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.
Hey SinAmos
i like to do on 2048 and then scale down
in the middle of the process a do a test scale to check if im loosing important detail but do a ctrl z to 2048px
if you want to do a render its better to have a high res texture then the 512px. One guy from valve asked me for the high res texture, they said that they ask every one for that
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
another option for the border is an photoshop script to expand the texture
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..
The alpha of mask 2 is to change the specular exponent or gloss. It's not how bright the spec is but how sharp or wide the spec is.
The importance of gloss is to show the different between rough materials and smooth reflective materials. With only control over specular intensity you could end up with a rock that has a dull but sharp highlight. This is more in-depth on that.
The brighter the map, the higher the exponent and the sharper the spec will be.
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.
Yeah, I've been doing Blenders equivalent of the skin bind, and I'm pretty sure now it has something to do with the weighting, and while I've managed to get it closer to what it's supposed to be, it's still giving me some pretty horrible results.
Hello all, i have some problem with my Maya 2013 =\
can someone help me with this?
i get this eror everytime when i run Maya\plugins\or just trying load image into Maya =((
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
Could not find maya.utils._guiExceptHook.
Invalid Python Environment: Python is unable to find Maya's Python modules
Python Environment:
PYTHONHOME = E:\dota2 models create\DOTA 2\..\sdktools\python\2.5
PYTHONPATH = ;E:/cgprogs/Maya2013/mentalray/scripts/AETemplates;E:/cgprogs/Maya2013/mentalray/scripts/mentalray;E:/cgprogs/Maya2013/mentalray/scripts/unsupported;E:/cgprogs/Maya2013/mentalray/scripts
System modules located at: E:\cgprogs\Maya2013\bin\python26.zip
Search path (sys.path):
E:\cgprogs\Maya2013\bin
E:/cgprogs/Maya2013/bin/plug-ins
E:\cgprogs\Maya2013
E:\cgprogs\Maya2013\mentalray\scripts\AETemplates
E:\cgprogs\Maya2013\mentalray\scripts\mentalray
E:\cgprogs\Maya2013\mentalray\scripts\unsupported
E:\cgprogs\Maya2013\mentalray\scripts
E:\cgprogs\Maya2013\bin\python26.zip
E:\dota2 models create\sdktools\python\2.5\DLLs
E:\dota2 models create\sdktools\python\2.5\lib
E:\dota2 models create\sdktools\python\2.5\lib\plat-win
E:\dota2 models create\sdktools\python\2.5\lib\lib-tk
E:\cgprogs\Maya2013\bin
mental ray for Maya 2013
u'E:/cgprogs/Maya2013/mentalray/plug-ins'
mental ray: version 3.10.1.4, Jan 31 2012, revision 165283
u'E:/cgprogs/Maya2013/mentalray/shaders/include/abcimport.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/abcimport.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/architectural.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/architectural.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/base.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/base.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/contour.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/contour.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/paint.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/paint.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/physics.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/physics.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/production.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/production.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/ptex.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/ptex.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/subsurface.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/subsurface.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/surfaceSampler.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/surfaceSampler.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/userdata.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/userdata.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/useribl.mi'
u'E:/cgprogs/Maya2013/mentalray/shaders/include/useribl.mi'
@ionic Happened to me too, it's to do with when you use the model viewer if I can remember right. so to fix it I went to start> right click on computer go properties, then go advanced system settings, close to the bottom you should see a button called environmental variables... click on that. then under system variables look for PYTHONHOME or PYTHONPATH double click it, copy and change the variable value (just incase it fails paste it in a text document so you can change it back if need be) to where your python 2.6 is installed on your system. hope that helps
Just been thinking and can't remember if it's where python is installed or where it is in your Maya folder, so try each of those
@ionic Happened to me too, it's to do with when you use the model viewer if I can remember right. so to fix it I went to start> right click on computer go properties, then go advanced system settings, close to the bottom you should see a button called environmental variables... click on that. then under system variables look for PYTHONHOME or PYTHONPATH double click it, copy and change the variable value (just incase it fails paste it in a text document so you can change it back if need be) to where your python 2.6 is installed on your system. hope that helps
Just been thinking and can't remember if it's where python is installed or where it is in your Maya folder, so try each of those
I've just deleted those variables entirely and it works, but maybe it will break again if you just delete them.
@Eleryn I'd translate some of the pattern that you have on the scarf onto it and making them glow possibly. as for the scarf I was looking at it and the part where the tail joins with the rest is really really thin so try thicken that up a bit. The whole scarf should be around the same thickness, perspective will take care of the rest which you can see from kragniz's drawing. for the end of the scarf you could do something a little more interesting like split it into two at the tip or maybe make it a bit worn. same goes for the veil make the bottom edge more jagged. Also adding a sort of golden strip at the top would look cool (or maybe white to go with the theme) something like this
Just throwing ideas around not sure if what I've mentioned will look good XD
The alpha of mask 2 is to change the specular exponent or gloss. It's not how bright the spec is but how sharp or wide the spec is.
The importance of gloss is to show the different between rough materials and smooth reflective materials. With only control over specular intensity you could end up with a rock that has a dull but sharp highlight. This is more in-depth on that.
The brighter the map, the higher the exponent and the sharper the spec will be.
Eleryn, why not add some small rune markings on one of the sides for the scarf, and maybe a tiny bit more detail similar to that on the veil? something along the lines of what you already got going on the shoulderpads.
@Eleryn, i think you are on the right path, every update you come with better results. i really like how you are detailed on this one =]
----
Hey guys, i got some feedback from valve and redone the high poly, some details on the low and all the maps on my Silly Dragon
im still with a problem, the green shader to show that im going to select the character is appearing thought the eyes and wings
the eyes i combined the mesh with the body but it didnt work, im supecting that dota test is using the lod0 instead of the lod1 because my lod0 dont have the eyes combined with the body
the wings i think its because the polygon s are too near, maybe i will need to make the wings thicker or use the proibited $nocull and take of one side of the wings (the visage model uses nocul, problably because its transparent and we need to see both sides of the mesh to a better effect of transparency)
@Eleryn, i think you are on the right path, every update you come with better results. i really like how you are detailed on this one =]
----
Hey guys, i got some feedback from valve and redone the high poly, some details on the low and all the maps on my Silly Dragon
[IMG]http://i.imgur.com/7x6Gv.jpg
im still with a problem, the green shader to show that im going to select the character is appearing thought the eyes and wings
the eyes i combined the mesh with the body but it didnt work, im supecting that dota test is using the lod0 instead of the lod1 because my lod0 dont have the eyes combined with the body
the wings i think its because the polygon s are too near, maybe i will need to make the wings thicker or use the proibited $nocull and take of one side of the wings (the visage model uses nocul, problably because its transparent and we need to see both sides of the mesh to a better effect of transparency)[/img]
It looks like you have a self-illum on the eyes and that may be causing the selection highlight issue and I wouldn't worry about that. I'm pretty sure it's out of your hands to fix it, leave a note for Valve about it though.
Thanks! I'm really surprised by the excellent reception to that simple hat. It's already on the front page of Top Rated All-Rime.
I didn't start work on anything new today but I did go back and edit this old thing. I reduced the size of the ears to a more appropriate Dota2 size. They're about the same size now as Templar Assassin's ears and I think it looks a lot better this way.
Hopefully going to work on some concepts tomorrow for my next item. I have a lot of ideas floating around in my head but I don't feel that strongly about any of them.
I'm having major problems submitting a weapon. I can't seem to get the weapon to work in the workshop preview. I've heard people say that it's buggy, should I submit the weapon even though it's not lining up in the preview?
It lines up everywhere else, even with animations playing in blender/unity.
In need of comments on this model dunno whether to continue or not.
Thanks.
why not continue?
just keep in mind that people are complaining about the number of axes on the game, maybe someone will thell you that
in my opinion its too flat and symmetrical, i like when the itens are asymmetrical but its my taste, i like for example the last axe submited by a member on polycount
congrats on your hat, it really deserves the good comments, its simple, fits the character like was something missing and you did an awesome texture and pictures for the workshop
It looks like you have a self-illum on the eyes and that may be causing the selection highlight issue and I wouldn't worry about that. I'm pretty sure it's out of your hands to fix it, leave a note for Valve about it though.
is the self illumination doing that? humf...
but the wings still bothers me a lot, i sent an email suggesting some possible solution and asking for the better approach to that.
@Lennyagony - thanks man, its taking a lot of work to finish this one, it really helps a nice comment like yours =]
damnit ! just download lycan model from tech.req. site and quess what ? there is not .obj file anymore ! just maya + fbx, there should be also .smd files but the folder named "smd" is empty ;/ sombody could give me link to .ma or .fbx importer for blender ?
I'd like to know what it is, I tried looking at heroes that had self-illum and see if they have a similar issue, but they don't.
And Skeleton King's cape is as thin as you can be and doesn't have any issues like that.
but skeleton king is two sided? drows cape for example is not, it have poligons just in one side and looking at the front of the character it become invisible
as my dragon flip oven when it dies i needed to make it two sided, and the 2 sides are too near each other, thats why the green pass trough
if you get the crystal maidens cape, its two sided but is thick almost as an arm, that way you can see both sides and dont get this artifacts
i didnt want to thick the wings, i like the the fragile way it looks...
damnit ! just download lycan model from tech.req. site and quess what ? there is not .obj file anymore ! just maya + fbx, there should be also .smd files but the folder named "smd" is empty ;/ sombody could give me link to .ma or .fbx importer for blender ?
Hi everybody! I'm looking at some awesome stuff so far, everyone.
This is my first Polycount post, I hope I'm placing this on the right place. I'm Daniel "Danidem" Lucanu and I work as concept artist. I'm looking for 3D artists to collaborate at the Dota 2 Workshop. I simply love the Dota 2 Art style as well as the game itself and I'm doing some kind of initiative for the workshop.
I'm working on some kind of "old hand-writen book" ambiented @ Dota 2 universe (think in Leonardo da Vinci manuscripts) that contains concepts for a set for each single hero in the game. And each concept is gonna be modeled by a different 3D artist.
I think also this will help artists that already shown some interest at 3D Art and they are beginners in the industry of videogames and they really want to work as professionals. You'll have full support by me while doing this stuff and you'll be able to "taste" how it feels working in a "professional mode". I honestly think this will also help Dota 2 community itself to grow up, letting people know about the game (I will post the work done on many sites like my deviant art, CG hub and stuff). And obviously, the money benefits if VALVe choose our work.
So, I'll provide
· Full concept art of the whole set, each part separated with all the details you will need for the item.
· A promo illustration of the hero with the set.
· Hand-made presentation of the set concept art and presentation of the set.
· If needed, I can do the textures and masks.
· A video of the set (I'm still thinking on this one, if I have time).
· I can't make sure VALVe will take our collaboration. What I can make sure, is that I'll work in Dota 2 style (I already have it) following all the specs provided by VALVe.
What I'm looking for
· 3D artists commited with this work. This means, I'm in "No days off" mode, I'll put my whole soul and time on this. So I'm looking for people self-motived, giving his best shoot and really interested, who loves Dota 2.
· Ability to make the 3D modeling as close as possible to the concept and normal mapping knowledgement.
· Knowledgement of the process at doing Dota 2 items for the workshop, this means: Lod0, Lod1, attaching the items to the right bones, testing in game with the Source SDK or the tool in game (I can do it too), etc.
· Rigging abilities are a plus
· 3D Professional experience is a plus
If you want to join this project send me an e-mail to danidemdota2workshop@gmail.com with:
· 3D Work Samples (portfolio or steam workshop link)
· Ir order of preference, your top 5 heros you would like to work in.
· Steam account to contact you in case you are in.
Depending on the number of 3D artists willing to work on this, I'll set a max of sets per 3D artists of 1 to 3 sets.
And of course, here are some samples of my work :]
I'm actually working on an official blog for this, I'll keep you updated!
Hi everybody! I'm looking at some awesome stuff so far, everyone.
This is my first Polycount post, I hope I'm placing this on the right place. I'm Daniel "Danidem" Lucanu and I work as concept artist. I'm looking for 3D artists to collaborate at the Dota 2 Workshop. I simply love the Dota 2 Art style as well as the game itself and I'm doing some kind of initiative for the workshop.
Hey man, good idea =]
and what about couriers? i know a little of modeling but my focus is on animation. im up to animate a good model =]. (not any animal with just a wing or jet pack on it)
Thanks Tvidotto! About couriers, I'm leaving them to some AAA 3D artists friends of mine :P Anyways, If you want to do a courier let me know and I'll see what we can do
That sounds like a great idea, Danidem. I'd love to help out, but I don't think I'm good enough. What kind of timeframe is this whole process taking place in though? I'm going to have a huge chunk of free time in a few months, and I'd love to have an attempt. Maybe by then I will be good enough? :P
As a huge Lanaya fan though, I can't wait to see what you come up with for her.
Hi guys, I'm having some problem with workshop tool and hope someone can hepl out. SMD just recently got fix so i hope this hasn't been asked a million times if it was just reefer me to proper thread, post or whatever.
Software: 3ds max 2011
I created hook for bloodseaker and can import simple smd of it to the tool which works fine but results in misplacement. So i went back in and downloaded bs file package and loaded provided smd for bs model. Original hook has 1 bone attached to it so i positioned my hook in right place, added specified bone and rigged it. Tried to move stuff around and it works properly.
Now the problem, when i export my model and the bone to smd and try to import I get following error: node error: unexpected node id 1, expecting 0
Does anyone knows what I'm doing wrong and what should i do to fix it?
Hey guys, I've posted in several places trying to find answers to these two questions, and if anyone has ANY information, even a point in the right direction I'd appreciate it. I'm running out of options.
I need information on the very very basics of creating a particle system and applying it to a dota 2 cosmetic. I know particle effects, I just need to know what program to use (i.e. HL2 particle tool?) and how to attach it to my item for publishing. Creating the actual system is np.
I'm looking for information on how to animate a texture along the U or V coordinate in dota 2. Does the VMT handle this? I really have no clue how source does this.
Hey guys, I've posted in several places trying to find answers to these two questions, and if anyone has ANY information, even a point in the right direction I'd appreciate it. I'm running out of options.
I need information on the very very basics of creating a particle system and applying it to a dota 2 cosmetic. I know particle effects, I just need to know what program to use (i.e. HL2 particle tool?) and how to attach it to my item for publishing. Creating the actual system is np.
I'm looking for information on how to animate a texture along the U or V coordinate in dota 2. Does the VMT handle this? I really have no clue how source does this.
Source doesn't use UV coords, but the texturescrollangle will cause the texture to scroll on a diagonal x/y axis, 0 is diagonally to the left and 90 is diagonally to the right.
$scroll1 "[x y]"
$scroll2 "[x y]"
Tells the texture to scroll at whatever rate is set.
Texture scroll is a proxy so you need to add this stuff as well, I don't know what invis_proxy is, but that's in the example I found. Might be new for Dota2? No clue, but I'd add it in your VMT anyways. https://developer.valvesoftware.com/wiki/Proxies
If you don't add invis_proxy/status_proxy you'll get this error,
Failed to load models/!
MDLCache: Failed load of .VTX data for heroes/hero/hero.mdl
Error: Material "models/heroes/hero/hero_color" : proxy "invis_proxy" not found!
Error: Material "models/heroes/hero/hero_color" : proxy "status_proxy" not found!
Hey guys, I've posted in several places trying to find answers to these two questions, and if anyone has ANY information, even a point in the right direction I'd appreciate it. I'm running out of options.
I need information on the very very basics of creating a particle system and applying it to a dota 2 cosmetic. I know particle effects, I just need to know what program to use (i.e. HL2 particle tool?) and how to attach it to my item for publishing. Creating the actual system is np.
I'm looking for information on how to animate a texture along the U or V coordinate in dota 2. Does the VMT handle this? I really have no clue how source does this.
Thanks for the information guys, so I can just use the HL2 particle tool to create a pcf and just include the PCF and a .txt detailing where I wanted it to be attached in the .zip that is submitted to the workshop?
Thanks for the information guys, so I can just use the HL2 particle tool to create a pcf and just include the PCF and a .txt detailing where I wanted it to be attached in the .zip that is submitted to the workshop?
Sooooo, I decided since they released PA in the proper submit page I might as well see what my item looks like on her with all the masks etc. this is what happened... any ideas how I might fix this???
Sooooo, I decided since they released PA in the proper submit page I might as well see what my item looks like on her with all the masks etc. this is what happened... any ideas how I might fix this???
When you bind the mesh to the bones, paint-weights is a way of allocating which parts of the mesh are influenced by which bone - with a weapon (assuming it doesn't need any special animations) usually all the influence should be on one bone i.e. the wrist.
In your first image it looks like the weapon is getting some influence from the leg or something.
In your scene file, move the weapon to fit in PA's hand, bind the bone to the wrist joint and put all the influence on the wrist bone.
You can find the paint weights option in animation>skin>edit smooth skin>paint skin weights tool
Replies
Hey SinAmos
i like to do on 2048 and then scale down
in the middle of the process a do a test scale to check if im loosing important detail but do a ctrl z to 2048px
if you want to do a render its better to have a high res texture then the 512px. One guy from valve asked me for the high res texture, they said that they ask every one for that
another option for the border is an photoshop script to expand the texture
here is a tutorial for that
http://docs.unity3d.ru/Manual/HOWTO-alphamaps.html
The alpha of mask 2 is to change the specular exponent or gloss. It's not how bright the spec is but how sharp or wide the spec is.
The importance of gloss is to show the different between rough materials and smooth reflective materials. With only control over specular intensity you could end up with a rock that has a dull but sharp highlight. This is more in-depth on that.
The brighter the map, the higher the exponent and the sharper the spec will be.
Here's a good image to explain straight from the developer wiki.
https://developer.valvesoftware.com/wiki/Phong_materials
Yeah, I've been doing Blenders equivalent of the skin bind, and I'm pretty sure now it has something to do with the weighting, and while I've managed to get it closer to what it's supposed to be, it's still giving me some pretty horrible results.
can someone help me with this?
i get this eror everytime when i run Maya\plugins\or just trying load image into Maya =((
Just been thinking and can't remember if it's where python is installed or where it is in your Maya folder, so try each of those
It's pretty boring at the moment. The scarf could probably use something to be less crap too, but I have no idea what.
I've just deleted those variables entirely and it works, but maybe it will break again if you just delete them.
Tnx for help guys !!! now i can work !!!
@ionic no problem man glad I could help
@Eleryn I'd translate some of the pattern that you have on the scarf onto it and making them glow possibly. as for the scarf I was looking at it and the part where the tail joins with the rest is really really thin so try thicken that up a bit. The whole scarf should be around the same thickness, perspective will take care of the rest which you can see from kragniz's drawing. for the end of the scarf you could do something a little more interesting like split it into two at the tip or maybe make it a bit worn. same goes for the veil make the bottom edge more jagged. Also adding a sort of golden strip at the top would look cool (or maybe white to go with the theme) something like this
Just throwing ideas around not sure if what I've mentioned will look good XD
Perfect Frump, was exactly that, many thanks!
Here's what I've got for tonight. Sleep now, but thanks for the ideas carbonated soda
Done and done. Great job Frump!!
----
Hey guys, i got some feedback from valve and redone the high poly, some details on the low and all the maps on my Silly Dragon
im still with a problem, the green shader to show that im going to select the character is appearing thought the eyes and wings
the eyes i combined the mesh with the body but it didnt work, im supecting that dota test is using the lod0 instead of the lod1 because my lod0 dont have the eyes combined with the body
the wings i think its because the polygon s are too near, maybe i will need to make the wings thicker or use the proibited $nocull and take of one side of the wings (the visage model uses nocul, problably because its transparent and we need to see both sides of the mesh to a better effect of transparency)
You could try flipping the veil to be like Audrey Hepburn's famous (and dead sexy) veil from How To Steal a Million.
In need of comments on this model dunno whether to continue or not.
Thanks.
It looks like you have a self-illum on the eyes and that may be causing the selection highlight issue and I wouldn't worry about that. I'm pretty sure it's out of your hands to fix it, leave a note for Valve about it though.
Thanks! I'm really surprised by the excellent reception to that simple hat. It's already on the front page of Top Rated All-Rime.
I didn't start work on anything new today but I did go back and edit this old thing. I reduced the size of the ears to a more appropriate Dota2 size. They're about the same size now as Templar Assassin's ears and I think it looks a lot better this way.
Hopefully going to work on some concepts tomorrow for my next item. I have a lot of ideas floating around in my head but I don't feel that strongly about any of them.
[IMG]https://dl.dropbox.com/u/2184332/WIP Images/Dota2/closeup2.jpg[/IMG]
It lines up everywhere else, even with animations playing in blender/unity.
why not continue?
just keep in mind that people are complaining about the number of axes on the game, maybe someone will thell you that
in my opinion its too flat and symmetrical, i like when the itens are asymmetrical but its my taste, i like for example the last axe submited by a member on polycount
---
@frump
congrats on your hat, it really deserves the good comments, its simple, fits the character like was something missing and you did an awesome texture and pictures for the workshop
thumbs up and favorited =]
is the self illumination doing that? humf...
but the wings still bothers me a lot, i sent an email suggesting some possible solution and asking for the better approach to that.
@Lennyagony - thanks man, its taking a lot of work to finish this one, it really helps a nice comment like yours =]
I think it's using lod0, try to merge wings and eyes and test it =S
I'd like to know what it is, I tried looking at heroes that had self-illum and see if they have a similar issue, but they don't.
And Skeleton King's cape is as thin as you can be and doesn't have any issues like that.
but skeleton king is two sided? drows cape for example is not, it have poligons just in one side and looking at the front of the character it become invisible
as my dragon flip oven when it dies i needed to make it two sided, and the 2 sides are too near each other, thats why the green pass trough
if you get the crystal maidens cape, its two sided but is thick almost as an arm, that way you can see both sides and dont get this artifacts
i didnt want to thick the wings, i like the the fragile way it looks...
Please vote.
http://steamcommunity.com/sharedfiles/filedetails/?id=89172021&searchtext=
there is an free fbx exporter from autodesk
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855
scroll down to it
This is my first Polycount post, I hope I'm placing this on the right place. I'm Daniel "Danidem" Lucanu and I work as concept artist. I'm looking for 3D artists to collaborate at the Dota 2 Workshop. I simply love the Dota 2 Art style as well as the game itself and I'm doing some kind of initiative for the workshop.
I'm working on some kind of "old hand-writen book" ambiented @ Dota 2 universe (think in Leonardo da Vinci manuscripts) that contains concepts for a set for each single hero in the game. And each concept is gonna be modeled by a different 3D artist.
I think also this will help artists that already shown some interest at 3D Art and they are beginners in the industry of videogames and they really want to work as professionals. You'll have full support by me while doing this stuff and you'll be able to "taste" how it feels working in a "professional mode". I honestly think this will also help Dota 2 community itself to grow up, letting people know about the game (I will post the work done on many sites like my deviant art, CG hub and stuff). And obviously, the money benefits if VALVe choose our work.
So, I'll provide
· Full concept art of the whole set, each part separated with all the details you will need for the item.
· A promo illustration of the hero with the set.
· Hand-made presentation of the set concept art and presentation of the set.
· If needed, I can do the textures and masks.
· A video of the set (I'm still thinking on this one, if I have time).
· I can't make sure VALVe will take our collaboration. What I can make sure, is that I'll work in Dota 2 style (I already have it) following all the specs provided by VALVe.
What I'm looking for
· 3D artists commited with this work. This means, I'm in "No days off" mode, I'll put my whole soul and time on this. So I'm looking for people self-motived, giving his best shoot and really interested, who loves Dota 2.
· Ability to make the 3D modeling as close as possible to the concept and normal mapping knowledgement.
· Knowledgement of the process at doing Dota 2 items for the workshop, this means: Lod0, Lod1, attaching the items to the right bones, testing in game with the Source SDK or the tool in game (I can do it too), etc.
· Rigging abilities are a plus
· 3D Professional experience is a plus
If you want to join this project send me an e-mail to danidemdota2workshop@gmail.com with:
· 3D Work Samples (portfolio or steam workshop link)
· Ir order of preference, your top 5 heros you would like to work in.
· Steam account to contact you in case you are in.
Depending on the number of 3D artists willing to work on this, I'll set a max of sets per 3D artists of 1 to 3 sets.
And of course, here are some samples of my work :]
I'm actually working on an official blog for this, I'll keep you updated!
Cheers and good luck!
Hey man, good idea =]
and what about couriers? i know a little of modeling but my focus is on animation. im up to animate a good model =]. (not any animal with just a wing or jet pack on it)
As a huge Lanaya fan though, I can't wait to see what you come up with for her.
Can u give a screen of RETOPOLOGY???
Software: 3ds max 2011
I created hook for bloodseaker and can import simple smd of it to the tool which works fine but results in misplacement. So i went back in and downloaded bs file package and loaded provided smd for bs model. Original hook has 1 bone attached to it so i positioned my hook in right place, added specified bone and rigged it. Tried to move stuff around and it works properly.
Now the problem, when i export my model and the bone to smd and try to import I get following error: node error: unexpected node id 1, expecting 0
Does anyone knows what I'm doing wrong and what should i do to fix it?
I need information on the very very basics of creating a particle system and applying it to a dota 2 cosmetic. I know particle effects, I just need to know what program to use (i.e. HL2 particle tool?) and how to attach it to my item for publishing. Creating the actual system is np.
I'm looking for information on how to animate a texture along the U or V coordinate in dota 2. Does the VMT handle this? I really have no clue how source does this.
Thanks guys, ANY help is hugely appreciated!!!!
P.S. - If you want to check out my latest dota 2 cosmetic and have any criticism that's appreciated too . http://steamcommunity.com/sharedfiles/filedetails/?id=88354131&searchtext=
TextureScroll
{
texturescrollvar $baseTextureTransform
texturescrollrate .2
texturescrollangle 70
}
https://developer.valvesoftware.com/wiki/VMT
Source doesn't use UV coords, but the texturescrollangle will cause the texture to scroll on a diagonal x/y axis, 0 is diagonally to the left and 90 is diagonally to the right.
$scroll1 "[x y]"
$scroll2 "[x y]"
Tells the texture to scroll at whatever rate is set.
Texture scroll is a proxy so you need to add this stuff as well, I don't know what invis_proxy is, but that's in the example I found. Might be new for Dota2? No clue, but I'd add it in your VMT anyways.
https://developer.valvesoftware.com/wiki/Proxies
Proxies
{
TextureScroll
{
texturescrollvar $baseTextureTransform
texturescrollrate .2
texturescrollangle 70
}
invis_proxy
{
}
status_proxy
{
}
}
}
If you don't add invis_proxy/status_proxy you'll get this error,
You just make one .pcf, and place a READ ME telling where you want it to be placed
That's what I heard/done.
you need to link to the image
In your first image it looks like the weapon is getting some influence from the leg or something.
In your scene file, move the weapon to fit in PA's hand, bind the bone to the wrist joint and put all the influence on the wrist bone.
You can find the paint weights option in animation>skin>edit smooth skin>paint skin weights tool
I think it may just be about time to rig it, unless anyone things something needs more work?