Anyone have a work around or something for textures not loading? I don't know a way to finish creating mask so I can finish my set without being able to upload the set and preview it.
Yes, but the one in the Dota 2 Test works if you need to test items in game...
I just published one through the main client and the texture was buggy...though i don't know if that's something to worry about atm. ( Might require re-submitting, don't know >_> )
The item in question btw. Trying to get myself to do some work...literally took me months to complete a single item.. I'm AMAZED at the ability of all you people to produce such brilliant items regularly..
Okay so I just verified my game cache and it checked out fine. Let me show y'all what is happening.
Sometimes when I go to upload an item I can't even get to the importing stage because when I click the little red "Wearable Item" button, afterwhich you normally pick geometry and texture files to upload, I just get this:
As you can see the geometry button is just gone and it's only the texture button centered in the pane.
Then, on the off chance that all the buttons are there, sometimes they are, sometimes they aren't, it seems random, my textures don't work:
Anyone else having any issues like this?
It's a minor bug. When you switch to page 2 and select particles mesh, if you press okay. Next time you open an item import dialogue without any particles, it'll be like this.
To fix this, just switch to some weapon that has particle effect, like Jug sword, select the page where you choose mesh+texture files and get back to your submission.
Found my problem with the tint. I used the default from the zip as base and they were missing alphachannels so i just added those and it's working as intended. Time to do some promoshots. Have a nice weekend everyone!
@Sadies GOGOGOGO this need to hit workshop in four days!! Looks amazing. Beautiful sculpt!! BTW scales on mount are made with custom alpha used with standard brush and than morphed back, or what was the process behind them?
Drysocket and I made a new courier (with animations by BigTuna), and it just went up for sale in the store with the NSL Season 3 ticket. Unfortunately, Valve seems to have forgotten to credit us as the artists, but I'm super proud of it and thought I'd show it off at least.
Hello everyone. First of, im still new to 3D modelling, so my items always lack something.
Anyways, i made a staff for Shadow Shaman, but i would like some feedback at how to make it more acceptable (eventho its still unfinished, its still very underwhelming compared to everyones items).
I know it has some inconsistenties, which i will fix before submitting, but i can't seem to do a better coloring than this.
Um also, when i try to test it in game, half of the textures are missing. I know there is a problem with grey textures atm, but since its a different problem from everyone, i wonder if i made a mistake somewhere.
i'm debating the possibility of turning this into a loading screen. dunno if my illustration skills are quite up to the task or not though...and I might just want to make at least ONE CNY item before the time is up...
*edit*
you might consider changing the color on the hat and/or bedroll. The hat is disapearing into it.
Rubus I love that set, especially because I have a deep seeded hatred for Luna's ridiculous eyebrows. The braid coloration looks like the pauldron fur, but for a w.i.p. it's looking great
Rubus I love that set, especially because I have a deep seeded hatred for Luna's ridiculous eyebrows. The braid coloration looks like the pauldron fur, but for a w.i.p. it's looking great
Thanks
The fur/hair color is a concern of mine too, but I must have the mount finished to try some other color combinations later, as it has a pelt under the saddle.
I'll post them when it's ready if I fail to decide on my own.
Working on a set for Spring. My concept is on the right. Some things I mixed up because I though they looked better once I started modeling. Changed the bauble placement on the bracer and removed one of the folds on the skirt bottom.
Anyone else unable to import SMDs since the last update? My previously working files now error out with some "::node error: node id 98 is defined" messages.
Lots of wasted space. Mirror the blade and the lionhead. You can also add a lot more details like a guard or maybe something to spruce up the end of the weapon. Lionhead alone is not enough to make it interesting. You can also push out the blade shapes a bit too.
Hey Guys,
Hope I am ok posting this here but I am having a lot of trouble getting an item onto the workshop. I am trying to test an item so I have created a basic diffuse, normal and just used solid colors for all the _mask textures. I have tried multiple variations of the _mask color channels but I just can't get rid of this error I am having. I am exporting my model as an FBX from Maya 2013.
I'm running into an animation issue in-game. The run animation for the wolf plays correctly in the workshop viewer but stutters in-game. This is on the test client btw. Any ideas what's going on? The rest of the animations seem to play correctly. (edit: this is for a custom animation set including a custom run)
[ame="http://www.youtube.com/watch?v=3m4pqcc6wJA"]wolf stutter - YouTube[/ame]
Thanks!
I'm running into an animation issue in-game. The run animation for the wolf plays correctly in the workshop viewer but stutters in-game. This is on the test client btw. Any ideas what's going on? The rest of the animations seem to play correctly. (edit: this is for a custom animation set including a custom run) wolf stutter - YouTube
Thanks!
I vaguely remember running into a similar issue when doing a lycan ultimate, if I recall correctly it happened when I animated the root bone from the default one - (I used the same rig and animations, but when I tried tweaking the root bone to smooth it out it spazzed like that).
Is mirroring UV's something done exclusively in the UV editor (maya) or would one model only the symmetrical parts of a model, uv them, mirror them, then continue to add new sets of topology for asymmetrical parts, along with UV's?
Is mirroring UV's something done exclusively in the UV editor (maya) or would one model only the symmetrical parts of a model, uv them, mirror them, then continue to add new sets of topology for asymmetrical parts, along with UV's?
You can really do either or both. Personally I find it easier to delete the geometry, that would be mirrored in the UV, before I unwrap. Then after unwrapping I symmetry the model and offset UV's as needed for baking.
I vaguely remember running into a similar issue when doing a lycan ultimate, if I recall correctly it happened when I animated the root bone from the default one - (I used the same rig and animations, but when I tried tweaking the root bone to smooth it out it spazzed like that).
Wow, thank you for the fast response. That fixed it!
Also if you haven't already make sure you are tagging your item with this tag (there is an option to do this directly from inside the client too).
There was also another change that may have gone unnoticed in one of the previous patches, the armour slot for Storm Spirit has had the texture limitation increased to 512x512 so you might want to resubmit items for that slot.
And finally the Workshop page for Wraith King is still pointing to Skeleton King's assets however you can access Wraith King's files here:
Also if you haven't already make sure you are tagging your item with this tag (there is an option to do this directly from inside the client too).
I must be blind - don't see any tagging option like the polycount contest when you upload / submit, and you can't modify tags of your imported items - the tags are set when you import them.
Replies
Sadies: Oohh that hair looks pretty! And tell Hunter he did a great job on the mount!
So since the Workshop is up and running again, I resubmitted my Legion weapon. Seems to be doing well enough but I would appreciate any upvotes!
http://steamcommunity.com/sharedfiles/filedetails/?id=214379929
potential last minute item for Centaur warrunner
I just published one through the main client and the texture was buggy...though i don't know if that's something to worry about atm. ( Might require re-submitting, don't know >_> )
The item in question btw. Trying to get myself to do some work...literally took me months to complete a single item.. I'm AMAZED at the ability of all you people to produce such brilliant items regularly..
To fix this, just switch to some weapon that has particle effect, like Jug sword, select the page where you choose mesh+texture files and get back to your submission.
Want to test some textures but its impossible!
Thanks:D
Turnaround with flat diffuse:
Flying:
BigTuna is da best, he also animated this guy!
Also, props to that polearm, Prostomogy. Very clean sculpt and nice shapes.
**
Almost finished with the armor parts of my Luna set, was really afraid of the color scheme I chose for it, but it turned out ok.
Still a lot of texturing work ahead with the mount and weapons, but here's a quick preview:
Anyways, i made a staff for Shadow Shaman, but i would like some feedback at how to make it more acceptable (eventho its still unfinished, its still very underwhelming compared to everyones items).
I know it has some inconsistenties, which i will fix before submitting, but i can't seem to do a better coloring than this.
Um also, when i try to test it in game, half of the textures are missing. I know there is a problem with grey textures atm, but since its a different problem from everyone, i wonder if i made a mistake somewhere.
*edit*
you might consider changing the color on the hat and/or bedroll. The hat is disapearing into it.
I almost done, i still dont like how the lionhead looks ingame.
Btw I let you guys the concept of the weapon, to see if you guys like!
Thanks
The fur/hair color is a concern of mine too, but I must have the mount finished to try some other color combinations later, as it has a pelt under the saddle.
I'll post them when it's ready if I fail to decide on my own.
I don't think i'll upload my other stuff, i'm unhappy with them.
Thanks !
http://steamcommunity.com/sharedfiles/filedetails/?id=215392654
Also how to add spring2014 tag? Not sure if I'm completely blind but I never saw a tick box or anything when uploading.
Clicky!
Hope I am ok posting this here but I am having a lot of trouble getting an item onto the workshop. I am trying to test an item so I have created a basic diffuse, normal and just used solid colors for all the _mask textures. I have tried multiple variations of the _mask color channels but I just can't get rid of this error I am having. I am exporting my model as an FBX from Maya 2013.
Is there something I am doing wrong?
Thx Guys.
[ame="http://www.youtube.com/watch?v=3m4pqcc6wJA"]wolf stutter - YouTube[/ame]
Thanks!
I vaguely remember running into a similar issue when doing a lycan ultimate, if I recall correctly it happened when I animated the root bone from the default one - (I used the same rig and animations, but when I tried tweaking the root bone to smooth it out it spazzed like that).
@Plant Came out very very nice :thumbup:
@Noors Its like a Chinese bird house murder flail, I like it
I have not had this issue in the main client with any of the items I have needed to test
You can really do either or both. Personally I find it easier to delete the geometry, that would be mirrored in the UV, before I unwrap. Then after unwrapping I symmetry the model and offset UV's as needed for baking.
Wow, thank you for the fast response. That fixed it!
The Spring2014 Workshop tag has been fixed so you should now be able to browse the submissions properly.
http://steamcommunity.com/workshop/browse?searchtext=&childpublishedfileid=0§ion=items&appid=570&browsesort=trend&requiredtags%5B%5D=Spring2014
Also if you haven't already make sure you are tagging your item with this tag (there is an option to do this directly from inside the client too).
There was also another change that may have gone unnoticed in one of the previous patches, the armour slot for Storm Spirit has had the texture limitation increased to 512x512 so you might want to resubmit items for that slot.
And finally the Workshop page for Wraith King is still pointing to Skeleton King's assets however you can access Wraith King's files here:
http://media.steampowered.com/apps/dota2/workshop/wraith_king.zip
Keep up the good work.
Also, I'm having the texture problem in the importer too, very strange! (the textures were working 3 days ago, but alas, not at the moment.)
I must be blind - don't see any tagging option like the polycount contest when you upload / submit, and you can't modify tags of your imported items - the tags are set when you import them.
The only tags you can modify are collections?
We had to import the .zip created by the test client but that's ok.
@Cyborgmatt: I must be really blind but I can't find the tag option anywhere in the client
Collection page: