oDD, really love the coin on Ember =D
Finished a pudge set I was working on for a couple of months. Probably won't tag this for the CNY event and risk inciting a Chinese flame war... =\
NICE! How do you that glowing part on lycan body ? And besides , do you utilise the metalness map to give the shine , or through self generated lighting in the color map ?
barely getting any work done on this set but I'm finally starting to get back on track with it
having to bake each component separately just to get nice clean bakes is a real pain
Ohi !
New noob question here.
Do you guys focus more on the look of lod0 or ingame model ?
Considering they use the same texture, the normal map on the lod1 is a bit off.
I wonder if i won't bake things directly for the lod1 because lod0 will not be on screen all the time. Thoughts ?
Thanks
Ohi !
New noob question here.
Do you guys focus more on the look of lod0 or ingame model ?
Considering they use the same texture, the normal map on the lod1 is a bit off.
I wonder if i won't bake things directly for the lod1 because lod0 will not be on screen all the time. Thoughts ?
Thanks
Focus on Lod0 and create Lod1 from Lod0. Depending on what needs to be optimizied you may need to go back and tweak the uv of Lod1.
Andrew, stay morbid dude, that death animation is just amazing.
Hawt, the set is looking great! Instead of baking seperates why not just set up an exploded bake? One and done :poly124:
Keep up with all the awesome everyone! Also.... Dat Lycan ult... too good
Noors: I personally prefer to cater towards the game rez one more so that's correct, then add polys, but only in situations where I'm already cutting it close. Valve has stated that in their workflow they do the LOD0 first, then pair down. If the normals look good in LOD0 you should be fine for LOD1 as long as the UVs didn't move. Sometimes you might need to pull the UVs in from a seam if the object is symmetrical, it's highly situational.
I don't post in here too often with WIPs because I don't want to clutter up the thread but I thought i'd share progress on the ES set:
Been busy with art tests and helping out a friend with props so i have not posted anything here for a while. Taking a break and will try to get a submission for the spring comp. Trying to get the chinese theme for my CK mount to work with some ornaments.
Thanks for insights. The issue is more with the normals changing than uv's. I've removed some edge lines that really change smoothing so I have to reconsider the high compare to my lod1.
@bounchfx Wow, didn't knew Marmoset have such capabilities. This screen/render looks fantastic. You just bought me with that image! @Anuxi Rusty or not this Legion Commander looks outstanding!!
Thanks for insights. The issue is more with the normals changing than uv's. I've removed some edge lines that really change smoothing so I have to reconsider the high compare to my lod1.
What do you mean your normals are changing? Typically if you use a normal map you wouldn't be using smoothing groups since thats part of the point of a normal map. Smoothing is usually just necessary on mirrored UV islands. Can you post a picture of what you mean?
@Tvidotto This page is bugged, I remember to see items I needed to select "Sort by: hero" weird as it may suound its true.
Btw I have question to all who may know Is there any limit for how much bones can affect one vertex for dota2?
but my first courier was before discovering that, what will happen if you use more is that the lowest one or any influence below a certain limit will be ignored
at that time it leaded to some problems with the skinning that i just solved by trial and error...
@Tvidotto This page is bugged, I remember to see items I needed to select "Sort by: hero" weird as it may suound its true.
Btw I have question to all who may know Is there any limit for how much bones can affect one vertex for dota2?
Thanks for head-up Tvidotto!! Wow, its just emm... 3... yeah it could e acceptable but some righs make live hard for this, for example now I am riging the belt part for Lina, and there is no middle bone for skirt, so I need to use 2 bones at the sideds, and than I would like to blend it with other bones in the chain so material would deform smooth and yeah, with this limit it will be harsh.
Got this guy ingame, just finalizing some of the color and am going to switch to the second item for ES i got planned. That 300 tri budget is lame though, 1700 on the belt is crazy high to. haha oh well
oh also, i am now a believer of the polypaint workflow, very nice to work with.
Andyk125: Thank you! BohSheh: Thanks! Lycan ultimate have this cool effect on the detail mask. I'm posting the masks so you can take a look. Xajai: Thanks, sure thing!
And we did Death Prophet ghost in collab with Vikk0 ^^
TrevorJ: This is turning out great!
bounchfx: Really excited to see this set finished
Sukotto: Looking cool, I think you can mostly get the spikes in the low... mostly
Zaphk: Nice work, thanks much for sharing, amazing ults you are working on!
Thx for the Mask!!! It surely helps me alot . Question
1)do we use color map to give out the metalness or shininess of a metal . Or instead of that , we use the metal map ?
2)Do you tried and error the maps alot to give out such a great lighting ?
Head piece for our Gyro set is pretty much done, just need to properly rig the ponytail, and test the masks in game. After this it's onto the wings and guns! Game is hard :poly142:
Despite many server issues I managed to get this Naga sword uploaded. I got really frustrated at the end when one of the jpgs for the thumbnail images wouldn't upload properly. I still have no idea why, it was just that file even if I renamed it and resaved it. I had to save it as a tga then make modifications and then resave as jpg before it worked.
How do you get the spring 2014 tag? I have a collection with the tag but the items still aren't showing up. I couldn't find the option anywhere in the importer.
Got this guy ingame, just finalizing some of the color and am going to switch to the second item for ES i got planned. That 300 tri budget is lame though, 1700 on the belt is crazy high to. haha oh well
oh also, i am now a believer of the polypaint workflow, very nice to work with.
This certainly looks very cool, but I can't help but think that the plates being so flatly aligned with the horizon makes it look a bit odd. I think if you rotated them slightly it would read better as something that's practical as shoulder armor
@Zaphk Fantastic ghost!! Really fresh design. One suggestion would be to darken a bit her/his skirt. Right now the skirt is brighter and more intensive than upper body, and because of that in my opinion the whole figure don't read so well. Just a thought Looking forward to it!!
Despite many server issues I managed to get this Naga sword uploaded. I got really frustrated at the end when one of the jpgs for the thumbnail images wouldn't upload properly. I still have no idea why, it was just that file even if I renamed it and resaved it. I had to save it as a tga then make modifications and then resave as jpg before it worked.
How do you get the spring 2014 tag? I have a collection with the tag but the items still aren't showing up. I couldn't find the option anywhere in the importer.
This came out very nice :thumbup: as for the tag I wonder if someone on Valve's side is handling this. The only thing we did for our Spring2014 item was put it in a collection with the tag, then yesterday, bam, shows up
Replies
Finished a pudge set I was working on for a couple of months. Probably won't tag this for the CNY event and risk inciting a Chinese flame war... =\
Workshop Link
TrevorJ
oDD
identikal
I like your work guys
OniLolz
Is that wolf for lycan or his ultimate ?
Here is my new item for Legion Commander (http://steamcommunity.com/sharedfiles/filedetails/?id=210966463)
drop a like if you wish: http://steamcommunity.com/sharedfiles/filedetails/?id=211219624
Almost done!
NICE! How do you that glowing part on lycan body ? And besides , do you utilise the metalness map to give the shine , or through self generated lighting in the color map ?
barely getting any work done on this set but I'm finally starting to get back on track with it
having to bake each component separately just to get nice clean bakes is a real pain
Wow @ Oni and Zaph! Amazing, you guys really keep me amazed every time u post work here!
I don't know if I should be conserned, but I really enjoy doing death animations. :P
New noob question here.
Do you guys focus more on the look of lod0 or ingame model ?
Considering they use the same texture, the normal map on the lod1 is a bit off.
I wonder if i won't bake things directly for the lod1 because lod0 will not be on screen all the time. Thoughts ?
Thanks
Focus on Lod0 and create Lod1 from Lod0. Depending on what needs to be optimizied you may need to go back and tweak the uv of Lod1.
Andrew, stay morbid dude, that death animation is just amazing.
Hawt, the set is looking great! Instead of baking seperates why not just set up an exploded bake? One and done :poly124:
Keep up with all the awesome everyone! Also.... Dat Lycan ult... too good
I don't post in here too often with WIPs because I don't want to clutter up the thread but I thought i'd share progress on the ES set:
feel free to come say hi!
http://www.polycount.com/forum/showthread.php?t=118005&page=7
@Anuxi Rusty or not this Legion Commander looks outstanding!!
I'm also working on a horse for chaos knight. Initial sketch
Lord of Acid
Lord of Fire
Very soon for Earth Spirit:
Soon for Nature's Prophet:
What do you mean your normals are changing? Typically if you use a normal map you wouldn't be using smoothing groups since thats part of the point of a normal map. Smoothing is usually just necessary on mirrored UV islands. Can you post a picture of what you mean?
http://steamcommunity.com/sharedfiles/filedetails/?id=211561159
A quick single item for the chinese new year event before we roll out this ember spirit set
Here's an update on a ward I'm hoping to finish for the Spring Event. Trying to figure out colours that work.
And sketchfab link: http://sketchfab.com/nmkjihf10b
some sculpting progress, working my way through the assets of this carriage. horse not yet included
i was checking this and on my page there is a lot of itens missing, anyone else had the same problem?
i think all those itens that were previously marked as made by Valve are the ones missing, i remember i was not the only one with that problem before
Btw I have question to all who may know Is there any limit for how much bones can affect one vertex for dota2?
but my first courier was before discovering that, what will happen if you use more is that the lowest one or any influence below a certain limit will be ignored
at that time it leaded to some problems with the skinning that i just solved by trial and error...
http://steamcommunity.com/sharedfiles/browse/?appid=570§ion=items&requiredtags[]=Spring2014
Cool, it looks like anything in a collection with the Spring2014 tag will show up now!
oh also, i am now a believer of the polypaint workflow, very nice to work with.
and I agree, I wish the arms were 200 more, and just take it out of the belt. It's nice to have a lot but that's a little overkill XD
Ohhh, that's lookin reallllly good! Can't wait to see it colored and in game!
BohSheh: Thanks! Lycan ultimate have this cool effect on the detail mask. I'm posting the masks so you can take a look.
Xajai: Thanks, sure thing!
And we did Death Prophet ghost in collab with Vikk0 ^^
bounchfx: Really excited to see this set finished
Sukotto: Looking cool, I think you can mostly get the spikes in the low... mostly
Zaphk: Nice work, thanks much for sharing, amazing ults you are working on!
Can someone fix Steam pls?
Thx for the Mask!!! It surely helps me alot . Question
1)do we use color map to give out the metalness or shininess of a metal . Or instead of that , we use the metal map ?
2)Do you tried and error the maps alot to give out such a great lighting ?
Let me know if you spot anything or if I should improve anything.
How do you get the spring 2014 tag? I have a collection with the tag but the items still aren't showing up. I couldn't find the option anywhere in the importer.
This certainly looks very cool, but I can't help but think that the plates being so flatly aligned with the horizon makes it look a bit odd. I think if you rotated them slightly it would read better as something that's practical as shoulder armor
This came out very nice :thumbup: as for the tag I wonder if someone on Valve's side is handling this. The only thing we did for our Spring2014 item was put it in a collection with the tag, then yesterday, bam, shows up