well to be completly honest, this doesnt look like a blade and it lacks detail and destinction. almost looks like a spock ear but srsly invest some time into developing the idea and shaping the thing into a blade
Oo how would oilstains do such a thing? i mean he got bloodstains, whats so special about oil stains that they would do such a destinction in your opinion?
Add in workshop upvote please if like it (touch image)
so sad that one guy who don't like me, have 5 account's in steam, he always downvote my iteam's, i can't found his fakes and block tham :c
Hi all! I downloaded maya`s scene with Earthshaker from this site http://www.dota2.com/workshop/requirements/npcs)?l=russian When i opened it maya tells me next: (log) Warning: position can't be empty! Will use default position data! //
// Warning: file: M:/Design/Projects/Dota 2/ES/models/heroes/earthshaker/maya/earthshaker_model.ma line 3584: Unrecognized node type 'vsVmtParamConversion'; preserving node information during this session. // .....etc
Then when i try to rig model to bone maya tells me next:
// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/others/newSkinCluster.mel line 73: Skin on spine3 was bound at a different pose. Go to the bindPose to attach new skins. //
So.... i try another hero....some of them was ok (sniper,Dk), but most of them gave the same errors.
I should have asked you for the psd, but i think they didnt have a problem with the image, it turned out great on the icon =]
Where did you find the tech for the animations?
in my case i just did that for fun, never saw those tech info =]
Ah, I didn't mean the actual tech for publishing
I am hoping that since they released the taunts to work in game, it means they will shortly have the submission process working soon. The more there is a demand for that type of item, hopefully the faster they will get it working.
Those items will most likely be what are inside the rubiline chest (hence the key being in that update too). Who knows what is inside the polycount chest though..
edit: I also wonder how they will deem an item's affiliation with polycount? I guess it will be a part of the monthly tournaments or any items posted in this workshop thread.
confirmed. at least for the first part, now that the rubiline keys are out the content of the chest is revealed. it contains the items from the last patch.
no informatin on the polycount chest yet, but i guess that was obvious and we still have to wait a little.
Been trying to test a naga head item I'm making with Fox but I keep getting an error when I try to import it in-game and it instantly crashes dota 2.
Does anyone have the decompiled Naga model? I'm thinking that It may be a problem with the model from the requirement page itself and not a problem from my skinning. :S
Edit: Apparently it's only giving me this error when exporting with .smd (
But I think it doesnt crash with .fbx because .fbx it's just not working, not because its fixed
[With .fbx model just sits randomly without being skinned, so maybe skin doesn't crash because It doesn't actually have one to make it crash])
Been trying to test a naga head item I'm making with Fox but I keep getting an error when I try to import it in-game and it instantly crashes dota 2.
Does anyone have the decompiled Naga model? I'm thinking that It may be a problem with the model from the requirement page itself and not a problem from my skinning. :S
Just delete everything except the mesh and bones you're using.
Okay, here's attempt two on the submission, hopefully I don't forget something simple this time around. I added little horns to level one and two of the transformation, which are conveniently hidden under larger geometry in the next level. They are mapped to a horn that is actually already on the back of the head.
I'm still not a fan of the lion horns, drywall. Why do you have levels? Is there going to be any way to level them? (ie are you making them for a tourny or something?) Personally, I don't think level 1 has enough impact on the hero. It's hard to notice, and can probably barely make a difference in game. Level three could've been larger curling horns, or somehow make itself much more prominent. I feel like you're missing the OOMPH factor that makes the horns worth leveling. It's well made - but I'm just not a fan of the concept.
Soleus, I like how you named the file. ;P I'll have you know the concept file is labeled 'pinkman' too HA
I'm still not a fan of the lion horns, drywall. Why do you have levels? Is there going to be any way to level them? (ie are you making them for a tourny or something?) Personally, I don't think level 1 has enough impact on the hero. It's hard to notice, and can probably barely make a difference in game. Level three could've been larger curling horns, or somehow make itself much more prominent. I feel like you're missing the OOMPH factor that makes the horns worth leveling. It's well made - but I'm just not a fan of the concept.
HntrLuc recommended having them update in-game according to the level of the ult, which is an idea I really like, and also kinda goes with Lion's style and lore. I'm actually a fan of the fact that level 1 doesn't impact the hero so much, since it provides greater contrast with the third level. Additionally, his budget for the head slot is only 300 tris for all three combined, which is pretty stiff. Lion's animations clip really bad with anything that doesn't sweep upwards with that huge honkin' cape or confine itself really tightly to the head, as well. I am thinking that maybe the best way to make this shine would be with the rest of the items of the set, and to let this be what it is; a buncha horns on a head modeled sans concept and while talking to 3000 people about modeling =P
I do agree, though, that it feels like it needs more. My answer to that is that individual items don't shine like a set would shine, and I hope that with the time to concept, I can take this and incorporate it into something bigger.
Hey, if it was your intention, and other people like it that way, my opinion is really just one drop in the bucket. Can't please everyone, but I'm happy you've thought it through, and that you're going with your vision regardless. ^^
Personally, I think we need more impactful solo items, rather than a bunch of solo weapons floating about. I'd be happy if these weren't a set X) Er, not saying don't continue with the lion set -- just urging people to design some interesting solo items.
Hey, if it was your intention, and other people like it that way, my opinion is really just one drop in the bucket. Can't please everyone, but I'm happy you've thought it through, and that you're going with your vision regardless. ^^
Personally, I think we need more impactful solo items, rather than a bunch of solo weapons floating about. I'd be happy if these weren't a set X) Er, not saying don't continue with the lion set -- just urging people to design some interesting solo items.
A drop in the bucket, but I tend to weigh critique here pretty heavily and give it a lot of thought I agree, there needs to be more solo items that are impactful. That was another reason I wanted to make this transform; I realized without some sort of gimmick or theme, this would just be another item, but people tend to really enjoy items that have some game design aspect to them, at least I think they do hahaha
Hello, i need some important help! I can't make my particles visible trough the built-in particle system. I've made this antimage set and need the particles shown. Is there any way i can enable them on? Thanks in advance!!
Hello, i need some important help! I can't make my particles visible trough the built-in particle system. I've made this antimage set and need the particles shown. Is there any way i can enable them on? Thanks in advance!!
Thank you for fast response, but the problem isn't to make a particle object, it's to have it show up in game. I've even made the exact same process before with a successful outcome. But in recent times, no particle effects have worked (even the ones that i succeeded with before).
Alrigh, I'm done with the logo but im open for ideas. Worked on it all day now, hoping to get my set released by the weekend
I'm sorry I've not been able to actively discuss mush here in the community but I'll try my best, even though I'm having a lot of different work to do.
Mihal that looks amazing. Great job! The shape is so unique.
Taumich, your marketing thingi is having the opposite effect you want it to have. The crazy pattern in the back is drawing attention away from your set, and it's difficult to make out the edges of your weapon to determine it's exact shape. Some hard edges would help a lot, for the latter. Could I suggest a completely different picture entirely? The set is nice, but the art isn't doing it justice.
Personally I'd have it facing the other way since Abaddon slashes outwards with his sword? So if I visualise this right the way your sword works is like piercing with that sharp tip, kinda like a scythe. As opposed to slashing in the direction of flow of the blade.
Nevertheless though, it does look really good in-game.
This one is a lot simpler and probably not as creative, but this was because his weapons can be interchanged with items that other people may have created that are larger than his current weapons. Any thoughts? or just like it for what it is?
This one is a lot simpler and probably not as creative, but this was because his weapons can be interchanged with items that other people may have created that are larger than his current weapons. Any thoughts? or just like it for what it is?
Made this gigantic and uninformative image to show some progress on the DP set we're working on!
Scrolling is fun!
Hi ! im no pro but is there going to be further adjustments/ development on the 2 strands/ bunches of hair that are linking to the bun?
it looks really cool so far!
But I think you can tamper the 2 strands colours a bit maybe making it a bit purply red (a similar idea of how one of the current dp hairs (the sea hair with blue?) has)
I've been trying to replace that central circle with something that is more interesting, but nothing's working so far. In the meantime I'd like to ask - is that too close a likeness for a submission to the workshop?
I've been trying to replace that central circle with something that is more interesting, but nothing's working so far. In the meantime I'd like to ask - is that too close a likeness for a submission to the workshop?
Yeah aside from the circular gem I think you're pretty safe there. The blade is a different shape as well as the hilt and I think circular gems are pretty fair game across the board.
Replies
Rendered with blender (No masks).
This is also only a test rendering
Can I have some crit on the idea. Any crit would greatly be appreciated.
I did this the past week and it had a pretty good acceptation in the people votes at the workshop
Link to the workshop
and had like 4-6 guys saying "we dont want TF2 Hats and so" but I think it fits pudge pretty well and its not tf2 cartoony at all.
ty!
I can see why some people say it looks cartoony. Maybe you should add some oil stains on the hat, that would definitely separate it from tf2.
Just submitted my latest addition to the workshop, Assasin's Gaze. A nyx ward.
I chose the root_JNT bone and put that into the text field asking for a hit location bone.
What am I doing wrong?
so sad that one guy who don't like me, have 5 account's in steam, he always downvote my iteam's, i can't found his fakes and block tham :c
// Warning: file: M:/Design/Projects/Dota 2/ES/models/heroes/earthshaker/maya/earthshaker_model.ma line 3584: Unrecognized node type 'vsVmtParamConversion'; preserving node information during this session. // .....etc
Then when i try to rig model to bone maya tells me next:
// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/others/newSkinCluster.mel line 73: Skin on spine3 was bound at a different pose. Go to the bindPose to attach new skins. //
So.... i try another hero....some of them was ok (sniper,Dk), but most of them gave the same errors.
http://steamcommunity.com/sharedfiles/filedetails/?id=179068828
Ah, I didn't mean the actual tech for publishing
I am hoping that since they released the taunts to work in game, it means they will shortly have the submission process working soon. The more there is a demand for that type of item, hopefully the faster they will get it working.
Honestly, I donno. That sounds good, sure!
I went outta town, so I didn't get to submit the model. But I'm going to submit it tonight, then start work on a quick evolving set.
I appreciate the feedback about the cape coming out of the scarf. I haven't fixed it yet but I will. That is a good point you make.
I am still trying to find a good solution for arms and possibly a shoulder piece.
current WIP.
confirmed. at least for the first part, now that the rubiline keys are out the content of the chest is revealed. it contains the items from the last patch.
no informatin on the polycount chest yet, but i guess that was obvious and we still have to wait a little.
Does anyone have the decompiled Naga model? I'm thinking that It may be a problem with the model from the requirement page itself and not a problem from my skinning. :S
Edit: Apparently it's only giving me this error when exporting with .smd (
But I think it doesnt crash with .fbx because .fbx it's just not working, not because its fixed
[With .fbx model just sits randomly without being skinned, so maybe skin doesn't crash because It doesn't actually have one to make it crash])
I hope you will like it
Link to the workshop :
Head - http://steamcommunity.com/sharedfiles/filedetails/?id=179275372&searchtext=
Back - http://steamcommunity.com/sharedfiles/filedetails/?id=179274301&searchtext=
Tail - http://steamcommunity.com/sharedfiles/filedetails/?id=179273160&searchtext=
Misc - http://steamcommunity.com/sharedfiles/filedetails/?id=179211975&searchtext=
---> CLICK HERE TO VOTE! <---
Soleus, I like how you named the file. ;P I'll have you know the concept file is labeled 'pinkman' too HA
HntrLuc recommended having them update in-game according to the level of the ult, which is an idea I really like, and also kinda goes with Lion's style and lore. I'm actually a fan of the fact that level 1 doesn't impact the hero so much, since it provides greater contrast with the third level. Additionally, his budget for the head slot is only 300 tris for all three combined, which is pretty stiff. Lion's animations clip really bad with anything that doesn't sweep upwards with that huge honkin' cape or confine itself really tightly to the head, as well. I am thinking that maybe the best way to make this shine would be with the rest of the items of the set, and to let this be what it is; a buncha horns on a head modeled sans concept and while talking to 3000 people about modeling =P
I do agree, though, that it feels like it needs more. My answer to that is that individual items don't shine like a set would shine, and I hope that with the time to concept, I can take this and incorporate it into something bigger.
Personally, I think we need more impactful solo items, rather than a bunch of solo weapons floating about. I'd be happy if these weren't a set X) Er, not saying don't continue with the lion set -- just urging people to design some interesting solo items.
A drop in the bucket, but I tend to weigh critique here pretty heavily and give it a lot of thought I agree, there needs to be more solo items that are impactful. That was another reason I wanted to make this transform; I realized without some sort of gimmick or theme, this would just be another item, but people tend to really enjoy items that have some game design aspect to them, at least I think they do hahaha
Look here for instance to see what i mean:
http://i.imgur.com/MS3V5j2.jpg
I'm sorry I've not been able to actively discuss mush here in the community but I'll try my best, even though I'm having a lot of different work to do.
Here is my Antimage Marketing Thingie
workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=179386766
Taumich, your marketing thingi is having the opposite effect you want it to have. The crazy pattern in the back is drawing attention away from your set, and it's difficult to make out the edges of your weapon to determine it's exact shape. Some hard edges would help a lot, for the latter. Could I suggest a completely different picture entirely? The set is nice, but the art isn't doing it justice.
Important lessons were made by doing this.
Now i just hope i'll have time to finish the contest item too
Then it's time to do the batmount, looking forward to that one.
Personally I'd have it facing the other way since Abaddon slashes outwards with his sword? So if I visualise this right the way your sword works is like piercing with that sharp tip, kinda like a scythe. As opposed to slashing in the direction of flow of the blade.
Nevertheless though, it does look really good in-game.
This one is a lot simpler and probably not as creative, but this was because his weapons can be interchanged with items that other people may have created that are larger than his current weapons. Any thoughts? or just like it for what it is?
http://youtu.be/eAelYbr-P8Y
https://vimeo.com/74793177#
http://steamcommunity.com/workshop/filedetails/?id=179476988
Scrolling is fun!
Hi ! im no pro but is there going to be further adjustments/ development on the 2 strands/ bunches of hair that are linking to the bun?
it looks really cool so far!
But I think you can tamper the 2 strands colours a bit maybe making it a bit purply red (a similar idea of how one of the current dp hairs (the sea hair with blue?) has)
I was wondering if the mustache and eyes are your creation, or if there is a new Sniper model from Valve?
I have struggled with the goggles as well - so I hear you on that.
Oh boy, I'm really excited!!!
The sword looks like this:
A friend pointed out to me that it looks like Tyrael's sword from the Reaper of Souls cinematic. And lo...
http://s.cghub.com/files/Image/190001-191000/190919/073_max.jpg
(this one's a fan art, but there's quite a few images of his sword that are very similar)
I've been trying to replace that central circle with something that is more interesting, but nothing's working so far. In the meantime I'd like to ask - is that too close a likeness for a submission to the workshop?