Stefco - Good job.
Vlad - thank you. It works now)
I will have to fix weights and make some shader masks adjustments, but it is already routine)
Hope Valve will fix true form soon. Eagerly want to look on mine ingame.:)
with the scrolling uvs.. can u supply your own detail map texture? and do u have to do some VMT trickery to get it all working? or must the character support this originally
with the scrolling uvs.. can u supply your own detail map texture? and do u have to do some VMT trickery to get it all working? or must the character support this originally
VMT magic is forbidden, hero and all of his items use one material, this happens because hero and all of his items are "baked" at the start of the match, i guess.
So you'll have to roll with the detail texture that hero has. Hopefully, they're fitting most of the time.
I have finished modeling a new staff for crystal maiden, but i dont have a clue on the method that *should* be used to get some promo pics off my model (noob here, go easy)
I dont want to use the ingame pick from the model importer, and inside blender i have no mask effects which are essential for realism. I also dont know how to import it into the alien swarm SDK model viewer ( although it works perfectly for all the models already ingame, just gives me an error when i try to import my compiled mdl)
Thanks for the replies, as they will become resources for future people that have such questions.
Everyone does it differently. Some do use the alien swarm SDK and I know a lot of people(myself included) use Marmoset Toolbag. Sure you don't get the EXACT look but you can fake it with lights and post-fx
@Sukkoto Thanks for the reply. i have take a snapshot from inside blender to show it to you guys here ...
How is it ? if it has flaws, tell me and i will try to fix them.
So .. anything wrong or general opnions/ critics?
Well. I would say you to look more on how Valve create their textures.
Gold is not just bright yellow color. Actually gold has reflections and its color varies. Try to look on photo reference and top rated workshop items. Chen is good example what i mean - there are some golden elements in his armor. Look through his materials, I think it will help. Also If you trying to create crystal - Look at the crystals handpainted examples.
IMO World of Warcraft textures are good thing to look at.
Also do not forget about gradients and hand painted shadows. Surfaces are rarely looks like plain color. Brightness varies from top to bottom.
Baking ambient occlusion can help a lot.
Anyway interesting design, but too bright now in my opinion.)
Hope it help.
Ceedric and I were hard at work on this Pugna set. Last night he uploaded the sculpt and forgot to update here. Let us know what you think as we are moving a long to the next stages.
Maybe we should sticky some kind of a technical thread or make a FAQ thread. Right now its hilarious how many single threads are made, and the forum in general are becoming a bit messy.
Something like this could be easily just a question in technical thread: http://www.polycount.com/forum/showthread.php?t=122812 http://www.polycount.com/forum/showthread.php?t=122545 http://www.polycount.com/forum/showthread.php?t=122746
Just first two pages of and 3 threads that should be not here.
Also some people started making thread for sets, instead of their workshop grouping all of their work, that in my opinion should also be forbidden.
However maybe I am just to overreacting, I would like to know what you guys think about it?:)
There already is a Technical Thread on the 3rd page of threads right now. It should be stickied though to avoid people not being able to find it.
As for limiting the creation of threads, I don't think it's too big of a deal. Nearly everything is posted in here anyway if you check every day. The personal threads are just better to see all of one person's WIP's consolidated. I would prefer as you said to try and limit people to having one personal workshop thread but there's not really a good way to enforce that.
Good idea. spent a lot of time trying to find info about my Lone druid bug. Definitely need to create something like FAQ without unnecessary comments. May be even hero - specified posts, that can be filled with useful info.
after searching for quite a lot of time and not being able to turn up with a satisfying result for my issue, I am now hoping to find some help in this sacred place of infinite Workshop knowledge. Please don't let me down
I personally love tinkering with particle effects but I am currently hitting a wall as massive as steel when it comes to connecting particle files with .smd/.fbx files. It's no problem to overwrite default particle effects to test them ingame, but hat isn't exactly smooth and does not work for particle effects which are supposed to be attached to items.
I've heard that there is some way to code particle files (and Control Points for the files) into the .smd/.fbx files. Does anyone of you happen to know a way to do facilitate that?
Tried to upload my set, but two items didn't upload at all and getting error messages
Normally f5 will fix it, but not anymor.. Always having problems uploading items...
Well. I would say you to look more on how Valve create their textures.
Gold is not just bright yellow color. Actually gold has reflections and its color varies. Try to look on photo reference and top rated workshop items. Chen is good example what i mean - there are some golden elements in his armor. Look through his materials, I think it will help. Also If you trying to create crystal - Look at the crystals handpainted examples.
IMO World of Warcraft textures are good thing to look at.
Also do not forget about gradients and hand painted shadows. Surfaces are rarely looks like plain color. Brightness varies from top to bottom.
Baking ambient occlusion can help a lot.
Anyway interesting design, but too bright now in my opinion.)
Hope it help.
Thanks for the tips.
But as i said in my post, those are my bare diffuse maps. No cavity or AO is added to them. My whole problem was to find a way to import them into the model viewer, but i can't seem to do it so i have to look for alternatives ...
@mihal
Looks awesome! The one thing I'd really suggest is to add a color gradient to the big triangular cloth piece, it just looks quite flat in the grand scheme of things right now.
Hey, I'm running into some trouble with submitting models using the Dota 2 client. I've submitted items before, but my same process seems to be giving me trouble on some heroes using the folders accessible from the Technical Requirements page.
Using Maya 2012, I import the smd, import my item, smooth bind the item to the proper joints, then export them into an fbx, same as usual. However on some heroes the model becomes extremely tiny when uploaded into the client and I have no idea why. Is there something basic I'm getting wrong? (Sorry if the answer is buried deep in this thread)
Some great entries this last page, good job everyone.
***
I need help. I can't see my Sven set ingame, I tried almost everything I could, updated everything I have, tried to start the Dota client in almost every way possible, tried to export in .DMX, and it keeps crashing.
I imported the PA set I submitted in April, and it's not working also. In the time I uploaded it it worked fine, I have no idea of what's going on.
Anyone else that uses Blender is having the same issue? Because as I can see, nobody seems to have a problem with that.
It's the very last step for me to upload the set, this is so frustrating :x
Fluoxetine :I would darken the blade a bit to show the variations of shading on it
Spudnik :You are right ..I will darken the bones on the shields allso . tnx
Do you guys feel this clipping is too glaring? I could add a bit of a gilded hole (think shoe lace hole) if I really need to but I can't really edit the model that much.
Spudnik: from my experience the eyebrows themself dont move . I made my skywrath cloack verry tight and i didnt had any issues
you could test your mesh ithout textures ingame ..
Weapon done (made by a friend )
-made the helm's horns bigger
- added some color variation on the shoulders
-moved the dagger on the right side to not interfeer with the weapon when running
I'm preety satisfied with it , I need to work on the back shields a little to make them shinier .
Hopefully tomorow I will make the presentation image and upload it
that brew set is fantastic.
clickses for the workshopses.
for the July contest. fastest item i've ever done. concepted last night. also...curse CK's immovable particle. >:C
that brew set is fantastic.
clickses for the workshopses.
for the July contest. fastest item i've ever done. concepted last night. also...curse CK's immovable particle. >:C
Somehow it feels like the sculpt was looking better, not sure if that's the overall dullness of the CK material, texture downsizing or the combination of all, but it's kinda hard to read as a face, and the details are lost. Not sure if that's the view angle provided, or something lost in the translation to the game.
reverendK . you lack the highlights on the face to give it volume , and the fire "cracks" were better in the concept couse they were going inline with the face's features
Try to lighten all the texture up a bit to stand out .. If you look at the standard one it stands out verry well.
Good luck
Replies
Vlad - thank you. It works now)
I will have to fix weights and make some shader masks adjustments, but it is already routine)
Hope Valve will fix true form soon. Eagerly want to look on mine ingame.:)
So you'll have to roll with the detail texture that hero has. Hopefully, they're fitting most of the time.
Mount done!
I have finished modeling a new staff for crystal maiden, but i dont have a clue on the method that *should* be used to get some promo pics off my model (noob here, go easy)
I dont want to use the ingame pick from the model importer, and inside blender i have no mask effects which are essential for realism. I also dont know how to import it into the alien swarm SDK model viewer ( although it works perfectly for all the models already ingame, just gives me an error when i try to import my compiled mdl)
Thanks for the replies, as they will become resources for future people that have such questions.
How is it ? if it has flaws, tell me and i will try to fix them.
So .. anything wrong or general opnions/ critics?
Well. I would say you to look more on how Valve create their textures.
Gold is not just bright yellow color. Actually gold has reflections and its color varies. Try to look on photo reference and top rated workshop items. Chen is good example what i mean - there are some golden elements in his armor. Look through his materials, I think it will help. Also If you trying to create crystal - Look at the crystals handpainted examples.
IMO World of Warcraft textures are good thing to look at.
Also do not forget about gradients and hand painted shadows. Surfaces are rarely looks like plain color. Brightness varies from top to bottom.
Baking ambient occlusion can help a lot.
Anyway interesting design, but too bright now in my opinion.)
Hope it help.
Something like this could be easily just a question in technical thread:
http://www.polycount.com/forum/showthread.php?t=122812
http://www.polycount.com/forum/showthread.php?t=122545
http://www.polycount.com/forum/showthread.php?t=122746
Just first two pages of and 3 threads that should be not here.
Also some people started making thread for sets, instead of their workshop grouping all of their work, that in my opinion should also be forbidden.
However maybe I am just to overreacting, I would like to know what you guys think about it?:)
As for limiting the creation of threads, I don't think it's too big of a deal. Nearly everything is posted in here anyway if you check every day. The personal threads are just better to see all of one person's WIP's consolidated. I would prefer as you said to try and limit people to having one personal workshop thread but there's not really a good way to enforce that.
after searching for quite a lot of time and not being able to turn up with a satisfying result for my issue, I am now hoping to find some help in this sacred place of infinite Workshop knowledge. Please don't let me down
I personally love tinkering with particle effects but I am currently hitting a wall as massive as steel when it comes to connecting particle files with .smd/.fbx files. It's no problem to overwrite default particle effects to test them ingame, but hat isn't exactly smooth and does not work for particle effects which are supposed to be attached to items.
I've heard that there is some way to code particle files (and Control Points for the files) into the .smd/.fbx files. Does anyone of you happen to know a way to do facilitate that?
I hope you can help me
Kind regards,
Automedic
Now its here, on Workshop
Radiant Claive
Tried to upload my set, but two items didn't upload at all and getting error messages
Normally f5 will fix it, but not anymor.. Always having problems uploading items...
Thanks for the tips.
But as i said in my post, those are my bare diffuse maps. No cavity or AO is added to them. My whole problem was to find a way to import them into the model viewer, but i can't seem to do it so i have to look for alternatives ...
Atm it looks like this :
horns enlarged:)
feedback welcomed:)
cheers
Here's the finished result! click on the image for the workshop page, if you like it plz vote or leave a comment
http://steamcommunity.com/sharedfiles/filedetails/?id=157729057&searchtext=
It's a remake of my first item from two weeks ago... Same concept, but this time I somewhat knew what I was doing.
-N
Looks awesome! The one thing I'd really suggest is to add a color gradient to the big triangular cloth piece, it just looks quite flat in the grand scheme of things right now.
http://steamcommunity.com/sharedfiles/filedetails/?id=157747303
Using Maya 2012, I import the smd, import my item, smooth bind the item to the proper joints, then export them into an fbx, same as usual. However on some heroes the model becomes extremely tiny when uploaded into the client and I have no idea why. Is there something basic I'm getting wrong? (Sorry if the answer is buried deep in this thread)
Example of tiny shoulder pad:
Our Batrider set is done!
http://steamcommunity.com/workshop/filedetails/?id=157799952
***
I need help. I can't see my Sven set ingame, I tried almost everything I could, updated everything I have, tried to start the Dota client in almost every way possible, tried to export in .DMX, and it keeps crashing.
I imported the PA set I submitted in April, and it's not working also. In the time I uploaded it it worked fine, I have no idea of what's going on.
Anyone else that uses Blender is having the same issue? Because as I can see, nobody seems to have a problem with that.
It's the very last step for me to upload the set, this is so frustrating :x
Spudnik :You are right ..I will darken the bones on the shields allso . tnx
you could test your mesh ithout textures ingame ..
Yeah just checked again, they really barely move at all in that case, what about something like this :
that's more or less what I did to get around those ridiculous brows.
-made the helm's horns bigger
- added some color variation on the shoulders
-moved the dagger on the right side to not interfeer with the weapon when running
I'm preety satisfied with it , I need to work on the back shields a little to make them shinier .
Hopefully tomorow I will make the presentation image and upload it
Last feedback welcomed .
cheers
http://steamcommunity.com/sharedfiles/filedetails/?id=157909350
http://steamcommunity.com/workshop/filedetails/?id=157916677
clickses for the workshopses.
for the July contest. fastest item i've ever done. concepted last night. also...curse CK's immovable particle. >:C
Try to lighten all the texture up a bit to stand out .. If you look at the standard one it stands out verry well.
Good luck