Quick question regarding Faceless Void's facial animations - do Valve put those in after we submit them? If they do does that count against getting cosmetics in? Facial animations iirc were one of the "try not to go there" topics.
I was looking through Google and apparently some of the existing FV sets don't have facial animations. I'm not sure how true that is, maybe someone can tell me. The alternative if I were to make a void set I suppose is to change the face completely, like what Mech did with his FV set.
--edit-- Never mind, found a dev response on the dev forums. I suppose if I give them back the same mouth geometry they'll put in the morphs for me.
that courier would be awesome, but just as was said, those legs dont really match the theme. Look at this creature from WoW for inspiration on movement (sort of like worms move) http://www.wowwiki.com/Sewage_Slime
or even better if it just rolls over ;-) On the other note, can couriers have alpha? If not i dont see a way to make this
I see, well i'll aim to make some improvements to it... perhaps after i find out if its even possible to make, ha.
Anyway, i'm in the process of concepting a Pudge Set.
This is what i have so far...
also, while the pig head and hide look fine together...and the hid looks great by itself...the pig hat looks a little "theme park souvenir" on its own.
When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
Thanks brah. Works fine now. Oddly smoothing wasn't translating to both sides automatically so I was just smoothing out the back side after sculpting the front. This is much less sloppy though.
Guys, i've made a concept of pudge's bracer\hook. Like he is shooting hook out of bracer, but i dont know how to realize this.I dont know how the modeling good.
Hey guys when a new hero is available for item submission does it say in the dota 2 update log? or do i just have to keep checking the technical requirements ntill elder titan pops up ?
@andyk125
It seems a little much.(color contrast)
I feel like there is no focal point to the character(well atleast in the banner)
Can we see the in-game previews?
Maybe that would make everything different.
@andyk125
It seems a little much.(color contrast)
I feel like there is no focal point to the character(well atleast in the banner)
Can we see the in-game previews?
Maybe that would make everything different.
Sure you can see the ingame previews, was still misisng the complete set ingame so here it is also currently busy making a short video from the set!
I think I'm being stupid again, since StudioCompiler doesn't want to export textures, I keep getting "The parameter is incorrect". What am I doing wrong?
Hey all... I thought I post a preview of my next project.
Here is the concept (The name is still up in the air - I realize that "Cluckles" the chicken is out there):
Hey peeps, my internrt went down for a while, but i still managed to finish the Dragon form for my Blue Flames set. Unfortunately i can't test it ingame, so heavy reliance on the metalness mask is something we'll see after the importer tool is supporting it, but it still looks mighty fine! Vote it here!
I'm having some problem and I've no idea on what went wrong. The weapon that I was working on does not appear in the hand of the hero (Bristleback) when imported in game.
I'm using Maya 2011 64bits. I've deleted history and freeze transformation after moving my weapon in to replace the position of the original. Selected my weapon and skin (mace_1). I proceed to bind skin > smooth bind. Made sure that "selected joints" is chosen instead of "joint hierarchy". Tested and work fine up to this stage. Following on, I export the weapon (skin is not selected) and input connections are checked.
The weapon simply rest on the turntable when imported in game. Any insights is greatly appreciated. Thank you
Not sure how it works in maya , but it seems that you didnt skinedd the mesh to the bone with 100% influence(not bind /actual skinning) ,or you didnt included the bones when you exported (and the engine didnt found the boness /dummys to place them on the hero's main skelet ). Hope it helps
on the other note , I finished a concept to a nobleman Phantom lancer
Looks pretty good Mihalceanu. I think the polearm could use a bigger head though. It's barely thicker than the handle right now.
As for the armor, my only crit is I'm not sure how well it'd split up in game when used as single items with the stock armor or other items but you could probably say that about a lot of sets so I wouldn't be that worried about it.
Hey peeps, my internrt went down for a while, but i still managed to finish the Dragon form for my Blue Flames set. Unfortunately i can't test it ingame, so heavy reliance on the metalness mask is something we'll see after the importer tool is supporting it, but it still looks mighty fine! Vote it here!
Replies
I was looking through Google and apparently some of the existing FV sets don't have facial animations. I'm not sure how true that is, maybe someone can tell me. The alternative if I were to make a void set I suppose is to change the face completely, like what Mech did with his FV set.
--edit-- Never mind, found a dev response on the dev forums. I suppose if I give them back the same mouth geometry they'll put in the morphs for me.
I see, well i'll aim to make some improvements to it... perhaps after i find out if its even possible to make, ha.
Anyway, i'm in the process of concepting a Pudge Set.
This is what i have so far...
And ze video
[ame="http://www.youtube.com/watch?v=JKeJpxevYiY"]Mapo and the Shovel of Crystal Caves - YouTube[/ame]
xpost from august competition
Shattered Axe of the Vanquished by Boonta
I really need this because i used the metallness channel and it changed my model beyond my understanding, and im VERY fond of the result
so i want to emulate the results fully. Anyway i can do this ?
Meadow's Mercy by bounchfx and Bel
You can't. Even Ace-Angel's Dota 2 shader has some weird interaction with the metalness mask.
Nooooooo ....
thanks for not leaving me hanging spud
cheers
OPTION 1
[IMG][/img]
[IMG][/img]
[IMG][/img]
OPTION 2
[IMG][/img]
[IMG][/img]
[IMG][/img]
btw will Valve pay me for something that has made into game many months ago?
Say hello to Evil Pumpkin!
High-poly is ready:
yeah, your first paycheck will be enooooooormous
Option 2
The first 3 is option 1 and the second 3 option 2.. thanks for the input.. hope u like it..
...my first set finally done. :poly114:
Looks cool dude.. my 2cents.. i would use more contrast in the texture. it seems to "fall off", if you understand..
eitherway good job
yeah its the same.. form the top its bait thicker.. than the sides.. still like it?
^^^ My first item in the dota 2 workshop
How is it?
When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
Thanks brah. Works fine now. Oddly smoothing wasn't translating to both sides automatically so I was just smoothing out the back side after sculpting the front. This is much less sloppy though.
Enjoy!
Guys, i've made a concept of pudge's bracer\hook. Like he is shooting hook out of bracer, but i dont know how to realize this.I dont know how the modeling good.
http://steamcommunity.com/sharedfiles/filedetails/?id=174430951
Bow of Crystal Spires by Zipfinator and Hellmouth
that weapon could use some curves
Comments or votes would be appreciated!
http://steamcommunity.com/sharedfiles/filedetails/?id=174468111
It seems a little much.(color contrast)
I feel like there is no focal point to the character(well atleast in the banner)
Can we see the in-game previews?
Maybe that would make everything different.
"Dragon Rifle" for Sniper
Sure you can see the ingame previews, was still misisng the complete set ingame so here it is also currently busy making a short video from the set!
Give a like if you wish.
workshop link:http://steamcommunity.com/sharedfiles/filedetails/?id=174592237
BTW : how do u make an image with a link (when you click on it ) ; I've allways wondered:D
Yay EMS courier was released!
Onilolz made the highpoly, TVidotto the animations and I did the concept and textures ^^
Crosspost from August competition. Vote/comment if u like !
http://steamcommunity.com/sharedfiles/filedetails/?id=174773710
Thanks Mihaceanu for your feedback, I will remake the doctor’s weapon in near future. Your sword in doom version looks cool.
set
http://steamcommunity.com/sharedfiles/filedetails/?id=174695560
armlet
http://steamcommunity.com/sharedfiles/filedetails/?id=174682650
armor
http://steamcommunity.com/sharedfiles/filedetails/?id=174673381
belt
http://steamcommunity.com/sharedfiles/filedetails/?id=174693591
weapon
http://steamcommunity.com/sharedfiles/filedetails/?id=174674755
helm
http://steamcommunity.com/sharedfiles/filedetails/?id=174664608
shield
http://steamcommunity.com/sharedfiles/filedetails/?id=174663567
http://www.polycount.com/forum/showthread.php?t=120952
Here is the concept (The name is still up in the air - I realize that "Cluckles" the chicken is out there):
More to come.
Cheers!
I'm having some problem and I've no idea on what went wrong. The weapon that I was working on does not appear in the hand of the hero (Bristleback) when imported in game.
I'm using Maya 2011 64bits. I've deleted history and freeze transformation after moving my weapon in to replace the position of the original. Selected my weapon and skin (mace_1). I proceed to bind skin > smooth bind. Made sure that "selected joints" is chosen instead of "joint hierarchy". Tested and work fine up to this stage. Following on, I export the weapon (skin is not selected) and input connections are checked.
The weapon simply rest on the turntable when imported in game. Any insights is greatly appreciated. Thank you
on the other note , I finished a concept to a nobleman Phantom lancer
Could use some feedback guys:)
[IMG][/img]
As for the armor, my only crit is I'm not sure how well it'd split up in game when used as single items with the stock armor or other items but you could probably say that about a lot of sets so I wouldn't be that worried about it.
finally a dragon form! huzzah! tannks vlad!