Eleryn : when you import the FBX ( if thats the case here) dont forget to allways use centimeters in the UNITS dropdown pannel . This is probbably the problem here .
kite212 : I would use a long pumpkin instead of the rounder one you are using , to make the spear a little thinner . Now it gives the imppresion that its a nature prophet staff insteaf of a spear(from what I remember , it is a enchantress spear right? )
Arg, that didn't seem to work. I fiddled with it a bit, now the game is just giving me "Import failed" when it tries to compile the model. I can't figure out why it's failing, it offers no explanation as to why, just "Error: compile failed".
Is there a tutorial I can follow on how to take a model through the whole process? Because clearly I'm doing a lot wrong.
EDIT: Now I can't seem to get it to import into the game at all.
I've tried exporting it from a new file with fresh imports, tried just importing it with no skinning, tried resetting xform, etc etc, no luck, always fails to import.
This is hard, how does everyone manage to do this all the time?
so i´ve had problems with fbx in the past.
the solution for me was to only import and export smd´s. since i´ve been using smd´s i never had any problems.
now if your model always fails to import, try exporting a cube, skinned to one of the bones, if that works, there is something wrong with your model.
finding the problem here can be realy hard, because it could be anything, maby you should start a thread and show us some specifics.
so i´ve had problems with fbx in the past.
the solution for me was to only import and export smd´s. since i´ve been using smd´s i never had any problems.
It worked perfectly when I exported it to a SMD. The scale is correct, and it imported fine.
So, working with the feedback from Vlad I made a few changes. I increased the shoulder size and got rid of the eyes (something he mentioned on hangout). The gun does still look similar to the original - but I consider that a plus (my first two guns did not fit the DOTA style very well).
So, working with the feedback from Vlad I made a few changes. I increased the shoulder size and got rid of the eyes (something he mentioned on hangout). The gun does still look similar to the original - but I consider that a plus (my first two guns did not fit the DOTA style very well).
My nigga, those bug-eyes are awesome and good work on the shoulders. I still think that the weapon is too similar to the default, maybe you could work on that gold and bring it out more, highlight that it's a fancy rifle. Maybe you could add a scope or maybe something like this
I don't like the shape of the horns, and the light blue part.
I think I'll make the horns bigger and replace the big blue block with some kind of curvy line design.
kite212 : I would use a long pumpkin instead of the rounder one you are using , to make the spear a little thinner . Now it gives the imppresion that its a nature prophet staff insteaf of a spear(from what I remember , it is a enchantress spear right? )
cheers
Yeah this is an Enchantress spear for now. I probably won't rework it much as I have spent way too long on it so far, but this will really depend on how it looks in game with her holding it. With the shape though I am really considering modifying a version and making it into a Nature's staff.
So much inspirational stuff in this thread! I put my Riki set on ice for a bit. Working on a Blade for Axe which he will actually use as an axe.
Pretty happy with the results so far. Although i'm struggling with the normal maps and baking. Hoping to fix last normal map issues tomorrow, and finish the whole thing up by the end of the weekend Crits are welcome! Must sleeeeeeeep.
Pretty happy with the results so far. Although i'm struggling with the normal maps and baking. Hoping to fix last normal map issues tomorrow, and finish the whole thing up by the end of the weekend Crits are welcome! Must sleeeeeeeep.
Bake an object space normal in xNormal and then run that and your low poly through Handplane. Amazing results. :thumbup:
Bake an object space normal in xNormal and then run that and your low poly through Handplane. Amazing results. :thumbup:
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. Anyway, i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction!
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
Finished my quick project before going back to the monthly competition. Amazing concept by Mango and here is the finished item. Another Abaddon sword! YES!
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. [strike]Anyway i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction![/strike]
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
Your sculpts are so clean and polished! Gives me something to work towards. Looking great!
Adorable!
you have overlapping mirrored UV´s. you need to select all the uv´s from one side of the model and move them exactly 1 UV-space to the right.
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
I still think that the weapon is too similar to the default, maybe you could work on that gold and bring it out more, highlight that it's a fancy rifle.
Hey guys! It has been a some time since I posted something here, and also some time without modelling something on a computer, so I'm picking stuff up again. I'm finishing up that CK set I've started some time ago with Stefco, with only the shoulders left now. I would love to get some feedback on the overall shape, since I'm kinda rusting on doing items for Dota. Suggestions are also very welcome.
I'm getting started on some sculpting, but I'm just trying some stuff out to get an idea of how everything is going to look in the end.
Has anyone had problems with textures when publishing, mine look fine in 3ds max but once uploaded they are back to front have weird shadows on them and look terrible and i haven't got a clue what's causing it
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. Anyway, i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction!
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
You can and should mirror uvs before baking. Just offset the copy a full UV square over and make sure you using the same copy for the object space bake as the tangent space conversion (just dont shuffle things back and forth)
Also, to clarify this section of the documentation:
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
That automatic shell offset function is totally unnecessary. Every other game dev workflow involves manually offsetting overlapping copies of the UVs. Also, leaving the UVs on top of eachother and letting the engine offset them is inviting problems with baking AO and other accessory maps. Its also a confusing quote intruction. Certainly do weld the two halves of your model (it's only referring to welding uvs) and you can decide if you want a hard edge between them or not.
It's not the masks, i have tweaked them 50 times and nothing changes the texture is showing up backwards in game, like hilt texture is appearing on the end of the sword and vice versa but in max the texture and uvs are fine :S
I like it, but I think the walking and flying versions are too similar (they're identical actually!).
I also think that the walking death and rare idle could be improved a bit.
Great job!
here's the rest of BH's head, still in sculpt form, low poly and bakes tomorrow:
that makes for all the 'pieces' being ready to texture, minus some rigging tests and fiddling to see if I can fit more neat stuff in the set.
sleep now
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
Thanks Jalcober! just check out all your works in the workshop. Holy moly! super cool stuff I love the asymetry of that Death Prophet! keep goin! Ide say overall just make sure you have nice S curves. i see in some places like the cloth on the chest where the s curve is broken a little on the boob.
Replies
kite212 : I would use a long pumpkin instead of the rounder one you are using , to make the spear a little thinner . Now it gives the imppresion that its a nature prophet staff insteaf of a spear(from what I remember , it is a enchantress spear right? )
cheers
Is there a tutorial I can follow on how to take a model through the whole process? Because clearly I'm doing a lot wrong.
EDIT: Now I can't seem to get it to import into the game at all.
I've tried exporting it from a new file with fresh imports, tried just importing it with no skinning, tried resetting xform, etc etc, no luck, always fails to import.
This is hard, how does everyone manage to do this all the time?
the solution for me was to only import and export smd´s. since i´ve been using smd´s i never had any problems.
now if your model always fails to import, try exporting a cube, skinned to one of the bones, if that works, there is something wrong with your model.
finding the problem here can be realy hard, because it could be anything, maby you should start a thread and show us some specifics.
here's the rest of BH's head, still in sculpt form, low poly and bakes tomorrow:
that makes for all the 'pieces' being ready to texture, minus some rigging tests and fiddling to see if I can fit more neat stuff in the set.
sleep now
It worked perfectly when I exported it to a SMD. The scale is correct, and it imported fine.
Thank you!
Sleep is overrated anyway
I don't like the shape of the horns, and the light blue part.
I think I'll make the horns bigger and replace the big blue block with some kind of curvy line design.
Yeah this is an Enchantress spear for now. I probably won't rework it much as I have spent way too long on it so far, but this will really depend on how it looks in game with her holding it. With the shape though I am really considering modifying a version and making it into a Nature's staff.
Godnes hammer
Starting work with another item.
Pretty happy with the results so far. Although i'm struggling with the normal maps and baking. Hoping to fix last normal map issues tomorrow, and finish the whole thing up by the end of the weekend Crits are welcome! Must sleeeeeeeep.
Bake an object space normal in xNormal and then run that and your low poly through Handplane. Amazing results. :thumbup:
I think he took offense in the word bug-eye. You know, he seems to wear glasses judging from his avatar.
Upvote if you like it:)
http://steamcommunity.com/sharedfiles/filedetails/?id=185312631
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. Anyway, i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction!
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
Your sculpts are so clean and polished! Gives me something to work towards. Looking great!
Adorable!
Mistborn by Vayne and Mango
Hope you like it! Hitting those 300 tris with this design was challenging.
you have overlapping mirrored UV´s. you need to select all the uv´s from one side of the model and move them exactly 1 UV-space to the right.
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
// oops too slow
That was it, worked like a charm. Thanks!
better?
nice one very creative ! but axe? come on thats some kind of morning star?!
is that possible on every character?! that jiggle ? i would love to add some hanging stuff to my crap
I'm getting started on some sculpting, but I'm just trying some stuff out to get an idea of how everything is going to look in the end.
You can and should mirror uvs before baking. Just offset the copy a full UV square over and make sure you using the same copy for the object space bake as the tangent space conversion (just dont shuffle things back and forth)
Also, to clarify this section of the documentation:
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
That automatic shell offset function is totally unnecessary. Every other game dev workflow involves manually offsetting overlapping copies of the UVs. Also, leaving the UVs on top of eachother and letting the engine offset them is inviting problems with baking AO and other accessory maps. Its also a confusing quote intruction. Certainly do weld the two halves of your model (it's only referring to welding uvs) and you can decide if you want a hard edge between them or not.
My first guess is that your mask files are messed up somehow.
I also think that the walking death and rare idle could be improved a bit.
Great job!
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
maybe im wrong .. but there is no need to use bent normal maps?! im not even sure if source supports them?!
just use xnormal tobake ambient occlusion / world normalmap and base color & for zbrush users highpoly vertex colors
then translate the world normal using handplane to a source optimized tangent normalmap
thats doing it ?!
greetings
Looks like baking with symmetry?
Lovely concepts!
I've always wondered why Jalcober, Nikey and some more have Avatars with the same style if anyone could help me jejeje
cheers guys!!
Thanks!
Robo made them for us.
cheers!!
Still not sure if i can push the normals on the engraving to be actually shiny, or maybe i should fakepaint the shiny highlights, huh.