Home Dota 2

Dota 2 - Workshop Thread

Replies

  • mihalceanu
    Offline / Send Message
    mihalceanu polycounter lvl 6
    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 :D right? )

    cheers
  • System
    Offline / Send Message
    System admin
    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?
  • Goeddy
    Offline / Send Message
    Goeddy greentooth
    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.
  • bounchfx
    there was a time when I used to get sleep.

    here's the rest of BH's head, still in sculpt form, low poly and bakes tomorrow:

    bh_set_wip2.PNG

    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
  • System
    Offline / Send Message
    System admin
    Goeddy wrote: »
    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.

    Thank you!
  • soulstice
    Offline / Send Message
    soulstice polycounter lvl 9
    Finished my first set for Natures Prophet. Took me awhile but it was a good learning experience. xD

    tYsaaDx.jpg
  • Anuxinamoon
    Offline / Send Message
    Anuxinamoon polycounter lvl 14
    Nice sculpt bounch :D

    Sleep is overrated anyway ;)
  • Tamarin
    Offline / Send Message
    Tamarin polycounter lvl 17
    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).
    4zz1.jpg
  • vlad_the_implyer
    Offline / Send Message
    vlad_the_implyer polycounter lvl 5
    Tamarin wrote: »
    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
  • branch
    0taFCon.jpg

    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
    Offline / Send Message
    kite212 polycounter lvl 16
    mihalceanu wrote: »
    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 :D 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.
  • Prosomogy
    I think its my best icon ;D
    Godnes hammer
    52B63B11055AFA4F127FB1D0932D04908BD36A52
    Starting work with another item.
    dZS_GQfsf7A.jpg
    G6T3Iz7Ayao.jpg
    viaQdIpOuEg.jpg
  • YourDownfall
    Offline / Send Message
    YourDownfall polycounter lvl 9
    Currently working on new hair for Death Prophet ;-)

    lksy7kk5ru1p.png
  • Tyn
    Offline / Send Message
    Tyn polycounter lvl 10
    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.

    WIP_AXE.jpg

    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.
  • kite212
    Offline / Send Message
    kite212 polycounter lvl 16
    Tyn wrote: »
    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:
  • [Deleted User]
    Offline / Send Message
    [Deleted User] insane polycounter
    The user and all related content has been deleted.
  • Anuxinamoon
    Offline / Send Message
    Anuxinamoon polycounter lvl 14
    Getting this into 350tris is gonna kiiiilll meeee D:
    BWW3SYiCQAAcVzQ.jpg:large
  • vlad_the_implyer
    Offline / Send Message
    vlad_the_implyer polycounter lvl 5
    ...
    Let it out friend, don't just waste the bandwidth by making people update the thread.
  • Coyo.Te
    Offline / Send Message
    Coyo.Te polycounter lvl 4
    Let it out friend, don't just waste the bandwidth by making people update the thread.

    I think he took offense in the word bug-eye. You know, he seems to wear glasses judging from his avatar.
  • Kraken
    Offline / Send Message
    Kraken interpolator
    I've finally submited my Pumpkin courier.
    Upvote if you like it:)

    http://steamcommunity.com/sharedfiles/filedetails/?id=185312631

    Gxv1A3A.jpg
    hAGrQ83.jpg
    qhr4GDk.jpg
  • Bas1c
    Does anyone know if the green channel has to be flipped in topogun for baking normal maps?
  • Tyn
    Offline / Send Message
    Tyn polycounter lvl 10
    kite212 wrote: »
    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 :)

    Hitl_os_normals_Work.png
    Getting this into 350tris is gonna kiiiilll meeee D:

    Your sculpts are so clean and polished! Gives me something to work towards. Looking great!
    Kraken wrote: »
    I've finally submited my Pumpkin courier.
    Upvote if you like it:)

    Adorable!
  • Vayne4800
    Offline / Send Message
    Vayne4800 polycounter lvl 3
    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!

    Mistborn by Vayne and Mango

    C9CABAB6975C72731B97659EAD06FD8394EC42D4

    OCCPlhZ.jpg
    r6iDcvD.jpg

    Hope you like it! Hitting those 300 tris with this design was challenging.
  • Goeddy
    Offline / Send Message
    Goeddy greentooth
    Tyn wrote: »
    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 :)

    Hitl_os_normals_Work.png



    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.
  • fx01
    check the offical 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"

    // oops too slow :p
  • Tyn
    Offline / Send Message
    Tyn polycounter lvl 10
    Goeddy wrote: »
    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.

    That was it, worked like a charm. Thanks!
  • System
    Offline / Send Message
    System admin
    My first submission to the workshop in like, a year. Still getting back into the swing of things~

    workshop_thumbnail_sm.jpg
  • Tamarin
    Offline / Send Message
    Tamarin polycounter lvl 17
    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.

    better?

    q7up.jpg
  • Nikey
    Offline / Send Message
    Nikey polycounter lvl 10
    I've finished axe's axe

    268x268.resizedimage
  • fx01
    Nikey wrote: »
    I've finished axe's axe

    268x268.resizedimage

    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 :D
  • belkun
    Offline / Send Message
    belkun polycounter lvl 7
    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.

    aTQgqwO.png

    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.
  • Bas1c
    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 :(
  • AlecMoody
    Offline / Send Message
    AlecMoody ngon master
    Tyn wrote: »
    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 :)

    Hitl_os_normals_Work.png


    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.
  • Rubus
    Offline / Send Message
    Rubus polycounter lvl 5
    @Bas1c:

    My first guess is that your mask files are messed up somehow.
  • Bas1c
    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
  • Prosomogy
    anyone have any ideas why i got this problem whan bake prtN and prtP maps?:(
    OXKfkvW7irY.jpg
  • Zalakzik
    Guys,i also finished my Diretide halloween, its not so freaking awesome like Pumpkin but anyway. Vote if u like :)
    rRONBMJ.jpg
  • branch
    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! :)
  • Prosomogy
    Test textures :c anyone please answer how fix that problem with prtP and prtN maps problem with triangles on it ;c
    5J05ceBMnOA.jpg
    3qik0yStERw.jpg
    -HL9E68euDo.jpg
  • PolyGoon
    bounchfx wrote: »
    there was a time when I used to get sleep.

    here's the rest of BH's head, still in sculpt form, low poly and bakes tomorrow:

    bh_set_wip2.PNG

    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 :D been lurking on the count for about 3 year :p 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

    Crop_zps4970e624.jpg

    bh_weps_base2_zps776b838d.jpg

    looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon :D
  • fx01
    Prosomogy wrote: »
    Test textures :c anyone please answer how fix that problem with prtP and prtN maps problem with triangles on it ;c
    5J05ceBMnOA.jpg
    3qik0yStERw.jpg
    -HL9E68euDo.jpg



    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
  • Plant
    Prosomogy wrote: »
    anyone have any ideas why i got this problem whan bake prtN and prtP maps?:(
    OXKfkvW7irY.jpg

    Looks like baking with symmetry?
  • Prosomogy
    Thx guy's for answer! I fix it, aslo done weapon :) wona say big thx Dvonio for his help:)
    vIhxKJZNheA.jpg
    pZg1K5YzEGc.jpg
  • Jalcober
    Offline / Send Message
    Jalcober polycounter lvl 10
    PolyGoon wrote: »
    Howdy folks! Sam Noone here :D been lurking on the count for about 3 year :p 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

    Crop_zps4970e624.jpg

    bh_weps_base2_zps776b838d.jpg

    looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon :D

    Lovely concepts!
  • HatPoweredSpyCrab
    Offline / Send Message
    HatPoweredSpyCrab polycounter lvl 10
    It's been a while....Holy sh... this post keeps getting better and better...

    I've always wondered why Jalcober, Nikey and some more have Avatars with the same style D: if anyone could help me jejeje
    cheers guys!!
  • Rowinish
    Offline / Send Message
    Rowinish polycounter lvl 8
    Hey guys, I need some crits on my WIP Death Prophet set.
    Thanks!
    10237419126_0619734510_o.png
  • Jalcober
    Offline / Send Message
    Jalcober polycounter lvl 10
    It's been a while....Holy sh... this post keeps getting better and better...

    I've always wondered why Jalcober, Nikey and some more have Avatars with the same style D: if anyone could help me jejeje
    cheers guys!!

    Robo made them for us. :)
  • HatPoweredSpyCrab
    Offline / Send Message
    HatPoweredSpyCrab polycounter lvl 10
    @Jalcober I want one but I guess I will have to make something amazing with him first!! :P
    cheers!!
  • PolyGoon
    Thanks Jalcober! just check out all your works in the workshop. Holy moly! super cool stuff :D 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.
  • vlad_the_implyer
    Offline / Send Message
    vlad_the_implyer polycounter lvl 5
    I actually liked the idea so much, that i reimagined "Decorated Shooter"
    Xhu7gDs.jpg

    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.
Sign In or Register to comment.