I was skeptical when I saw the concept as to how to would fit on Slark but you made it look really nice! Do the attack animations look ok though I wonder? (because that looks a lot longer than the usual shiv)
Also I finished my first item yesterday. I still dont know much about the whole item making process but it was a lot of fun, and it seemed like a good thing to do so I would understand/be able to help the people Im collaborating with.
For a first complete 3d project I feel it went ok. Please do grill it so I know how to improve!
Well, I took a little break from the slark set I'm making, so here's a concept of a jug set. I'm looking to collaborate on this one so if you want it, first to reply gets to work on the concept. (granted that you've done a set before in the workshop).
I'll add color if somebody actually wants to do this,
One last thing. I was hoping that I could make this set with the texture changing depending on the amount of wins from the dire and radiant side. (radiant, the set would look brigheter. Dire, the set would look darker.) Can I do that?
So, since I don't really anticipate doing anything Dota-related for a while, these are some of the unclaimed concepts I've drawn.
Nightstalker set, for whenever he gets added to the Workshop. If anyone wants it they can forgo the wings if they like.
Silencer set, 'nuff said.
Anti-mage set.
Lycan set.
Doombringer set, but it's pretty awful and probably not worth the effort.
Cape for Warlock.
I will not be making changes to any of these concepts, I don't think. So yeah.
If anyone is interested in any, they can have 'em, but, not to be a pretentious bitch, I'd rather it were someone who's either nailing the art style well enough or actually has stuff in the game itself.
The ward looks really cool but it would be even better if it was more ward-sized with the eye at the right height. It kinda threw me at first at how short it was
The ward looks really cool but it would be even better if it was more ward-sized with the eye at the right height. It kinda threw me at first at how short it was
We tried a bigger size first but compared to other wards and heroes it just looked to massive (looked bigger than bone xD) gratis bilder hochladen
the skull is pretty massive wich is not very wardlike
So, since I don't really anticipate doing anything Dota-related for a while, these are some of the unclaimed concepts I've drawn.
Nightstalker set, for whenever he gets added to the Workshop. If anyone wants it they can forgo the wings if they like.
Silencer set, 'nuff said.
Anti-mage set.
Lycan set.
Doombringer set, but it's pretty awful and probably not worth the effort.
Cape for Warlock.
I will not be making changes to any of these concepts, I don't think. So yeah.
If anyone is interested in any, they can have 'em, but, not to be a pretentious bitch, I'd rather it were someone who's either nailing the art style well enough or actually has stuff in the game itself.
Hey i wona done something of your sets can you add me please in steam? i have a lot work also what i didn't add yet in game. http://steamcommunity.com/id/prostomogy/
Man I'm still waiting for Troll Warlord to come into the workshop :S Still having some concepts laying around.
Been playing around with Brad Whitlam, concept for the Troll axe. Wanted to have a look how it will be ingame. The textures still need some work, but I finially managed to get it ingame
I've been working on a Sand King tail with Pipotchi but I'm having a poop time trying to rig the base of the tail.
Copying the rigging didn't work for the base and now it'd overwrite all of the tweaks I did for the top of the tail. I tried editing the weights by matching them to his body but that doesn't really work either. Does anyone know how to get them to match up. I think for some reason the weights I'm putting in on the bone aren't sticking after I set them sometimes.
EDIT: After fucking around with the rigging on the tail for like an hour I'm 99% sure that the in game model is just different than the one in the SMD. I guess I'll try the FBX or something instead and see if that works.
EDIT: Tried FBX and whatever is exported from Max 2010 isn't compatible with the in game importer which is why I chose to use SMD in the first place a few months ago. I have no idea where to go from here since I'm pretty sure it's some difference between SK's rig in game and the rigs in the workshop files for Sand King.
THE FINAL EDIT: Just to test it I imported the stock tail in place of mine. It's offset the same as mine so it must be some discrepancy between the files. Guess I just need to submit it and write in the developer comments that they blew something with the rig in the files.
I've been working on a Sand King tail with Pipotchi but I'm having a poop time trying to rig the base of the tail.
Copying the rigging didn't work for the base and now it'd overwrite all of the tweaks I did for the top of the tail. I tried editing the weights by matching them to his body but that doesn't really work either. Does anyone know how to get them to match up. I think for some reason the weights I'm putting in on the bone aren't sticking after I set them sometimes.
EDIT: After fucking around with the rigging on the tail for like an hour I'm 99% sure that the in game model is just different than the one in the SMD. I guess I'll try the FBX or something instead and see if that works.
EDIT: Tried FBX and whatever is exported from Max 2010 isn't compatible with the in game importer which is why I chose to use SMD in the first place a few months ago. I have no idea where to go from here since I'm pretty sure it's some difference between SK's rig in game and the rigs in the workshop files for Sand King.
THE FINAL EDIT: Just to test it I imported the stock tail in place of mine. It's offset the same as mine so it must be some discrepancy between the files. Guess I just need to submit it and write in the developer comments that they blew something with the rig in the files.
Did you decompile the model, or did you download it from the workshop website?
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
Turns out the skinning and export options are perfectly fine. The problem was fix by using the original fbx instead of smd or ma file. My sincere thanks for attempting.
does anyone know why binding to bone knife_L_1 results in this while other bones work properly?
the weapon is in line with the left arm
Yeah that was a bit funky. I remember that downloaded files had weird bone rotation. I remember that I have decompiled weapon file from game. Here is SMD for it: http://speedy.sh/EXg99/queenofpain-weapon.mdl
It has different position and rotation. All you will need to fix in your export file is probably just an rotation
Yeah that was a bit funky. I remember that downloaded files had weird bone rotation. I remember that I have decompiled weapon file from game. Here is SMD for it: http://speedy.sh/EXg99/queenofpain-weapon.mdl
It has different position and rotation. All you will need to fix in your export file is probably just an rotation
Hope this will help you.
thx a lot, i will try to tweak it and post results. (thx allso for the smd but i cannot use it because i dont have smd import in C4D).
Replies
Yep! It is truly an awesome course, I'm really enjoying it.
And thanks, I hope so too haha
I was skeptical when I saw the concept as to how to would fit on Slark but you made it look really nice! Do the attack animations look ok though I wonder? (because that looks a lot longer than the usual shiv)
Also I finished my first item yesterday. I still dont know much about the whole item making process but it was a lot of fun, and it seemed like a good thing to do so I would understand/be able to help the people Im collaborating with.
For a first complete 3d project I feel it went ok. Please do grill it so I know how to improve!
Tyrant's Lily
Well, I took a little break from the slark set I'm making, so here's a concept of a jug set. I'm looking to collaborate on this one so if you want it, first to reply gets to work on the concept. (granted that you've done a set before in the workshop).
I'll add color if somebody actually wants to do this,
One last thing. I was hoping that I could make this set with the texture changing depending on the amount of wins from the dire and radiant side. (radiant, the set would look brigheter. Dire, the set would look darker.) Can I do that?
Nightstalker set, for whenever he gets added to the Workshop. If anyone wants it they can forgo the wings if they like.
Silencer set, 'nuff said.
Anti-mage set.
Lycan set.
Doombringer set, but it's pretty awful and probably not worth the effort.
Cape for Warlock.
I will not be making changes to any of these concepts, I don't think. So yeah.
If anyone is interested in any, they can have 'em, but, not to be a pretentious bitch, I'd rather it were someone who's either nailing the art style well enough or actually has stuff in the game itself.
Two skull staffs for Mr Rasta.. also one of my favorite heros
http://steamcommunity.com/sharedfiles/filedetails/?id=176177308
http://steamcommunity.com/sharedfiles/filedetails/?id=176176766
And the annoying Linkens for weaver..
http://steamcommunity.com/sharedfiles/filedetails/?id=176172212
any critism will be awesome
(and ı am kind of new to this stuff so)
You are right ı will then update pics
Update:
TA's design is all about asymmetry, mostly symmetric armor ain't gonna fly !
Workshop
video
My Pudge Fun Set Concept. :DDD Just to practice.
kostenlos bilder hochladen
me and swords made this little ward. hope u like it
http://steamcommunity.com/sharedfiles/filedetails/?id=176266307&searchtext=
We tried a bigger size first but compared to other wards and heroes it just looked to massive (looked bigger than bone xD)
gratis bilder hochladen
the skull is pretty massive wich is not very wardlike
http://steamcommunity.com/id/prostomogy/
woot woot
Been playing around with Brad Whitlam, concept for the Troll axe. Wanted to have a look how it will be ingame. The textures still need some work, but I finially managed to get it ingame
Copying the rigging didn't work for the base and now it'd overwrite all of the tweaks I did for the top of the tail. I tried editing the weights by matching them to his body but that doesn't really work either. Does anyone know how to get them to match up. I think for some reason the weights I'm putting in on the bone aren't sticking after I set them sometimes.
EDIT: After fucking around with the rigging on the tail for like an hour I'm 99% sure that the in game model is just different than the one in the SMD. I guess I'll try the FBX or something instead and see if that works.
EDIT: Tried FBX and whatever is exported from Max 2010 isn't compatible with the in game importer which is why I chose to use SMD in the first place a few months ago. I have no idea where to go from here since I'm pretty sure it's some difference between SK's rig in game and the rigs in the workshop files for Sand King.
THE FINAL EDIT: Just to test it I imported the stock tail in place of mine. It's offset the same as mine so it must be some discrepancy between the files. Guess I just need to submit it and write in the developer comments that they blew something with the rig in the files.
Did you decompile the model, or did you download it from the workshop website?
that's fun
http://steamcommunity.com/sharedfiles/filedetails/?id=176466045&searchtext=
the weapon is in line with the left arm
Yeah that was a bit funky. I remember that downloaded files had weird bone rotation. I remember that I have decompiled weapon file from game. Here is SMD for it:
http://speedy.sh/EXg99/queenofpain-weapon.mdl
It has different position and rotation. All you will need to fix in your export file is probably just an rotation
Hope this will help you.
"We all live in a yellow submarine,
yellow submarine, yellow submarine..."
I need to make stripes a little wider, i guess.
I agree, it's looks more like some kind of bloom effect. Any tips on making it look more like glass? Does Tidehunter have alpha enabled?
I think it's not possible to use alpha for semi-transparent stuff
You could try leaving just a bit of glow
Ahh, so if that would be any help for you the bone has been rotated straight top
Yeah, that should do the trick. Thx!
http://steamcommunity.com/sharedfiles/filedetails/?id=176555751
It was from the workshop website. I'll try using the decompiled one but if that doesn't work I give up on this rat's rigging.
http://steamcommunity.com/sharedfiles/filedetails/?id=176635427
Looking forward for constructive criticism :P
Radiant Cutter for Sven
my first set