So i have kind of a situations, someone filed a DMCA on one of the items of my Phantom Lancer set....i'm a bit confused on who and why would do something like this considering it comes from a concept done by a colleague of mine...
So my questions is this: "is there anything i can do to solve this, or see who did this?"
Nice weapon for Lycan miguel, the only thing i'd say is that i would expect the gold to pop out a bit more with the specular, and probably slightly more on orange tones.
So i have kind of a situations, someone filed a DMCA on one of the items of my Phantom Lancer set....i'm a bit confused on who and why would do something like this considering it comes from a concept done by a colleague of mine...
So my questions is this: "is there anything i can do to solve this, or see who did this?"
That is awful to hear, maybe someone with a similar concept just got super jelly of your sets pure awesomeness. I also agree that potm set is looking amazing!
Special thanks to Vlad for helping me out with fixing the UVs and baking the normal (yes I'm that dumb).
Hopefully I'll submit it tomorrow if I manage to get a decent promo pic for it.
They don't really seem like they would be stable to run on though... and since insects hvae exo skeletons, he kind of have nothing that makes them hard and stable to walk on. It would basically just be like us walking on our feet without the bones. Not really functional. Just my 2cents.
maybe try to fit the metalness style to match the original body of him .. just an idea
btw : can it be that the self illum channel is like NOT WOKRING i really dont see any difference if i kick parts out of my self illum map only when i delete it completly i get some reaction
or is self illum maybe deactivated for some characters?
SLIMEface and me just finished another set. This time for Obsidian Outworld Destroyer Devourer.
Its the OODD set. My only problem with that set is the back area turned into a carapace shell thing rather than obsidian rock and that the wings look a little like the head of a crescent axe.
First pass done, I'm going to wait until I get some critique from my animation instructors before I submit it
For a first pass not too shabby, I am just awful at animation, I do not have the patience for it. I really like the sense of weight when he puts the gun on his shoulder, and then back in his hands, but that sense of weight is lost when he is actually moving the rifle, it almost seems floaty in a few frames.If you can get that feeling more consistent, and smooth out the animation over all in your additional passes it should come together quite nicely
SLIMEface and me just finished another set. This time for Obsidian Outworld Destroyer Devourer.
Looking good! If I had one critique, it'd be that the promo image doesn't do the set justice, as the silhouette from above is so much more interesting than the silhouette from the side.
Has anyone with windows 8(.1) tried using the SourceFilmMaker plugin for maya? It worked fine for me on Windows 7, but it's not working with Windows 8. Is there a way to manually set it up?
Okay my issue was due to a VCONTENT error, and I had to run the SFM SDK tool, and delete/reset configurations.
I have another issue I'm hoping any animators could help with.
The scale of the courier I'm importing is too small, and adjusting the world controller (rigged controller that controls everything) doesn't affect the scale in game. I've noticed that the actual ScaleXYZ of the mesh does alter the size in game, but if I scale that at all then it breaks away from my bones/rig.
Guiz, i need to be enlightened in the matter of opacity in color texture. I have tried to normally erease out stuff with ereaser and then saved in 32bit tga which didnt work, even used alpha channel like we use when we do shader masks (and ofc saved in 32bit tga) which allso didnt work.
So... how do you opacity? (im working on enchantress hair)
Guiz, i need to be enlightened in the matter of opacity in color texture. I have tried to normally erease out stuff with ereaser and then saved in 32bit tga which didnt work, even used alpha channel like we use when we do shader masks (and ofc saved in 32bit tga) which allso didnt work.
So... how do you opacity? (im working on enchantress hair)
i dont know if that is you problem, but the opacity just on the max values, like 100% or 0%
you need to have an alpha channel on your texture and you need to enable $aplhatest 1 on the vtm file
Okay my issue was due to a VCONTENT error, and I had to run the SFM SDK tool, and delete/reset configurations.
I have another issue I'm hoping any animators could help with.
The scale of the courier I'm importing is too small, and adjusting the world controller (rigged controller that controls everything) doesn't affect the scale in game. I've noticed that the actual ScaleXYZ of the mesh does alter the size in game, but if I scale that at all then it breaks away from my bones/rig.
Really appreciate any help on this, thanks!
The only way I know of scaling the courier up is through the .qc by adding a scale function. I also believe that you can not import scale data. You'd have to compile your model until its finished, decompile it the old way, alter the .qc and recompile the model the old way.
Okay my issue was due to a VCONTENT error, and I had to run the SFM SDK tool, and delete/reset configurations.
I have another issue I'm hoping any animators could help with.
The scale of the courier I'm importing is too small, and adjusting the world controller (rigged controller that controls everything) doesn't affect the scale in game. I've noticed that the actual ScaleXYZ of the mesh does alter the size in game, but if I scale that at all then it breaks away from my bones/rig.
Really appreciate any help on this, thanks!
Not certain on the software you're using, but if you have a option to scale the entire scene (project settings where you can find fps etc) it will rescale everything appropriately for import.
When I did my courier I screwed up the scaling from the start and in the end just imported everything including animations into a rescaled scene and exported it fine.
Hi, guys. I created new set for Axe and submitted it. What do you think about this set?
P.S. I will be grateful for your likes and comments in the workshop
Im currently having trouble getting alpha working on my courier. I have an alpha channel in my color map. It is saved as 32 bit and i have alpha channels checked when I save the file. I have no idea why the alpha is not appearing in game. Can anybody offer any help on this?
Not certain on the software you're using, but if you have a option to scale the entire scene (project settings where you can find fps etc) it will rescale everything appropriately for import.
When I did my courier I screwed up the scaling from the start and in the end just imported everything including animations into a rescaled scene and exported it fine.
I'm using Maya, and after a quick search it looked like the rescaling scene was to do with 3DS MAX?
I've never had much luck with compiling/decompiling, I wouldn't know how to do Andrews method.
I'm using the SMD exporter in Maya, is there no command you can add to the MEL command like -scale? (along with -up z) Arrrgh
Replies
http://steamcommunity.com/sharedfiles/filedetails/?id=187573869
http://steamcommunity.com/workshop/filedetails/?id=186199626
And more progress on our Mirana set. Bow still very WIP:
So my questions is this: "is there anything i can do to solve this, or see who did this?"
@Onilolz, great Mirana, i love it!
The link:
http://steamcommunity.com/sharedfiles/filedetails/?id=187591228
Nice weapon for Lycan miguel, the only thing i'd say is that i would expect the gold to pop out a bit more with the specular, and probably slightly more on orange tones.
That is awful to hear, maybe someone with a similar concept just got super jelly of your sets pure awesomeness. I also agree that potm set is looking amazing!
Concept by DoubleLeaf/Bel:
High poly:
Yay gifs!
Some other pics:
Special thanks to Vlad for helping me out with fixing the UVs and baking the normal (yes I'm that dumb).
Hopefully I'll submit it tomorrow if I manage to get a decent promo pic for it.
It's done!
A big thank you to everyone who helped along the way with info on animation importing/exporting into this game.
A HUGE thank you to Stefco for his amazing texturing and painting work!!
And coming up with that wicked concept as well
Cheers!
here's what i got so far, what do you think guys?
Looks nice, but I think feet need rework
if its about they are too simple and blobless, then it was on purpose
It just looks like tentacles. Its difficult to explain, but try to do it harder.
if ppl will bother Ill remake that slot, coz almost got presentation rdy for this variant, but ty for crits
maybe try to fit the metalness style to match the original body of him .. just an idea
btw : can it be that the self illum channel is like NOT WOKRING i really dont see any difference if i kick parts out of my self illum map only when i delete it completly i get some reaction
or is self illum maybe deactivated for some characters?
I'm falling behind, gotta work more...
@motenai: what is a DMCA report and is it a serious issue? Loved the color choices in your set btw.
ill change legs if ppl will be to bothered =]
SLIMEface and me just finished another set. This time for Obsidian Outworld Destroyer Devourer.
wip taunt
Its the OODD set. My only problem with that set is the back area turned into a carapace shell thing rather than obsidian rock and that the wings look a little like the head of a crescent axe.
First pass done, I'm going to wait until I get some critique from my animation instructors before I submit it
For a first pass not too shabby, I am just awful at animation, I do not have the patience for it. I really like the sense of weight when he puts the gun on his shoulder, and then back in his hands, but that sense of weight is lost when he is actually moving the rifle, it almost seems floaty in a few frames.If you can get that feeling more consistent, and smooth out the animation over all in your additional passes it should come together quite nicely
Dota 2 Workshop - Character Rigs For Animators
Check it out here!
Amazing stuff! makes me kinda wish i animate more, maybe an excuse now...
Looking good! If I had one critique, it'd be that the promo image doesn't do the set justice, as the silhouette from above is so much more interesting than the silhouette from the side.
The Screaming Glaive by UltimateHurl
http://steamcommunity.com/sharedfiles/filedetails/?id=187591228&searchtext=
I have another issue I'm hoping any animators could help with.
The scale of the courier I'm importing is too small, and adjusting the world controller (rigged controller that controls everything) doesn't affect the scale in game. I've noticed that the actual ScaleXYZ of the mesh does alter the size in game, but if I scale that at all then it breaks away from my bones/rig.
Really appreciate any help on this, thanks!
So... how do you opacity? (im working on enchantress hair)
i dont know if that is you problem, but the opacity just on the max values, like 100% or 0%
you need to have an alpha channel on your texture and you need to enable $aplhatest 1 on the vtm file
Cheers!
How do you get the characters on those podiums with animations etc. Is it just a scene setup in maya/max or is there a program that does it?
Self ilumination is only working if you test the asset in the game (at keast for me)
That is from the importer in dota...
Thanx i checked my alpha channel and found out that it was only 99% black. That was the cause. Next time i need to be 100% precise :poly144:
The only way I know of scaling the courier up is through the .qc by adding a scale function. I also believe that you can not import scale data. You'd have to compile your model until its finished, decompile it the old way, alter the .qc and recompile the model the old way.
Not certain on the software you're using, but if you have a option to scale the entire scene (project settings where you can find fps etc) it will rescale everything appropriately for import.
When I did my courier I screwed up the scaling from the start and in the end just imported everything including animations into a rescaled scene and exported it fine.
Hail to the king
Ain't enough room in this lane for the both of us
P.S. I will be grateful for your likes and comments in the workshop
here is Bloody Set in Workshop
http://steamcommunity.com/workshop/filedetails/?id=188155487
Thanks
Im currently having trouble getting alpha working on my courier. I have an alpha channel in my color map. It is saved as 32 bit and i have alpha channels checked when I save the file. I have no idea why the alpha is not appearing in game. Can anybody offer any help on this?
many thanks!
I'm using Maya, and after a quick search it looked like the rescaling scene was to do with 3DS MAX?
I've never had much luck with compiling/decompiling, I wouldn't know how to do Andrews method.
I'm using the SMD exporter in Maya, is there no command you can add to the MEL command like -scale? (along with -up z) Arrrgh
http://steamcommunity.com/sharedfiles/filedetails/?id=188210960
nice color choice ! maybe add some "bling bling"