sorry this took so long, i just got back from a little vacation to Colorado, its so damn nice there this time of year.
how did u get the scrolling UV's and color change to work on a weapon?
@Pale-Face
Vlad answered your question pretty accurately, I'm not sure if I can do a much better job answering.
All I did was add some mask info to the detail map channel of the texture and DOTA did the rest of the work.
The tileabe texture is predefined by the game, I believe your UV rotations may have an effect the direction it tiles (from left to right or top to bottom, how ever it scrolls). But I honestly dont know for certain.
I was surprised when I tested the sword in game that my blue shifted to red with out me doing anything, I thought that was pretty awesome. I assume it just automatically shifts anything blue to red, because my detail mask is just defining where the yellow tile texture goes.
wow thanks guys, I never really thought there was anything special about my textures, there is so much awesome work all over this thread. I guess i'll run through how I do my UV's... see if I can come up with any useful info.
Ok so, to maximize my texel density I do a number of things.
I mirror the crap out of everything.... thats a pretty obvious one.
Make sure the most important elements take up as much space as they can, other less important elements can be scaled down and shoved in between them. Some very minor uv chunks only take up enough space to be have basic color fill read well.
I tend to square out my Uvs after I relax them, it makes it easier to pack them more tightly. This might cause a bit of texel wobbling internally, BUT painting in 3d with 3dcoat corrects that as you paint, so no real problem there for me. It also makes reduction along that geo not cause texture problems.
I only I paint at double res, although this may be a personal preference I feel any more than double you are just making it easier for yourself to waste time on details that wont show up anyway, and I have a bad enough problem with that as it is, so I don't work over double.
Then the rest is just packing the UV s as tight as I can, leaving enough space in between to prevent texture bleed when it scales down in game. Sometimes I push them a bit close, but if they are the same color, then a little bleed from the uvs next door is not to bad if its bleeding over the same color anyway.
Also, since I paint in 3d I dont care about UV rotation, just maximizing my texture usage.
I do very little actual painting in photoshop
I do a quick AO and normal map bake at resolution and I will re UV and re bake things down if my first pass at UVs didnt work out so well.
Hope that helps... i'm not so good at words.
here is the sven sword texture and UVs:
you can probably gather more info just by looking at it than I can by trying to explain.
Super informative Jeremy, could you explain a bit more as to why 3d coat fixes texel wobbling when you work that way?
here is a quick and dirty visual example of crap uvs and painting in 3d:
As you draw a line or circle on the mesh in 3d across the mesh, in real time the 3d painting program projects the data on to the texture where it needs to be in order for it to look correct when displayed on the mesh. it also draws across seams, a real nice bonus
the flight anim will be totally different, it looks too much like he's walking
Wow great work on the courier, turned out great, also love the hole kotl idea. Only the front legs of the deer look kinda weird now..
Now I finished my Chaos Knight set, which isn't doing to well on the workshop unfortunatly. Sometimes I'm wondering why a lot of ppl do like blurry textures with a lot of detail which don't even turn up ingame, more that basic and clean textures. Oh well maybe I need to put in some more effort..
For now I'm working on my witch doctor set again. Now that the alpha maps are for all heroes, I can finially finish up things. Remoddeled the belt and added a potion and ritual knife to it. Still need to think of something for the back slot and maybe a sommon as well.
The dog looks awesome, Neox - Regarding his flying animation, perhaps make his legs work in double-time so it looks less like he's walking and more like he's trying to swim in the sky.
he now moves all limbs pretty much in synch and uses the tail as a rotor
Sorry for jumping in here and asking questions like a complete noob:
How easy it it to create items with Max and not Maya? Obviously modelling and texturing doesn't matter.
Is the tricky part when you have to paint the skinning weights? Or can that be done in Max?
Sorry for jumping in here and asking questions like a complete noob:
How easy it it to create items with Max and not Maya? Obviously modelling and texturing doesn't matter.
Is the tricky part when you have to paint the skinning weights? Or can that be done in Max?
I recently started dabbling with skinning in max and frankly, doesn't seem to be hard the moment you know your way around.
I'd love to get some feedback on this Spectre set concept.
it's kinda hard to judge Spectre items, because her design is so complicated, but i like this one. You may want to trade the blues for something else, to differentiate from the set already ingame.
also if you can, i'd try to change the values of the individual parts slightly so they read better from a distance right now it's all mushing together pretty much when scaled down
The presentation is horrible, the thunmbnails are low-res textures. You got those super-nice bakes, do nice renders with them!
No loadout or portrait images, creepy smile on the thumbnails, not to mention broken anatomy (that's because of the way WR modelled, but nonetheless)
The promo image is muddy, the bow and the arrow point at different directions, there's no movement in the picture, the arrow is glued to the bow, so WR just released the string and it's still there. You may want to either depict "before" or "after" to show some action.
Part that you need:
"Classical art tends to imply the energy and movement of characters by putting them in poses of dynamic tension, or by depicting the flow of hair or drapery to suggest motion"
Hmmm, am I the only one who is having problem with the ingame preview local server? Constantly crashing since latest patch for me The itemtester is working fine but after i pick hero the game crashes. Worked like a charm before.
Hmmm, am I the only one who is having problem with the ingame preview local server? Constantly crashing since latest patch for me The itemtester is working fine but after i pick hero the game crashes. Worked like a charm before.
Thanks guy for the feedback. Vlad, you made us cry a little but the truth is hard, right. I'll see if i can get some better renders, just have to learn mental ray first. A better promo is also under construction.
you might get better results with less time having to learn technical things by using vray or keyshot, if you want to get some nice renders quickly : )
Paskie, just out of curiosity, do you use Blender? Either way, what file format you use to export?
I'm in the same boat here, as you can see for my post there.
I use Maya and FBX. The weird thing is that it's just the headslot that is giving me trouble. I'm going to try some stuff and binding to different bones, maybe has something to do with that.
Thanks guy for the feedback. Vlad, you made us cry a little but the truth is hard, right. I'll see if i can get some better renders, just have to learn mental ray first. A better promo is also under construction.
Sorry
You don't have to go far, you can actually use your model viewer/SFM where you got your current thumbnails, just load up high-res texture for WR and your items (Import and resave them in VTFedit, then place in corresponding folders). You can also pose and use D2 shaders there!
Ah! Also, when showcasing the shoulder/hair, do not remove the cape, because the hair looks weird and floating.
I use Maya and FBX. The weird thing is that it's just the headslot that is giving me trouble. I'm going to try some stuff and binding to different bones, maybe has something to do with that.
I use Max and it crashes every time i try to test Sven back slot. So it's not because of the software/bones issue. I tested that, just have to wait for ze fixes.
Where do you guys get your ingame model viewer pictures ? I usually take a screenshot form the importer tool, but thats WAY too loweres. My resolution is 1600x900, but when i crop it down it becomes super low quality.
Sorry
You don't have to go far, you can actually use your model viewer/SFM where you got your current thumbnails, just load up high-res texture for WR and your items (Import and resave them in VTFedit, then place in corresponding folders). You can also pose and use D2 shaders there!
Ah! Also, when showcasing the shoulder/hair, do not remove the cape, because the hair looks weird and floating.
I use Max and it crashes every time i try to test Sven back slot. So it's not because of the software/bones issue. I tested that, just have to wait for ze fixes.
Thx! That saves me a bunch of time testing stuff that wont help
Hmm, i wonder if it is the back slot for other heroes too?
sorry this took so long, i just got back from a little vacation to Colorado, its so damn nice there this time of year.
@Pale-Face
Vlad answered your question pretty accurately, I'm not sure if I can do a much better job answering.
All I did was add some mask info to the detail map channel of the texture and DOTA did the rest of the work.
The tileabe texture is predefined by the game, I believe your UV rotations may have an effect the direction it tiles (from left to right or top to bottom, how ever it scrolls). But I honestly dont know for certain.
I was surprised when I tested the sword in game that my blue shifted to red with out me doing anything, I thought that was pretty awesome. I assume it just automatically shifts anything blue to red, because my detail mask is just defining where the yellow tile texture goes.
wow thanks guys, I never really thought there was anything special about my textures, there is so much awesome work all over this thread. I guess i'll run through how I do my UV's... see if I can come up with any useful info.
Ok so, to maximize my texel density I do a number of things.
I mirror the crap out of everything.... thats a pretty obvious one.
Make sure the most important elements take up as much space as they can, other less important elements can be scaled down and shoved in between them. Some very minor uv chunks only take up enough space to be have basic color fill read well.
I tend to square out my Uvs after I relax them, it makes it easier to pack them more tightly. This might cause a bit of texel wobbling internally, BUT painting in 3d with 3dcoat corrects that as you paint, so no real problem there for me. It also makes reduction along that geo not cause texture problems.
I only I paint at double res, although this may be a personal preference I feel any more than double you are just making it easier for yourself to waste time on details that wont show up anyway, and I have a bad enough problem with that as it is, so I don't work over double.
Then the rest is just packing the UV s as tight as I can, leaving enough space in between to prevent texture bleed when it scales down in game. Sometimes I push them a bit close, but if they are the same color, then a little bleed from the uvs next door is not to bad if its bleeding over the same color anyway.
Also, since I paint in 3d I dont care about UV rotation, just maximizing my texture usage.
I do very little actual painting in photoshop
I do a quick AO and normal map bake at resolution and I will re UV and re bake things down if my first pass at UVs didnt work out so well.
Hope that helps... i'm not so good at words.
here is the sven sword texture and UVs:
you can probably gather more info just by looking at it than I can by trying to explain.
Sorry
You don't have to go far, you can actually use your model viewer/SFM where you got your current thumbnails, just load up high-res texture for WR and your items (Import and resave them in VTFedit, then place in corresponding folders). You can also pose and use D2 shaders there!
Thanks guy for the feedback. Vlad, you made us cry a little but the truth is hard, right. I'll see if i can get some better renders, just have to learn mental ray first. A better promo is also under construction.
there is no need in menthal ray, Nannou. I suggest u to go with this with Vray. U can actually just render it with neutral gray material in vray with light somewhere on top front, and put that awesome bw picture with the overlay 40%, as a composite render pass in PS. And if it will be not in enough, then yea u can use some relf/bump-normal textures to get real good picture.
there is no need in menthal ray, Nannou. I suggest u to go with this with Vray. U can actually just render it with neutral gray material in vray with light somewhere on top front, and put that awesome bw picture with the overlay 40%, as a composite render pass in PS. And if it will be not in enough, then yea u can use some relf/bump-normal textures to get real good picture.
yup because MR isn't built in all of the tools and vray doesn't need a seperate license
Abbadon looks as you'd expect which is good but I dont like the look of legion commander, very boring.
On a seperate note does anyone know how to open two models on the alien swarm SDK steam tool? Because im trying to load outworld's body and head but can only open one at a time, really frustrating.
Abbadon looks as you'd expect which is good but I dont like the look of legion commander, very boring.
On a seperate note does anyone know how to open two models on the alien swarm SDK steam tool? Because im trying to load outworld's body and head but can only open one at a time, really frustrating.
Thanks was a bit misleading named "load weapon" but the head is a little offset, his jaw is bent im guessing because of clipping issues, so how to I fuse the two?
almost there, it already is ingame and works just fine, the presenation version needs a bit of polish, the detaillevel is just not made for this size ^^
Hello all. I'm trying to make an animation to an item itself, not in the hero model. Is there any possibility to do so at the moment? The animation would play on attack.
Replies
Vlad answered your question pretty accurately, I'm not sure if I can do a much better job answering.
All I did was add some mask info to the detail map channel of the texture and DOTA did the rest of the work.
The tileabe texture is predefined by the game, I believe your UV rotations may have an effect the direction it tiles (from left to right or top to bottom, how ever it scrolls). But I honestly dont know for certain.
I was surprised when I tested the sword in game that my blue shifted to red with out me doing anything, I thought that was pretty awesome. I assume it just automatically shifts anything blue to red, because my detail mask is just defining where the yellow tile texture goes.
@Spudnik, Prophet9, Acap
wow thanks guys, I never really thought there was anything special about my textures, there is so much awesome work all over this thread. I guess i'll run through how I do my UV's... see if I can come up with any useful info.
Ok so, to maximize my texel density I do a number of things.
I mirror the crap out of everything.... thats a pretty obvious one.
Make sure the most important elements take up as much space as they can, other less important elements can be scaled down and shoved in between them. Some very minor uv chunks only take up enough space to be have basic color fill read well.
I tend to square out my Uvs after I relax them, it makes it easier to pack them more tightly. This might cause a bit of texel wobbling internally, BUT painting in 3d with 3dcoat corrects that as you paint, so no real problem there for me. It also makes reduction along that geo not cause texture problems.
I only I paint at double res, although this may be a personal preference I feel any more than double you are just making it easier for yourself to waste time on details that wont show up anyway, and I have a bad enough problem with that as it is, so I don't work over double.
Then the rest is just packing the UV s as tight as I can, leaving enough space in between to prevent texture bleed when it scales down in game. Sometimes I push them a bit close, but if they are the same color, then a little bleed from the uvs next door is not to bad if its bleeding over the same color anyway.
Also, since I paint in 3d I dont care about UV rotation, just maximizing my texture usage.
I do very little actual painting in photoshop
I do a quick AO and normal map bake at resolution and I will re UV and re bake things down if my first pass at UVs didnt work out so well.
Hope that helps... i'm not so good at words.
here is the sven sword texture and UVs:
you can probably gather more info just by looking at it than I can by trying to explain.
here is a quick and dirty visual example of crap uvs and painting in 3d:
As you draw a line or circle on the mesh in 3d across the mesh, in real time the 3d painting program projects the data on to the texture where it needs to be in order for it to look correct when displayed on the mesh. it also draws across seams, a real nice bonus
Wow great work on the courier, turned out great, also love the hole kotl idea. Only the front legs of the deer look kinda weird now..
Now I finished my Chaos Knight set, which isn't doing to well on the workshop unfortunatly. Sometimes I'm wondering why a lot of ppl do like blurry textures with a lot of detail which don't even turn up ingame, more that basic and clean textures. Oh well maybe I need to put in some more effort..
For now I'm working on my witch doctor set again. Now that the alpha maps are for all heroes, I can finially finish up things. Remoddeled the belt and added a potion and ritual knife to it. Still need to think of something for the back slot and maybe a sommon as well.
Woo nice!
Have a concept quite similar, but luckily quite different as well, good to see the details around the idea being quite visible in-game
he now moves all limbs pretty much in synch and uses the tail as a rotor
How easy it it to create items with Max and not Maya? Obviously modelling and texturing doesn't matter.
Is the tricky part when you have to paint the skinning weights? Or can that be done in Max?
I recently started dabbling with skinning in max and frankly, doesn't seem to be hard the moment you know your way around.
finished my two weapons
http://steamcommunity.com/sharedfiles/filedetails/?id=158077427
http://steamcommunity.com/sharedfiles/filedetails/?id=158607351
I would like to get some criticism for this headgear.
Thanx
workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=157634809
GAH!
What's up with the creepy smile?
The presentation is horrible, the thunmbnails are low-res textures. You got those super-nice bakes, do nice renders with them!
No loadout or portrait images, creepy smile on the thumbnails, not to mention broken anatomy (that's because of the way WR modelled, but nonetheless)
The promo image is muddy, the bow and the arrow point at different directions, there's no movement in the picture, the arrow is glued to the bow, so WR just released the string and it's still there. You may want to either depict "before" or "after" to show some action.
You may read up on this here or here
Part that you need:
"Classical art tends to imply the energy and movement of characters by putting them in poses of dynamic tension, or by depicting the flow of hair or drapery to suggest motion"
tyty
I'm in the same boat here, as you can see for my post there.
vlads right you can improve the promo a ton. : )
though im partial to the version you did in hangout
I use Maya and FBX. The weird thing is that it's just the headslot that is giving me trouble. I'm going to try some stuff and binding to different bones, maybe has something to do with that.
You don't have to go far, you can actually use your model viewer/SFM where you got your current thumbnails, just load up high-res texture for WR and your items (Import and resave them in VTFedit, then place in corresponding folders). You can also pose and use D2 shaders there!
Ah! Also, when showcasing the shoulder/hair, do not remove the cape, because the hair looks weird and floating.
I use Max and it crashes every time i try to test Sven back slot. So it's not because of the software/bones issue. I tested that, just have to wait for ze fixes.
To be fair, it worked two times out of almost 50 tries, both with single items, but it crashed with the exact same items applied when I tried again.
It also crashed with my PA set, that was totally fine back when I published it.
Seems like I'll have to wait for ze fixes then
Am i missing something ?
Thx! That saves me a bunch of time testing stuff that wont help
Hmm, i wonder if it is the back slot for other heroes too?
WIP
Thank you. Did not thought it is so easy)
there is no need in menthal ray, Nannou. I suggest u to go with this with Vray. U can actually just render it with neutral gray material in vray with light somewhere on top front, and put that awesome bw picture with the overlay 40%, as a composite render pass in PS. And if it will be not in enough, then yea u can use some relf/bump-normal textures to get real good picture.
yup because MR isn't built in all of the tools and vray doesn't need a seperate license
Nearly finished
On a seperate note does anyone know how to open two models on the alien swarm SDK steam tool? Because im trying to load outworld's body and head but can only open one at a time, really frustrating.
Thanks was a bit misleading named "load weapon" but the head is a little offset, his jaw is bent im guessing because of clipping issues, so how to I fuse the two?
almost there, it already is ingame and works just fine, the presenation version needs a bit of polish, the detaillevel is just not made for this size ^^