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?
-A modelling program (Blender is free, most people use 3d Studio Max or Maya)
-An imaging program (GIMP is free, everyone uses Photoshop)
-Skill and/or the patients and willingness to learn.
This is a concept for a new set, I'll try to make. I'm not sure about the colours for the head and shoulders though. And I'm not sure about the gold pattern either. If you have any advice or critique it would be awesome. Hope you like it!
My humble criticism: Scale needs to be relooked and stone part of the weapon feels a bit smooth and might require some roughing up.
Thanks for the input! I really appreciate it
If I scale it up, it looks too big, and if I scale it down, too small. It's already a bit smaller than the default shovel, IMO it looks perfect that size. About the stone part, you're talking about the head? I made it looking more like metal instead of stone, so it's kinda supposed to have that smooth feel.
If I scale it up, it looks too big, and if I scale it down, too small. It's already a bit smaller than the default shovel, IMO it looks perfect that size. About the stone part, you're talking about the head? I made it looking more like metal instead of stone, so it's kinda supposed to have that smooth feel.
It definitely needs a bit of wear and tear though, perfectly smooth surfaces are pretty uninteresting without something to break them up a bit. For something like this, you wouldn't expect it to be shiny and new so rough it up a bit!
It definitely needs a bit of wear and tear though, perfectly smooth surfaces are pretty uninteresting without something to break them up a bit. For something like this, you wouldn't expect it to be shiny and new so rough it up a bit!
I was afraid of adding too much wear and tear, creating lots of noise when it's in game (like a lot of stuff that I did in the past), but I'll see if I can be smart while doing it, adding stuff that's noticeable enough so it doesn't become noise, and also not too big to screw it up.
Probably going to do it tomorrow, 6 hours working stuff out today left me pretty tired lol
Also, if anyone wants to take a look and vote it's on the workshop! There are some better screenshots there.
Nice set! I'm not really a fan of the promos though.
Yup. The main problem are the borders, they are huge and also conflicts with the items, you can't understand what it's showcasing. Making it thinner and a different color would definitely help.
Honestly some absolutely amazing work going on in here, im just starting out learning the ropes
I created a bracer for Ursa, textured etc... skinned it to the Maya skeleton by clicking the bracer and the relevant wrist point in the Outliner and then 'Smooth skinned'.
But, when I export the bracer and joint; and then upload to Workshop it isn't attached to the wrist, and is teeny tiny in size.
I have a feeling something is constraining the object by boundaries far bigger then the object is, but im a bit lost and have no idea how to identify the issue let alone fix it.
Any ideas out there, or people who have come across this?
I followed the exact same method for a Doom sword which worked fine. Appreciate any help
Vlad, dude 116 tests? I would have said FUCK IT at 16.
Did you extract the underlying mesh to create your shirt low? Copy the weights from the body to the shirt? I'm guessing you must have and still had clipping problems T__T
Vlad, dude 116 tests? I would have said FUCK IT at 16.
Did you extract the underlying mesh to create your shirt low? Copy the weights from the body to the shirt? I'm guessing you must have and still had clipping problems T__T
The underlying mesh was too highpoly for the polylimit and copying the weights just messed everything up. His rig is very tight and his posture doesn't help either. Not to say that you have to say in the polylimit AND keep some of the quills, those bastard eat up a lot of faces.
Guys guys, is it normal that a competing item, same hero same category, could result in getting negative ratings on your item? I mean, I am getting a bashing in the last few hours and it coincides with a new item that was released a few hours ago. Or am I making up conspiracy theories? I have little hope that my item gets accepted but this behavior blurs the true feedback on my item. Any insights?
@Don Don: Awesome! One of the best sets for Slark!
@Vayne: I noticed my item got a lot of negatives in less than an hour today for some reason. It really sucks, but I don't think it's because the item was for the same character or anything. Probably they just want to get to the top faster
Anyone else have issues with their "Self Made" sets in game shooting off a million "X" particle effect and then when you die your set reverts to the original items? Its something I just noticed and I'm not sure how long its been like that.
Anyone else have issues with their "Self Made" sets in game shooting off a million "X" particle effect and then when you die your set reverts to the original items? Its something I just noticed and I'm not sure how long its been like that.
ALways been like that and will stay that way until they actually add self-made particle effect.
Thought the part about selfmades disappearing after death is a new phenomenon, and it doesn't just affect but all items, I had a mix of selfmades and not selfmades on and it still disappeared on me.
Anyone know why the Pugna importer shows his bracers as an ERROR model? In game they're just completely gone but in the importer it covers up a lot of his model and won't look good for presentation shots.
I like the feel of it, but it could use some more saturation I think. I'd definitely like to see a set, though, I think this could shine with a bunch of other matching pieces!
I love your set too, Don Don, I definitely want to see that in game. The lobster helm is brilliant!
@Hawt: Add more needles to the weapon since it looks more wood than the pointy stuff.
I tried that and it looked a bit too over done, so I decided to keep it concentrated around the striking end
since a Shillelagh is all wood it originally didn't have any bristles, which made it look too boring, so a nice compromise was reached
originally the strap was also bound to the ropes bones but it looked a bit gross so I just folded it back to be held in his hand
If anyone is thinking about working on a courier I'd love to collaborate on one. I'm an animator but have started learning rigging as well so I'd be able to cover those parts of the process! I've made a couple items but am quite new to the modelling/texturing process so I'd leave that to you
My thread has some examples of my work. But here's my latest/most relevant.
Whew, finished the high poly for this set. I decided not to go with the previous head idea, I'll make that later separate from this. I don't want to compromise a whole set with one weird item out of five.
The hardest and also most fun part is behind me now, the rest should be easy to autopilot through.
I sort of Chinese censored my own design. Originally the mask was full on angry skull, but I liked it better simplified.
Replies
All you need are the following:
-Dota 2 (Dota 2 Test as well ideally)
-SFM
-CyborgMatt's Dota 2 SFM Tutorial
And then to actually create things:
-A modelling program (Blender is free, most people use 3d Studio Max or Maya)
-An imaging program (GIMP is free, everyone uses Photoshop)
-Skill and/or the patients and willingness to learn.
Any crits before I do so?
Thanks for the input! I really appreciate it
If I scale it up, it looks too big, and if I scale it down, too small. It's already a bit smaller than the default shovel, IMO it looks perfect that size. About the stone part, you're talking about the head? I made it looking more like metal instead of stone, so it's kinda supposed to have that smooth feel.
It definitely needs a bit of wear and tear though, perfectly smooth surfaces are pretty uninteresting without something to break them up a bit. For something like this, you wouldn't expect it to be shiny and new so rough it up a bit!
I was afraid of adding too much wear and tear, creating lots of noise when it's in game (like a lot of stuff that I did in the past), but I'll see if I can be smart while doing it, adding stuff that's noticeable enough so it doesn't become noise, and also not too big to screw it up.
Probably going to do it tomorrow, 6 hours working stuff out today left me pretty tired lol
Also, if anyone wants to take a look and vote it's on the workshop! There are some better screenshots there.
Thanks for the help!
116 tests, no joke
Yup. The main problem are the borders, they are huge and also conflicts with the items, you can't understand what it's showcasing. Making it thinner and a different color would definitely help.
Great set by the way!
progress
I started working on the Spirit breaker weapon again, finially managed to get it ingame. The textures are still wip.
http://steamcommunity.com/sharedfiles/filedetails/?id=148191302
http://steamcommunity.com/sharedfiles/filedetails/?id=148191302
Honestly some absolutely amazing work going on in here, im just starting out learning the ropes
I created a bracer for Ursa, textured etc... skinned it to the Maya skeleton by clicking the bracer and the relevant wrist point in the Outliner and then 'Smooth skinned'.
But, when I export the bracer and joint; and then upload to Workshop it isn't attached to the wrist, and is teeny tiny in size.
I have a feeling something is constraining the object by boundaries far bigger then the object is, but im a bit lost and have no idea how to identify the issue let alone fix it.
Any ideas out there, or people who have come across this?
I followed the exact same method for a Doom sword which worked fine. Appreciate any help
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=148406728
That mace really needs a set to go with it
@crazyone
Nice work! Centaur needs some badass sets
@mihalceanu
That portrait looks badass! Great work mihalceanu!
Vlad, dude 116 tests? I would have said FUCK IT at 16.
Did you extract the underlying mesh to create your shirt low? Copy the weights from the body to the shirt? I'm guessing you must have and still had clipping problems T__T
Fun times.
Haha glad you like it, who knows maybe if DoubleLeaf would make a nice concept for a set :P
Note that both items are on the same page.
Workshop comments are often useless, ignore them if they don't give you any kind of feedback beyond 'this is awesome'/'you suck'.
Just focus in doing your best and you'll be fine.
@Vayne: I noticed my item got a lot of negatives in less than an hour today for some reason. It really sucks, but I don't think it's because the item was for the same character or anything. Probably they just want to get to the top faster
@Rubus, OniLolz: I see. Ah well, I guess I have to learn to expect that. Thanks.
Working on something for Bristleback. Model by Onilolz and textures by me.
Don't know yet if we should make a set or not for him..
I love your set too, Don Don, I definitely want to see that in game. The lobster helm is brilliant!
There is a chance for us to make a set, so I need your opinions:
http://steamcommunity.com/sharedfiles/filedetails/?id=148662129
I figure it might spark some inspiration for some of us.
I made a silly looking shillelagh for bristleback
I tried that and it looked a bit too over done, so I decided to keep it concentrated around the striking end
since a Shillelagh is all wood it originally didn't have any bristles, which made it look too boring, so a nice compromise was reached
originally the strap was also bound to the ropes bones but it looked a bit gross so I just folded it back to be held in his hand
My thread has some examples of my work. But here's my latest/most relevant.
[ame="http://www.youtube.com/watch?v=cycYDjv2avg"]ytsloan_walk_polishing - YouTube[/ame]
Feel free to pm me, email me at rnovak.au@gmail.com, or add me on steam!
@Vlad, did you have any problems with rigging the CK mount? Just wanted to check before i start with the details
Hit me up if enything goes wrong.
Thx man!
The hardest and also most fun part is behind me now, the rest should be easy to autopilot through.
I sort of Chinese censored my own design. Originally the mask was full on angry skull, but I liked it better simplified.