So I have what is probably a pretty noob question but I have no shame
So I have this model I made really early on and I spent a damn long time texturing and sculpting. However I was ignorant to the fact of lods, so when it came down to it I couldn't reduce the polycount enough without completely butchering the uvs.
NOTE: Mind you that if this is just a problem because blender is just not there yet, all I need is an excuse like this to learn my copy of either Max 2013 or Maya 2013.
Well shoot, I was somewhat hoping that it would be Maya since i have to eventually learn it for school but I guess I'll go on ahead with Max. Have any recommended tutorials for someone who is transitioning to it?
i guess thats something a maya artist could tell you ^^
vlad i guess you can't make much about that, but maybe show us how it looks in max? maybe you could equalize the normals there before you bake. not sure if smd exports custom normals though
For some heroes doesnt have anything in the workshop.Why is that?Did Valve acept items only for some heroes or something else?
Some heroes haven't been broken down yet. Valve haven't decided the triangle limit for the different parts (like helmet and such) and haven't made the model completely symmetrical. So in short, the heroes aren't ready yet.
Meanwhile. I like the beard, just not sure what to do with this bit
They blend perfectly on color and normal maps.
It looks good to be honest right now However if you would like it to be perfect (if dota read edited normals) you could edit sidewhisker normals to match them with sourounding normals of beard.
It looks good to be honest right now However if you would like it to be perfect (if dota read edited normals) you could edit sidewhisker normals to match them with sourounding normals of beard.
Some heroes haven't been broken down yet. Valve haven't decided the triangle limit for the different parts (like helmet and such) and haven't made the model completely symmetrical. So in short, the heroes aren't ready yet.
Thanks for the fast response!Where i can see which heroes are available currently for the workshop?
NOTE: Mind you that if this is just a problem because blender is just not there yet, all I need is an excuse like this to learn my copy of either Max 2013 or Maya 2013.
This is comming from a 3ds max to blender migrant so listen carefully ...
The dissolve edges doesnt do what you think it should. it removes edges, while verts remain there so basically nothing has changed !
you have two options :
1) dissolve VERTICIES : this will give you an error 100% of the time. Literally.
2) Collapse edges. this preserves UVs and does exactly what you want.
Ooooh now I want to make an item that I can use a detail mask on It looks good but I think you could bump up the metalness/spec on them they look pretty flat right now
Ooooh now I want to make an item that I can use a detail mask on It looks good but I think you could bump up the metalness/spec on them they look pretty flat right now
I love detail masks, it just brings a whole new level of detail on some items and heroes.
As for the metalness/spec, I'll try! I was fiddling with it earlier, but thought it was too bright. I'll see if I can get that sweet spot where it looks good and not excessively bright.
@ Anuxi and Vlad: Thanks so much for the responses. I'll work with making it bigger and adjusting the vertices to try to avoid clipping, I hope I can get it to work
hi guys, im new here...
why i can't import model into workshop? i checked color, normal, mask 1&2... everything fine but i can't import them, the workshop warning import failed and here is the note:
I love detail masks, it just brings a whole new level of detail on some items and heroes.
As for the metalness/spec, I'll try! I was fiddling with it earlier, but thought it was too bright. I'll see if I can get that sweet spot where it looks good and not excessively bright.
Thanks for the feedback! I really appreciate it
The Chaos Knight material are pretty dull, so adding shiny might clash with the rest of his look.
As for the shield, the middle part looks great, but the red outer part is too bland, it looks like you just baked some AO and slapped it onthe red color. You need to ass some color variation there, introduce yellow and orange, as well as some dark red near the bottom. Just basically paint it like the middle part, but with limited fiery palette.
Trying to get the speed up with 3D and stop focus on details that no one will see anyway. So I made two flails for the spirit breaker, the first one is already up in the workshop but the other will be there when the workshop site is working again.
wanted to keep it easy and clean.. raaaaaaaampage! The bird nest and the donought O_o
You can Preserve UV's in Maya, Just double click or open the move tool options and select this option.
This didn't work, but I ended up preserving the uvs by simply using the decimate modifier in blender. You have little to no control but it worked.
Thanks for the help anyway I know how to navigate and use maya now.
Just curious- Why do you post your set before you're finished?
That's actually 3-step set. First people get the gear, rate it and love it. Then they get the bear and maybe check out the gear. And then they get trueform and check out bear and the gear.
:O you are amazing! although do you know how to use this for first or last vert? the reason I never used it was because it was always in the middle.
Thanks!
wow thanks a lot *blushes*
As for the last and first, i'm pretty sure we still don't have the option (except for single vertices) so just collapse the edge, and use the "slide along edge" tool to position it where you want. That's as accurate as it gets. But if you want to do precision work, then ...
Just started this PA Weapon and I'm trying to get a good stone texture over the skin
For now I just went over it with a generic stone alpha but anyone got any good techniques or tips to make it a bit more authentic? I've already googled and came up with nothing so far. Gonna keep looking though!
Replies
This part is about rigging.
Tell us what you wanna do? Rebake the texture for different UV layout?
I'll let this picture explain.
NOTE: Mind you that if this is just a problem because blender is just not there yet, all I need is an excuse like this to learn my copy of either Max 2013 or Maya 2013.
Meanwhile. I like the beard, just not sure what to do with this bit
They blend perfectly on color and normal maps.
Thanks!
vlad i guess you can't make much about that, but maybe show us how it looks in max? maybe you could equalize the normals there before you bake. not sure if smd exports custom normals though
Some heroes haven't been broken down yet. Valve haven't decided the triangle limit for the different parts (like helmet and such) and haven't made the model completely symmetrical. So in short, the heroes aren't ready yet.
It looks good to be honest right now However if you would like it to be perfect (if dota read edited normals) you could edit sidewhisker normals to match them with sourounding normals of beard.
http://wiki.polycount.net/VertexNormal
http://wypierpapier.blogspot.com/2010/02/vertex-normal-tutorial.html (sorry thats in polish)
Thanks for the fast response!Where i can see which heroes are available currently for the workshop?
http://www.dota2.com/workshop/requirements
I finished my entry for this months competition. I hope you like it. Cheers!
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=155465296
After seeing your axe for the Darksiders contest I can't wait to see what you come up with for DotA!
man you can do that in blender, if you click on the delete menu and click delete edge loop, it preserves the UVs
This is comming from a 3ds max to blender migrant so listen carefully ...
The dissolve edges doesnt do what you think it should. it removes edges, while verts remain there so basically nothing has changed !
you have two options :
1) dissolve VERTICIES : this will give you an error 100% of the time. Literally.
2) Collapse edges. this preserves UVs and does exactly what you want.
Again, amazing textures by Stefco!
Would love some critique on the masks
EDIT
Both the sword and shield in-game. Can't wait to see everything finished!
I love detail masks, it just brings a whole new level of detail on some items and heroes.
As for the metalness/spec, I'll try! I was fiddling with it earlier, but thought it was too bright. I'll see if I can get that sweet spot where it looks good and not excessively bright.
Thanks for the feedback! I really appreciate it
why i can't import model into workshop? i checked color, normal, mask 1&2... everything fine but i can't import them, the workshop warning import failed and here is the note:
Starting import of mu...
Compiling TGA: materialsrc\models\items\dragon_knight\0x063a7c05\ mu\mu_color.tga
- Compilation successful.
Compiling VTF: materials\models\items\dragon_knight\0x063a7c05\mu \mu_color.vtf
CTargetVTF::Compile( mu_color.vtf ) - RunCommandLine Failed - ""egame\bin\vtex.exe" -nop4 -nopause -dontusegamedir "egame\steam\steamapps\common\dota 2 beta\content\dota\materialsrc\models\items\dragon_ knight\0x063a7c05\mu\mu_color.tga""
P/s: sr guys, im just a newbie and i speak english not well... pls help me, thxs so much
As for the shield, the middle part looks great, but the red outer part is too bland, it looks like you just baked some AO and slapped it onthe red color. You need to ass some color variation there, introduce yellow and orange, as well as some dark red near the bottom. Just basically paint it like the middle part, but with limited fiery palette.
You know what to do, people
Thanks for the feedback! I'll talk with Stefco about the shield textures.
Awesome set by the way, love the beard
thx, i try with SMD file on base helmet... is working
sr he he
wanted to keep it easy and clean.. raaaaaaaampage! The bird nest and the donought O_o
This didn't work, but I ended up preserving the uvs by simply using the decimate modifier in blender. You have little to no control but it worked.
Thanks for the help anyway I know how to navigate and use maya now.
EDIT:
:O you are amazing! although do you know how to use this for first or last vert? the reason I never used it was because it was always in the middle.
Thanks!
I've been showing the bear at the hangouts, you should visit.
Just curious- Why do you post your set before you're finished?
Since we're on this subject, what do you guys think is the best way to release a set: a piece at a time or everything at once?
wow thanks a lot *blushes*
As for the last and first, i'm pretty sure we still don't have the option (except for single vertices) so just collapse the edge, and use the "slide along edge" tool to position it where you want. That's as accurate as it gets. But if you want to do precision work, then ...
you can't do it
All at once.
awesome news Scott
thanks! =]
For now I just went over it with a generic stone alpha but anyone got any good techniques or tips to make it a bit more authentic? I've already googled and came up with nothing so far. Gonna keep looking though!
http://steamcommunity.com/sharedfiles/filedetails/?id=155838428
[ame="http://www.youtube.com/watch?v=UG9Q8bIK2qQ"]ALPHID COURIER[/ame]
More pics in my thread:
http://www.polycount.com/forum/showpost.php?p=1868336&postcount=20