Frump those are looking great! What textures have you applied to it so far as the details look really crisp. Looking forward to seeing the colours!
Right there is just a mid grey with occlusion and cavity map. I hadn't done a light bake or any actual texturing yet. Just some flat color mask1, mask2 as well.
Thanks guys for also pointing out the conversion in the fbx importer. I could swear I tried it with no good results before. Either way, I have scaling issues cut out at the source now. The Imperial measurements threat is eliminated, long live Metric!
Just thought id post on here, need a bit of help with the animation. Basically i've finished making my ward for the dota 2 workshop and im having some trouble importing it into the game. When i do the animation which i made in maya is not the one i see within dota for some od reason, the whole ward doesn't animate correctly.
I tried exporting it many ways with maya through FBX Exported. And baking keys etc, but nothing seems to have helped. Just wondering if someone could please help me in the process of getting my ward from maya to ingame in dota succesfully. This is my first ever item for dota 2 workshop as well.
Heres an image below of what im trying to explain!
Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that!
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
Just to clarify, I meant without the ability to connect to the DOTA2 network.
And based on my attempts, I think it's safe to say that is not yet implemented. Would love to have the ability to do test-compiles when I don't have a connection though.
Now for a more design-type question; In general, is a smooth color transition better (to prevent noise), or are details better done with sharp edges? I'm noticing that quite a few of the recent submissions have very stark jumps between colors, and this goes against what I did previously.
TL;DR: How do you know when to blur and when not to (for a texture)?
It's a little of both really. Good art is all about contrast, light and dark, large and small, hard and soft. Use bold, crisp details to pop out the parts that you want to show off and accentuate them by leaving the other parts of the design less visually noisy.
Heres an image below of what im trying to explain!
Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that!
adorable windrunner ward! after baking down the keys to the joints, have you tried select by type -> joints to select all the joints, then 'export selected' to fbx?
i was getting a similar-sounding error until i exported just the baked joints to fbx.
If i was to go exported selected whilst only having the joints selected wouldn't that mean that only the skeleton rig would be exported into the fbx? And also another question do i still use the bake animation options whilst im exporting the fbx? or if i have baked them into the model whilst in maya is that option not needed?
Another Problem, i did the daefbx export and than to an fbx export for my windrunner ward. And the problem i have now is that all the skeleton joints in the rig go to the default root location of the skeleton and as a result i get this
Does anyone know how i can resolve this problem?
Thanks
I havent had any of the Vimeo spam but i still get the ascii happy face and thumb up spam
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though) http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though) http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
Omg. Good hint.
Gonna try it. Except the online view, is it better then marmoset? How close it is to the dota 2 shading results?
hey guys, how do i bake the normal after sculpturing my item?
I just want to have the Normal map, the item do not has any changes in shape as I only did some scratches, dents and cuts to make it realistic.
I havent had any of the Vimeo spam but i still get the ascii happy face and thumb up spam
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though) http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
If i was to go exported selected whilst only having the joints selected wouldn't that mean that only the skeleton rig would be exported into the fbx? And also another question do i still use the bake animation options whilst im exporting the fbx? or if i have baked them into the model whilst in maya is that option not needed?
yeah, it would export only the animated joints, nothing else-- this works if you use this file just for the animation slots. for your main rigged model/fbx, you'd export everything (model and joints in bind pose, with no animations baked).
for your next question, personally i use the bake animation options anyways, to be safe lol. also you can use it to ensure the correct start and end frame that gets exported (sometimes i have the timeslider farther out than the cycle time and it would otherwise bake that range)
Cool CK weapon. Thanks for pointing out Verold Studio Annuxi, there are a lot of browser 3d embedding coming out recently its hard to keep track of all of them. Here's my progress on one my Ursa sets, i decided i liked both of the concepts i had, the other one is at about the same state im still working on the skull and didnt want to show till it was done.
Just basic colors still trying to find ways to make it more ornate, I think i need to add some seams with different metals.
Maybe it's just me but on both of those Ursa sets the shoulders and the metal bracers look huge. It's not as bad on the fur and bear skull set but on the metal set I think they hide a bit too much of the stock Ursa. With the fur set I'd also be worried about the shoulders awkwardly bending with the animations or clipping a lot of they're just rigged to the shoulder bone.
Ok so another technical question which (I've only cheated around but never addressed);
How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
Ok so another technical question which (I've only cheated around but never addressed);
How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
This generates normals based on greyscale image data. Obviously it isn't as accurate as using geometry, but it does work.
I'd rather not use that thing again; my last use of it was during the Polycount contest in October. It works, just not for what I really need.
I suppose a better way of posing my question is why are all the normals mapping tutorials for adding detail? I can't even use them because using the same model doesn't generate anything.
What are you doing this for exactly? Are you asking this because you don't have access to a sculpting program?
I think the only way around this is to paint a greyscale bump map and convert it to a normal map through Crazybump or some type of plugin
I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
And I don't think my glow map is showing up or it is VERY subdued. I saved the mask file with the alpha turned on so I dunno...help please
It's not supposed to be brightly glowing, think of it as ignoring lighting, it glows in the dark and gives faint bloom in the ingame view. That's it. For some noticeable effect you want detail map, but i'm not sure Faceless Void have those.
I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
NDO2 is probably the best mask to normal map and other map program out there apparently. You could try that.
Though you should really Make time to invest in your arts future. While tricks are good, they can only get you so far
That is looking really great, it fits him really well!
A lot of CK items being posted recently, so I though I need one as well. Although I'm still working on some other stuff I wanted to test thismone out..
What do you guys think, still needs a lot of work though.
Andyk125: thank you . I like the axe , but I would tone down the fiery steel . now it has the color of bright malleable metal .I'd keep the brightness where the blades meet with the shaft , and you might also add some glow reflexion on the "non glowy" metal .
cheers
Replies
While I'm still finishing my skywrath set, we've finished this for Spectre! C&C are very welcome
http://steamcommunity.com/sharedfiles/filedetails/?id=146382311
streaming some marketing stuff
Right there is just a mid grey with occlusion and cavity map. I hadn't done a light bake or any actual texturing yet. Just some flat color mask1, mask2 as well.
Thanks guys for also pointing out the conversion in the fbx importer. I could swear I tried it with no good results before. Either way, I have scaling issues cut out at the source now. The Imperial measurements threat is eliminated, long live Metric!
I tried exporting it many ways with maya through FBX Exported. And baking keys etc, but nothing seems to have helped. Just wondering if someone could please help me in the process of getting my ward from maya to ingame in dota succesfully. This is my first ever item for dota 2 workshop as well.
Heres an image below of what im trying to explain!
Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that!
model redone. i guess. seen it in wow. crazy stuff you gotta to do to be allowed in china.
Human versions me thinks.
So, I guess it's Mortal Kombat all over again, oil sprays and what not.
Also, low violence textures? What's that like?
Is that all the dislikes? What about good to go stuff?
He looks so much... well... Never mind. Vlad, can you link me the source, please?
Dota 2 client is the source.
Cheers!
link:http://steamcommunity.com/sharedfiles/filedetails/?id=146382311
Just to clarify, I meant without the ability to connect to the DOTA2 network.
And based on my attempts, I think it's safe to say that is not yet implemented. Would love to have the ability to do test-compiles when I don't have a connection though.
Now for a more design-type question; In general, is a smooth color transition better (to prevent noise), or are details better done with sharp edges? I'm noticing that quite a few of the recent submissions have very stark jumps between colors, and this goes against what I did previously.
TL;DR: How do you know when to blur and when not to (for a texture)?
adorable windrunner ward! after baking down the keys to the joints, have you tried select by type -> joints to select all the joints, then 'export selected' to fbx?
i was getting a similar-sounding error until i exported just the baked joints to fbx.
Click here!
I'm pretty new to this so any suggestions or critiques are welcome.
For a new guy, that's pretty awesome. Unlike me. I started with shitty textures.. lol
Does anyone know how i can resolve this problem?
Thanks
[SKETCHFAB]qEoqwzImp5LchXOMQdFIrZUnOjl[/SKETCHFAB]
(I just had to try out sketchfab)
http://www.youtube.com/watch?feature=player_embedded&v=yTm59hvWH3I
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though)
http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
Omg. Good hint.
Gonna try it. Except the online view, is it better then marmoset? How close it is to the dota 2 shading results?
Stick with the old spikes or these larger stakes?
Little bit of Majora's mask shape , Ck with a heart shield will be a little bit weird maybe add some spikes.
I just want to have the Normal map, the item do not has any changes in shape as I only did some scratches, dents and cuts to make it realistic.
This is awesome! Thanks for pointing it out!
yeah, it would export only the animated joints, nothing else-- this works if you use this file just for the animation slots. for your main rigged model/fbx, you'd export everything (model and joints in bind pose, with no animations baked).
for your next question, personally i use the bake animation options anyways, to be safe lol. also you can use it to ensure the correct start and end frame that gets exported (sometimes i have the timeslider farther out than the cycle time and it would otherwise bake that range)
hope that helps!
I've made a blunt weapon for chaos knight
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=146829284
Just basic colors still trying to find ways to make it more ornate, I think i need to add some seams with different metals.
Anything you hate? Like?
going to do first draft of lowpoly tonight to see if i run into any problems getting this into poly budget
I still need help with getting the rig to open properly in Maya so I can skin the head properly.
And I don't think my glow map is showing up or it is VERY subdued. I saved the mask file with the alpha turned on so I dunno...help please
How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
One way of generating normal maps would be to use a tool like this (Nvidia Normal Map Filter from their Texture Tools):
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
This generates normals based on greyscale image data. Obviously it isn't as accurate as using geometry, but it does work.
I'd rather not use that thing again; my last use of it was during the Polycount contest in October. It works, just not for what I really need.
I suppose a better way of posing my question is why are all the normals mapping tutorials for adding detail? I can't even use them because using the same model doesn't generate anything.
I think the only way around this is to paint a greyscale bump map and convert it to a normal map through Crazybump or some type of plugin
I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
NDO2 is probably the best mask to normal map and other map program out there apparently. You could try that.
Though you should really Make time to invest in your arts future. While tricks are good, they can only get you so far
That is looking really great, it fits him really well!
A lot of CK items being posted recently, so I though I need one as well. Although I'm still working on some other stuff I wanted to test thismone out..
What do you guys think, still needs a lot of work though.
cheers