I incorrectly assumed that high ratings equated to popularity and quality
Popularity, maybe. Quality, style-fitting, not so much.
Average D2 player runs it on medium to low settings, so they wouldn't see the difference anyway.
hey guys is it possible to use custom particles on couriers?! im bit confused some people tell me NO... when i look at tinkbot i think YES ... when i look at valves page( which i do not believe anymore says (YEANO)
hey guys is it possible to use custom particles on couriers?! im bit confused some people tell me NO... when i look at tinkbot i think YES ... when i look at valves page( which i do not believe anymore says (YEANO)
I'm pretty sure there's still no way to import your own custom particles. You can import a mesh to define where the stock particle spawns though.
Lately Valve has been doing custom particles for items that require them though. For my NP staff in the Rubiline chest for example they did a quick particle.
i am working on a concept for a TA set right at the moment.
(also looking for a collabo to build it)
what do u guys think?
I feel that the head piece breaks her silhouette too much. I like the rest of it, but I think the head piece needs to be re-worked to not break her silhouette so much
I feel that the head piece breaks her silhouette too much. I like the rest of it, but I think the head piece needs to be re-worked to not break her silhouette so much
I get baited into these discussions - and I am too passionate about them.
"I promise to just be happy for those who are successful through marketing and networking" - I need to repeat that in the mirror every day for a month.
It's like complaining about Justin Beiber or Miley Cyrus or Kim Kardashian - or ad infinitum. Telling people what they like or what is good vs. letting them chose is a corner stone in the foundation of our society.
I should change my name to Don Quixote. "Social programming is not evil - it can make you a lot of money" - there is another mantra to chant in the mirror.
After seeing the change, not quite what was needed. For more in depth:
You can keep the headpiece, just make it less prominent. One way you could do this would be to lower the tip to eye-level, reduce the amount covering her head (use curved lines, such as having the peak have a very narrow taper (similar to her sleeves).
Also consider curving the golden rim of the headpiece so that it looks more like cloth and less like Metal. TA is all about her curves.
Hey, almost done texturing my axe, still fiddling with the masks and playing around with bits and pieces. I'd really like to get some feedback before I round off my first dota item.
Hello to you all, this is my first first item set (at least good enough to be shown here) for omnyknight , i want to give thanks to the polycount comunity and a special thanks to LennyAgony. I'm open to sugestions so let me know. If you like it give me a vote below.
Hello to you all, this is my first first item set (at least good enough to be shown here) for omnyknight , i want to give thanks to the polycount comunity and a special thanks to LennyAgony. I'm open to sugestions so let me know. If you like it give me a vote below.
Hellmaster, I'd recommend not blowing out your marketing images like that. It just looks bad and eclipses the detail that you have on your omni set. Keep it clean and readable, just my two cents.
Does anyone know anything about jiggle bones and if there is anything special you need to do to get them to work?
As far as i am aware Dota2 source engine does not support jiggle bones. You would need to fake it by rigging to another bone that may give a sense of jiggle
Hey guys, just to have a little bit more of information, not trying to create a debate about it. I did an item just for fun and to see what happens, right now it has 4 stars but more ratings than other assets I saw that have already 5 stars (I think its beacause someone rated me bad). So my question is, is there any relation between stars and been accepted in the game? Does anyone here have an asset in the game with less than 5 stars?
Again, is just to have more things clear, I really dont care where my weapon ends up at the end. I had fun doing it
It reads a lot better. You also seem to be blurring the entire thing up for some reason. Areas of focus like the face should be sharp to draw peoples eye.
So my question is, is there any relation between stars and been accepted in the game? Does anyone here have an asset in the game with less than 5 stars?
]
4 star items do get in the store. It's only part of process for getting an item in, Valve ultimately decides.
When you have not enough votes, you can have 95% approval rating on your item and it will show 4 stars anyway, at least it happened with most of my items.
For a more detailed info on how your item is faring in terms of popularity, check the stats tab, located on top of the page.
Hmmm, maybe we just can't edit them? I thought they were used in the engine, for example take a look at the Lycan ultimate and move him around on the importer, his tail and neck fur seem to have jiggle bones on them.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
Really? There are several heroes that show jiggle bone behaviour, Witch Doctor's staff and Juggernaut's fur cape.
Really? There are several heroes that show jiggle bone behaviour, Witch Doctor's staff and Juggernaut's fur cape.
It's definitely not keyframe animation.
drows cape, tides weapon end or offhand weapon, there jiggle stuff in almost every character. and i've seen people add that to weapons which don't have jiggle bones by default like here
^Actually that's in Axe's files from the Workshop site since there's the one Valve axe with a chain. So I'm not sure if I've seen anyone actually add jigglebones.
But yeah, most character's have jiggly bits like ponytails and other accessories. You just have to skin them to the correct bones
Really? There are several heroes that show jiggle bone behaviour, Witch Doctor's staff and Juggernaut's fur cape.
It's definitely not keyframe animation.
I thought all the soft-body physics are done by the cloth simulation that was added to the source engine for Dota 2, and not done by jigglebones like TF2. I could be completely wrong, and that would be nice because jigglebones are fun
drows cape, tides weapon end or offhand weapon, there jiggle stuff in almost every character. and i've seen people add that to weapons which don't have jiggle bones by default like here
Yeah, as far as I understood it (this is from skimming some website over year ago) any bone you added automatically became a jiggle bone. Not tried it myself, yet.
Yeah, as far as I understood it (this is from skimming some website over year ago) any bone you added automatically became a jiggle bone. Not tried it myself, yet.
Vlad's blog seems to back up my understanding of things...
http://www.workshophatemachine.com/2013/01/13/riptide/
"Note that Dota 2 doesnt use jigglebones, instead it uses custom animations and clothing simulation. So if you want something jiggly it should be either done by Valve, or by you, using existing bones."
hey guys, me and NFWar have been working on a set for tide these past weeks. we had some concepting problems throughout time and that pulled us back a couple of times (aside from the fact that im really lazy with collage going around and all that stuff) anyway i wanted to post this here after i had a solid sculpt. Right now i got the silhouette done for the head/bracer/back parts but i'm having some trouble with the belt. not sure which way should i go with it:
a combination of sea weed+cloth which makes him look like tarzan but imo it kinda looks out of place with all those other parts (i tried adding scales to it, didn't really like it)
some scales on the tail + the belt
or should i just create a new set of scales to cover the tail without any belt?
Help!!! I need some help to submit my beast. This was my first summon and I didnt know that I need animations, can somebody tell me where to find the original animations?
Help!!! I need some help to submit my beast. This was my first summon and I didnt know that I need animations, can somebody tell me where to find the original animations?
I went ahead and built a rig package for beastmasters summon. The original decompiled animations are included in the package. You can use those to submit. If you've already skinned it then it SHOULD work, but since I have no custom beastmaster summons I can't test it myself. So if you want to be the test bed download it and let me know how it works or what I need to change.
I also rigged the beast as well, so if you wanted to create some custom animations you're more then able to. I plan on doing this for all the summons so if you guys want to just use the default animations you wont need to go digging yourselves! Warlock's summon is upnext
I plan on doing this for all the summons so if you guys want to just use the default animations you wont need to go digging yourselves! Warlock's summon is upnext
Just out of interest, when do you think you will have this done?
It all depends on my free time, I had some extra time today so I figured I'd get a few done. Wrapping up Bloodseeker, hope to have him ready as well before I go to sleep. The download package for the Warlock Golem works like all of the other summons, included are the original default animations, a rig you can use to skin your mesh as well as create your own custom animations.
:poly121:
Also got Axe finished, toooootally forgot about him!
Replies
Average D2 player runs it on medium to low settings, so they wouldn't see the difference anyway.
hey, mate. your pre render is so AWESOME!!!
Hope valve add it!!!
When u're planing finish model?
Can u share me more WD's arts pls?
jeeez, that cloth is a different thing, but i am makin progress i think.
I'm pretty sure there's still no way to import your own custom particles. You can import a mesh to define where the stock particle spawns though.
Lately Valve has been doing custom particles for items that require them though. For my NP staff in the Rubiline chest for example they did a quick particle.
(also looking for a collabo to build it)
what do u guys think?
I feel that the head piece breaks her silhouette too much. I like the rest of it, but I think the head piece needs to be re-worked to not break her silhouette so much
what would u think about that:
https://dl.dropboxusercontent.com/u/21608461/visuals/ta%20set%20Kopie%20v6.jpg
its a littlebit changed version at the part u mentioned
Yep biped will work. I used it for both my taunt and the cat courier.
http://steamcommunity.com/sharedfiles/filedetails/?id=182693156
http://steamcommunity.com/sharedfiles/filedetails/?id=166955998
http://steamcommunity.com/sharedfiles/filedetails/?id=190349336
Why go so angular on that high collar? The bulky polygon-y shape looks really off.
Try rounding it up, with more concave shapes. Reworking those frames to make it look lighter won't be a bad idea too.
@Tairow:
The ingame screens don't do justice to the texture work, try maxing out the graphics before taking them.
I really like the shapes, but that teethy face looks strange to me.
"I promise to just be happy for those who are successful through marketing and networking" - I need to repeat that in the mirror every day for a month.
It's like complaining about Justin Beiber or Miley Cyrus or Kim Kardashian - or ad infinitum. Telling people what they like or what is good vs. letting them chose is a corner stone in the foundation of our society.
I should change my name to Don Quixote. "Social programming is not evil - it can make you a lot of money" - there is another mantra to chant in the mirror.
its simple PyK
never listen to artists they make the shit they dont buy it ...
After seeing the change, not quite what was needed. For more in depth:
You can keep the headpiece, just make it less prominent. One way you could do this would be to lower the tip to eye-level, reduce the amount covering her head (use curved lines, such as having the peak have a very narrow taper (similar to her sleeves).
Also consider curving the golden rim of the headpiece so that it looks more like cloth and less like Metal. TA is all about her curves.
Hope this helps some.
Steam Page: http://steamcommunity.com/sharedfiles/filedetails/?id=190386062
Here's some ingame screens:
Ouch.
Thanks guys! I'll spend today finishing up and hopefully submit it tonight
http://steamcommunity.com/sharedfiles/filedetails/?id=190488556
Hellmaster, I'd recommend not blowing out your marketing images like that. It just looks bad and eclipses the detail that you have on your omni set. Keep it clean and readable, just my two cents.
As far as i am aware Dota2 source engine does not support jiggle bones. You would need to fake it by rigging to another bone that may give a sense of jiggle
Again, is just to have more things clear, I really dont care where my weapon ends up at the end. I had fun doing it
http://steamcommunity.com/sharedfiles/filedetails/?id=187591228&searchtext=trigem
It reads a lot better. You also seem to be blurring the entire thing up for some reason. Areas of focus like the face should be sharp to draw peoples eye.
4 star items do get in the store. It's only part of process for getting an item in, Valve ultimately decides.
For a more detailed info on how your item is faring in terms of popularity, check the stats tab, located on top of the page.
Still this is just as far as I am aware, but anything like this is handled by custom animations or the cloth sim that was added to Dota 2, but jiggle bones are not supported.
It's definitely not keyframe animation.
drows cape, tides weapon end or offhand weapon, there jiggle stuff in almost every character. and i've seen people add that to weapons which don't have jiggle bones by default like here
http://cloud-3.steampowered.com/ugc/828952480628207455/6E7C801FA71C8063B95E8F7DE1CEA5323837A78C/
But yeah, most character's have jiggly bits like ponytails and other accessories. You just have to skin them to the correct bones
I thought all the soft-body physics are done by the cloth simulation that was added to the source engine for Dota 2, and not done by jigglebones like TF2. I could be completely wrong, and that would be nice because jigglebones are fun
Looks very nice, but previous one, moon-style staff looks more acceptable for your arabic set.
Cant wait to buy it in dota shop :):)
༼ つ ◕_◕ ༽つ GIVE DIRETIDE
Vlad's blog seems to back up my understanding of things...
http://www.workshophatemachine.com/2013/01/13/riptide/
"Note that Dota 2 doesnt use jigglebones, instead it uses custom animations and clothing simulation. So if you want something jiggly it should be either done by Valve, or by you, using existing bones."
a combination of sea weed+cloth which makes him look like tarzan but imo it kinda looks out of place with all those other parts (i tried adding scales to it, didn't really like it)
some scales on the tail + the belt
or should i just create a new set of scales to cover the tail without any belt?
initial concept sheet by NFWar:
Idle + Idle rare
[ame="http://www.youtube.com/watch?v=Utwwx5xlaAE"]boar@idle - YouTube[/ame]
Run
[ame="http://www.youtube.com/watch?v=KLZg3LOWIEU"]boar@run WIP - YouTube[/ame]
I went ahead and built a rig package for beastmasters summon. The original decompiled animations are included in the package. You can use those to submit. If you've already skinned it then it SHOULD work, but since I have no custom beastmaster summons I can't test it myself. So if you want to be the test bed download it and let me know how it works or what I need to change.
I also rigged the beast as well, so if you wanted to create some custom animations you're more then able to. I plan on doing this for all the summons so if you guys want to just use the default animations you wont need to go digging yourselves! Warlock's summon is upnext
CLICK THIS LINK
In other news: I've submitted my first dota 2 item
Ozymandias - Blade of the Shattered Realm
Vote it up if you like it! Thanks!
Just out of interest, when do you think you will have this done?
Warlock is finished!
DOWNLOAD LINK
DOWNLOAD LINK
UPATED - STEAM RIG MASTER GUIDE THING WEBSITE FORUM PLACE
It all depends on my free time, I had some extra time today so I figured I'd get a few done. Wrapping up Bloodseeker, hope to have him ready as well before I go to sleep. The download package for the Warlock Golem works like all of the other summons, included are the original default animations, a rig you can use to skin your mesh as well as create your own custom animations.
:poly121:
Also got Axe finished, toooootally forgot about him!