@Konras: Magical work on the lina set. it boggles my mind the process you work with in zbrush to get such results.
The axe is ingame with what I believe is final/semi final maps. Please feedback before I go to the marketing stage.
I'm no expert, so I hope I don't overstep any boundaries by sharing my opinion, but I took the liberty of making a paintover.
Forgive my shabby drawing skills. But I think while your item looks good already, it could be improved. Like Tyn pointed out, the handle was a bit bright, probably. I think it would serve the item better to have a gradient going from dark near the hand to light near the weapon itself. You could incorporate the molten magma plate aspects observed in the horns of the mount and CK himself.
Similarly, I think having a sharper, more defined gradient on the weapon's blades could make the item pop more and help it stand out more in-game, while also giving you the chance to match it with the hero better by using the molten magma plate design again to some extend. Don't be afraid to use some harder edges in your textures, it can help the design translate better.
Again, I'm no expert and all of this is simply my humble opinion. Do with it what you want, no hard feelings if you decide you like your item better the way it is. It's a great looking item either way :P
Best of luck with it, I hope to see it in-game at some point!
Ahh I didn't think about its as a proper tutorial. Thing is that I have never thought that I can say anything about zbrush that others could make use of haha
Anyway I have hopefully finished the hipoly. Needed to change couple of things because I was not able to make them look cool sadly the way they were on concept Now I will move to the cave and try to retopo it. I wonder how much detail I will need to skip because of tri limits
Amazing job, sir! And thanks so much for sharing your knowledge
I'm no expert, so I hope I don't overstep any boundaries by sharing my opinion, but I took the liberty of making a paintover.
Forgive my shabby drawing skills. But I think while your item looks good already, it could be improved. Like Tyn pointed out, the handle was a bit bright, probably. I think it would serve the item better to have a gradient going from dark near the hand to light near the weapon itself. You could incorporate the molten magma plate aspects observed in the horns of the mount and CK himself.
Similarly, I think having a sharper, more defined gradient on the weapon's blades could make the item pop more and help it stand out more in-game, while also giving you the chance to match it with the hero better by using the molten magma plate design again to some extend. Don't be afraid to use some harder edges in your textures, it can help the design translate better.
Again, I'm no expert and all of this is simply my humble opinion. Do with it what you want, no hard feelings if you decide you like your item better the way it is. It's a great looking item either way :P
Best of luck with it, I hope to see it in-game at some point!
:thumbup: I agree and like what this would add to your piece
Konras> shitballs, the detail! i'M LOVING the skirt, it's so pretty~
Vayne> I actually like the subtleness of your polypainting, I don't think it's necessary to change the weapon blades much. Maybe run a hard bright edge along the curve of the blades..... But the crit on the handle is solid. It looks much nicer in Gaiascope's paintover. Great job, you. :>
Kite212> Looks much nicer with the bright reds.
As an aside, is anyone willing to work with me and Soldeus on the mirana concept I posted before? We have concerns about finishing it in time for the deadline, and having another person on board would be great.
Konras> shitballs, the detail! i'M LOVING the skirt, it's so pretty~
Vayne> I actually like the subtleness of your polypainting, I don't think it's necessary to change the weapon blades much. Maybe run a hard bright edge along the curve of the blades..... But the crit on the handle is solid. It looks much nicer in Gaiascope's paintover. Great job, you. :>
Kite212> Looks much nicer with the bright reds.
As an aside, is anyone willing to work with me and Soldeus on the mirana concept I posted before? We have concerns about finishing it in time for the deadline, and having another person on board would be great.
Thanks I love the red too! Mango did a great job on the color map redo! What kind of help are you looking for? I LOVE the set concept, and would like to help, but i fear depending on what you guys need I may not have the time
My latest entry. Not only was the concept great, but I added a custom animation for the alternate autoattack animation. Special thanks to Prophet9 for his guidance and putting up with me harassing him continously with questions! He is awesome!
Hey guys. Soon I will start my concepts thread.. For now, I drew a concept for Batrider mount in the style of Chinese culture for Spring 2014. Will be glad to your comments and criticism.
P.S. Mount is half chinese lion.
P.S.S. Other set parts concepts will be finished soon
@Prosomogy WOW now when I see such hook I cant belive no one came up with this idea before, it looks so great!!! @mihalceanu Fine weapon sir!! However we will kill you if you dont check what happened with sharp edge of this lance @heboltz3 I double what marul said. Those ears should be less rigid. Looking forward to progress on this courier!! @Vayne This axe looks better than axiest Axes axe! It fits CK soo well! @BohSheh 3DSMax is so stupid, that there can be many problems. However try checking those:
- right click on low poly object and select "object properties", later is "adv. lightning" tab turn off "cast shadows" checkbox
- in render setup window go to "advanced lightning" tab and chose method "light tracker"
- check your UVs of model and see if you don't have both symmetry pieces in the same place. If you have save your file and move inverted parts outside of UV area for time of rendering
- check if you don't have any other models than hipoly added to projection list for your low poly.
Thats all I can thing as for now, I hope you will win with those artifacts
Vayne4800: The axe turned out really nice, great work!
BohSheh: your issue seems to be from a few things. It appears that the issue could be coming from bad triangulation mixed with your smoothing groups conflicting with your uv, i.e. if a smoothing group breaks your mesh break the uv as well. You can see where the lighting is bad in your "preview render" its just more noticeable in the render to texture output. Hope this helps
@BohSheh 3DSMax is so stupid, that there can be many problems. However try checking those:
- right click on low poly object and select "object properties", later is "adv. lightning" tab turn off "cast shadows" checkbox
- in render setup window go to "advanced lightning" tab and chose method "light tracker"
- check your UVs of model and see if you don't have both symmetry pieces in the same place. If you have save your file and move inverted parts outside of UV area for time of rendering
- check if you don't have any other models than hipoly added to projection list for your low poly.
Thats all I can thing as for now, I hope you will win with those artifacts
Thx for reply , i am using mental ray btw . Non of them works
Vayne4800: The axe turned out really nice, great work!
BohSheh: your issue seems to be from a few things. It appears that the issue could be coming from bad triangulation mixed with your smoothing groups conflicting with your uv, i.e. if a smoothing group breaks your mesh break the uv as well. You can see where the lighting is bad in your "preview render" its just more noticeable in the render to texture output. Hope this helps
What is the solution ? Make my mesh into 1 smoothing group ? My low poly do have alot of smoothing group actually . *** the left picture is high poly*
Thx for reply , i am using mental ray btw . Non of them works What is the solution ? Make my mesh into 1 smoothing group ? My low poly do have alot of smoothing group actually . *** the left picture is high poly*
The solution is that your model and workflow are fundamentally flawed.You need to understand the fundamentals of low poly modeling and texture baking. Vlads guide would be a really good place to start: http://steamcommunity.com/sharedfiles/filedetails/?id=149270397
Hey everyone, I was hoping you might be willing to help with some problems I've run into on my latest attempt.
I've been working on a peach blossom brooch for Enchantress as part of Dota's upcoming Year of the Horse event. I've gotten the model and the texture where I want it, but I wanted to upload it into Dota2 to check the shaders. That's where I started to run into problems.
I haven't attached any files yet, as I do not know what would be useful. If you would be so kind as to let me know, I will get them along to you asap. Thank you for your help, and Happy New Year.
Hey everyone, I was hoping you might be willing to help with some problems I've run into on my latest attempt.
I've been working on a peach blossom brooch for Enchantress as part of Dota's upcoming Year of the Horse event. I've gotten the model and the texture where I want it, but I wanted to upload it into Dota2 to check the shaders. That's where I started to run into problems.
I haven't attached any files yet, as I do not know what would be useful. If you would be so kind as to let me know, I will get them along to you asap. Thank you for your help, and Happy New Year.
Sorry not a Maya guy, but I have seen others haveing issues with specific version of fbx being buggy. Personally I use smd over fbx. I find them to be much more reliable, so my advice would be to export as a reference smd. As for the texture quality what resolution are you using? It will be crushed down to around 256 depending on its specs. Dota seems to smooth and not sharpen when it crushes down the textures. Personally I make my own game rez textures for a sharper quality to them.
Sorry not a Maya guy, but I have seen others haveing issues with specific version of fbx being buggy. Personally I use smd over fbx. I find them to be much more reliable, so my advice would be to export as a reference smd. As for the texture quality what resolution are you using? It will be crushed down to around 256 depending on its specs. Dota seems to smooth and not sharpen when it crushes down the textures. Personally I make my own game rez textures for a sharper quality to them.
Hi Kite,
I've been using fbx since Maya has that from the beginning, but I can look into finding an smd plugin. For the texture quality, I recall on the workshop tips to work in 4x resolution, so ive been working in 1024. I tried resizing the textures myself, but it didn't seem to help. For the time being, I'm just leaving them in 1024 to save a step.
Ok LOD0 models ready. I wanted to preview them with 256px texture sizes just to see if there will be something more than one big blob of pixels Belt part is a little blurry, however it should be fine for character size on the screen during ingame/menu pose so I am pretty happy with the result. Now just to rig this up Of course textures are passed now to Madzia
ps. We have changed her hairstyle a bit, because this previous one had less Chinese style in our opinion, hope this one is better
Ok LOD0 models ready. I wanted to preview them with 256px texture sizes just to see if there will be something more than one big blob of pixels Belt part is a little blurry, however it should be fine for character size on the screen during ingame/menu pose so I am pretty happy with the result. Now just to rig this up Of course textures are passed now to Madzia
ps. We have changed her hairstyle a bit, because this previous one had less Chinese style in our opinion, hope this one is better
*starts slow clap* looking amazing! can't wait to see this completed
i was just watching the texturing video of that ember spirit sword, and i saw he took the blue channel from bent normal - i normaly take the green channel of bn, now i wondered what the blue channel does and whats the difference after all?
@Shock Maybe this video from BoBo will be interesting for you. At the end of it (after 2h mark I think, can check it now because of slow internet connection ) there cool process of creating base texture from normal/ao/directional light shown. Plus there are superb tips for sculpting in general, so video is worth watching anyway
I walk away for one day and the waywo thread explodes with awesomeness.. jeeze some motivation to keep working..
The swords by Motenai and MdK are too sick. Fantastically sculpted.
Konras, that bake is ridiculous. clean a pretty! wowie! Any word of advice about the process? Picking your brain about the bakes is almost as much fun as reading the tut on your sculpting
Totally random, but where's that TI3 chest? I know TI2 just ended, but after seeing the concepts there, I kinda want to get my hands on some of those items, especially that courier!
Awesome stuff in here lately, cant wait for these Chinese new year event items.
Finally finished my Pugna set, just made a collection, give it a look and vote if you can, thanks! Still open for feedback as well, it's never too late to change things.
I'm working on the hat for an Ember Spirit set based on this concept by Mango:
My question is if there is a way to activate both symmetry and radial symmetry at the same time. The hat has a mirrored design that is repeated four times around the hat and I can't think of a way to sculpt this so that it's even.
Workshop gurus! Halp!
EDIT: I think I'm just going to sculpt one of the segments separately and then duplicate it and try to weld it back together again. There must be a better way to do it though... thoughts?
Replies
I'm no expert, so I hope I don't overstep any boundaries by sharing my opinion, but I took the liberty of making a paintover.
Forgive my shabby drawing skills. But I think while your item looks good already, it could be improved. Like Tyn pointed out, the handle was a bit bright, probably. I think it would serve the item better to have a gradient going from dark near the hand to light near the weapon itself. You could incorporate the molten magma plate aspects observed in the horns of the mount and CK himself.
Similarly, I think having a sharper, more defined gradient on the weapon's blades could make the item pop more and help it stand out more in-game, while also giving you the chance to match it with the hero better by using the molten magma plate design again to some extend. Don't be afraid to use some harder edges in your textures, it can help the design translate better.
Again, I'm no expert and all of this is simply my humble opinion. Do with it what you want, no hard feelings if you decide you like your item better the way it is. It's a great looking item either way :P
Best of luck with it, I hope to see it in-game at some point!
Amazing job, sir! And thanks so much for sharing your knowledge
:thumbup: I agree and like what this would add to your piece
Vayne> I actually like the subtleness of your polypainting, I don't think it's necessary to change the weapon blades much. Maybe run a hard bright edge along the curve of the blades..... But the crit on the handle is solid. It looks much nicer in Gaiascope's paintover. Great job, you. :>
Kite212> Looks much nicer with the bright reds.
As an aside, is anyone willing to work with me and Soldeus on the mirana concept I posted before? We have concerns about finishing it in time for the deadline, and having another person on board would be great.
Thanks I love the red too! Mango did a great job on the color map redo! What kind of help are you looking for? I LOVE the set concept, and would like to help, but i fear depending on what you guys need I may not have the time
Billy Baroo hook, I like it :thumbup:
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=208767968
A side to side view is located in my thread, Im just trying to make waywo not so gif heavy.
try waving those giant ears.
Final rendering ( right ) and preview rendering ( left ) has different lighting ( final looks shitty ) . Any 1 know the problem ?
Unstoppable Chaos by Vayne and Noblebatterfly
Please excuse me for not including ingame gifs of the new animation since testing in game broke other stuff and so it wasn't really practical to show.
Hope you like this. Link is on the Promo art if you would like to vote ^^.
P.S. Mount is half chinese lion.
P.S.S. Other set parts concepts will be finished soon
PoPcorn: I made a collection for all my single items , and added a tag there
You cant see the submisions until the 1th or stming I think:)
@mihalceanu Fine weapon sir!! However we will kill you if you dont check what happened with sharp edge of this lance
@heboltz3 I double what marul said. Those ears should be less rigid. Looking forward to progress on this courier!!
@Vayne This axe looks better than axiest Axes axe! It fits CK soo well!
@BohSheh 3DSMax is so stupid, that there can be many problems. However try checking those:
- right click on low poly object and select "object properties", later is "adv. lightning" tab turn off "cast shadows" checkbox
- in render setup window go to "advanced lightning" tab and chose method "light tracker"
- check your UVs of model and see if you don't have both symmetry pieces in the same place. If you have save your file and move inverted parts outside of UV area for time of rendering
- check if you don't have any other models than hipoly added to projection list for your low poly.
Thats all I can thing as for now, I hope you will win with those artifacts
BohSheh: your issue seems to be from a few things. It appears that the issue could be coming from bad triangulation mixed with your smoothing groups conflicting with your uv, i.e. if a smoothing group breaks your mesh break the uv as well. You can see where the lighting is bad in your "preview render" its just more noticeable in the render to texture output. Hope this helps
Thx for reply , i am using mental ray btw . Non of them works
What is the solution ? Make my mesh into 1 smoothing group ? My low poly do have alot of smoothing group actually . *** the left picture is high poly*
Workshop:
The solution is that your model and workflow are fundamentally flawed.You need to understand the fundamentals of low poly modeling and texture baking. Vlads guide would be a really good place to start:
http://steamcommunity.com/sharedfiles/filedetails/?id=149270397
Did you check the importer?
Weapon 450/530 256x256;
Back 520/700 256x256;
Shoulder 500/975 256x256;
Arms 300/400 256x256.
Dragon Knight weapon wip
http://steamcommunity.com/sharedfiles/filedetails/?id=209215007&searchtext=
I've been working on a peach blossom brooch for Enchantress as part of Dota's upcoming Year of the Horse event. I've gotten the model and the texture where I want it, but I wanted to upload it into Dota2 to check the shaders. That's where I started to run into problems.
At one point, I had the model load properly and the color texture appeared as it should. However, the shaders didn't appear to be loading, and the texture needed a bit of cleaning up. On subsequent uploads, the texture was fuzzy and uneven, as if the UV's were bugged in the export. When I reimported the file to Maya, however, everything checked out. The shaders still refuse to load properly, and I decided to call it a night when subsequent exports (in .fbx) no longer attached the hairpiece to her head. It now sits in the ground between her hooves.
I haven't attached any files yet, as I do not know what would be useful. If you would be so kind as to let me know, I will get them along to you asap. Thank you for your help, and Happy New Year.
Sorry not a Maya guy, but I have seen others haveing issues with specific version of fbx being buggy. Personally I use smd over fbx. I find them to be much more reliable, so my advice would be to export as a reference smd. As for the texture quality what resolution are you using? It will be crushed down to around 256 depending on its specs. Dota seems to smooth and not sharpen when it crushes down the textures. Personally I make my own game rez textures for a sharper quality to them.
Hi Kite,
I've been using fbx since Maya has that from the beginning, but I can look into finding an smd plugin. For the texture quality, I recall on the workshop tips to work in 4x resolution, so ive been working in 1024. I tried resizing the textures myself, but it didn't seem to help. For the time being, I'm just leaving them in 1024 to save a step.
I made a couple of items for spring2014. Hope you like it:
Even when I import the default file! Makes it hard to try a proof of concept.
The concept was made by Hawf
---
Some early sketch of a deathward for a upcoming witch doctor set:
The old one doesnt work, so this time we will just make the frog play the beat, instead spitting ultimate. Any advices?
This is looking really cool, can't wait to see the rest
ps. We have changed her hairstyle a bit, because this previous one had less Chinese style in our opinion, hope this one is better
*starts slow clap* looking amazing! can't wait to see this completed
Dat texturing. I'll be over here watching your youtube videos again.
greez
I like the new design!
http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2
The swords by Motenai and MdK are too sick. Fantastically sculpted.
Konras, that bake is ridiculous. clean a pretty! wowie! Any word of advice about the process? Picking your brain about the bakes is almost as much fun as reading the tut on your sculpting
Keep up the awesome stuff guys
Finally finished my Pugna set, just made a collection, give it a look and vote if you can, thanks! Still open for feedback as well, it's never too late to change things.
http://steamcommunity.com/sharedfiles/filedetails/?id=209873461
[ame="http://www.youtube.com/watch?v=OpS8MzWFHAs"]Nethers Reach Pugna Item Set - YouTube[/ame]
I'm working on the hat for an Ember Spirit set based on this concept by Mango:
My question is if there is a way to activate both symmetry and radial symmetry at the same time. The hat has a mirrored design that is repeated four times around the hat and I can't think of a way to sculpt this so that it's even.
Workshop gurus! Halp!
EDIT: I think I'm just going to sculpt one of the segments separately and then duplicate it and try to weld it back together again. There must be a better way to do it though... thoughts?