Lookin' good, Vlad but you'd benefit from using more subtools!
Biggest thing I notice with this is the pixelation across the whole model. Vlad- I dig it, but if this is how it's going to look in game you might want to consider re-evaluating your uv layout before going too far into texturing that. At the very least with the wraps.
Biggest thing I notice with this is the pixelation across the whole model. Vlad- I dig it, but if this is how it's going to look in game you might want to consider re-evaluating your uv layout before going too far into texturing that. At the very least with the wraps.
Flat shader in Max displays it like this, no need to worry, it looks awesome.
Flat shader in Max displays it like this, no need to worry, it looks awesome.
Not 100% sure if this will help but what I usually do is just edit the normals, move them all vertically upwards then drop an omni light in with inverse square decay, tweak it then bake it out
Not 100% sure if this will help but what I usually do is just edit the normals, move them all vertically upwards then drop an omni light in with inverse square decay, tweak it then bake it out
Yeah, i know that method. You can also planar the gradient on another map channel and bake it, but the script is way easier. i fixed it by attaching the trueform to other object that gots correct alignment, but i still want to know if there's a correct way to fix that.
Yeah, i know that method. You can also planar the gradient on another map channel and bake it, but the script is way easier. i fixed it by attaching the trueform to other object that gots correct alignment, but i still want to know if there's a correct way to fix that.
Gotta ask, are you going to be adding any of the armor from the bear onto the true form? if not its going to look fairly generic I feel.
that the Contribution submitted pursuant to this Agreement was originally created by You (and, with respect to a Group Contribution, the other Contributors);
that the Contribution submitted pursuant to this Agreement does not infringe or violate any copyright, trade secret, trademark, or other proprietary or personal right held by any party other than You and (with respect to a Group Contribution only) the other Contributors; and
Sometime ago a similar case happened, I e-mailed the original creator and he himself commented on the item asking for removal, was pretty good to see. Maybe we should do the same.
***
In other note, had a really bad struggle with the Sven gauntlet, that was in the wrong position in the .smd source file, leading me to repeatedly have the hands deformed because of the borked initial position.
For people that are having the same problem, I solved it by extracting the model directly from the pack_dir.vpk, then adjusting the mesh to that position.
Now it's almost done, and I'm fairly happy with the results:
P.S.: Is the local game crashing to anyone else? I can't test it ingame =(
Just started working on a new dagger for Slark, textures are still very basic at this stage. Still pretty new at this whole modelling for Dota thing so any feedback would be greatly appreciated.
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes
The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when it loops, when in-game. (just on the blades though, everything else is smooth and loops fine)
No idea if its something to do with
- the rig
- the animation (?)
- the fbx exporter
- something in the dota 2 engine that doesnt like things rotating!
(although gyrocopter seems to work fine)
Also!
- We've tried rotating the blades at slower and faster speeds - neither makes a difference
- In game everything else works, and loops nicely.
- exporting with and without baking the animation in maya first. Made no difference.
i just finish this set few minute ago, have a little asia style... not good but i will do better in future work
nice to meet you guys,
[spoil] [/spoil]
Came up with a Disruptor set of sorts. Tried to make him a bit more post-apocalyptic while not (I think) going over the top, because I like the ring of his backstory. The mount I envisioned as some sort of posthuman animal, but it can always pass off as Raptor-JamieHyneman-Manatee.
@pixelherder. I had a look at your maya file. Your first key frame is not on frame 1 it's on frame 0.8. Just move that key to frame 1 then delete the unnecessary keys between frames 1 and 52 and you will have a nice smooth cycle. It's looking relly cool BTW.
@pixelherder. I had a look at your maya file. Your first key frame is not on frame 1 it's on frame 0.8. Just move that key to frame 1 then delete the unnecessary keys between frames 1 and 52 and you will have a nice smooth cycle. It's looking relly cool BTW.
thats another one for the to-do list.
Thanks a lot for the help!
Came up with a Disruptor set of sorts. Tried to make him a bit more post-apocalyptic while not (I think) going over the top, because I like the ring of his backstory. The mount I envisioned as some sort of posthuman animal, but it can always pass off as Raptor-JamieHyneman-Manatee.
Post-apoc doesn't really fit in with the Dota art style. It's super heavy fantasy and the closest thing to being 'sci-fi' are the Keen folk which are very heavily inspired by steampunk technology. The rest of the set looks alright but could use a little steampunk injection, but the mount idea is IMO ridiculous for this game.
Cool but... I'm surprised with how many typos are in it... and out of a 2 hour+ interview that was 95% positives about the workshop, she only used the negative things I said .
I really think the workshop and the community are awesome I swear! XD
President, positives don't usually bring in as many page hits ; ). In seriousness, though, I think it was good to air some of the gripes; these articles almost always focus solely on how great it is to be the contributor in question, Valve is great, the world is a rainbow, etc. This at least has a greater chance of Valve noticing and thinking about the problems.
President, positives don't usually bring in as many page hits ; ). In seriousness, though, I think it was good to air some of the gripes; these articles almost always focus solely on how great it is to be the contributor in question, Valve is great, the world is a rainbow, etc. This at least has a greater chance of Valve noticing and thinking about the problems.
Yeah.
I'm a noob hobby modeler that's gonna give the workshop a try. Some people will recall some epic fail items i did some time back, but this time i'm planning to take a serious stab. Last time my models failed in the community because they were bad, but the technical bugs, issues and nuances, coupled with (almost) no support from valve (clarification wise, not that they dont have guides etc.) had their share.
Polycount was, and is, a very good source for dota 2, better than valve at-least. I hope it will always be ...
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes
The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when it loops, when in-game. (just on the blades though, everything else is smooth and loops fine)
No idea if its something to do with
- the rig
- the animation (?)
- the fbx exporter
- something in the dota 2 engine that doesnt like things rotating!
(although gyrocopter seems to work fine)
Also!
- We've tried rotating the blades at slower and faster speeds - neither makes a difference
- In game everything else works, and loops nicely.
- exporting with and without baking the animation in maya first. Made no difference.
are you testing on a match with boots or the online one?
awesome reply - the issue seems to be when i look at the workshop preview and when i run a local test server, but it looks similar to what you show there - weird glitched on the loops, missing frames.
I'll pass this onto the animator and see if any of that helps!
I was able to get the animations working, mostly right, for my enchantress item
It's still a bit weird in some areas with some animations, but it's not super noticeable, or at least I don't think it is.
Here's a shot of the 3 items I've done, just need to do my hair and weapon now, then I'll be done!
I wasn't quite sure where to go ask. Just a minor thing, wondering where this weird wireframe is coming from. Shows up when I render yet not in viewport. Any ideas? I
@mithhunter55 edit TGA file with her texture and remove alpha channel or make it whole white Not sure why but texture source from requirements page for QoP has this weird wireframe inside alpha channel
Replies
last pa weapon I uploaded was too thin, guess I overcompensated a bit too much.
Edit: thanks for the info on the particles, gonna try to flatten. update the textures and implement those
Looks like this Santa just tasted those black liquid from X-Files, man.
Lookin' good, Vlad but you'd benefit from using more subtools!
Biggest thing I notice with this is the pixelation across the whole model. Vlad- I dig it, but if this is how it's going to look in game you might want to consider re-evaluating your uv layout before going too far into texturing that. At the very least with the wraps.
Not exactly top - down.
@Bronto, what do you mean?
Flat shader in Max displays it like this, no need to worry, it looks awesome.
Not 100% sure if this will help but what I usually do is just edit the normals, move them all vertically upwards then drop an omni light in with inverse square decay, tweak it then bake it out
Gotta ask, are you going to be adding any of the armor from the bear onto the true form? if not its going to look fairly generic I feel.
edit/ ofcourse forgot the link -.-
http://steamcommunity.com/sharedfiles/filedetails/?id=156210174
Really nice i love it
Grats to anyone else who got stuff in!
What a good day to be alive.
Upvoting, woo!
Bonus pics:
Nice self portrait ike, came out great!
Also, I saw someone post this a couple days ago about ripping this from a DomWar model, and its back up? The guy apparently has permission now? Can anyone clarify? http://steamcommunity.com/sharedfiles/filedetails/?id=156245536&searchtext=
Just to confirm it is from the dominance war, no idea if he has permission though.
http://www.parkparkin.com/gallery/imrod_dw.html
Sure, we may have law, reason and justice on our side but his argument is pretty strong, too:
"Before some of you guys try to S h i t talk I have permission for this."
***
In other note, had a really bad struggle with the Sven gauntlet, that was in the wrong position in the .smd source file, leading me to repeatedly have the hands deformed because of the borked initial position.
For people that are having the same problem, I solved it by extracting the model directly from the pack_dir.vpk, then adjusting the mesh to that position.
Now it's almost done, and I'm fairly happy with the results:
P.S.: Is the local game crashing to anyone else? I can't test it ingame =(
http://www.pcgamer.com/2013/06/29/dnp-meet-the-dota-2-item-creators/
Oh, cool!
0/10 article
pcgamer pls disband /kappa
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes
The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when it loops, when in-game. (just on the blades though, everything else is smooth and loops fine)
In maya everything seems good
[ame="http://www.youtube.com/watch?v=hphZ_v7RuyM"]Maya Anim - All good![/ame]
Heres the anim graph for the blade rotation
http://img.photobucket.com/albums/v714/pixelherder/mok-help_rotation01_zps59eb6bd9.jpg
No idea if its something to do with
- the rig
- the animation (?)
- the fbx exporter
- something in the dota 2 engine that doesnt like things rotating!
(although gyrocopter seems to work fine)
Also!
- We've tried rotating the blades at slower and faster speeds - neither makes a difference
- In game everything else works, and loops nicely.
- exporting with and without baking the animation in maya first. Made no difference.
And if it helps, here's our FBX exporter options AND keyframe baking options
http://img.photobucket.com/albums/v714/pixelherder/mok-help_settings_zps5a7f8229.jpg
If we cant fix this, then we'll have to give up - not ideal, but really not sure where to go from here
If anyone has ANY ideas, then please reply/PM or email me
(pixelherder a t gmail dot com)
If anyone wants to have a look, then click here for the flying idle maya file on Dropbox
Thanks and fingers crossed...
nice to meet you guys,
[spoil]
[/spoil]
HOWEVER! you *should* be able to open it all the same
just look at your file > open > options and see if that does anything for you!
thats another one for the to-do list.
Thanks a lot for the help!
Post-apoc doesn't really fit in with the Dota art style. It's super heavy fantasy and the closest thing to being 'sci-fi' are the Keen folk which are very heavily inspired by steampunk technology. The rest of the set looks alright but could use a little steampunk injection, but the mount idea is IMO ridiculous for this game.
Cool but... I'm surprised with how many typos are in it... and out of a 2 hour+ interview that was 95% positives about the workshop, she only used the negative things I said .
I really think the workshop and the community are awesome I swear! XD
Can some of u tell me which one u prefer?
http://steamcommunity.com/sharedfiles/filedetails/?id=156540462
Yeah.
I'm a noob hobby modeler that's gonna give the workshop a try. Some people will recall some epic fail items i did some time back, but this time i'm planning to take a serious stab. Last time my models failed in the community because they were bad, but the technical bugs, issues and nuances, coupled with (almost) no support from valve (clarification wise, not that they dont have guides etc.) had their share.
Polycount was, and is, a very good source for dota 2, better than valve at-least. I hope it will always be ...
are you testing on a match with boots or the online one?
see if its the same problem here
[ame="http://www.youtube.com/watch?v=PVzfeVPXOug"]idle hawk anim problem - YouTube[/ame]
left one is my run cycle with 19fps, you can see that it doent loop right, because of the default one is 27 frames
when i made it last 27frames (middle video) it worked
because the default one is 27 frames (right video)
when you run a online game the server forces some of the loop animations, that could be your problem
when you play a match with bots, that games is local and the server will not force the loop
same problem here
[ame="http://www.youtube.com/watch?v=ZnhWIZi2wpw"]idle anim loop issue - YouTube[/ame]
awesome reply - the issue seems to be when i look at the workshop preview and when i run a local test server, but it looks similar to what you show there - weird glitched on the loops, missing frames.
I'll pass this onto the animator and see if any of that helps!
It's still a bit weird in some areas with some animations, but it's not super noticeable, or at least I don't think it is.
Here's a shot of the 3 items I've done, just need to do my hair and weapon now, then I'll be done!
I
Ty
Everyone seems to prefer the WR's one
I think I'll produce 2 versions of it!