@Spudnik someone posted it here in comment section. I wonder how he dig up to it. Maybe its hape. I hope, because despite all I can see a little scale problem here
I saw that on Cyborgmatt's stream when he was working on the blog post for yesterday's patch.
Ark, The Mighty Penguin!
Lore: Ark began the journey of transporting goods when he stumbled upon a rare helmet of some Greek God. The helmet granted it the blue aura that gave the ability of flight and speed of might! Ark found his purpose of life, being quick and brave.... He also packed his backpack with the supply of fish that he stole from the hero of the cold tundra.
Decided on trying to get the nitty-gritty out of the way first and made sure the import process went fine. After building the geometry and binding them to the skeleton, I was ready for import--but then...
Wat.
Why you do this to me Dota...?
I dig the relatively new features the importer has so I don't have to hack the game to see a full set like I did the first time. So the features are pretty cool. However, that issue you see right there with the cape took me some time to find the solution to as I binded, rebinded, and tried to correct my exporting options but to no avail.
I later found out that because the Workshop files are so out of date, the bones making up the cape were renamed and didn't match the resource files on the site. I then had to rename them properly for them to work in-game:
Yay! (Better seen when animated though...)
So anyone working on the Drow Ranger and using the files from the Workshop, do note that you have to rename the binded cape bones from "...:R1C0" to "cape_R1C0", and for all other bones related to the cape; so it'd look something like:
I would advise Valve to update their Workshop resources since I did notice other inconsistencies--such as Traxex's 3k model having a totally different UV layout than her 6k model. Silencer's textures are also out of date from what my friend tells me. It would create less headaches if so!
Hope this helps and more updates when they become available!
vlad you forgot to update your site with the owl tutorial
I actually wanted to post the pics i got in the process. I also tried recording some video, but Camtasia said nope.
Mid sculpting. I had a hard time finding some solid owl sculptures and every asian culture seems to favor dragon, lions and demonic dogsies, so i kinda tried combining chinese sculpting setails, while keeping it not overdetailed.
After some sculpting i ditched the branch and the pedestal and decided that orb will be more fitting. Also basic polypainting with the solid color and some shadows. I'm going for Kurr-Ishimanari styled ward.
After the retopo i did this quick and awesome guide for Ike:
First ingame test, the pedestal is back, now round. Solid colors and too much contrast.
Because owl seemed huge i checked the sizes and it looks even smaller than Kurr-Ishimanari!
in order to try and balance things out i borrowed the flagpole and it seemed to even out composition and the size.
Not happy with the flagpole i'm boxing out some withered tree. Leaves were ditched later. Healing ward gots crazy polylimit of 2400, which allows me to use more geometry, but be more conservative on the texture.
First tree test seems lacking something, we figured out that we need to break the flow.
Changing the shape of the tree a bit and copy-pasting the branch saved me from resculpting and retopoing while keeping the silhouette interesting. Also added some MAGIC.
After the investigation, turned out that Kuur-Ishimanari ward is REALLY dark which prevents it from overbrightening. After toning down the color, adding topdown gradient and adding focal points with red and glowing eyes (MORE MAGIC to go with the aura effect) the texture is done. Pedestal is cracked and worn down, but it's hard to see. Should've added more wear to it with bigger cracks and crumbled edges.
very cool owl vlad, already said what i would like to test but as it doesn't seem to work i'd say cool work!
i'm not so much a fan of the owl mask, what type of owl is that? it looks like you improvised some shapes that don't really fit together in my oppinion, it just doesn#t really flow like an owls head does, however it might be a breed i don't know, it just feel like you mixed a snow owl with a great horned owl
anyways update on my keeper, already fixed a few consistency issues but i'm to lazy to render out new images
IRYO: I would take another pass on the item because the textures look really blurry and the rune wont even be visible in game. You mentioned you needed help on the workshop page? What kind of help requires the dota team opposed to us on polycount?
vikk0: that set looks really nice, and well done so far. I will say its a bit too warrior-like for Pudge IMO The general shape language looks like it would be a better fit for Beastmaster or Bloodseeker
Sukotto: Thank you very much for the feeback! We are very optimistic with this concept, however, I'll see what I can do to make it look better
GummiEnte: This is a cool concept man! I know its kinda too late for this.. but imo this black blade doesn't fit with the boneish handle. I'd go all bone! Maybe some black stripes between the spine would look nice.
Game over, man! game over! You win Jeremy.....just take the entire workshop, just take it....
All that aside, I was waiting to see a full Sven set from you and you did not disappoint. Its amazing how you've been able to infuse the Darksiders style and meld it perfectly with the Dota style. Bravo sir!
@Neox> Not a big fan of the black color for Ezalor (maybe a lighter gray or brown would be better), but I simply love the mount! I want it! @Vikko> Awesome! Very unique set for Pudge You guys are doing great! @JeremyKlein> This is my favorite Sven set so far!
Oni and I decided to rework an ogre mage concept I did a long time ago. I'd love to add hair, but the budget limit don't let meee T__T
jeremy that is indeed pretty sweet looking! It might be a bit to detailled but i love it, very well made
zaphk: yeah maybe you are right, though we didn't use any color thats not on him already, maybe we can make it a bit less contrasting with a top down gradient in texturing so it's brighter up top
anyways that swirly/cloudy fur looks pretty cool and the idea of the masks is just great
@thorste: yeah i would ditch the black blade as well, it really doesn't read very well ingame, i'd go bone or something brighter than this so it's readable, maybe make his spikes black with lots of spec if you want to keep that
I'm also working on a set for Sven with Kyle Cornelius.
Here is my Current WIP:
lovely big chunky shapes, and great design details - love it!
As for me, finished up my tidehunter harpoon for the monthly challenge...
Have to say, one thing that strikes me as a little odd is that my specular doesnt seem to very noticeable in game
I've messed around with my masks, and i'm fairly confident that theyre all doing the right thing, and its looking pretty good in the maya dota shader, but when it gets in game it looks decidely less shiny...
I love the sven armor, hope to see it in-game! I started working on a hammer few days ago and now I could use suggestions from more experienced workshop contributors. I kinda thought it was ready but now I'm unsure after looking some other submitted content
lovely big chunky shapes, and great design details - love it!
As for me, finished up my tidehunter harpoon for the monthly challenge...
Have to say, one thing that strikes me as a little odd is that my specular doesnt seem to very noticeable in game
I've messed around with my masks, and i'm fairly confident that theyre all doing the right thing, and its looking pretty good in the maya dota shader, but when it gets in game it looks decidely less shiny...
Or instead of baking, you can try the masks that i did to get it this shiny:
left mask - 1, right - mask 2. Top-down: R, G, B, Alpha
I think you need some metalness.
Also, i think that baked in spec details are kind of noisy, so you may want to tone that down.
Or instead of baking, you can try the masks that i did to get it this shiny:
left mask - 1, right - mask 2. Top-down: R, G, B, Alpha
I think you need some metalness.
Also, i think that baked in spec details are kind of noisy, so you may want to tone that down.
Interesting! Looks like I might have to play around with some of the masks a bit - seems like they need to be a bit more extreme than I would have thought!
Nevermind I fixed it :P
The rig was being imported in FBX with the wrong unit conversion
Trying to see if any of you know how to fix this issue. I have submitted things in the past to the workshop and haven't had an issue like this. Making some Proportion Tests for a mount on CK and the Rig Seems to be scaling the mounts vertices inward making the model a stick figure mess
Only your image doesn't do the balde any justice, not sure whcih program u used for it, but it might be an idea to make a specular map for it so it shines better and ppl will read it better
Great job none the less, can't wait to see it ingame!
Replies
I saw that on Cyborgmatt's stream when he was working on the blog post for yesterday's patch.
Great set. Honestly the first good Morphling set I've seen
[expletives]
*throws Chaos Knight raven mount concept in the bin.* :poly117:
I was hoping I'd be able to do that
Lore: Ark began the journey of transporting goods when he stumbled upon a rare helmet of some Greek God. The helmet granted it the blue aura that gave the ability of flight and speed of might! Ark found his purpose of life, being quick and brave.... He also packed his backpack with the supply of fish that he stole from the hero of the cold tundra.
Just wanted to let you guys know the weapons were updated. So if you have a sec just take a look and leave your comments.
Thanks.
You may want to make a post here: http://dev.dota2.com/showthread.php?t=70321&page=3
There's a lot of issues with outdated stuff and importer bugs.
High poly renders and a few WIP coming in my workshop thread soon too.
Nice.
Looks great! :thumbup:
I wonder if its possible to have an animated ward, since it's an NPC I cant see why not.
Mid sculpting. I had a hard time finding some solid owl sculptures and every asian culture seems to favor dragon, lions and demonic dogsies, so i kinda tried combining chinese sculpting setails, while keeping it not overdetailed.
After some sculpting i ditched the branch and the pedestal and decided that orb will be more fitting. Also basic polypainting with the solid color and some shadows. I'm going for Kurr-Ishimanari styled ward.
After the retopo i did this quick and awesome guide for Ike:
First ingame test, the pedestal is back, now round. Solid colors and too much contrast.
Because owl seemed huge i checked the sizes and it looks even smaller than Kurr-Ishimanari!
in order to try and balance things out i borrowed the flagpole and it seemed to even out composition and the size.
Not happy with the flagpole i'm boxing out some withered tree. Leaves were ditched later. Healing ward gots crazy polylimit of 2400, which allows me to use more geometry, but be more conservative on the texture.
First tree test seems lacking something, we figured out that we need to break the flow.
Changing the shape of the tree a bit and copy-pasting the branch saved me from resculpting and retopoing while keeping the silhouette interesting. Also added some MAGIC.
After the investigation, turned out that Kuur-Ishimanari ward is REALLY dark which prevents it from overbrightening. After toning down the color, adding topdown gradient and adding focal points with red and glowing eyes (MORE MAGIC to go with the aura effect) the texture is done. Pedestal is cracked and worn down, but it's hard to see. Should've added more wear to it with bigger cracks and crumbled edges.
Also, owlmask:
i'm not so much a fan of the owl mask, what type of owl is that? it looks like you improvised some shapes that don't really fit together in my oppinion, it just doesn#t really flow like an owls head does, however it might be a breed i don't know, it just feel like you mixed a snow owl with a great horned owl
anyways update on my keeper, already fixed a few consistency issues but i'm to lazy to render out new images
Workshop Link
yeah I've used a jiggle bone animation on it
many thx for Twilight Sparkle
I'm doing a set for Pudge, with Mr. Scrake!
vikk0: that set looks really nice, and well done so far. I will say its a bit too warrior-like for Pudge IMO The general shape language looks like it would be a better fit for Beastmaster or Bloodseeker
http://steamcommunity.com/sharedfiles/filedetails/?id=162064181
GummiEnte: This is a cool concept man! I know its kinda too late for this.. but imo this black blade doesn't fit with the boneish handle. I'd go all bone! Maybe some black stripes between the spine would look nice.
I'm also working on a set for Sven with Kyle Cornelius.
Here is my Current WIP:
All that aside, I was waiting to see a full Sven set from you and you did not disappoint. Its amazing how you've been able to infuse the Darksiders style and meld it perfectly with the Dota style. Bravo sir!
Has anyone run into an issue with Maya 2014 and FBX where it will crash on export randomly.
@Vikko> Awesome! Very unique set for Pudge You guys are doing great!
@JeremyKlein> This is my favorite Sven set so far!
Oni and I decided to rework an ogre mage concept I did a long time ago. I'd love to add hair, but the budget limit don't let meee T__T
zaphk: yeah maybe you are right, though we didn't use any color thats not on him already, maybe we can make it a bit less contrasting with a top down gradient in texturing so it's brighter up top
anyways that swirly/cloudy fur looks pretty cool and the idea of the masks is just great
@thorste: yeah i would ditch the black blade as well, it really doesn't read very well ingame, i'd go bone or something brighter than this so it's readable, maybe make his spikes black with lots of spec if you want to keep that
lovely big chunky shapes, and great design details - love it!
As for me, finished up my tidehunter harpoon for the monthly challenge...
Have to say, one thing that strikes me as a little odd is that my specular doesnt seem to very noticeable in game
I've messed around with my masks, and i'm fairly confident that theyre all doing the right thing, and its looking pretty good in the maya dota shader, but when it gets in game it looks decidely less shiny...
thats sounds like an excellent suggestion
*adds to to-do list*
left mask - 1, right - mask 2. Top-down: R, G, B, Alpha
I think you need some metalness.
Also, i think that baked in spec details are kind of noisy, so you may want to tone that down.
Interesting! Looks like I might have to play around with some of the masks a bit - seems like they need to be a bit more extreme than I would have thought!
update :
Hellthorns sword for doom
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=162074892
The rig was being imported in FBX with the wrong unit conversion
Trying to see if any of you know how to fix this issue. I have submitted things in the past to the workshop and haven't had an issue like this. Making some Proportion Tests for a mount on CK and the Rig Seems to be scaling the mounts vertices inward making the model a stick figure mess
http://www.polycount.com/forum/attachment.php?attachmentid=12183&stc=1&d=1374452706
if anyone has any suggestions that would be helpful.
I'm exporting FBX out of Max 2013
http://steamcommunity.com/sharedfiles/filedetails/?id=162558847
Some feedback or a vote would be great
Streaming some abaddon stuff
CLICK ME! Kraken's Bane by PIXELHERDER
(And big pic)
wow amazing details! I love it
and the workshop link:
http://steamcommunity.com/sharedfiles/filedetails/?id=162717402
http://steamcommunity.com/sharedfiles/filedetails/?id=162726334
thanks
WIP it seems, I thought it was done but then I got some good feedback in the comments, way more constructive than on anything else I've submitted.
Check it out
Cheers Mr! Its just a humble harpoon, but it was a fun palette cleanser after struggling with my monkey for so long!
That looks realy awesome, especially ingame
Only your image doesn't do the balde any justice, not sure whcih program u used for it, but it might be an idea to make a specular map for it so it shines better and ppl will read it better
Great job none the less, can't wait to see it ingame!