Anyone have any tips on how to rig a Tidehunter off hand item? I'm trying to rig this treasure chest with a chain similar to the naval mine but it's being quite a rat.
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 ^^
Nigga, das kawaii. Just like in my Japanese animes.
Let me check the files
Looks like there, bunch of stuff. Stitched set, for Batrider, Blood Covenant set for Bloodseker, Aqwanderer for Dark Seer, Hecate for Death Prophet, NightStalker set now gots blue gems instead of purple, Dire Ward is in the files and that's pretyy much it.
Tons of awesome stuff going in, even some older sets and items. Grats all!
This is looking like a pretty great update. I already tried Abbadon out in test and he was interesting and looks cool. Will be fun to make cosmetics for.
Thanks! i actually tried something new and rendered it in zbrush, it gives bunch of nice masks and you can bake the lighting and materials and on and on.
Might as well share the wisdom.
First of all, you import the hero model you decompiled/got in the archive.
Then you import/merge your items and they should stick if you skinned em.
Then you import the animation file that you can decompile, or you can pose the guy yourself.
After that, you offset the uv maps for every item. One to the left, one to the right, one to the top and so on.
Then you attach everything together, select the UV map and fit it into the default size and export it without the bones.
Now we need to combine the textures for every item on one sheet and save it separately.
Load up the Zbrush and import our hero.
Now assign the texture to him (you may want to flip it vertically)
After that you may want to subdivide him a couple of times without smoothing and then a couple of times with smoothing On.
Now you can either fix something right in Zbrush, create polypaint from texture to add some adjustment or start rendering right away.
Zbrush gives you bunch of settings and works very smooth, i'll definitely try it some more. There's also bunch of tutorials about it.
Wow Vlad, that set is looking great, fits him really well!
Also nice tutorial on the rendering part, I will try that out next time.
Started creating an item for the contest this month, was hoping for some feedback and support. Textures are still very wip. It seems I can;t get the masks to work correctly, when I activate them the complete model is really dark and shiny and whatever I try I can;t seem to get it fixed!
These shots are without masks on, will make one with masks.
This is with masks on, whatever I do I can't seem to get it fixed, tried almost every combination and possibility but maybe I'm missing something..
Changed the picture, but it can't be any chanel because when i leave everything blank except a small white dot on the alpha so they work it 's still so dark. So in my opinion it can only be the material properties Valve gave it.. :S
Could you post the individual channels? Its kinda impossible to understand it all combined. It could be the Blue channel in Mask 2 thats causing it to darken. Tint spec by color.
Hey anyone understand why when i save a screenshot in alien swarm SDK it only saves the top half of the picture but the rest turns out as blanc white??
Yeah - mask 2 Blue channel is probably waaaay too white. If it's tinting the spec 100% by the diffuse, and it's a dark color in those areas, it will pretty much kill your specularity completely.
Well are you sure because this is what i get if everything is black. It's even worse and i tried to just remove the mask 2 blue channel, but it's useless.. It looks like the manual about the masks can be thrown out in the trash with bloodseekers material properties.
andy - I'd try going back to the earlier masks shown, but make channel B on both mask1 and 2 pure black to test.
Metalness always darkens things a lot, plus a dark diffuse and your spec being drown out by tint spec by color channel.
Also the lighting in the previewer doesn't seem to actually reflect from his blades in idle position, try scrubbing through the attack animations to see what it looks like with spec hitting it.
Even then it seems strangely dark, but hopefully that will help.
Andyk125 -- I am struggling with masks on my Pudge hook as well. I've done a decent number of items now and each one feels like a different beast when it comes to the materials and mask maps. I agree with you that it seems like so much is dictated by whatever is defined in the vmt that it can feel like the maps themselves become pointless.
With my Pudge hook I really wanted to have a dull-ish metal surface with a medium spec pulling some of the color from the diffuse. On top of that I wanted some old, dried blood that had no spec whatsoever, and on top of that some fresh blood with an intense, very white, very tight wet spec highlight. I just simply could not get that effect with the masks. If any Valve representatives are lurking here, I'd love to hear from them on the topic.
mihalceanu -- I love the execution of your boat, but I just feel like it could be larger. I get that Tide is huge and the boat being smaller makes him feel bigger, but it also makes the boat feel weaker as a weapon. My 2 cents.
How did you get the model viewer shots ? in my importer model viewer (where i get my shots) i get miserable 300*300 px resolutions even though i have a 1600x900 resolution. How are yours so high quality ? do you have a 40K*30K res monitor !?
How did you get the model viewer shots ? in my importer model viewer (where i get my shots) i get miserable 300*300 px resolutions even though i have a 1600x900 resolution. How are yours so high quality ? do you have a 40K*30K res monitor !?
Where are Model Viewer shots on his page? The main thumbnail is probably taken from either Marmoset or a real time shader in Max like Xoliul's or 3PointShader.
Where are Model Viewer shots on his page? The main thumbnail is probably taken from either Marmoset or a real time shader in Max like Xoliul's or 3PointShader.
I mean the ingame-ish shots. You know, on the pedestals. just like the model preview in the in-game importer.
I mean the ingame-ish shots. You know, on the pedestals. just like the model preview in the in-game importer.
On my 1920x1080 resolution that in game preview is about 500x500 pixels which adds up to the 1024x1024 resolution he has above with four of them in one.
7thBattery: I tried to make it as big as possible without clipping into the ground when walking . at its lowest point he is barely not clipping , but I agree , I wanted to make it a lil bigger myself allso .
HntrLuc : tnx
Gamer_Alien: no no.. I have an 5 y old 22' samsung not even full hd (should prolly buy a better one) I just screen grab the preview scene and slice it in photoshop.
I have the same rezolution btw;)
Zipfinator: Its a standard selfiluminated material:D , I noticed that the ingame shader is way poorer than the preview/loadout one so I try to make it look decent without any additional lighting in the scene .
Replies
http://tf2b.com/diff.php?gid=205790 has nothing...
Nigga, das kawaii. Just like in my Japanese animes.
Let me check the files
Looks like there, bunch of stuff. Stitched set, for Batrider, Blood Covenant set for Bloodseker, Aqwanderer for Dark Seer, Hecate for Death Prophet, NightStalker set now gots blue gems instead of purple, Dire Ward is in the files and that's pretyy much it.
Is up if you want to run through that.
This is looking like a pretty great update. I already tried Abbadon out in test and he was interesting and looks cool. Will be fun to make cosmetics for.
Vengeful Spirit:
Chaos Knight:
http://steamcommunity.com/sharedfiles/filedetails/?id=159191807
Dota crashes after i'll try to start local server for preview my items for Morphling :poly118:
Morphling :
After start local server - dota craches.
But :poly121: if i add items to other heroes it works, for example Axe:
and in game:
So Comrades - ideas?:poly122:
These two have been on the workshop for what feels like an eternity so I guess everything is possible...
Anyone interested?
Me and Stefco did a thing. Upvote it!
Here's another single item, this time for Lycan. Scribbles on the back are interpreted off his concept art.
Might as well share the wisdom.
First of all, you import the hero model you decompiled/got in the archive.
Then you import/merge your items and they should stick if you skinned em.
Then you import the animation file that you can decompile, or you can pose the guy yourself.
After that, you offset the uv maps for every item. One to the left, one to the right, one to the top and so on.
Then you attach everything together, select the UV map and fit it into the default size and export it without the bones.
Now we need to combine the textures for every item on one sheet and save it separately.
Load up the Zbrush and import our hero.
Now assign the texture to him (you may want to flip it vertically)
After that you may want to subdivide him a couple of times without smoothing and then a couple of times with smoothing On.
Now you can either fix something right in Zbrush, create polypaint from texture to add some adjustment or start rendering right away.
Zbrush gives you bunch of settings and works very smooth, i'll definitely try it some more. There's also bunch of tutorials about it.
The Blood Scythes by: DeerHunter
Vlad- Thanks for all your community support and your willingness to share your vast knowledge to the community.
:poly124:
EDIT: Shoulderpad removed.
Also nice tutorial on the rendering part, I will try that out next time.
Started creating an item for the contest this month, was hoping for some feedback and support. Textures are still very wip. It seems I can;t get the masks to work correctly, when I activate them the complete model is really dark and shiny and whatever I try I can;t seem to get it fixed!
These shots are without masks on, will make one with masks.
Anyone had a simular problem?
Changed the picture, but it can't be any chanel because when i leave everything blank except a small white dot on the alpha so they work it 's still so dark. So in my opinion it can only be the material properties Valve gave it.. :S
I think this is preety lame that you gotta trow some stuffs out to make room for new ones
workshop link :
http://steamcommunity.com/sharedfiles/filedetails/?id=159348799
Metalness always darkens things a lot, plus a dark diffuse and your spec being drown out by tint spec by color channel.
Also the lighting in the previewer doesn't seem to actually reflect from his blades in idle position, try scrubbing through the attack animations to see what it looks like with spec hitting it.
Even then it seems strangely dark, but hopefully that will help.
mihalceanu - nice boat!
With my Pudge hook I really wanted to have a dull-ish metal surface with a medium spec pulling some of the color from the diffuse. On top of that I wanted some old, dried blood that had no spec whatsoever, and on top of that some fresh blood with an intense, very white, very tight wet spec highlight. I just simply could not get that effect with the masks. If any Valve representatives are lurking here, I'd love to hear from them on the topic.
mihalceanu -- I love the execution of your boat, but I just feel like it could be larger. I get that Tide is huge and the boat being smaller makes him feel bigger, but it also makes the boat feel weaker as a weapon. My 2 cents.
How did you get the model viewer shots ? in my importer model viewer (where i get my shots) i get miserable 300*300 px resolutions even though i have a 1600x900 resolution. How are yours so high quality ? do you have a 40K*30K res monitor !?
Where are Model Viewer shots on his page? The main thumbnail is probably taken from either Marmoset or a real time shader in Max like Xoliul's or 3PointShader.
I mean the ingame-ish shots. You know, on the pedestals. just like the model preview in the in-game importer.
On my 1920x1080 resolution that in game preview is about 500x500 pixels which adds up to the 1024x1024 resolution he has above with four of them in one.
I will try and use the information and see what's the best result I can get.
@Deerhunter11: I will try your setup and get a look if it will help, although I do think the material is too limited to metalness.
@ mihalceanu: That boat is awesome, great work!
7thBattery: I tried to make it as big as possible without clipping into the ground when walking . at its lowest point he is barely not clipping , but I agree , I wanted to make it a lil bigger myself allso .
HntrLuc : tnx
Gamer_Alien: no no.. I have an 5 y old 22' samsung not even full hd (should prolly buy a better one) I just screen grab the preview scene and slice it in photoshop.
I have the same rezolution btw;)
Zipfinator: Its a standard selfiluminated material:D , I noticed that the ingame shader is way poorer than the preview/loadout one so I try to make it look decent without any additional lighting in the scene .
Kay, workshop...
Votes appreciated