Well, when I first imported him I couldn't find a 'head' model so I thought he just didn't have a stock helmet. I really didn't expect anything, I just thought his head would be there in game like the FBX import.
Ahahahaha, I feel stoopid but it is 2 am and I've been working on this all day...
I had a black alpha channel on my color map., I also rotated the pivot y up.
Now I can see it out in front of his feet on the ground.. Derp.
Thanks for the help though guys. I'll also look at the importer, didn't think cannon had one for 2014 (how I ended up with wallworm)
Hey guys, I'm new to the forum and have been working on an alchemist set. Started not too long ago,its currently half way through already but I would really appreciate some feedback from you guys.:)
My concept in a nut shell.
As we all know that the young alchemist Razzil is sort of a genius. Turns out that aside of chemistry, he too excels at the sciences of black smiting and weapon making but was never able to do so because he lacks the physical ability to execute his brilliant designs. Upon saving the imprisoned ogre, the plan was finally made possible. With the brains of young Razzil and brawn's of the mighty ogre, they started out with their very first project...
Work in progress
Here's my situation, I din't really worked with any concept arts other than some random doodles on my sketchbook that only I can understand. So in some ways, I kind of jumped in to modeling and experimenting right away. I am currently at the modeling stage and will be moving into UV unwrapping and sculpting upon finishing the base models. I have yet to figure out the potion bottles and the alchemist body part. So its probably gonna take a long way more. On the bright side, here's what I have thus far,
Various angles
Silhouette for readability
Renders for fun
Some difficulties
This is pretty much the area that I would love some feedback. Basically, I am very unsure with the design of the bracers and the mask. I have tried a number of designs but din't end up with something that I fancy. Design 1 is actually supposed to be like a bracer with a container containing some magical chemical steroid thing that is constantly pumped into the ogre for some extra energy. As for the mask, its supposed to be a pimped up welding mask thing. My main concerns are whether if the message comes across and if it fits the overall look. Let me know what you guys think.
Let me know what you guys think and feel free to point out what I am doing wrong or any areas that I can improve on. Thanks a million in advance
I agree but 98% of the time in game the rockets are flipped back covering most of it. The poly limit is already pretty stretched so the best I could do is throw a flat piece of wood over it.
Same thing, I think it has to do with bones being jacked from import/z-up. What else could it be?
I import. Hide the mesh. My mesh has xforms reset and pivot reset to 0,0,0. I've even created a cube, made it edit poly, attached my head and deleted the cube (reset transforms old school). I've tried rotating my pivot to match the pivot of the body mesh (that puts the head sideways on the ground in front of him).
I've attached to ONLY head bone, export with and without. The only way I get it to show in game is to add all bones to the skin and use the wallworm smd export.
Max 2014 (2009 and 2014 FBX) export fails with 'no skin weights'.
To test I even made a cube, place above his hand and imported that as his staff. Same results.
That sounds pretty messed up, maybe has to do with a newer version of FBX that 2014 ships with? Anytime I have tried FBX I get nothing but problems,so I strictly work with smd when export, or importing ref models. Too bad cannonfodders smd plugin is not 2014 compatible.
On another note is this model from the requirements page? As Vlad indicated Valve does not keep these updated as they should. In this case it is necessary to decompile an updated model your self.
yeah I dl'ed models from the dota page. I hate decompiling Everytime is a fresh start and I can never find the correct path to place the decompiler, etc.. and it takes forever to get the right folder. TF2 has like 7 folders that closely match the decompiler instructions but NONE that exactly match it.
ARGHHHHHHHHHHHHHH
OK, since this object won't work with Rubick due to lack of head I decide to try with another hero. very few have the head tri count but Phantom assasin does.
So import, rig just like rubick (root>spine>head).
Now the helmet is in her torso.
Only rig to head bone, it's on the floor (not moving so it's not following any chain).
yeah I dl'ed models from the dota page. I hate decompiling Everytime is a fresh start and I can never find the correct path to place the decompiler, etc.. and it takes forever to get the right folder. TF2 has like 7 folders that closely match the decompiler instructions but NONE that exactly match it.
ARGHHHHHHHHHHHHHH
OK, since this object won't work with Rubick due to lack of head I decide to try with another hero. very few have the head tri count but Phantom assasin does.
So import, rig just like rubick (root>spine>head).
Now the helmet is in her torso.
Only rig to head bone, it's on the floor (not moving so it's not following any chain).
-
I just can't win.
What about Juggernaut? this head might fit his helmet. So idk if I do it wrong, or if it is a smd thing, but when I export I export the entire rig with the item. Always seems to work for me. Also PA was recently-ish updated but idk if her files were updated, could be another case of outdated workshop files
I have no issue skinning to only few bones and export with just those few bones selected. Before i've place the pivot to 0 (not sure it's required) and rest xform.
I ended up importing the smd from the source files, and export as smd too (with wunderboy plug-in), because i had scaling issue with fbx.
I just hope the source files are up to date.
Now i've also unpacked smd from the game files to see the lod1. Now you sure to have the most rencent rig. http://wyksblog.com/getting-started-dota-2-cosmetics/
I've followed this tutorial to refresh my memory but the process is less hacky than with TF2.
are you skinning all bones to a helmet, or just the head and exporting all?
But I was getting same results that way too, helmet in her torso.
So I think the bones to the root is enough but...
her head was rigged to head/neck/spine. tried that, no luck. Her helmet was head and ponytails. no luck.
DL'ing mod tool now, guess it's time to learn something new.
So I will use my gyro hat for example. The hat itself is skinned to the head bone 100%, then there are a few other parts skinned to other bones as needed. Then when I export I export either the entire scene, or select all the bones and the model and do an exported selected if I have both LOD's in the scene. It may not be necessary to do, but it also does not seem to have a negative impact from what I can tell. If I am wrong though hopefully a pro will chime in and correct me :poly142:
@Noors I have exported with pivots not in 0,0,0 with out issue, and I always reset xform before skinning
It's gotta be the import. Unfortunately with Max2014 the only import that works is the FBX. And it comes in Z up.
SMD comes in Y up, but the bones are jacked, all squoosed up by his feet.
The smd export CAN work fine, I got the helmet in on one rig but then on another rig I am back to trouble shooting.
So I decide I'll dl XSI and try it. 7.5 and 6.0, neither work because of Visual basic issues (my version is too new, too old, can't tell.Can't find correct info on web).
OK shot down again.
So I dl maya trial, I'll try that for import export.
Not enough space on C disc (I have a new hdd but I don't want to reinstall windows now. Can't add space to c partition either.
And Maya refuses to let me instal to another disc (WTF?)
I guess Blender is a choice, but I have tried it before and it's so freakin' alien to me just selecting my mesh is hard . QQ
You'd think that since 3ds and maya are under the same roof now they'd at LEAST let you choose Y up import. Just silly.
==========
back to max...
again placed the helmet on the phantom assasin rig. skinned head bone only.
exported all bones and helmet.
It's in place in the preview window. check daylight/nighttime, it's back in torso.
recompile, back on head in preview. daylight, moves to torso.
I had this same issue with Torchlight (another Y-up game (ogre engine).
I could get a helmet on a character, but the world view was always sideways. If I corrected it so the world model was right, the character attach was wrong.
Baddcog, dont trust the day/night/ingame view, i think it updates terribly. It doesn't even reload the textures correctly, i have to relaunch dota. Maybe there's a console command to force it, idno. But the preview always works right after the import, so if it's good there, model is fine. Just relaunch to check on other modes.
Baddcog, dont trust the day/night/ingame view, i think it updates terribly. It doesn't even reload the textures correctly, i have to relaunch dota. Maybe there's a console command to force it, idno. But the preview always works right after the import, so if it's good there, model is fine. Just relaunch to check on other modes.
Other way is to load the model with different name every time, or delete things under dota/models/items/hero_name and dota/materials/models/items/hero_name
The workshop finally shows new items under "most recent". Though the latest item is from yesterday, so I don't know if it's a manual fix, or if the workshop is operational again. At least Valve is actively working on fixing it, that's good to know.
Now we can break the workshop again by flooding it with items we've been holding back for until they fixed it :P
Yeah, you're right Noors, that seems to be the case. I had shut Dota down, cme back with a new model named the same and it worked in all views.
This time rigged only to head, all bones exported.
Sure makes trouble shooting tough when and error pops up like that and you keep trying to fix it, but it's not even a problem anymore. Chasing my tail in circles.
I was trying new names sometimes, but I have exported soooo many times...
unfortunately I don't think this model is going to work with any of the characters that support the detail. It's at 598 tris and max on any is 600 (and I broke it down further than I wanted). The back is really ugly but Rubicks head hid that.
I don't know, opinions? Is it worth fixing for the assassin? Obviously the palette is wrong.. it completely hides face and changes the silohette a bit...
I could probably open the mouth up so face shows, get rid of horns and add ponytail to match the regular helm better.?.
I don't know, opinions? Is it worth fixing for the assassin? Obviously the palette is wrong.. it completely hides face and changes the silohette a bit...
I could probably open the mouth up so face shows, get rid of horns and add ponytail to match the regular helm better.?.
Not sure, you will probably need to do an extreme remake in this one. So, my advice is trying to figure out what you want to do before start the 3D, so you can see how it works in a faster way, without being attached to it.
It's a chinese themed event, but you need to adapt then to the dota characters.
Got a quick edit just to check a bit more. Silhouette is pretty close I think. Main issue is that it being a face almost make it look like new character.
Hey guys, im working on a legion commander weapon, but i can't really get a grasp of the blades' form.
I worked out some variations, A is what i like best so far. What do you think?
Baddcog, ı was talking about its color because colors dont fit PA maybe you should make it.darker(a lot) or use the gray colors.
Yeah, I had done it originally for Rubick, but I thought his head was a permanent part of the body until import. Then I started a mad scramble to fit it to someone else. 2 days of just trying to import correctly. Now I'm looking at silhouette/ditching it...
Need a break though, idea for a weap so I'm off to that.
edit--
MDK, he's looking pretty sick. But a lot of details around the belt which are so cool won't be seen in game as much as the hat, but the hat is kindof plain.
Replies
FOILED YET AGAIN!
I had a black alpha channel on my color map., I also rotated the pivot y up.
Now I can see it out in front of his feet on the ground.. Derp.
Thanks for the help though guys. I'll also look at the importer, didn't think cannon had one for 2014 (how I ended up with wallworm)
My concept in a nut shell.
As we all know that the young alchemist Razzil is sort of a genius. Turns out that aside of chemistry, he too excels at the sciences of black smiting and weapon making but was never able to do so because he lacks the physical ability to execute his brilliant designs. Upon saving the imprisoned ogre, the plan was finally made possible. With the brains of young Razzil and brawn's of the mighty ogre, they started out with their very first project...
Work in progress
Here's my situation, I din't really worked with any concept arts other than some random doodles on my sketchbook that only I can understand. So in some ways, I kind of jumped in to modeling and experimenting right away. I am currently at the modeling stage and will be moving into UV unwrapping and sculpting upon finishing the base models. I have yet to figure out the potion bottles and the alchemist body part. So its probably gonna take a long way more. On the bright side, here's what I have thus far,
Various angles
Silhouette for readability
Renders for fun
Some difficulties
This is pretty much the area that I would love some feedback. Basically, I am very unsure with the design of the bracers and the mask. I have tried a number of designs but din't end up with something that I fancy. Design 1 is actually supposed to be like a bracer with a container containing some magical chemical steroid thing that is constantly pumped into the ogre for some extra energy. As for the mask, its supposed to be a pimped up welding mask thing. My main concerns are whether if the message comes across and if it fits the overall look. Let me know what you guys think.
Let me know what you guys think and feel free to point out what I am doing wrong or any areas that I can improve on. Thanks a million in advance
http://cloud-4.steampowered.com/ugc/705111753807529163/623F5BF2CD4B507FF94246D060372A43BF74AB8A/
Rubick
Max 2014:
Import: FBX
Rig: Skin all bones. 100% Head_1.
Models pivot is at 0,0,0, xforms reset.
Export: Wallworm SMD.
The model seems to move inverted to the anims. If head goes right and forward then item goes back and left.
I suppose it's the zup/ yup thing again. God this has been a thorn in my side for years.
Here's a WIP of the Gyro set. Still need to do the wing and missile model. Haven't done any masks yet either.
I agree but 98% of the time in game the rockets are flipped back covering most of it. The poly limit is already pretty stretched so the best I could do is throw a flat piece of wood over it.
http://steamcommunity.com/workshop/browse/?appid=570
Yeah! You are mad not upvoting that! I sure did!
Hell yeah! Kabal is my favorite MK toon so i approve of this weapon. :thumbup:
EDIT:
ah, fresh start?
I tried what I learned to do with TF2. Guess same formats it shouldn't surprise me.
after a fresh look I realized his head wasn't moving opposite the head, it was following his staff (which was one of the bones in rig.
So I skinned only the bones from root to head and exported that. BAM! Now we're cooking
So successful max 2014 rig wallworm smd export guide:
Only include the chain of bones required for the model to attach to the root bone. In this case:
Head 1, head 0, spine 3, spine 0 and root.
That sounds pretty messed up, maybe has to do with a newer version of FBX that 2014 ships with? Anytime I have tried FBX I get nothing but problems,so I strictly work with smd when export, or importing ref models. Too bad cannonfodders smd plugin is not 2014 compatible.
On another note is this model from the requirements page? As Vlad indicated Valve does not keep these updated as they should. In this case it is necessary to decompile an updated model your self.
yeah I dl'ed models from the dota page. I hate decompiling Everytime is a fresh start and I can never find the correct path to place the decompiler, etc.. and it takes forever to get the right folder. TF2 has like 7 folders that closely match the decompiler instructions but NONE that exactly match it.
ARGHHHHHHHHHHHHHH
OK, since this object won't work with Rubick due to lack of head I decide to try with another hero. very few have the head tri count but Phantom assasin does.
So import, rig just like rubick (root>spine>head).
Now the helmet is in her torso.
Only rig to head bone, it's on the floor (not moving so it's not following any chain).
-
I just can't win.
What about Juggernaut? this head might fit his helmet. So idk if I do it wrong, or if it is a smd thing, but when I export I export the entire rig with the item. Always seems to work for me. Also PA was recently-ish updated but idk if her files were updated, could be another case of outdated workshop files
are you skinning all bones to a helmet, or just the head and exporting all?
But I was getting same results that way too, helmet in her torso.
So I think the bones to the root is enough but...
her head was rigged to head/neck/spine. tried that, no luck. Her helmet was head and ponytails. no luck.
DL'ing mod tool now, guess it's time to learn something new.
I ended up importing the smd from the source files, and export as smd too (with wunderboy plug-in), because i had scaling issue with fbx.
I just hope the source files are up to date.
Now i've also unpacked smd from the game files to see the lod1. Now you sure to have the most rencent rig.
http://wyksblog.com/getting-started-dota-2-cosmetics/
I've followed this tutorial to refresh my memory but the process is less hacky than with TF2.
So I will use my gyro hat for example. The hat itself is skinned to the head bone 100%, then there are a few other parts skinned to other bones as needed. Then when I export I export either the entire scene, or select all the bones and the model and do an exported selected if I have both LOD's in the scene. It may not be necessary to do, but it also does not seem to have a negative impact from what I can tell. If I am wrong though hopefully a pro will chime in and correct me :poly142:
@Noors I have exported with pivots not in 0,0,0 with out issue, and I always reset xform before skinning
SMD comes in Y up, but the bones are jacked, all squoosed up by his feet.
The smd export CAN work fine, I got the helmet in on one rig but then on another rig I am back to trouble shooting.
So I decide I'll dl XSI and try it. 7.5 and 6.0, neither work because of Visual basic issues (my version is too new, too old, can't tell.Can't find correct info on web).
OK shot down again.
So I dl maya trial, I'll try that for import export.
Not enough space on C disc (I have a new hdd but I don't want to reinstall windows now. Can't add space to c partition either.
And Maya refuses to let me instal to another disc (WTF?)
I guess Blender is a choice, but I have tried it before and it's so freakin' alien to me just selecting my mesh is hard . QQ
You'd think that since 3ds and maya are under the same roof now they'd at LEAST let you choose Y up import. Just silly.
==========
back to max...
again placed the helmet on the phantom assasin rig. skinned head bone only.
exported all bones and helmet.
It's in place in the preview window. check daylight/nighttime, it's back in torso.
recompile, back on head in preview. daylight, moves to torso.
I had this same issue with Torchlight (another Y-up game (ogre engine).
I could get a helmet on a character, but the world view was always sideways. If I corrected it so the world model was right, the character attach was wrong.
Now we can break the workshop again by flooding it with items we've been holding back for until they fixed it :P
http://steamcommunity.com/sharedfiles/filedetails/?id=213076051
This time rigged only to head, all bones exported.
Sure makes trouble shooting tough when and error pops up like that and you keep trying to fix it, but it's not even a problem anymore. Chasing my tail in circles.
I was trying new names sometimes, but I have exported soooo many times...
unfortunately I don't think this model is going to work with any of the characters that support the detail. It's at 598 tris and max on any is 600 (and I broke it down further than I wanted). The back is really ugly but Rubicks head hid that.
I don't know, opinions? Is it worth fixing for the assassin? Obviously the palette is wrong.. it completely hides face and changes the silohette a bit...
I could probably open the mouth up so face shows, get rid of horns and add ponytail to match the regular helm better.?.
Silhouette comparison
I think I could squeeze it.
Not sure, you will probably need to do an extreme remake in this one. So, my advice is trying to figure out what you want to do before start the 3D, so you can see how it works in a faster way, without being attached to it.
It's a chinese themed event, but you need to adapt then to the dota characters.
Got a quick edit just to check a bit more. Silhouette is pretty close I think. Main issue is that it being a face almost make it look like new character.
I worked out some variations, A is what i like best so far. What do you think?
voices have been raised that this courier might be too big in size. i wasnt aware of any sizewise limitations yet, any more insights on that matter ?
Yeah, I had done it originally for Rubick, but I thought his head was a permanent part of the body until import. Then I started a mad scramble to fit it to someone else. 2 days of just trying to import correctly. Now I'm looking at silhouette/ditching it...
Need a break though, idea for a weap so I'm off to that.
edit--
MDK, he's looking pretty sick. But a lot of details around the belt which are so cool won't be seen in game as much as the hat, but the hat is kindof plain.
Can you add some swirly designs around the rim?
I hope it reads as the front limb of a gigantic praying mantis.
looks like its on Steam, and someone posted in the general discussion thread, but you need Modo Steam Edition to enter
http://www.polycount.com/forum/showthread.php?t=129315
I really really like the look of this spear, keep it up!
:thumbup: Yeah it's really coming along nicely
That's shaping out really nicely!