On the topic of the censored versions of heroes, if you look at the full models for say clinkz and skeleton king, they didn't just add masks, they also enlarged all the armor pieces so that they cover up the bones.
I wonder what that'll mean for cosmetics? Will they "enlarge" any sets we make for these characters for us? or will it show some weird texture underneath not covered by regular sized sets?
On the topic of the censored versions of heroes, if you look at the full models for say clinkz and skeleton king, they didn't just add masks, they also enlarged all the armor pieces so that they cover up the bones.
I wonder what that'll mean for cosmetics? Will they "enlarge" any sets we make for these characters for us? or will it show some weird texture underneath not covered by regular sized sets?
The cape clipping on SK suggests that they don't enlarge removable parts, they just add mesh underneath. Boy, clinkz is going to have a hard time.
This little bugger has taken over my life for the past couple of weeks, but he's finally done!
Allow me to introduce you to Itsy, the Spider Courier:
This is so cute, hope he gets in the game.
So I've finally gotten my items in the workshop viewer but is the only way to view the entire set on the character with mdl files? When I click 'additional items' the only option is mdl files. I read that you have to export stuff as smd(with a plugin) and then compile them into mdl?
Is that how you guys get your grayed out images with the current item highlighted?
Import each item you want to test and mdls will be compiled automatically - when you go to Additional Items you can find the compiled stuff in dota 2 beta\dota\models\items\[HeroName]\[Some crazy number]\[Your File Name]
For the grayed out images I just use Maya/Marmoset
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.
God damn it, make a set out of that mace & shield and I'll buy it. Really nice job, dude.
Knald's awesome, I'm using it to generate ao from normal/bent normal maps from xnormal. I really like getting separate concavity/convexity maps from Knald, it gives you so much more control and doesn't lower the overall levels of your textures.
Just a general question - How much do you care about how well your item/set will work with other stuff ingame.
I am asking that because after seeing those two items head/back slots that are accepted I don't think Valve even checks this. http://steamcommunity.com/sharedfiles/filedetails/?id=131176486&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=100915856&searchtext=
Maybe someone knows how they work in game, is there a separation of hair and googles, or hair just goes thru cloak?
How do you approach this subject:
- check all stuff accepted for this char
- check only default items
- don't care
As for myself I mostly try to make it work with default set and only briefly look if there will be no intersections with other stuff already accepted. Also if I want to add something on head if there is no head slot I go for slot that is closest to head, if i would like to add boots for example i would add theme in belt or any other lowest slot.
Looking forward to your opinions.
I always try to make the items in a way they don't clip with the default items, I think it's a good rule of thumb to avoid them conflicting with other sets.
The frog hood for rubick was added a bit after I submitted this http://steamcommunity.com/sharedfiles/filedetails/?id=128558200&searchtext=
I'm pretty sure if both are worn at the same time they'd clip very poorly
which was incredibly annoying since that hood was added to the cape slot rather than the head slot
but then again, what's stopping valve from adding the incompatibility feature from TF2 which stops certain items from being equipped together
my personal rule is, Model your items so they mix well with the defaults
How do you guys make your masks? Mask 1 is pretty easy, but I have a hard time with Mask 2. What's the usual workflow you guys go through to make them? Any base map(s) you would recommend to start them out?
How do you guys make your masks? Mask 1 is pretty easy, but I have a hard time with Mask 2. What's the usual workflow you guys go through to make them? Any base map(s) you would recommend to start them out?
Just copy and paste what Valve did, not in the exact sense. You know already that the masks has RGBA channels, AO is normally used in the Rimlights and then it's just the masked portions of the texture for the other channels.
Consult the Shader guidelines that Valve supplied.
Just copy and paste what Valve did, not in the exact sense. You know already that the masks has RGBA channels, AO is normally used in the Rimlights and then it's just the masked portions of the texture for the other channels.
Consult the Shader guidelines that Valve supplied.
I keep the guidelines open while doing them while also checking the original masks, but still, I kinda have a hard time with Specular stuff.
so if you play as a pandarian on world of warcraft you are immortal on china? =]
that law doesnt exists
----
i had to format my computer and couldnt post it before
i finished that rework on the old gatuja and now its "el gato"
reworked the highpoly, all the textures and some animations, remade the owl rig and made it smaller now
I've been wanting to ask the opposite question, haha.
If you go to the importer (at least for a Warlock golem) it has slots for every type of animation so a custom rig/animation is totally possible... I'm curious as to how to import it with the default rig/animations though.
I've been wanting to ask the opposite question, haha.
If you go to the importer (at least for a Warlock golem) it has slots for every type of animation so a custom rig/animation is totally possible... I'm curious as to how to import it with the default rig/animations though.
You can do your own rig and animation, because importing the summons now is exactly as the the courier, with hitbones and animations.
Luckily i've asked Robin and he said that they want to implement a feature of using default rig and animations. But for now you'll have to decompile the summmon you want to change and use those animations if you don't want to waste time animating (note, some rigs are out of the bonelimit, so you'll have to delete some stuff, Lycan's default ult has 60 bones)
those animations if you don't want to waste time animating (note, some rigs are out of the don't want to waste time animating waste time animating
That golem would look a billion times better with custom animations! I'd say take the time and do it! If you've never animated, there's no better time to learn then now! :thumbup:
those animations if you don't want to waste time animating (note, some rigs are out of the don't want to waste time animating waste time animating
That golem would look a billion times better with custom animations! I'd say take the time and do it! If you've never animated, there's no better time to learn then now! :thumbup:
What he said. Just over a week ago I'd never even attempted to animate!
TL;DR: Vlad's devious plan to change the meta has come to fruition :P
And the wolves are not showing up, yo ucan equip them, but it changes nothing!
Yeah, and patch timing couldn't be worse, so i guess fixes (and selfmades) will come next week.
I just hope those people won't be holding me responsible for this, it works (and looks) perfectly on the testmap.
EDIT: It looks like the bug that broke the loadout for everyone is affecting the test loadout too. Darn.
Hello everyone. Somehow I feel I am out of place considering that I never got any reply to my workshop thread. I am pretty new here and I would like to present my first work:
Would appreciate some feedback for a fellow newcomer. I have lots of questions in my mind and sometimes there are things that never occur to me unless I get some helpful feedback. I plan to continue making items and have already started working on my second project which is based on a fellow concept artist that is also a member of this fine forums.
So there you have it. Also appreciate the vote if you like it.
I would also like to thank Lennyagony for his amazing guide.
EDIT: I used 3Dsmax and XoliulshaderUI to make the grey background images which somehow make the weapon look dull. Ingame, it has a very soft glow to it and falls inline with Juggs mask color.
@Vayne
It's a very solid start, but I feel that's all that can be said about it. It's nice, it's clean and you definitely know what you're doing, it's just that the design is very simplistic and rigid in that it's 'just a sword', you know ?!
Uploaded a bunch of things (click to be taken to the submission):
@Spudnik, coming from an artist like yourself, I consider that to be a great complement. I admit that I am lacking creatively to make higher level designs but by working with other concept artists, I hope that lacking part of me develops further.
All the set pieces are very good looking, but I'm impressed how you've managed to do such a good job on the cape rigging, I almost killed myself while doing mine and it ended up not looking half as good.
Props to the art cover also, it made me think a thing or two about mine.
Having a hard time getting the Alien Swarm model viewer to open parts as sub-weapons without that sharding that happens. Is there any way to get the CS:GO SDK without buying the game?
@Vayne
Oh dear lord no, I suck at that too, that's why I beg at the feet of the awesome concept artist here to let me model their things ^^
@Rubus
The cape was a pain in the ass for me, too T.T As for the banner art, I only provided the render, Gooba is responsible for the awesomeness that ensued
Having a hard time getting the Alien Swarm model viewer to open parts as sub-weapons without that sharding that happens. Is there any way to get the CS:GO SDK without buying the game?
You need the game to get the CS SDK, but you can use the Source Filmmaker one.
It's the best right now after the update and you can even load the dota 2 materials
Sorry I'm kinda (read: very) newbish to all this. What is the software stack I need to get to a model viewer via Source Filmmaker? ie. what do I need to download?
Replies
http://tf2b.com/diff.php?gid=205790
Somewhere something went terribly wrong with my weapon!
Updated my model and removed the frills. I moved all of that to the top of the model.
Quas invoker set anybody?
Exept for the AA
That Skeleton King and mask of madness look baller as hell, now i need some vertical-line helmets. Chaos Knight, here i come!
On the topic of the censored versions of heroes, if you look at the full models for say clinkz and skeleton king, they didn't just add masks, they also enlarged all the armor pieces so that they cover up the bones.
http://imgur.com/a/TWi1M#11
I wonder what that'll mean for cosmetics? Will they "enlarge" any sets we make for these characters for us? or will it show some weird texture underneath not covered by regular sized sets?
The cape clipping on SK suggests that they don't enlarge removable parts, they just add mesh underneath. Boy, clinkz is going to have a hard time.
This is so cute, hope he gets in the game.
So I've finally gotten my items in the workshop viewer but is the only way to view the entire set on the character with mdl files? When I click 'additional items' the only option is mdl files. I read that you have to export stuff as smd(with a plugin) and then compile them into mdl?
Is that how you guys get your grayed out images with the current item highlighted?
For the grayed out images I just use Maya/Marmoset
Such a big update this time. Lovely.
Knald's awesome, I'm using it to generate ao from normal/bent normal maps from xnormal. I really like getting separate concavity/convexity maps from Knald, it gives you so much more control and doesn't lower the overall levels of your textures.
I am asking that because after seeing those two items head/back slots that are accepted I don't think Valve even checks this.
http://steamcommunity.com/sharedfiles/filedetails/?id=131176486&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=100915856&searchtext=
Maybe someone knows how they work in game, is there a separation of hair and googles, or hair just goes thru cloak?
How do you approach this subject:
- check all stuff accepted for this char
- check only default items
- don't care
As for myself I mostly try to make it work with default set and only briefly look if there will be no intersections with other stuff already accepted. Also if I want to add something on head if there is no head slot I go for slot that is closest to head, if i would like to add boots for example i would add theme in belt or any other lowest slot.
Looking forward to your opinions.
http://steamcommunity.com/sharedfiles/filedetails/?id=128558200&searchtext=
I'm pretty sure if both are worn at the same time they'd clip very poorly
which was incredibly annoying since that hood was added to the cape slot rather than the head slot
but then again, what's stopping valve from adding the incompatibility feature from TF2 which stops certain items from being equipped together
my personal rule is, Model your items so they mix well with the defaults
Just copy and paste what Valve did, not in the exact sense. You know already that the masks has RGBA channels, AO is normally used in the Rimlights and then it's just the masked portions of the texture for the other channels.
Consult the Shader guidelines that Valve supplied.
I keep the guidelines open while doing them while also checking the original masks, but still, I kinda have a hard time with Specular stuff.
also: did they break the workshop with this last patch?
I think so
so if you play as a pandarian on world of warcraft you are immortal on china? =]
that law doesnt exists
----
i had to format my computer and couldnt post it before
i finished that rework on the old gatuja and now its "el gato"
reworked the highpoly, all the textures and some animations, remade the owl rig and made it smaller now
http://steamcommunity.com/sharedfiles/filedetails/?id=147113037
and here is the final video
[ame="http://www.youtube.com/watch?v=ybtwzKsKKFU"]el Gato courier Beyond the Summit - SFM Full HD - YouTube[/ame]
going to have some beers today, got 3 couriers on the test client and 2 entered the main this week =]]]]
If you go to the importer (at least for a Warlock golem) it has slots for every type of animation so a custom rig/animation is totally possible... I'm curious as to how to import it with the default rig/animations though.
Luckily i've asked Robin and he said that they want to implement a feature of using default rig and animations. But for now you'll have to decompile the summmon you want to change and use those animations if you don't want to waste time animating (note, some rigs are out of the bonelimit, so you'll have to delete some stuff, Lycan's default ult has 60 bones)
Thanks, Vlad!
don't want to waste time animating
waste time animating
That golem would look a billion times better with custom animations! I'd say take the time and do it! If you've never animated, there's no better time to learn then now! :thumbup:
What he said. Just over a week ago I'd never even attempted to animate!
TL;DR: Vlad's devious plan to change the meta has come to fruition :P
Yeah, and patch timing couldn't be worse, so i guess fixes (and selfmades) will come next week.
I just hope those people won't be holding me responsible for this, it works (and looks) perfectly on the testmap.
EDIT: It looks like the bug that broke the loadout for everyone is affecting the test loadout too. Darn.
http://steamcommunity.com/sharedfiles/filedetails/?id=147352412
Would appreciate some feedback for a fellow newcomer. I have lots of questions in my mind and sometimes there are things that never occur to me unless I get some helpful feedback. I plan to continue making items and have already started working on my second project which is based on a fellow concept artist that is also a member of this fine forums.
So there you have it. Also appreciate the vote if you like it.
I would also like to thank Lennyagony for his amazing guide.
EDIT: I used 3Dsmax and XoliulshaderUI to make the grey background images which somehow make the weapon look dull. Ingame, it has a very soft glow to it and falls inline with Juggs mask color.
It's a very solid start, but I feel that's all that can be said about it. It's nice, it's clean and you definitely know what you're doing, it's just that the design is very simplistic and rigid in that it's 'just a sword', you know ?!
Uploaded a bunch of things (click to be taken to the submission):
Also, your latest work is fantastic.
Finally
All the set pieces are very good looking, but I'm impressed how you've managed to do such a good job on the cape rigging, I almost killed myself while doing mine and it ended up not looking half as good.
Props to the art cover also, it made me think a thing or two about mine.
Thumbs up!
@Robo:
Please do post more about this Tusk set, it's looking awesome.
Also, agreed with 7thBattery about the lens flare, it would be better off without it.
Oh dear lord no, I suck at that too, that's why I beg at the feet of the awesome concept artist here to let me model their things ^^
@Rubus
The cape was a pain in the ass for me, too T.T As for the banner art, I only provided the render, Gooba is responsible for the awesomeness that ensued
You need the game to get the CS SDK, but you can use the Source Filmmaker one.
It's the best right now after the update and you can even load the dota 2 materials
EDIT: The viewer is fixed