Started making a set for Juggernaut, heres the mask so far:
It still isnt done, gonna add some bangs to break up the sillouette a bit and hopefully get the ends of the headband to dangle.
Speaking of which, has anyone figured out how to make things dangle or sway? I saw that they do it with jigglebones in TF2 but none of the Dota2 rigs seem to contain any jigglebones.
Anyone knows any tutorial or guide to help me understand the _mask1 and _mask2 usage? I tried searching on SDK Index and everywhere but can't find anything that helps, and its a bit hard for me to understand just by trial and error.
Indeed its an awesome tutorial, it really helped me understand the masks pretty well!. But I have some questions now :P
In Mask1/RedChannel : It says its used to blend 2 textures, but, which textures does it blend? I don't understand this yet
In Mask2/BlueChannel: Can someone explain me a bit how does this Tint Specularity work? Never heard of it b4.
And last question, in Mask2/Alpha Channel it says it depends on the Specular exponent at the .VMT. How to check out the .vmt to see the specular exponent?
Thank you for all the answers!. This is really helping me understand lots of things
Indeed its an awesome tutorial, it really helped me understand the masks pretty well!. But I have some questions now :P
In Mask1/RedChannel : It says its used to blend 2 textures, but, which textures does it blend? I don't understand this yet
In Mask2/BlueChannel: Can someone explain me a bit how does this Tint Specularity work? Never heard of it b4.
And last question, in Mask2/Alpha Channel it says it depends on the Specular exponent at the .VMT. How to check out the .vmt to see the specular exponent?
Thank you for all the answers!. This is really helping me understand lots of things
Regarding the VMT files, u can open them with notepad++ and change some values. give it a try.
Hello!
When you import my model into the game, there is a screenshot.
I do not understand the problem. The model corresponds to the size, texture and normals are present.
I use ZBrush, 3DS max, Topogun. Where there may be a bug? Can anybody tell?
I got a little question. For bracers and shoulders are the polycount limit only for one side, or shared between both left and right item? Do valve flip the mesh over with code or is that something i have to do?
Anyone knows any tutorial or guide to help me understand the _mask1 and _mask2 usage? I tried searching on SDK Index and everywhere but can't find anything that helps, and its a bit hard for me to understand just by trial and error.
That would be really awesome, some workflow tutorial for the skinning part would totally rock too! (Although I think I already have this part controlled ) I think both of this matters are the harder ones for people starting in Dota 2 Workshop as me. ^^
That would be really awesome, some workflow tutorial for the skinning part would totally rock too! (Although I think I already have this part controlled ) I think both of this matters are the harder ones for people starting in Dota 2 Workshop as me. ^^
Yep, how to properly place the item into the model step by step so that when you import it to Dota 2 it won't give any problem ^^ Things to have in mind and so on.
(Maybe im asking too much but well, asking is free! xD)
I need help settling on a style for simulating a glass or gemstone lense for my workshop item. I am not sure which style to go for, or if i am taking the wrong approach. The Transparency effect is a no go, so i have to draw a texture for the lense in photoshop. Which one do you think is best? Or do you have any better ideas/techniques i could use?
I need help settling on a style for simulating a glass or gemstone lense for my workshop item. I am not sure which style to go for, or if i am taking the wrong approach. The Transparency effect is a no go, so i have to draw a texture for the lense in photoshop. Which one do you think is best? Or do you have any better ideas/techniques i could use?
(Shameless Plug)
I personally think you should take the top dark, bottom light colour, with a bright highlight approach. Maybe like this image:
Ok guys, so I almost have my piece done!. Now I have this small problem with the masks and I can't figure what do I have to edit As you can see in this pic : http://i.imgur.com/dgk4T.jpg the reflections are getting a weird color in them, tried editing the Blue Channel in Mask2(The Tint Specularity) because I assume its the problem, but can't find the answer to the problem.
Anybody can do magic again and help me with this? TYVM!
Hello!
When you import my model into the game, there is a screenshot.
I do not understand the problem. The model corresponds to the size, texture and normals are present.
I use ZBrush, 3DS max, Topogun. Where there may be a bug? Can anybody tell?
Is anyone else having any problems with the steam workshop? Everytime I try view an item (doesn't matter which one, been tryong to view every dota item) it tells me that that item no longer exists...
I really like your idea, kragniz. I added it. I used your design because I loved it so much, but I can change it if you wish, I'll understand. It looks a lot better with a tailing scarf though!
Go ahead and use it, if you actually like it! I drew it in a bit of a rush, so you should probably neaten it up a bit to make it look nicer.
Also, maybe make the scarf a bit thicker? It looks a little too spindly.
I have a problem i was hoping to get some help with.
A few weeks ago i made 2 items for omniknight, they are in workshop as "Armor of Valor" but the new in-game test system is not really working for me. The surcoat looks all wierd and janky and there are clipping issues. The model looks fine in blender and i have tested all the animations. I have tried the fixes on previous pages but no luck.
Please help if you can this is a bit frustrating.
Hey guys I "finished" my sword which was there somewhere on previous pages. I dont think it can be better. Not when I am working alone on it. My skills with textures and colors are very low. I think the best thing what can I do is start something new to make some experience first.
Quick tip. Don't start off with large textures and then scale down. Rather, export your textures in the size or close to the size they need to be. Why? Because, the UV border will be destroyed by the scaling, so you will generate seams that are unnecessary. This goes for all the textures you generate, including the 3 point lighting and ambient occlusion. Trust. Haha. Good luck.
Yep, Polygon limits means tri count, a poly is a poly And I think LoD0 are also used in the Hero Preview when picking heroes in AP for example, or when customizing your hero.
Quick tip. Don't start off with large textures and then scale down. Rather, export your textures in the size or close to the size they need to be. Why? Because, the UV border will be destroyed by the scaling, so you will generate seams that are unnecessary. This goes for all the textures you generate, including the 3 point lighting and ambient occlusion. Trust. Haha. Good luck.
True but that's why in photoshop you use the magic wand tool select in an empty space then ctrl+shift+I to invert that selection so it's got the border of all you objects then you go to select>modify>expand and up the selection by like 5 pixels then when you create a new border select black and hit alt+backspace to fill the selection with that colour. then you can hide the layer and then ctrl click the layer's box and it will give you that selection again, hitting ctrl+H to hide that then so you can draw with that selection without seeing it creating a nice mask that goes over your lines a bit so when you scale it down it still looks great and doesn't generate any seams
Quick tip. Don't start off with large textures and then scale down. Rather, export your textures in the size or close to the size they need to be. Why? Because, the UV border will be destroyed by the scaling, so you will generate seams that are unnecessary. This goes for all the textures you generate, including the 3 point lighting and ambient occlusion. Trust. Haha. Good luck.
You can start off with large textures, just make sure theres enough texture padding between you UV islands otherwise you will end up with seam artifacts when scaled down. I generally work two or three times larger than my final output size.If my final map is going to be 256x256, my working file will be 1024x1024
I'm one of the unfortunate souls having an issue with getting my weapon attached to the skeleton of the hero correctly... I think.
Depending on what i export the file as, the thing ends up in a different spot. An SMD creates this issue.
Alternatively, exporting it as a FBX creates this issue.
The proportions are messed up in both cases, and in the case of the SMD, that entire half is just anchored to the ground. I have no idea what im doing wrong here, as when i did this before, it worked perfectly fine when viewing everything in the CSGOSDK HLMV.
Anyone else have this issue? I've seen a few posts about these kinds of issues but none of the suggested fixes seem to be working. Using Blender.
I've made a concept for the next set im going to work in. Runekeeper set for Ogre Magi Its going to be hard because its my first set for Dota 2 that I'm willing to submit, Hope you like it, C&C are most than welcome!
Just tried exporting with bones, but it makes no difference, using FBX.
UPD: I have noticed that dota compiler within the game is getting somewhat broken somehow? I have tried all sorts of things with absolutely 0 change in the preview, even tried loading different meshes yet still seeing my original bow. After restarting dota newer meshes started appearing. Lets see if it fixes the placement. :shifty:
Gheromo : Lol, didn't know that the In-game viewer was buggy, maybe thats the reason of the problem I was having days ago with masks!. I wasn't noticing any changes too.
In-game viewer is buggy! In other words if something is not working correctly or no changes just have to restart game itself.
Yeah, i noticed that yesterday, i dont think you have to restart the game itself to get it to update correctly, but you do have to reselect the submission form and reslect everything. Either way, for myself at least, the issue still remains.
You don't need to export the bones, just the mesh with the skin bind. Unless you have to with blender or something, but at least in Maya I know you don't have to.
Replies
http://www.dota2.com/workshop/requirements
@ Largs - thanks man, i like to help =]
@brontoThunder - congrats man, its looking really nice
It still isnt done, gonna add some bangs to break up the sillouette a bit and hopefully get the ends of the headband to dangle.
Speaking of which, has anyone figured out how to make things dangle or sway? I saw that they do it with jigglebones in TF2 but none of the Dota2 rigs seem to contain any jigglebones.
http://youtu.be/6_pTAxfvKwc
This is an awesome tutorial, skip to 2:30 for info regarding the masks.
In Mask1/RedChannel : It says its used to blend 2 textures, but, which textures does it blend? I don't understand this yet
In Mask2/BlueChannel: Can someone explain me a bit how does this Tint Specularity work? Never heard of it b4.
And last question, in Mask2/Alpha Channel it says it depends on the Specular exponent at the .VMT. How to check out the .vmt to see the specular exponent?
Thank you for all the answers!. This is really helping me understand lots of things
Regarding the VMT files, u can open them with notepad++ and change some values. give it a try.
red channel on mask2 is the spec map
alpha channel on mask 2 is how intense the specularity is on that region
When you import my model into the game, there is a screenshot.
I do not understand the problem. The model corresponds to the size, texture and normals are present.
I use ZBrush, 3DS max, Topogun. Where there may be a bug? Can anybody tell?
Rate it up if you like it .
Axe: http://steamcommunity.com/sharedfiles/filedetails/?id=88957121
Tail: http://steamcommunity.com/sharedfiles/filedetails/?id=88954459
Armor: http://steamcommunity.com/sharedfiles/filedetails/?id=88956718
Belt: http://steamcommunity.com/sharedfiles/filedetails/?id=88956369
http://youtu.be/6_pTAxfvKwc?t=2m30s
EDIT: Oh, somebody already posted it.
I'm planning on making a more in-depth tutorial sometime.
For painting the skin weights?
(Maybe im asking too much but well, asking is free! xD)
http://steamcommunity.com/sharedfiles/filedetails/?id=81275886
(Shameless Plug)
I personally think you should take the top dark, bottom light colour, with a bright highlight approach. Maybe like this image:
(taken from a warhammer forum)
Anybody can do magic again and help me with this? TYVM!
That is really helpful, i can never quite get it quite right, this is a useful guide.
Any criticism is helpful thank you!
http://steamcommunity.com/sharedfiles/filedetails/?id=88354131&tscn=1344650658
Anyone can help me?
Go ahead and use it, if you actually like it! I drew it in a bit of a rush, so you should probably neaten it up a bit to make it look nicer.
Also, maybe make the scarf a bit thicker? It looks a little too spindly.
Awesome work, zBrush right?
click to view and vote
[IMG]https://dl.dropbox.com/u/2184332/WIP Images/Dota2/lina_hat_cover.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2184332/WIP Images/Dota2/lina_hat_pres1.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2184332/WIP Images/Dota2/lina_hat_pres3.jpg[/IMG]
Faved it on the workshop :P
Here is my modest attempt.
Some bamboo Bracers
http://steamcommunity.com/sharedfiles/filedetails/?id=88665379
annnddd
A bamboo hat
http://steamcommunity.com/sharedfiles/filedetails/?id=88669983
Thanks
A few weeks ago i made 2 items for omniknight, they are in workshop as "Armor of Valor" but the new in-game test system is not really working for me. The surcoat looks all wierd and janky and there are clipping issues. The model looks fine in blender and i have tested all the animations. I have tried the fixes on previous pages but no luck.
Please help if you can this is a bit frustrating.
Working on my textures some. Trying to match Valve's quality, failing hard. Still a lot of work to go on the skirt.
Update:
http://steamcommunity.com/sharedfiles/filedetails/?id=88660892&searchtext=
Please show some love. ^^
Thanks.
If the model is not visible/barely visible in the portrait, is it still recommended to create higher res LoD0? Are they used for anything else?
Thanks.
True but that's why in photoshop you use the magic wand tool select in an empty space then ctrl+shift+I to invert that selection so it's got the border of all you objects then you go to select>modify>expand and up the selection by like 5 pixels then when you create a new border select black and hit alt+backspace to fill the selection with that colour. then you can hide the layer and then ctrl click the layer's box and it will give you that selection again, hitting ctrl+H to hide that then so you can draw with that selection without seeing it creating a nice mask that goes over your lines a bit so when you scale it down it still looks great and doesn't generate any seams
You can start off with large textures, just make sure theres enough texture padding between you UV islands otherwise you will end up with seam artifacts when scaled down. I generally work two or three times larger than my final output size.If my final map is going to be 256x256, my working file will be 1024x1024
Depending on what i export the file as, the thing ends up in a different spot. An SMD creates this issue.
Alternatively, exporting it as a FBX creates this issue.
The proportions are messed up in both cases, and in the case of the SMD, that entire half is just anchored to the ground. I have no idea what im doing wrong here, as when i did this before, it worked perfectly fine when viewing everything in the CSGOSDK HLMV.
Anyone else have this issue? I've seen a few posts about these kinds of issues but none of the suggested fixes seem to be working. Using Blender.
UPD: I have noticed that dota compiler within the game is getting somewhat broken somehow? I have tried all sorts of things with absolutely 0 change in the preview, even tried loading different meshes yet still seeing my original bow. After restarting dota newer meshes started appearing. Lets see if it fixes the placement. :shifty:
Yeah, i noticed that yesterday, i dont think you have to restart the game itself to get it to update correctly, but you do have to reselect the submission form and reslect everything. Either way, for myself at least, the issue still remains.
hey Largs
but im still confused, if i can use a grayscale on the spec map im already painting the intensity of the specular, i dont need another mask for that..