Well, we'll see, I think it's better to work this out later, since it doesn't depend on the rest of the model while sculpting, but mostly on the retopology.
Well, we'll see, I think it's better to work this out later, since it doesn't depend on the rest of the model while sculpting, but mostly on the retopology.
Spud dropped this as an example, he said it looks great ingame
@Spudnik nah those weapons look totally different except the color @Vlad really cool hair. Pink color was nice but it was to similar to FFXIII Lightning
Hey everyone, I'm gonna be making Tide Hunter Set for my first go at the workshop. Just wanted to show you guys where I'm at right now. I'm currently drawing the rest.
Let me know what you guys think:) http://www.polycount.com/forum/showthread.php?p=1857968#post1857968
Hm. Looks like everyone's been busy working on awesome stuff... Situation Normal there.
Finally got some time to resume work on this one. I managed to get my bake on and add a bit more geometry. What you see up there is normals and diffuse at target resolution (512x512 - not working size). Tossed 'em into Marmoset to see how they'd look. There are a few kinks to work out, but they seem doable.
I guess I have to start working on the masks next.
Hey guys~ this is my second item. I have re-uploaded it yesterday due to some bugs.
Haha I know it may not be the best one out there, since im still pretty beginner for 3D modeling etc.. so, Any feedbacks?
Hey Archie, Looking really good. Quite impressed as you claim to be just a beginner with 3D xD
First off, is it just the Spear? it's not clear in your post if its a full set or not. I think however it's just the spear.
The spear looks nice, but all the faces of the model look hard, are you using smoothing groups/smooth edges/smooth normals? (for Max, Maya and Blender)
Texture looks very nice, is there a normal map being used? I feel like there could be a little more depth on your gold trims.
I like the design. Good work on keeping to the colour scheme
Hey guys, looking for some feedback on my Lina Set.
So far I am pretty happy with it, however I was thinking I should redo the hair as it's looking pretty blobbby atm.
Also, should I make sure every item has a LOD0 mesh? I haven't bothered so far but I think it could really help in the portrait view.
On Lina I have managed to cause a panning glowy fire effect on her hair, I suspect it happened in one of the masks but I am unsure, has anyone else encountered this?
Thanks in advance for any tips you guys can give I hope to submit the set soon.
yes, to be honest, i am really beginner with 3d modelling XD
Yes, it is a spear only. I am not sure if it is a good or bad thing, as I wanted my spear shape to be some kind of hard and rigid feel, instead of those curvey and smooth elegant blade. (dont want it become some naginata or samurai blade for jugg..)
hmm, there isnt normal map used for the patterns, but i tuned the mask so the patterns will reflect lights more. Dont forget to upvote it also!! HAHA
Ur lina's clothes looks shiney, like those girls who goes to club wear them haha.
However, I am not quite sure with ur lina hair though, it kind of look a bit weird? Maybye the orange is a bit too bright by looking at the ingame preview.
To me, i think is necessary to make Lod0 mesh for those items that will be shown in the portrait?
Just discovered I had Mask 1 for my hair with self illum maxed out.
also the glowy fire effect was created by the detail mask in the same texture, tweaked as well
Finally managed to import my item, and've been trying to figure out the masks over the weekend. Been having really weird results, even when trying to mimic other similar items textures.
Here I've just applied Snipers head textures to my item, and I still get these errors with everything being bright. Also, the item behaves differently on it's mirrored side (different differences(...) on portrait and in-game).
Could you try throwing a flat color onto the model? Just a grey or something, it's a little hard to see what's going on there. Did you also upload snipers masks?
Ah, now i get what bugs about this cat, besides rectangular fur.
That sticking tooth seems to be completely out of place. I realise that you won't be changing it now, but you may want to remember it next time.
Yeah, D2 uses all 4 channels on color, mask1 and mask2, so never delete them or fill with full blacks
Yeah, I have been using alphas atleast for the masks all this time. Tried setting up alphas for the color and normal aswell, but got the same results as before
This is the best result I've got so far, but it still sticks out very much. Also, the differences in the mirroring is still there.
Yeah, I have been using alphas atleast for the masks all this time. Tried setting up alphas for the color and normal aswell, but got the same results as before
This is the best result I've got so far, but it still sticks out very much. Also, the differences in the mirroring is still there.
The lighting is all over the place, can you show us your masks?
@DashXero
I'd really suggest adding some more color contrast to the texture, so far it all looks very 'even' and it's gonna be hard to pull the shapes apart at game res. The Backpack, belt and body all blend into each other. I'd suggest making the gradient for the body towards the ground stronger and playing wit the colors for the accessories.
@Callebo You need to flip/invert green channel in this normalmap. nDO2 generate normals that have green-up, dota2 has green-down. Maybe that will help.
@Callebo You need to flip/invert green channel in this normalmap. nDO2 generate normals that have green-up, dota2 has green-down. Maybe that will help.
Alright, I tried it. It made no change. Perhaps the normal isn't very visible at all due to the other issues going on?
Try loading your model with flat textures:
Color: 127, 127, 127, 255
Normal: 127, 127, 255
Mask1: 0,0,0,0
Mask2: 127,0,0,127
Check if there are some bugs. if no replace flat normalmap with your file and see if there are no bugs. There is a possibility that you have something wrong with your vertex normals. If you use 3dsmax apply edit_normals modifier to your mesh and show how it looks, maybe they are messed up on mirrored part.
Replies
Great idea too!
Well, we'll see, I think it's better to work this out later, since it doesn't depend on the rest of the model while sculpting, but mostly on the retopology.
Wow, this looks incredible! I'm considering about doing it now haha.
Dammit you guys beat me! xD
Love the mount need more pictures of it plx!
Pff, no one can beat you, Anuxi =p
Yay it's done! Now I'll work on the marketing pic x)
http://steamcommunity.com/workshop/filedetails/?id=151644636
I think this is one of my favorite sets ever.
Awesome interview Bronto!
@Vlad really cool hair. Pink color was nice but it was to similar to FFXIII Lightning
[ame="http://www.youtube.com/watch?v=kKnh7IidPtI"]VoidsMaw - YouTube[/ame]
OD set is finished
Thank you, I wont let you down!
Let me know what you guys think:)
http://www.polycount.com/forum/showthread.php?p=1857968#post1857968
http://steamcommunity.com/workshop/filedetails/?id=151644636
simply AMAZING again! I'll leave the town for this hahahah!! Congratulations
beautiful!!!!!
I finished mine and let this be a good idea on what not to do for those wanting to push the boundaries and/or add butterflys
http://steamcommunity.com/workshop/filedetails/?id=151731601
Just wanted to say both of these sets are incredible, thumbs up all around from this camper.
Finally got some time to resume work on this one. I managed to get my bake on and add a bit more geometry. What you see up there is normals and diffuse at target resolution (512x512 - not working size). Tossed 'em into Marmoset to see how they'd look. There are a few kinks to work out, but they seem doable.
I guess I have to start working on the masks next.
I'm considering adding whiskers...
Haha I know it may not be the best one out there, since im still pretty beginner for 3D modeling etc.. so, Any feedbacks?
http://steamcommunity.com/sharedfiles/filedetails/?id=151800332
First off, is it just the Spear? it's not clear in your post if its a full set or not. I think however it's just the spear.
The spear looks nice, but all the faces of the model look hard, are you using smoothing groups/smooth edges/smooth normals? (for Max, Maya and Blender)
Texture looks very nice, is there a normal map being used? I feel like there could be a little more depth on your gold trims.
I like the design. Good work on keeping to the colour scheme
So far I am pretty happy with it, however I was thinking I should redo the hair as it's looking pretty blobbby atm.
Also, should I make sure every item has a LOD0 mesh? I haven't bothered so far but I think it could really help in the portrait view.
On Lina I have managed to cause a panning glowy fire effect on her hair, I suspect it happened in one of the masks but I am unsure, has anyone else encountered this?
Thanks in advance for any tips you guys can give I hope to submit the set soon.
Yes, it is a spear only. I am not sure if it is a good or bad thing, as I wanted my spear shape to be some kind of hard and rigid feel, instead of those curvey and smooth elegant blade. (dont want it become some naginata or samurai blade for jugg..)
hmm, there isnt normal map used for the patterns, but i tuned the mask so the patterns will reflect lights more. Dont forget to upvote it also!! HAHA
Ur lina's clothes looks shiney, like those girls who goes to club wear them haha.
However, I am not quite sure with ur lina hair though, it kind of look a bit weird? Maybye the orange is a bit too bright by looking at the ingame preview.
To me, i think is necessary to make Lod0 mesh for those items that will be shown in the portrait?
also the glowy fire effect was created by the detail mask in the same texture, tweaked as well
Here I've just applied Snipers head textures to my item, and I still get these errors with everything being bright. Also, the item behaves differently on it's mirrored side (different differences(...) on portrait and in-game).
These are with all my textures, but the masks have been saved out as 24bit targas... So no alphas. Appears that kills the specular.
What do you mean upload snipers masks? I used Snipers textures from Valve, only thing I changed was image size.
I think he meant that you should assign one smoothing group to the whole shaft, so there wouldn't be sharp shadow
Ah, now i get what bugs about this cat, besides rectangular fur.
That sticking tooth seems to be completely out of place. I realise that you won't be changing it now, but you may want to remember it next time.
Yeah, I have been using alphas atleast for the masks all this time. Tried setting up alphas for the color and normal aswell, but got the same results as before
This is the best result I've got so far, but it still sticks out very much. Also, the differences in the mirroring is still there.
Mask1 Alpha
Mask1 Red and Green are almost completely black (#020202)
Mask2 Red
Mask2 Green
Mask2 Blue
Mask2 Alpha
Many of these are placeholders, just want it to work properly first.
I'd really suggest adding some more color contrast to the texture, so far it all looks very 'even' and it's gonna be hard to pull the shapes apart at game res. The Backpack, belt and body all blend into each other. I'd suggest making the gradient for the body towards the ground stronger and playing wit the colors for the accessories.
however, may i introduce Waldi the Dachshund, a true dog of duty
worked on this on 2 trainrides from and to berlin, still a lot of stuff missing
I baked them in Maya and used NDo for additional details.
By the way, sorry for filling this thread up with tons of boring images.
Color: 127, 127, 127, 255
Normal: 127, 127, 255
Mask1: 0,0,0,0
Mask2: 127,0,0,127
Check if there are some bugs. if no replace flat normalmap with your file and see if there are no bugs. There is a possibility that you have something wrong with your vertex normals. If you use 3dsmax apply edit_normals modifier to your mesh and show how it looks, maybe they are messed up on mirrored part.