@ Belkun and Hawt - Love those two items - upvoted for sure
...and to anybody who runs into the same problem I did up the page - it ended up being a problem with PeerGuardian blocking the connection to the Workshop Submission it seems. Turning it off whilst I uploaded the set fixed everything.
Thanks mate! Upvoted you Kunkka set as if there was no tomorrow haha
So, anyone knows if I can do anything to get the my Enchantress Spear for the event properly tagged? Ken posted on the Private Developer Comments section, but I'm not sure if Valve even read it. It was tagged, but that was before the importer fix, so we decided to update the files and be sure that it was working fine, and after that we just lost the tag. Every item is getting tagged pretty quickly, but it appears that ours was forgotten
F@#&^* HAHAUUUUHAHA 0___o wuuuu Where is "upvote all" button in this collection haha
Anyway I am updating all items on 64kbit internet connection haha that's crazy
Btw... what is the process after creating remnants for spirits, are those separate models or are just exported skeletal poses?
Hey guys, I need your help. I have a problem with animation of pudge's hook.
I bind hook to the bone: weapon_rt_1 but how to fix it?
(I use Blender)
got the orientation of the model right ? a detail that is likely to be overlooked. in normal mode the centre of an item must be 0 0 0 but rotation needs to be 0 0 0 aswell - after that go into edit mode and put the mesh where it needs to be and where it needs to be bound to a bone.
Well, after seemingly running into what seemed liked EVERY conceivable problem in the DOTA2 pipeline, I've finally got my first items up on the workshop. Woop!
It was great fun overall, and really pushed me to remember some of those old-school ultra low poly count, ultra-low texture size tricks I had a tonne of fun making the final banner image as well - so much so I decided to make it into a custom loading screen and package it with my set. It was really nice seeing how just a tiny bit of Photoshop magic could bring to the set.
Hey, I'm crashing this Spring event pretty late, and unfortunately my item I rushed reads like feces. Hopefully someone has some ideas on how to at-least improve the readability. I'll probably test out some new colors and see where I get.
I like the design of the hair, but those promos really do it an injustice. The lighting is not exactly flattering and almost looks like it's coming from all directions at once.
It looks pretty good in game, but you need to get those promos polished up or no one will see it!
I like the design of the hair, but those promos really do it an injustice. The lighting is not exactly flattering and almost looks like it's coming from all directions at once.
It looks pretty good in game, but you need to get those promos polished up or no one will see it!
:thumbup: Right now the promos look kinda plastic, i would use something else besides the white for the rim lighting
I think you'd do well to remove the lighting coming from below her face. The original looked downright creepy, this one isn't so bad, but it's still quite off. Pity, because the in-game view looks really pretty.
(edit: if you're online right now you can shoot me a pm, I'll send you a render out of marmoset)
got the orientation of the model right ? a detail that is likely to be overlooked. in normal mode the centre of an item must be 0 0 0 but rotation needs to be 0 0 0 aswell - after that go into edit mode and put the mesh where it needs to be and where it needs to be bound to a bone.
I centered at 000 and use Y axis but what to do with it?
Thanks for the feedback on the wolf guys. I checked out the Lycan wolves and realized they have red on their tails as well so I got rid of that. Here's what he looks like with the beast color palette:
F@#&^* HAHAUUUUHAHA 0___o wuuuu Where is "upvote all" button in this collection haha
Anyway I am updating all items on 64kbit internet connection haha that's crazy
Btw... what is the process after creating remnants for spirits, are those separate models or are just exported skeletal poses?
It's weird man, theyre all treated differently.
Earth Spirit uses new meshes for the spirits. So the cosmetic change is handled similarly to how normal cosmetics are handled, a simple mesh swap. Whereas Storm and Ember are differnet.
Storm uses new 31 frame, (30FPS) animation cycles, and captures a frame between 14-24 (I still dont know the exact point) and uses that to spawn the remnant from. So you need to create an animation where storm goes into his pose from idle, holds, then goes from the pose back to idle.
Ember just simply has idling cyclic animations for each of the poses. But no blending animation, the systems handles that.
SO, messed aroudn with shader some more. Thanks for the kick in the butt. I knew it was off. Thoughts now?
Yeah this is looking better, for the workshop thumbnail, dont be afraid to paint the shit out of it. Here is a quick paint over. Most of the edge lighting would have been painted in behind her head, but less than 10 min. of work can make a huge difference. hope this helps
Just snuck in another item after finishing up with the recent Ember Spirit set for the massive Three Virtues collaboration with the Red Moon guys and Pior!
Concept and Marketing Illustration by the amazing Calyx.
Just snuck in another item after finishing up with the recent Ember Spirit set for the massive Three Virtues collaboration with the Red Moon guys and Pior!
Concept by Calyx.
Nice little cherry to top it off. Really like this :thumbup:
Just snuck in another item after finishing up with the recent Ember Spirit set for the massive Three Virtues collaboration with the Red Moon guys and Pior!
Concept by Calyx.
Nice promo image. And yep: that three spirits sumbimmision is so great. Amazing job. Just one of the best in all times.
My first set and first serious thing done with 3d after learning it. Not as good as you guys. You guys are too good especially that triple element set. Too many items being submitted but worth a shot I guess...
My submissions keep crashing the client (dota2 test) when I test it out, Does anyone elses' do that? I can sucessfully import the item into the client but the game crashes shortly afterwards. Anybody know the problem and/or how to fix it? I don't really want to uninstall the client because I don't have fast internet and the spring2014 is tomorrow.
EDIT: I tried using the dota 2 client, but there were a whole bunch of lighting issues.
Hello guys. I was modelling my first item and ran into one problem when importing the item into Zbrush. Here's some pictures:
Also, when I import into Zbrush I get a message about non-standard polygons and asks me about converting them into tris. I accept it, but as you can see, some faces are missing.
@DeBoo
The "non-standard faces" error is from the fact that there are ngons(polygons with more than 4 sides) in your lowpoly somewhere, and zbrush doesn't support ngons.
Next, you want to recalculate normals before you export from blender. The faces you cant see are flipped.
EDIT: Also just a tip for down the road, the lowpoly model doesn't look to be that well optimized for subdivision so I would highly recommend using dynamesh for that, and you will need to fiddle with the settings so that it doesn't merge some of those spaces.
Looks like you forgot to skin the particle mesh to the bone.
it is rigged to the exact same bone that the weapon itself is rigged to, rt_blade. I'm really doing nothing different from when I did this on an Abaddon weapon :poly141:
Replies
If you use the Blender Source Tools, you have the option of configuring all the export settings on the 'Scene' tab.
There, select the SMD format and try changing the 'Export Up Axis' to Y, may do the trick.
Also check if the engine/game paths are correctly set.
...and to anybody who runs into the same problem I did up the page - it ended up being a problem with PeerGuardian blocking the connection to the Workshop Submission it seems. Turning it off whilst I uploaded the set fixed everything.
Thanks mate! Upvoted you Kunkka set as if there was no tomorrow haha
So, anyone knows if I can do anything to get the my Enchantress Spear for the event properly tagged? Ken posted on the Private Developer Comments section, but I'm not sure if Valve even read it. It was tagged, but that was before the importer fix, so we decided to update the files and be sure that it was working fine, and after that we just lost the tag. Every item is getting tagged pretty quickly, but it appears that ours was forgotten
Anyway I am updating all items on 64kbit internet connection haha that's crazy
Btw... what is the process after creating remnants for spirits, are those separate models or are just exported skeletal poses?
got the orientation of the model right ? a detail that is likely to be overlooked. in normal mode the centre of an item must be 0 0 0 but rotation needs to be 0 0 0 aswell - after that go into edit mode and put the mesh where it needs to be and where it needs to be bound to a bone.
It was great fun overall, and really pushed me to remember some of those old-school ultra low poly count, ultra-low texture size tricks I had a tonne of fun making the final banner image as well - so much so I decided to make it into a custom loading screen and package it with my set. It was really nice seeing how just a tiny bit of Photoshop magic could bring to the set.
...and the link to the full set
http://steamcommunity.com/sharedfiles/filedetails/?id=217959871
I'd be really happy if you could pop over there and have a look and let me know what you think
Hey, I'm crashing this Spring event pretty late, and unfortunately my item I rushed reads like feces. Hopefully someone has some ideas on how to at-least improve the readability. I'll probably test out some new colors and see where I get.
Thanks,
@clyptic Loved this one, darksiders vibe! Also awesome lore by thuzar, he is the boss!
http://steamcommunity.com/sharedfiles/filedetails/?id=218154270
I like the design of the hair, but those promos really do it an injustice. The lighting is not exactly flattering and almost looks like it's coming from all directions at once.
It looks pretty good in game, but you need to get those promos polished up or no one will see it!
:thumbup: Right now the promos look kinda plastic, i would use something else besides the white for the rim lighting
(edit: if you're online right now you can shoot me a pm, I'll send you a render out of marmoset)
I centered at 000 and use Y axis but what to do with it?
[ame="http://www.youtube.com/watch?v=nj7LCDDAmqY"]Dota 2: Beastmaster: Friend of the West Wolf - YouTube[/ame]
It's weird man, theyre all treated differently.
Earth Spirit uses new meshes for the spirits. So the cosmetic change is handled similarly to how normal cosmetics are handled, a simple mesh swap. Whereas Storm and Ember are differnet.
Storm uses new 31 frame, (30FPS) animation cycles, and captures a frame between 14-24 (I still dont know the exact point) and uses that to spawn the remnant from. So you need to create an animation where storm goes into his pose from idle, holds, then goes from the pose back to idle.
Ember just simply has idling cyclic animations for each of the poses. But no blending animation, the systems handles that.
Yeah this is looking better, for the workshop thumbnail, dont be afraid to paint the shit out of it. Here is a quick paint over. Most of the edge lighting would have been painted in behind her head, but less than 10 min. of work can make a huge difference. hope this helps
Concept and Marketing Illustration by the amazing Calyx.
Nice little cherry to top it off. Really like this :thumbup:
Nice promo image. And yep: that three spirits sumbimmision is so great. Amazing job. Just one of the best in all times.
After this I got an enchantress hair to do and then I'm done with CNY items I believe.
http://steamcommunity.com/sharedfiles/filedetails/?id=218356769
This is Fai, the Wooden Foal courier.
Here's his link on the workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=218373147
If anyone wants to head that way and leave a comment or 2, that'd be great.
EDIT: I tried using the dota 2 client, but there were a whole bunch of lighting issues.
EDIT2: Got it fixed
Also, when I import into Zbrush I get a message about non-standard polygons and asks me about converting them into tris. I accept it, but as you can see, some faces are missing.
The "non-standard faces" error is from the fact that there are ngons(polygons with more than 4 sides) in your lowpoly somewhere, and zbrush doesn't support ngons.
Next, you want to recalculate normals before you export from blender. The faces you cant see are flipped.
EDIT: Also just a tip for down the road, the lowpoly model doesn't look to be that well optimized for subdivision so I would highly recommend using dynamesh for that, and you will need to fiddle with the settings so that it doesn't merge some of those spaces.
Cheers,
Fixed faces being flipped. Thank you so much for the help and tips. -.-
Update on my dragon missile. Crits please ^-^
Do you mean the particles? Have you imported the extra file with just the vertices around the parts where you want them to appear on?
Yeah I mean the particles, I imported the particle mesh no error, but it seems to show the default in both the previews
it is rigged to the exact same bone that the weapon itself is rigged to, rt_blade. I'm really doing nothing different from when I did this on an Abaddon weapon :poly141:
The Fist
and the rest