By the way, are the DLCs any good? I got my ass kicked by Blade Wolf on Sam's DLC and gave up haha
YOu kidding, they're the best part. Completely different styles and 2 solid chapters, not to mention the bonus VR missions. Sam is awesome, he's like Vergil/Nero in DMC. Chargable slashes and more defensive playstyle. Parry skill is a must though, or you won't be able to roll with Sam, since he lacks some of Raiden abilities.
Finalizing the Gyro set and uploading it in a couple of hours. Then I have two more single items to do by Foxclover and Fudgiewudgie. After that I'm taking a week or two break from dota items during which I'll start writing a guide on how we implemented the custom particles for the Gyro set. Still need to see if Valve is even interested in custom particles right now though.
Despite the fact that the set went out AWESOME, I must agree, but mostly for the chinese hat which i think broke a bit kunkka's pirate/capitan feeling. But the hair does the job pretty well for me, upvoted d00dz, keep it up!!
So, I'm getting kind of frustrated. Uploaded my set two nights ago and still don't have a Spring 2014 tag on my submission. I was able to add the tag to my collection, but not the individual items. Double checked the importer but I don't see any check boxes for the spring tag there either (like back in the polycount contest last year.) It's been mentioned that Valve is doing it manually, but there are about 30 items that have been tagged since I uploaded mine so some stuff is getting tagged properly.
I don't know that I'd get more upvotes or downvotes on my set, but I feel like I'm getting passed over by anyone looking through the event items as my stuff is getting filtered out. Any ideas on how to fix it?
So, I'm getting kind of frustrated. Uploaded my set two nights ago and still don't have a Spring 2014 tag on my submission. I was able to add the tag to my collection, but not the individual items. Double checked the importer but I don't see any check boxes for the spring tag there either (like back in the polycount contest last year.) It's been mentioned that Valve is doing it manually, but there are about 30 items that have been tagged since I uploaded mine so some stuff is getting tagged properly.
I don't know that I'd get more upvotes or downvotes on my set, but I feel like I'm getting passed over by anyone looking through the event items as my stuff is getting filtered out. Any ideas on how to fix it?
Mine has been up for about 2 days now, and no tag either. I imagine not being tagged would affect your rating. With the large amounts of submissions this week it's unlikely anyone will see our items in the most recent tab. And anyone interested in voting for Spring items aren't going to see ours by searching for the spring tag.
I did both of those when I submitted and got everything set up. I guess I just fell through the cracks. :poly127:
If you have your items in a collection tagged with Spring 2014, I imagine that will be enough for valve to include your entries. I've done the same with my courier so here's hoping!
If you have your items in a collection tagged with Spring 2014, I imagine that will be enough for valve to include your entries. I've done the same with my courier so here's hoping!
Vlad also said earlier that they are fixing, so maybe tomorrow the tag will work mostly as expected... mostly
Yay, finished the *fun* of rigging that damn mount so its legs won't deform terribly with its animations.
Still a lot of tweaks to be done in the masks, and I noticed I'll have to make room to a backface in that collar thing in the pauldron, but that's pretty much it for the mount/armor.
I'll start working on a guide for setting up and implementing custom particles over the next couple of weeks.
Wow, looks nice. I didnt realize we could add particle effects to animations and see it in game! The ulti looks great too! A guide would really be great, love to learn new things. ^_^
Just finished making the base mesh for the Spring2014 Abaddon set. Concept by foxclover/fox/fishie!
Will start on sculpting and refining form, if needed. Please feedback any comments. Greatly appreciate them.
That looks less like a base mesh and more like a piece nearing completion! Looks great. I notice the pony proportions are quite hidden now that Abaddon is on it.
@EtotheRic - I agree with Reyne; Perhaps try using the original beastmaster summon colours? Lycan has red and grey/black wolves as well. Without having a game view of both of them it's a little hard to tell whether they'd clash, but if I'd had to guess I'd say they would cause some confusion.
After a little searching, i discovered that my alch cny set only one in whole workshop who wasnt tagged with "Spring2014" . I feel myself super pathetic
Might have something to do with the fact that Steam Dev Days is going on right now. It just ended so hopefully the tagging will get back on track soon.
Concept: (For Spring 2014)
This item is based on Morphling's main ability to morph his agility and strength stats. It is represented with two horses facing each other, both made of gold however the left known as the mask of Strength is red with the word Strength etched on the mask in Mandarin (Chinese). The right known as the mask of Agility is in green with the Mandarin (Chinese) word for Agility etched on the mask it self. We thought it would fit the Morphling concept really well as horses are both agile and strong and they also relate to the event itself. We hope you like the idea and the item itself.
Lore:
Heavy lies the head that wears the crown, so has been the way of things in the kingdom of Azarakhsh, one king dying after another, assassinated, poisoned or killed by what it seems only months after they have been elected for ruleship. The royal line was getting very thin, and Samand the son of Rakhsh was next in line for the throne, however he did not want to loose his head or die by some traitor in the kingdom, however what could he do, there was seemingly no hope, until one day he found a secret shopkeeper that promised to fashion him an item that could save him from the fate that was expecting him. In order to make the item the shopkeeper fused the essence of agility and strength into a crown mask similar in shape of two horses facing one another.
The crown was worn by King Samand and he found himself surrounded by unimaginable power. High physical strength which was followed by a high endurance, and a high agility for which he could dodge any incoming arrows coming his way. After the fall of the ancient moon, the kingdom of Azarakhsh was destoryed completely and this mask remained buried deep down in the rubble, a place where light could not reach . . . but water could. Thus Morphling was able to penetrate the rubble of once great city and reclaim the mask for himself. This crown will aid Morphling well in the defense of the ancients, for only the strongest and most agile can defend their ancients against the opposing forces.
Very cool sword, that ripple design is awesome! Only critique I can think of is that there is something slightly off about the shade of greenish-yellow on the part that goes up over the blade, but very cool design and very well executed.
Motenai finally a set for darkseer that I would like to play with It has this slight Protos feeling that in my opinion suit this hero well. Sculpt is just badass...
Remember, Valve doesn't do weekends very well, especially sundays!
So try to get your stuff uploaded today or the following monday, because chances are it won't get tagged until after the weekend.
I have yet another question for you all with something that has bothered me for awhile. Whenever I try to bake to my low poly (using xNormal), I get these strange artefacts wherever there is a very sharp edge like on the point of this blade:
This is from baking with a cage and averaged normals, but something similar happens when using the tools in xNormal too.
I've used some pretty hacky ways to deal with this in the past (on the wing tips of the Wyrmeleon hatchling, I just painted over the normals...) but it's about time I actually figured out why this happens in the first place and how to stop it. Google isn't being terribly useful, so I thought I'd consult you lovely people. Thoughts?
Maybe it passed through the cage? Whenever I get artifacts on edges of an AO/normal I usually just use the smudge tool in photoshop to get a clean edge(smudge it past the UV line).
I have yet another question for you all with something that has bothered me for awhile. Whenever I try to bake to my low poly (using xNormal), I get these strange artefacts wherever there is a very sharp edge like on the point of this blade:
This is from baking with a cage and averaged normals, but something similar happens when using the tools in xNormal too.
I've used some pretty hacky ways to deal with this in the past (on the wing tips of the Wyrmeleon hatchling, I just painted over the normals...) but it's about time I actually figured out why this happens in the first place and how to stop it. Google isn't being terribly useful, so I thought I'd consult you lovely people. Thoughts?
This could do with UV splits and smoothing groups. The hamon of the blade should have a separate smoothing group on each side. You then need to split the UV shell in the same fashion. Your other option would be bake an object space normal map, and run it and your low poly through handplane, this could give you perfect results with a single smoothing group
Edit: are you baking then mirror, or mirror offsetting and baking? baking with just one side of the blade could also help
Oh man, those tentacles are just absolutely sick. Beautiful set! Just not that keen on the bracers. They look amazing, but Dark Seer is all about punching your face with bare hands.
This could do with UV splits and smoothing groups. The hamon of the blade should have a separate smoothing group on each side. You then need to split the UV shell in the same fashion. Your other option would be bake an object space normal map, and run it and your low poly through handplane, this could give you perfect results with a single smoothing group
Edit: are you baking then mirror, or mirror offsetting and baking? baking with just one side of the blade could also help
I offset then bake usually and I just tried baking one half of the mesh on it's own, which made a difference to the artefact but didn't exactly fix it. :P
The problem is also right along the edge of the blade where the texture is mirrored, so it's naturally on the edge of a UV shell and I've baked it with several variations of hard and soft normals (I use Maya, I don't think it has smoothing groups as such. Correct me if I'm wrong, I often am. )
I've never actually used handplane, I'll give that a try.
In any event, this effect is not really that noticeable in game so it's hardly a show stopper, I just hate having a gap in my knowledge!
Handplane did the trick. See, this is why I love you guys!
For your knowledge and stuffs, the idea with handplane is that is will not care about the normals of the low poly mesh, it will throw them away, and give you a prefect normal map that will resolve normal errors like this. Now i have been having tons of issues with handplane my self, and want to sort it out and have some ideas. would you mind letting me know what program you exported from? I keep getting bad tangents, from a workflow that has worked, and I am thinking exporting from a different package may help me
For your knowledge and stuffs, the idea with handplane is that is will not care about the normals of the low poly mesh, it will throw them away, and give you a prefect normal map that will resolve normal errors like this. Now i have been having tons of issues with handplane my self, and want to sort it out and have some ideas. would you mind letting me know what program you exported from? I keep getting bad tangents, from a workflow that has worked, and I am thinking exporting from a different package may help me
Everything was exported from Maya. It took a bit of fiddling to get it working right but that was mainly down to me being an idiot with my UVs.
After the comments on my previous spear I started reworking some parts, and then ended up redoing the whole thing. Overall, I'm happy with the final result. I'm not super thrilled with the end of the spear (the part with the pendant) but due to time constraints and lack of inspiration, I'd say it's not horrible. New Enchantress spear is in the workshop
Replies
Funny enough, a minute after we talked, another dude sent me a link! Crazy!
http://steamcommunity.com/sharedfiles/filedetails/?id=217304682
Finalizing the Gyro set and uploading it in a couple of hours. Then I have two more single items to do by Foxclover and Fudgiewudgie. After that I'm taking a week or two break from dota items during which I'll start writing a guide on how we implemented the custom particles for the Gyro set. Still need to see if Valve is even interested in custom particles right now though.
Despite the fact that the set went out AWESOME, I must agree, but mostly for the chinese hat which i think broke a bit kunkka's pirate/capitan feeling. But the hair does the job pretty well for me, upvoted d00dz, keep it up!!
turns out i had better things to do. maybe next time.
http://steamcommunity.com/sharedfiles/filedetails/?id=217337146
I'll start working on a guide for setting up and implementing custom particles over the next couple of weeks.
I don't know that I'd get more upvotes or downvotes on my set, but I feel like I'm getting passed over by anyone looking through the event items as my stuff is getting filtered out. Any ideas on how to fix it?
That will be awesome, that call down particle is pretty sexy
Only Valve can fix. Tagging a collection and/or mentioning Spring2014 in the description has been doing the trick for most.
I wanted to share with you our new Wraith King sword, created by Stefco and myself.
Soulstrike by Stefco and Prophet9
Cheers!
Mine has been up for about 2 days now, and no tag either. I imagine not being tagged would affect your rating. With the large amounts of submissions this week it's unlikely anyone will see our items in the most recent tab. And anyone interested in voting for Spring items aren't going to see ours by searching for the spring tag.
I did both of those when I submitted and got everything set up. I guess I just fell through the cracks. :poly127:
If you have your items in a collection tagged with Spring 2014, I imagine that will be enough for valve to include your entries. I've done the same with my courier so here's hoping!
Vlad also said earlier that they are fixing, so maybe tomorrow the tag will work mostly as expected... mostly
Still a lot of tweaks to be done in the masks, and I noticed I'll have to make room to a backface in that collar thing in the pauldron, but that's pretty much it for the mount/armor.
Now to the weapon slots :q
Nooova, Nooooova!
Hope the tag gets added soon
Edit: link : http://steamcommunity.com/sharedfiles/filedetails/?id=217371333
http://steamcommunity.com/workshop/filedetails/?id=217371333
Finally got all these animations in and working. Animations were done by my friend Kaan.
[ame="http://www.youtube.com/watch?v=4kUocovr940"]Dota 2: Beastmaster: Friend of the West Wolf - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=XPMtxATpzkw"]Dota 2: Beastmaster: Friend of the West Eagle - YouTube[/ame]
lol wow... im sleepy, thanks Zipfinator!
Wow, looks nice. I didnt realize we could add particle effects to animations and see it in game! The ulti looks great too! A guide would really be great, love to learn new things. ^_^
Will start on sculpting and refining form, if needed. Please feedback any comments. Greatly appreciate them.
Hey it is nice work, I just have a concern that playing Beastmaster with that wolf cosmetic would be fairly confusing in a game with a Lycan in it.
Otherwise it is nice
That looks less like a base mesh and more like a piece nearing completion! Looks great. I notice the pony proportions are quite hidden now that Abaddon is on it.
@EtotheRic - I agree with Reyne; Perhaps try using the original beastmaster summon colours? Lycan has red and grey/black wolves as well. Without having a game view of both of them it's a little hard to tell whether they'd clash, but if I'd had to guess I'd say they would cause some confusion.
Concept: (For Spring 2014)
This item is based on Morphling's main ability to morph his agility and strength stats. It is represented with two horses facing each other, both made of gold however the left known as the mask of Strength is red with the word Strength etched on the mask in Mandarin (Chinese). The right known as the mask of Agility is in green with the Mandarin (Chinese) word for Agility etched on the mask it self. We thought it would fit the Morphling concept really well as horses are both agile and strong and they also relate to the event itself. We hope you like the idea and the item itself.
Lore:
Heavy lies the head that wears the crown, so has been the way of things in the kingdom of Azarakhsh, one king dying after another, assassinated, poisoned or killed by what it seems only months after they have been elected for ruleship. The royal line was getting very thin, and Samand the son of Rakhsh was next in line for the throne, however he did not want to loose his head or die by some traitor in the kingdom, however what could he do, there was seemingly no hope, until one day he found a secret shopkeeper that promised to fashion him an item that could save him from the fate that was expecting him. In order to make the item the shopkeeper fused the essence of agility and strength into a crown mask similar in shape of two horses facing one another.
The crown was worn by King Samand and he found himself surrounded by unimaginable power. High physical strength which was followed by a high endurance, and a high agility for which he could dodge any incoming arrows coming his way. After the fall of the ancient moon, the kingdom of Azarakhsh was destoryed completely and this mask remained buried deep down in the rubble, a place where light could not reach . . . but water could. Thus Morphling was able to penetrate the rubble of once great city and reclaim the mask for himself. This crown will aid Morphling well in the defense of the ancients, for only the strongest and most agile can defend their ancients against the opposing forces.
Very cool sword, that ripple design is awesome! Only critique I can think of is that there is something slightly off about the shade of greenish-yellow on the part that goes up over the blade, but very cool design and very well executed.
...
(seriously though, great work!)
So try to get your stuff uploaded today or the following monday, because chances are it won't get tagged until after the weekend.
This is from baking with a cage and averaged normals, but something similar happens when using the tools in xNormal too.
I've used some pretty hacky ways to deal with this in the past (on the wing tips of the Wyrmeleon hatchling, I just painted over the normals...) but it's about time I actually figured out why this happens in the first place and how to stop it. Google isn't being terribly useful, so I thought I'd consult you lovely people. Thoughts?
This could do with UV splits and smoothing groups. The hamon of the blade should have a separate smoothing group on each side. You then need to split the UV shell in the same fashion. Your other option would be bake an object space normal map, and run it and your low poly through handplane, this could give you perfect results with a single smoothing group
Edit: are you baking then mirror, or mirror offsetting and baking? baking with just one side of the blade could also help
No it's a old concept from the guy i did the Death Prophet set together with...
Oh man, those tentacles are just absolutely sick. Beautiful set! Just not that keen on the bracers. They look amazing, but Dark Seer is all about punching your face with bare hands.
Some updates on the Abaddon helm!
You'd be correct on both counts, there.
I offset then bake usually and I just tried baking one half of the mesh on it's own, which made a difference to the artefact but didn't exactly fix it. :P
The problem is also right along the edge of the blade where the texture is mirrored, so it's naturally on the edge of a UV shell and I've baked it with several variations of hard and soft normals (I use Maya, I don't think it has smoothing groups as such. Correct me if I'm wrong, I often am. )
I've never actually used handplane, I'll give that a try.
In any event, this effect is not really that noticeable in game so it's hardly a show stopper, I just hate having a gap in my knowledge!
Also, are anyone using MESA for Maya and are able to load animations? I would appreciate a quick guide.
For your knowledge and stuffs, the idea with handplane is that is will not care about the normals of the low poly mesh, it will throw them away, and give you a prefect normal map that will resolve normal errors like this. Now i have been having tons of issues with handplane my self, and want to sort it out and have some ideas. would you mind letting me know what program you exported from? I keep getting bad tangents, from a workflow that has worked, and I am thinking exporting from a different package may help me
Everything was exported from Maya. It took a bit of fiddling to get it working right but that was mainly down to me being an idiot with my UVs.
Well one of my workaround idea was exporting from maya, what was the us issue, just didnt offset them? Or something else?
Link!
http://steamcommunity.com/sharedfiles/filedetails/?id=216676452
Found Here
http://steamcommunity.com/sharedfiles/filedetails/?id=217807370