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.
You guys shoud check Polycount's frontpage more often.
Anyway, I'll jump in the bandwagon and recommend you to start sculpting stuff, because it actually saves time and yield better results, there's no reason not to.
If you're willing, Blender is free and has a very solid sculpt mode, give it a try.
Hey guys I'm trying to skin my items to the rig but the Maya Acsii file from the workshop doesn't load correctly, I get an error in the script editor about unrecognized nodes. The skeleton shows but the mesh is not there. Did Valve upload a faulty file or is it on my end?
Its not so much a problem with a few items that won't deform but there are a few problem areas.
Sukotto,
I made a post in one of Spudnik's threads about this issue: here.
The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.
That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.
The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?
I made a post in one of Spudnik's threads about this issue: here.
The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.
That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.
The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?
Hope that helps.
Oh god. WHY am I so DUMB?! Haha Why did I not think to check the render layers -____-
That's like the dumbest thing I've done in Maya for a looooong time.
Doing some Chaos Knight items, high poly's are done for the helmet and weapon, I'm not going to bother with a horse and it's armor, since I think it would be good to have a separate set for Chaos Knight from the horse. Since I'm almost done with examinations, I will attend full time. I went to the blunt weapon direction since it's suppose to be a mace.
After a long pause from my progress, i have resumed with some new updates to my older set. Started of by completing the 3D meshes of the other parts to be able to focus on each step properly. Her's a screenshot of my current anti-mage set
(note that i recolored him to make contrast to the items while they have no color texture)
Hey guys, just wanted to ask if anything about the coloration or shape looked off to anyone. Below is ingame and workshop footage of the full set (in it's current iteration). My eyes are currently really strained from trying to discern deformation from strain and torsion today, so I figure I'd ask trained eyes.
[ame="http://www.youtube.com/watch?v=DajYWlIde4c"]http://www.youtube.com/watch?v=DajYWlIde4c[/ame]
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)?
as far as i know, you cannot launch dota without a internet connection
Alas, our poor pandas may not be long for this world
at least we've managed to archive priceless footage of these strange peculiar creatures
[ame="http://www.youtube.com/watch?v=sGF6bOi1NfA"]Cute pandas playing on the slide - YouTube[/ame]
That looks really awesome! Like metioned in your thread I would change the scales or whatever they are. The rest is just too good
About the low violence changes for dota, well I think they all look pretty terrible. Also I don't like hole idea about the low violance stuff. It's just game, are the chinese weird enough to believe it's al real or something, they do live in a strange world (mind)..
Also I think we would laugh our asses off when we see their battle history, they probably all faint when seeing blood or skeletons
Btw Bronto your monster will probably won't be allowed their as well, because of the scary teeth and stuff.
And how do you transform the High poly into a Low Poly ?
Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
Thanks Hawkseye! The concept was made by my friend Mango , i modeled and textured.
I made some little adjustments to the colors and i think this is final :
Tomorrow i'll submit to the workshop, its like 5:40 am here , need to sleep.
You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.
The weapon is pretty nice and worth the time to fix the normal map baking error.
Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.
The weapon is pretty nice and worth the time to fix the normal map baking error.
Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
Well your right about that, although real hard edges never exsist offcourse! Sorry i'm an engineer as profession so I needed to call that one
There are also some more issues, the start of the blade got a weid bake edge on it as well, probably from the cage or the high poly version not completely sure, but it looks weird. You can also manually change this in photoshop though.
I would define the straps a bit more by adding some more contrats manually on the texture. Now it seems like your only using the AO (lightning) map as a overlay.
This is still pretty early WIP, but I wanted to show stuff anyway. Lots left to do on the horse. His head armor, front armor, reins, butt armor and to figure out if I can actually get away with having double front legs. I did some tests with two tubes driven by the one bone chain and it was passable.
This is still pretty early WIP, but I wanted to show stuff anyway. Lots left to do on the horse. His head armor, front armor, reins, butt armor and to figure out if I can actually get away with having double front legs. I did some tests with two tubes driven by the one bone chain and it was passable.
The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
He said that he still needs to do his head armor. I guess that head is just for size reference.
It looks good, but I think the flying animations need to be a bit more exaggerated, in game they look very static and you lose out on all those details. Right now the flying run cycle doesn't even look like hes animated.
Upvote and favorite from me nevertheless! :thumbup:
I was really hoping for a lookout pose when on flying mode, and kinda agree with what Helenek said, a bit more oscillation on the flight pattern would make it look better, along with a faster turning propeller.
But man, amazing work on everything else, this was really well executed, congrats!
@mihalceanu: That's an interesting feedback. I picked purple cowl
for the following reasons:
-Brown-red-orange-yellow colors would give the mount a too low
energetic vibe (close colors scheme are good for defensive/passive units)
-Ultramarine-blue-cyan-teal color are already taken by batrider, it's the opposing
hue to orange-red. Give a very energetic vibe of the mount,
but i'm concerned it will not stick out from batrider.
-Base body has already a lot of black and white colors, so i can't use them for the cowl
If you have a color you may think it's good for Batrider, I'm still up for testing (it's not released yet)!
Nice weapon concept, but I think you should consider making it darker and adding that hot metal glow to it, it would look more fitting as of now it doesn't follow the character's palette.
I know it's widely regarded as useless spam, and it is, but I just got my first "Valve add this please" thumbs up comment. It feels like a rite of passage.
Replies
You guys shoud check Polycount's frontpage more often.
Here's a nifty lil' tool some polycounters are developing: https://www.knaldtech.com/
Anyway, I'll jump in the bandwagon and recommend you to start sculpting stuff, because it actually saves time and yield better results, there's no reason not to.
If you're willing, Blender is free and has a very solid sculpt mode, give it a try.
***
@mihalceanu:
God damn it, make a set out of that mace & shield and I'll buy it. Really nice job, dude.
I made a post in one of Spudnik's threads about this issue: here.
The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.
That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.
The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?
Hope that helps.
Oh god. WHY am I so DUMB?! Haha Why did I not think to check the render layers -____-
That's like the dumbest thing I've done in Maya for a looooong time.
Thanks Battery!
(note that i recolored him to make contrast to the items while they have no color texture)
Meepo weapon based on Sharc's concept:
Thoughts?
EDIT
One from the Workshop preview thingy:
EDIT 2
It's in the workshop!
[ame="http://www.youtube.com/watch?v=DajYWlIde4c"]http://www.youtube.com/watch?v=DajYWlIde4c[/ame]
http://www.dota2.com/workshop/requirements
illusionist set progress
never got an answer there too...
why that hate with pandas? they love pandas there!
if pandas were prohibited they would not be able to play wow =]
as far as i know, you cannot launch dota without a internet connection
its on the workshop, i saw it there. probably they finished it after submitting
at least we've managed to archive priceless footage of these strange peculiar creatures
[ame="http://www.youtube.com/watch?v=sGF6bOi1NfA"]Cute pandas playing on the slide - YouTube[/ame]
But Jack Black was so awesome in those films, plus the original soundtrack was quite good too
Think I might be done with the sculpt
Wierdly I kinda like shadow fiend "non violent" face.
That looks really awesome! Like metioned in your thread I would change the scales or whatever they are. The rest is just too good
About the low violence changes for dota, well I think they all look pretty terrible. Also I don't like hole idea about the low violance stuff. It's just game, are the chinese weird enough to believe it's al real or something, they do live in a strange world (mind)..
Also I think we would laugh our asses off when we see their battle history, they probably all faint when seeing blood or skeletons
Btw Bronto your monster will probably won't be allowed their as well, because of the scary teeth and stuff.
haha! 10/10 would buy!
Violence and death involing pandas is banned.
I dont see a problem with it.
I like the tusk sigil on the side :]
And how do you transform the High poly into a Low Poly ?
Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
I can explain it in one word
Magic!
You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.
The weapon is pretty nice and worth the time to fix the normal map baking error.
Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
Well your right about that, although real hard edges never exsist offcourse! Sorry i'm an engineer as profession so I needed to call that one
There are also some more issues, the start of the blade got a weid bake edge on it as well, probably from the cage or the high poly version not completely sure, but it looks weird. You can also manually change this in photoshop though.
I would define the straps a bit more by adding some more contrats manually on the texture. Now it seems like your only using the AO (lightning) map as a overlay.
Meepo pickaxe base!
Concept by Sharc.
EDIT
Sculpt done!
The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
http://www.twitch.tv/hawtkoffee
He said that he still needs to do his head armor. I guess that head is just for size reference.
[ame="http://www.youtube.com/watch?v=wHX6kD5JvXo"]Mok - Dota 2 courier[/ame]
Votes on the workshop would be appreciated too
http://steamcommunity.com/sharedfiles/filedetails/?id=147234127
It looks good, but I think the flying animations need to be a bit more exaggerated, in game they look very static and you lose out on all those details. Right now the flying run cycle doesn't even look like hes animated.
Upvote and favorite from me nevertheless! :thumbup:
And it's done!
I was really hoping for a lookout pose when on flying mode, and kinda agree with what Helenek said, a bit more oscillation on the flight pattern would make it look better, along with a faster turning propeller.
But man, amazing work on everything else, this was really well executed, congrats!
PKSpark : purple isnt going to well with the orange and brown imo , I would play around with the collor scheme .
update :
New weapon for chaos knight ..I think it came out preety decent considering that I didnt like the idea to much to start with
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=147255403
for the following reasons:
-Brown-red-orange-yellow colors would give the mount a too low
energetic vibe (close colors scheme are good for defensive/passive units)
-Ultramarine-blue-cyan-teal color are already taken by batrider, it's the opposing
hue to orange-red. Give a very energetic vibe of the mount,
but i'm concerned it will not stick out from batrider.
-Base body has already a lot of black and white colors, so i can't use them for the cowl
If you have a color you may think it's good for Batrider, I'm still up for testing (it's not released yet)!
Allow me to introduce you to Itsy, the Spider Courier:
I'm in love with it! Really hope Valve accepts it, because I'm buying it the second it appears on the store
Really awesome work!
Lovely job, Hudston.
@mihalceanu:
Nice weapon concept, but I think you should consider making it darker and adding that hot metal glow to it, it would look more fitting as of now it doesn't follow the character's palette.
I know it's widely regarded as useless spam, and it is, but I just got my first "Valve add this please" thumbs up comment. It feels like a rite of passage.