I completely redid everything about the model in Maya and still have the same problem too.
Also, when I export from maya I get this error.
The plug-in has found the following skin definition problems : Unable to find the bind pose for : / Root_0 / Spine_1 / r_wing3_0. No bind poses in the hierarchy containing the object will be exported.
Unable to find the bind pose for : / Root_0 / Spine_1 / r_wing3_0 / r_wing_top4_0. No bind poses in the hierarchy containing the object will be exported.
@MechBgum sorry, started reading from Frump second post. Didn't knew they didn't provided SMD for him. Anyway there was an tutorial showing how-to decompile ingame files to smd... somewhere... oh found it http://wyksblog.com/getting-started-dota-2-cosmetics/
Hey I solved my problem. I don't know exactly what fixed the problem but I think it is that you need a diffuse map assigned to the object in maya when you export.
So this past week (with unstable internet) has me wondering; is there a way to run Dota in offline mode, so that we can test workshop compiles?
It's a serious (temporary) issue that's messing with my workflow =P
EDIT: Managed to get some updated shots (of the full set) in the client. Wings have virtually no texture work, and I tried to implement vlad's advice for the armor. Clicking the pic below is an album of 4 shots of the current status. Willing to trade (up to) 2 Steam Trading Card Keys for feedback!
test your item using the "play with bots" its a local server. you will still need to connect to dota servers but the game itself will run on your machine
I've been very busy these last few weeks, but tonight I thought I'd take a quick break from all the more complated work to work on something a bit more mediative. Helped out Jethro, Nullf, and Sharc with the animations on their netherward cosmetic! Oblivion Metronome!
While I'm posting, would any of you mind giving some feedback on these? Still got quite a bit of work to do on them like proper specular and figuring out the masks.
Also, please disregard the obvious mirroring going on.
Replies
There are some bones there which are used for the chains on his default model ;D
Well that's where he's got lots of fire particles so I was thinking a huge gash or three across his back where the fire's leaking out.
Thanks, guys! Had a tough time trying to figure out exactly how to deal with the problems but I feel I've done you all justice
I'd be so sad to see that not get custom animations. Bronto, it's time for you to become an animator! :thumbup:
I love this little fella!
Are you aming for the "Overlord/Orcs must die" style which i think is the one you have now (and looking great btw) or a more fierce/grotesk look? Such as Nurgle demons or cenobites.
Yes please!
Do yourself a big favor and search up "Overland Blues"
wip texture
You should almost try to make an alternative version where the guitar thing ( I can't remember the name of them) where's it's broken and it's only held from the string.
I'd love to know how people do this around here. On my first model, I kinda followed Valve's guidelines, baking a point-light map and whatnot, but after finding out about this guide, I just bake everything and set up it similarly to the guide. Would be great to see the different ways people approach it.
@mdk - i generally bake out normal, bent normal, ao, cavity and a point light - I use the (red and green?) channels of the bent normal to easily get the normal detail into the diffuse, and I typically use the pointlight on top of the other bakes at the end set to overlay at a low opacity.
vote,like,tell me how to make it better, etc.
Thank you all for helping me do this
Pwang pwang
As cool as it is, I think the broken guitar idea is worth looking into.
Tomorrow I'll start the marketing pic, too much sleepy now ^^
http://steamcommunity.com/workshop/filedetails/?id=145778652
Upvote, i mean
Not sure whether to upload these on their own or wait until I can finish the rest of a set. I am pretty happy with how cool they look in-game. Not textured at all atm, I just wanted to preview them.
Looks very similar to this shield, is that allowed?
To follow up on my last post, I think I found a solution to all the Max and provided FBX problems. Even though I solved them via a workaround it was still stuck in my craw.
By default Max System Units are set to Inches, despite what you set your display units or fbx import/export conversions to. Easy to overlook, or just not even assume there's any problem or incompatibility, by default.
Basically open the units setup from the customize menu then open the System Units menu and set it to centimeters. After that the FBX files will load in at a correct scale and export all nice and tidy.
As an aside, there's also a setting in the fbx importer to leave bones as bones, you may want to have that checked on to to avoid getting them converted to dummies.
Lookin' sexy!
@Vlad
What. The. Fuck. Looks really fucking weird in a good way I agree with the comment that the hair should be yellow though or at least have some yellow accents/tips.
Why to play with FBX when you can just import and export smd?
Bones are a bit screwed but they look ok after you reset stretch on them from bone tools window found inside animation drop down.
Read carefully, there's only fbx files available for ck
Also, when I export from maya I get this error.
http://wyksblog.com/getting-started-dota-2-cosmetics/
test your item using the "play with bots" its a local server. you will still need to connect to dota servers but the game itself will run on your machine
awesome! loved it =]
great Set Zaphk, working really well with naga
Great work! Also, handy tool there!:)
rate up if you like it:D : http://steamcommunity.com/sharedfiles/filedetails/?id=146253291
pics :
Have been looking around for a bit but can't seem to find anything about this
Thanks
Ohh I see, thought you could test before submitting an item. Thanks!
You can! The button that Mr. Snarky up there was talking about is available after you import your item but before you submit it.
The horns look like they're not attached to the main part of the helm
Importing an item does not equals to submitting an item.
All in good fun! :poly129:
While I'm posting, would any of you mind giving some feedback on these? Still got quite a bit of work to do on them like proper specular and figuring out the masks.
Also, please disregard the obvious mirroring going on.