hellmasterx: the set isn't verry readable imo, and it has some issues with most of the shapes not having much sense together .
example: the wings look like flags because they are missing the basic wing anatomy details
Try to get a theme for a set and stick with it. Good luck .
update on the dragon knight set:)
I decided to do the boring "getting in the game" part before finishing the texture to see if they fit ok .
From what I see , the shield is kinda massive and flat looking. I am considering remaking it .
Mihal,
I like the overall shape of the shield. I think you could do some material definition to break up the interior more.
The sword and shoulders are awesome though.
Did you already submit the helm? The biggest thing that stands out to me in the whole set is the fact that helm wraps the chin. It makes it feel more sci-fi than fantasy to me. Or like a current day motorcycle helmet. Does that make sense?
@Robo: Looking really great, one thing is bothering me though and that's his face in the artwork. It doesn't look like him at all, looks like he burmed his own face with the fireballs
I did some more work on the texture of my CK mount, still needs a lot of work though.
"Added particle import step to some weapon importers that have gameplay-required particles attached to them (in-game particle preview not finished yet)."
"Added particle import step to some weapon importers that have gameplay-required particles attached to them (in-game particle preview not finished yet)."
Please tell me that this means I'll be able to remove the default particle on CK's weapon!
Both my Slardar and Centaur sets have been added to the files this patch.
Already kinda knew my Centaur set would be in because devs commented in the workshop, but 2 sets in 1 week? Really unexpected, didnt even think they wanted those old crappy sets.
Still...... WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
After 9 months i managed to get something else in :]
cool! about time we habe plenty of things almost ready
gratz for eceryone making it! basically just sets this time, is there any system behind when sets and when individual items are released?
Sets go in pretty much every update week, but sometimes they haven't for a few weeks then added a bunch at once.
Single items right now are only going in when they add chests, which has been once a month for the last 6+ months (excepting when Shaper Divine was added at the same time as another.) They used to sell single items in the store on their own really early on (which would get bundled into hero specific chests) but they haven't done that in a while.
Congrats to those who got some stuff in. It's nice to see Valve add a couple older sets that aren't straight from the top weekly page.
Although i failed for a week to rig the tail to Sand King i published my set last night, without the tail though. But since it was my first whole sculpt/retopo/texture/dota masks project, I'm pretty happy with the outcome. Apparently according to SUNSfan from DotaCinema i just made the "pedophile scorpion"..
Wow I really dig the artwork, one of the best I've seen!
I think the headpiece makes it look a lot like juggernaut, but it really looks greta ingame guys, great work! upvoted
Got some small progress on my CK mount, it's ingame but it still has a few skinning issues. But they are easy to fix, for now I'm done for today..
I just got a stack of emails from steam that i was getting items accepted! I'm crazy excited it says i need to verify my payment information, though - And i can't decide if they're just talking about the revenue share options or something else i'm missing. Can any of you veterans direct me in the right direction, or at least tell me to stop freaking out?
I also need to do the tax information, too...needs to look that up in this thread somewhere.
The payment information is your bank details etc. You can find the link to it on your workshop page. It's on the right hand side, above the View Legal Agreement link. You don't have to stress to much, they will hold onto your money until you fill out the information.
Vlad that set is boss! I love the way you handled the textures, it really looks like nice polished metal
Busy working away on the axe. No mask2 texture applied yet
But I'm getting this weird shading issue on the back side of the axe. The axe is mirrored so the UVs are stacked but I've done that before with my Void set and never got those weird shading issues. Anyone know whats up? Is it a normal map issue? Since it does not seem to be applied in the previewer.
EDIT* Reversed the green channel and the normal map seemed to be applied correctly. Still got that weird shading issue, however it really only shows up on the idle/portrait but not the run and pretty much everything else. Must be a weird lighting issue then?
it looks like it might be a smoothing group problem -- but it's not consistent enough to be certain. I was going to tell you your normals were reversed before i saw the edit...
if you've got the tri's you might try even just putting a supporting loop in and spreading out the opposing faces a bit.
also double check that the overlapping UV islands aren't stitched together anywhere.
Also if anyone has some constructive feedback they want to share then please pop over to my thread and leave some! I'm very interested in getting some, learning more and getting better.
I really liked the cowl idea, and it's a solid looking set.
I feel you could've done something more ambitious for the hair, would help it stand out a bit more.
I really feel like it's the weakest part of the set and I had the most trouble with it apart from the chest armor. I suck at hair a lot and it's an area I need a lot of improvement with. Thanks for the advice.
How does the new particle stuff works? Are you supposed to add a vert somewhere, where the particle is going to be attached? Can anyone shed a light on this?
I'm trying to move CK's weapon default particle, so it doesn't get stuck inside the mesh.
It seems like Templar Assassin has been kind of overlooked in terms of the dota store and workshop. Working on a new set in collaboration with DoubleLeaf, who provided some excellent concept art.
How does the new particle stuff works? Are you supposed to add a vert somewhere, where the particle is going to be attached? Can anyone shed a light on this?
I'm trying to move CK's weapon default particle, so it doesn't get stuck inside the mesh.
I was playing around with it today for a short time to get it on my Antimage weapons and while I can't really confirm this for you definitively until I at least spend a little longer with it, I might be able to help.
When an item requires particles (the antimage weapons specifically require you to set out particles for them now, otherwise you can't import) there's a second page to the import window (lod1, lod0, textures and then a next page button) where you specify the file to import for particles. When it imports this file it creates a particle emitter on each vertex and possibly one between each vertex (something I need to look into more, it seemed like it was but I might have misjudged it).
Unfortunately I don't have the files on this computer to show you what I did and how it turned out but it was actually quite easy to set up so I don't think you guys will have problems.
I was playing around with it today for a short time to get it on my Antimage weapons and while I can't really confirm this for you definitively until I at least spend a little longer with it, I might be able to help.
When an item requires particles (the antimage weapons specifically require you to set out particles for them now, otherwise you can't import) there's a second page to the import window (lod1, lod0, textures and then a next page button) where you specify the file to import for particles. When it imports this file it creates a particle emitter on each vertex and possibly one between each vertex (something I need to look into more, it seemed like it was but I might have misjudged it).
Unfortunately I don't have the files on this computer to show you what I did and how it turned out but it was actually quite easy to set up so I don't think you guys will have problems.
I saw that second page, but I'm not sure what I'm supposed to add there. Is it the default model (the same used for lod0/1) or is it a special one? CK's particle is a bit different from Anti-Mage's, so it may also be different how it is applied.
There's a Particle Guide link (or something like that) on the importer, however, there's still no guide on the website. The best we can hope for is for Valve to post something up.
When I first saw it I just put in the LoD1 model and it made particles all over about half of it. I think that it might have some kind of limit set internally.
I'm not sure how the CK particles are but with the antimage ones they only go along the front edge of the blade (or are meant to traditionally). I made a new mesh which was basically a strip of polygons with all of the verticies moves into a line along the blade. I couldn't really think of a better way to do it in the short time I had but it seems to have worked okay.
If you look closely (its easier on the default model because it's spread out better) you can see the circles in the center of the particles which happens to be where the verticies lie. But I believe that at least in this case it put particles between my verticies too, so there's more than I actually had. The possibly wrong way that I did my particles means that theres an edge that basically runs from the outmost vertex all the way to the middle vertex, but there doesnt seem to be any visible particle coming from inside the blade.
Also I don't know about the LoD1/0 thing because I only ever imported an LoD1 weapon as it is never seen in the portrait, but I think it's safe to assume it would just apply to both (or perhaps its set to only work on LoD1).
Replies
I want your sword)) about others I can't tell anything, need in-game screens
I like the overall shape of the shield. I think you could do some material definition to break up the interior more.
The sword and shoulders are awesome though.
Did you already submit the helm? The biggest thing that stands out to me in the whole set is the fact that helm wraps the chin. It makes it feel more sci-fi than fantasy to me. Or like a current day motorcycle helmet. Does that make sense?
You are awesome, looking forward to the set.
Nannou's back!
I did some more work on the texture of my CK mount, still needs a lot of work though.
Update: finished the dragon knight set
workshop links :http://steamcommunity.com/profiles/76561198026621056/myworkshopfiles/?section=collections&appid=570
Please tell me that this means I'll be able to remove the default particle on CK's weapon!
Already kinda knew my Centaur set would be in because devs commented in the workshop, but 2 sets in 1 week? Really unexpected, didnt even think they wanted those old crappy sets.
Still...... WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
After 9 months i managed to get something else in :]
gratz for eceryone making it! basically just sets this time, is there any system behind when sets and when individual items are released?
Sets go in pretty much every update week, but sometimes they haven't for a few weeks then added a bunch at once.
Single items right now are only going in when they add chests, which has been once a month for the last 6+ months (excepting when Shaper Divine was added at the same time as another.) They used to sell single items in the store on their own really early on (which would get bundled into hero specific chests) but they haven't done that in a while.
Congrats to those who got some stuff in. It's nice to see Valve add a couple older sets that aren't straight from the top weekly page.
does anyone know how to remove the crazy glow fx and to put the weapon in both hands at the same time?
I want to hear your opinion
STEAMWORSHOP
You can show it some love over here http://steamcommunity.com/sharedfiles/filedetails/?id=153995231
http://steamcommunity.com/sharedfiles/filedetails/?id=154170398
Bloody fantastic. Voted.
I like this set for Juggernaut!
Nonsense, that is clearly a Dragon Knight set
Awesome promo art
Wow I really dig the artwork, one of the best I've seen!
I think the headpiece makes it look a lot like juggernaut, but it really looks greta ingame guys, great work! upvoted
Got some small progress on my CK mount, it's ingame but it still has a few skinning issues. But they are easy to fix, for now I'm done for today..
I also need to do the tax information, too...needs to look that up in this thread somewhere.
!!!!
Oh, and congrats!:)
Busy working away on the axe. No mask2 texture applied yet
But I'm getting this weird shading issue on the back side of the axe. The axe is mirrored so the UVs are stacked but I've done that before with my Void set and never got those weird shading issues. Anyone know whats up? Is it a normal map issue? Since it does not seem to be applied in the previewer.
EDIT* Reversed the green channel and the normal map seemed to be applied correctly. Still got that weird shading issue, however it really only shows up on the idle/portrait but not the run and pretty much everything else. Must be a weird lighting issue then?
if you've got the tri's you might try even just putting a supporting loop in and spreading out the opposing faces a bit.
also double check that the overlapping UV islands aren't stitched together anywhere.
Love it! :thumbup:
(Not pictured: new particles)
steamcommunity.com/sharedfiles/filedetails/?id=153697780
Also if anyone has some constructive feedback they want to share then please pop over to my thread and leave some! I'm very interested in getting some, learning more and getting better.
Looking good. Curious to see what you'll do with the textures.
@Aumbra:
I really liked the cowl idea, and it's a solid looking set.
I feel you could've done something more ambitious for the hair, would help it stand out a bit more.
I really feel like it's the weakest part of the set and I had the most trouble with it apart from the chest armor. I suck at hair a lot and it's an area I need a lot of improvement with. Thanks for the advice.
I'm trying to move CK's weapon default particle, so it doesn't get stuck inside the mesh.
I was playing around with it today for a short time to get it on my Antimage weapons and while I can't really confirm this for you definitively until I at least spend a little longer with it, I might be able to help.
When an item requires particles (the antimage weapons specifically require you to set out particles for them now, otherwise you can't import) there's a second page to the import window (lod1, lod0, textures and then a next page button) where you specify the file to import for particles. When it imports this file it creates a particle emitter on each vertex and possibly one between each vertex (something I need to look into more, it seemed like it was but I might have misjudged it).
Unfortunately I don't have the files on this computer to show you what I did and how it turned out but it was actually quite easy to set up so I don't think you guys will have problems.
I saw that second page, but I'm not sure what I'm supposed to add there. Is it the default model (the same used for lod0/1) or is it a special one? CK's particle is a bit different from Anti-Mage's, so it may also be different how it is applied.
There's a Particle Guide link (or something like that) on the importer, however, there's still no guide on the website. The best we can hope for is for Valve to post something up.
I'm not sure how the CK particles are but with the antimage ones they only go along the front edge of the blade (or are meant to traditionally). I made a new mesh which was basically a strip of polygons with all of the verticies moves into a line along the blade. I couldn't really think of a better way to do it in the short time I had but it seems to have worked okay.
If you look closely (its easier on the default model because it's spread out better) you can see the circles in the center of the particles which happens to be where the verticies lie. But I believe that at least in this case it put particles between my verticies too, so there's more than I actually had. The possibly wrong way that I did my particles means that theres an edge that basically runs from the outmost vertex all the way to the middle vertex, but there doesnt seem to be any visible particle coming from inside the blade.
Also I don't know about the LoD1/0 thing because I only ever imported an LoD1 weapon as it is never seen in the portrait, but I think it's safe to assume it would just apply to both (or perhaps its set to only work on LoD1).
CK have only one small particle, that kinda acts like a glowing ball on the original weapon, and looks really out of place on mine.
Here's a picture I took recently:
They probably behave differently. On AM they are several emitters going along the edge, while on CK it's just one.
I'll try some stuff and see if I can work it out as soon as I get home, thanks for the help!
sadly i have no control whatsoever over mask2 mask1 does work, self illu and metalness, but i have no control over specular or the rimlight
so i had to bake and paint in way more specular than usual