I've seen some more beards floating around so if you'd like to make it official please add them
It may take a bit for them to confirm the friend request though so keep that in mind. So if you wish to split revenue with them please add them as a contributor! They are hooked up with the American Cancer Society. So if you do indeed with to split with them, feel free to promote the item with that in mind. I might see if they would want to put it up on their Facebook page for more exposure.
I was just looking through my friends list and... WTF. I don't remember anything about this. How many other monsters do I have hiding in my friends list that I don't know about?
Prosomogy: Try not to use that Matcap (material in zbrush) couse it's missleading .some of the details u got there most likely wont be vissible withing max/blender/maya etc
Frump : Maybe they were looking for a courier creator , but I guess they found the penguin master hehe.
kite212 : looking good , but maybe you could make the details on the beard a little bigger, its a bit noisy atm imo.
mihalceanu
ogh, didn't think about it thx
updated screen
wtf!!! prosomogy, wtf with my nick name;\ who change it?:/ where my correct nick, Prostomogy ?=\
Guys i have a question . Now i am retopologing my low poly ( I sculpt too much bumpy part ) . Btw , Do i have to cover the whole low poly ? Or leave some of the bumpy part out as shown above ?
I've seen some more beards floating around so if you'd like to make it official please add them
It may take a bit for them to confirm the friend request though so keep that in mind. So if you wish to split revenue with them please add them as a contributor! They are hooked up with the American Cancer Society. So if you do indeed with to split with them, feel free to promote the item with that in mind. I might see if they would want to put it up on their Facebook page for more exposure.
asked on their facebook profile if it is the official account, rightnow it could be anybody.
@Nannou: great sword, maybe make the gifs longer next time, I'm almost getting ill looking at it, way too fast ;p
I did some more work on my shield for Dragon Knight, the texture is still wip but I wanted to take a look how the gem would turn out. Actually got the idea of changing the gem color with the level of his ulti. Here's a preview.
asked on their facebook profile if it is the official account, rightnow it could be anybody.
It should be official, I've been talking with them through email the past couple days using the email they provided on the page. I've talked specifically with Andrew Hill.
Finally uploaded my Anti-Mage beard on behalf of No Shave November, this time with an official endorsement. 60% of the revenue will go to the American Cancer Society if it gets accepted! Please upvote and comment!
I'm having some problems when i import an item. Someone know how i fix it?
Error message:
"ITEM OF CLOTHING model is using more than one material. As a material is allowed for all LOD (Level of detail - level of detail) of a model.
Found materials:
Default_Material
lambert1"
I checked the Hypershande and i have:
lambert1
particle1
shaderGlow1
I can't delete them. It's an beastmaster's weapon.
Finished updating parts of my old Skywrath Mage set. I reuploaded the wings + helmet and made new marketing images for everything. Critique is welcome! :]
Finally uploaded my Anti-Mage beard on behalf of No Shave November, this time with an official endorsement. 60% of the revenue will go to the American Cancer Society if it gets accepted! Please upvote and comment!
The normal map etc was made by the highpoly , base mesh as lowpoly , and the cage .
1) Image 1 is the all the map rendered from xnormal ( very messy , need feedback on the UV )
2) High poly
3) Base Mesh as low poly
4) Cage ( Cloned from base mesh and push it according to the true lowpoly from zbrush ) . I was unable to import the high poly to Max due to memory error and crashes .
The circle is colored according to the parts . The xnormal render it wrongly according to the part I want . Red Idk which it render == I wanted the red part ( front and back ) from the high poly . Orange It render the back part instead
I am very sure the coordinate and orientation for all the polys is the same . ( The coordinate is set according the imported true lowpoly - since it is the same as high poly ) . No YZ flipping for the export .
Do any 1 know the problem ? The Uv mapping was 100% according to the part I want in high poly . I hope someone can really correct my error .
Do any 1 know the problem ? The Uv mapping was 100% according to the part I want in high poly . I hope someone can really correct my error .
Well, your cage is intersecting, pieces are too close together for a clean bake and UV is all over the place, you may want to merge some shells together.
@ Asi: I recommend getting the files for a similar metal object that already exists in the game and then checking how the masks were made for that item.
Take the most interest in:
Blue channel in Mask 1 (It seems to darken the colour and make it quite shiny)
Red, Blue and Alpha channels in Mask 2 (The brightness of 'reflections', the colour of the base material shown in reflections and the 'glossiness' of the material respectively)
Keep the similar items files open so you can look at the channels and copy the values in each channel to the appropriate sections of you own file.
EDIT: Beaten to the answer by a much more experienced user.
I'm having some problems when i import an item. Someone know how i fix it?
Error message:
"ITEM OF CLOTHING model is using more than one material. As a material is allowed for all LOD (Level of detail - level of detail) of a model.
Found materials:
Default_Material
lambert1"
I checked the Hypershande and i have:
lambert1
particle1
shaderGlow1
I can't delete them. It's an beastmaster's weapon.
You have a different material on your LOD0 and LOD1. Make sure they're the same
Well, your cage is intersecting, pieces are too close together for a clean bake and UV is all over the place, you may want to merge some shells together.
Thx for the reply!!! Do hang on for some time cause i really have big problem here .
1) I just push it out to cover most of the part , it seems to be impossible to cage all part without intersecting . Any suggestion ? Do I need to move everything so that it wont intersect?
2) There are alot of part to bake actually , but there is only limited space . I was deciding to use 2 diff color , left and right . Hence I cant mirror those part( Just front and back ). Do I need to give up that concept to make it 1 color only ?
3) Most of the part related is places closely to each other . For instance , the eye part . I break all of them into pieces and place them adjacent to each other ( Am I doing it wrong ? )
4) I am getting a wrong bake , some part switched between front and back , some left and right . But Uv mapping is according to their specific places . What is my error then .
Thx for the reply!!! Do hang on for some time cause i really have big problem here .
1) I just push it out to cover most of the part , it seems to be impossible to cage all part without intersecting . Any suggestion ? Do I need to move everything so that it wont intersect?
2) There are alot of part to bake actually , but there is only limited space . I was deciding to use 2 diff color , left and right . Hence I cant mirror those part( Just front and back ). Do I need to give up that concept to make it 1 color only ?
3) Most of the part related is places closely to each other . For instance , the eye part . I break all of them into pieces and place them adjacent to each other ( Am I doing it wrong ? )
4) I am getting a wrong bake , some part switched between front and back , some left and right . But Uv mapping is according to their specific places . What is my error then .
1. The easiest way would be to move everything apart, yeah
2. You can, your mapping is just all over the place, you can weld and place the stuff better. Your lowpoly is wasting a lot of geometry too.
4. I guess your shells are overlapping, you should move mirrored parts by 1.
Also, i hope you're not trying to bake with hard edges/smoothing groups
Guys, if i have a material applied to my weapon (such as lambert ?), will it be the same material in-game ? or will it just use some pre-hero material ?
dota has its own materials for every hero.
infact if you try to export your own material into an smd the export will probably fail.
just put a default material on everything before you export.
Quick update for me, just blocked out the basic colors and i'm starting to proper texture this gal, colors are still pretty experimental, gonna have to finish the masks first before i go crazy with them as sometimes its hard to imagine how it'll look ingame only with diffuse..
Cape will have transparency ingame at the ripped parts also the straps at the boobs
Quick update for me, just blocked out the basic colors and i'm starting to proper texture this gal, colors are still pretty experimental, gonna have to finish the masks first before i go crazy with them as sometimes its hard to imagine how it'll look ingame only with diffuse..
Cape will have transparency ingame at the ripped parts also the straps at the boobs
So tell me what you think if you wanna
i think this will be very very very VERY blury ingame you have like 7 stitches on 1cm screensize with imense contrast
also i looked at the pick and had nothing my i would stuck too as in a point of interest its just too much
Replies
So, the No Shave November people have set up a Steam account so feel free to add them now: http://steamcommunity.com/id/no-shavenovember
I've seen some more beards floating around so if you'd like to make it official please add them
It may take a bit for them to confirm the friend request though so keep that in mind. So if you wish to split revenue with them please add them as a contributor! They are hooked up with the American Cancer Society. So if you do indeed with to split with them, feel free to promote the item with that in mind. I might see if they would want to put it up on their Facebook page for more exposure.
And here the concept by Hinata ;3
And weapon, but in game its to small and can't see details, so we want remake it to something cool and better ;3
Also working with doom sword and rubik staff what i will show later ;3
Frump : Maybe they were looking for a courier creator , but I guess they found the penguin master hehe.
kite212 : looking good , but maybe you could make the details on the beard a little bigger, its a bit noisy atm imo.
Finished a Dk beard and hood
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=198929657
As I got so much feedback on the Eaglesong bow , I decided to reupload it for medussa aswell .
workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=198898590
ogh, didn't think about it thx
updated screen
wtf!!! prosomogy, wtf with my nick name;\ who change it?:/ where my correct nick, Prostomogy ?=\
http://steamcommunity.com/sharedfiles/filedetails/?id=198937478
Just finished up a sword for Abaddon with SLIMEface.
Dude, thats so awesome! I love it! Fantastic Job!
there are 2 versions at the moment, one with particle effect - and one without
would love u for every thumb up
and a shot with those mighty particles
Guys i have a question . Now i am retopologing my low poly ( I sculpt too much bumpy part ) . Btw , Do i have to cover the whole low poly ? Or leave some of the bumpy part out as shown above ?
asked on their facebook profile if it is the official account, rightnow it could be anybody.
I did some more work on my shield for Dragon Knight, the texture is still wip but I wanted to take a look how the gem would turn out. Actually got the idea of changing the gem color with the level of his ulti. Here's a preview.
Btw, the mask haven't been added yet.
DAYUM!!
It should be official, I've been talking with them through email the past couple days using the email they provided on the page. I've talked specifically with Andrew Hill.
http://imageshack.us/photo/my-images/850/75oa.png/
http://imageshack.us/photo/my-images/542/sg26.jpg/
http://imageshack.us/photo/my-images/21/8lc0.jpg/
http://steamcommunity.com/sharedfile.../?id=199142032
And even managed to capture everything on Youtube, check it out.
some progress on my set
comments are welcome as always
http://steamcommunity.com/sharedfiles/filedetails/?id=199234916
I did as well, I just used Wykrhm Reddy guide, no errors at all. :thumbup:
Error message:
"ITEM OF CLOTHING model is using more than one material. As a material is allowed for all LOD (Level of detail - level of detail) of a model.
Found materials:
Default_Material
lambert1"
I checked the Hypershande and i have:
lambert1
particle1
shaderGlow1
I can't delete them. It's an beastmaster's weapon.
So this is officially a thing?
right I'll get around to uploading the axe stache and horns combo
http://imageshack.us/a/img35/9866/8nxf.png
http://imageshack.us/a/img856/7550/p78q.png
http://imageshack.us/a/img32/1797/r40s.png
http://imageshack.us/a/img593/9398/rhn8.png
http://imageshack.us/a/img811/4083/3aug.png
http://imageshack.us/a/img401/7501/oimh.png
First of all i shall introduce everything .
The normal map etc was made by the highpoly , base mesh as lowpoly , and the cage .
1) Image 1 is the all the map rendered from xnormal ( very messy , need feedback on the UV )
2) High poly
3) Base Mesh as low poly
4) Cage ( Cloned from base mesh and push it according to the true lowpoly from zbrush ) . I was unable to import the high poly to Max due to memory error and crashes .
The circle is colored according to the parts . The xnormal render it wrongly according to the part I want .
Red Idk which it render == I wanted the red part ( front and back ) from the high poly .
Orange It render the back part instead
I am very sure the coordinate and orientation for all the polys is the same . ( The coordinate is set according the imported true lowpoly - since it is the same as high poly ) . No YZ flipping for the export .
Do any 1 know the problem ? The Uv mapping was 100% according to the part I want in high poly . I hope someone can really correct my error .
(dont cosider the promo)
http://steamcommunity.com/sharedfiles/filedetails/?id=199139131
Start with Red channel of mask2, then you can add some metalness on blue channel of mask 1 and tweak it a bit using blue and alpha of mask 2
Take the most interest in:
Blue channel in Mask 1 (It seems to darken the colour and make it quite shiny)
Red, Blue and Alpha channels in Mask 2 (The brightness of 'reflections', the colour of the base material shown in reflections and the 'glossiness' of the material respectively)
Keep the similar items files open so you can look at the channels and copy the values in each channel to the appropriate sections of you own file.
EDIT: Beaten to the answer by a much more experienced user.
1) I just push it out to cover most of the part , it seems to be impossible to cage all part without intersecting . Any suggestion ? Do I need to move everything so that it wont intersect?
2) There are alot of part to bake actually , but there is only limited space . I was deciding to use 2 diff color , left and right . Hence I cant mirror those part( Just front and back ). Do I need to give up that concept to make it 1 color only ?
3) Most of the part related is places closely to each other . For instance , the eye part . I break all of them into pieces and place them adjacent to each other ( Am I doing it wrong ? )
4) I am getting a wrong bake , some part switched between front and back , some left and right . But Uv mapping is according to their specific places . What is my error then .
1. The easiest way would be to move everything apart, yeah
2. You can, your mapping is just all over the place, you can weld and place the stuff better. Your lowpoly is wasting a lot of geometry too.
4. I guess your shells are overlapping, you should move mirrored parts by 1.
Also, i hope you're not trying to bake with hard edges/smoothing groups
Finished the sculpting may adjust things here and there
leave a comment if your a kind man (or girl)
I only uploaded LOD1. I tested uploading LOD1 and LOD0 with same mesh and the problem persists.
Guys, if i have a material applied to my weapon (such as lambert ?), will it be the same material in-game ? or will it just use some pre-hero material ?
infact if you try to export your own material into an smd the export will probably fail.
just put a default material on everything before you export.
Cape will have transparency ingame at the ripped parts also the straps at the boobs
So tell me what you think if you wanna
i think this will be very very very VERY blury ingame you have like 7 stitches on 1cm screensize with imense contrast
also i looked at the pick and had nothing my i would stuck too as in a point of interest its just too much
my opinion.. now you can kill me
Here's my try