Fewes : really loving this, she looks adorable like that. I feel like there is a lot of untapped potential in the Dota2 workshop scene when it comes to subtle character customization, and I am glad to items like yours appear and be well received !
Hey all, there's an excerpt from the dark souls art book making the rounds today, thought you guys might find their philosophy for art design interesting.
From experience I can confirm that cloth physics are enabled on some models - Sniper has a few cape bones in its rig that are dedicated to exactly that. One thing to keep in mind is that these bones are stretchy ; they not only wiggle but also stretch with inertia, which can affect the design of an item drastically.
MrP : loving these interview quotes. Now if only this could be more widely applied !
It is possible to author custom cloth bones. Weirdly however it kinda breaks when the hero walks.
Custom cloth (red tassels) working:
Custom cloth breaking (as the walk anim blends in):
This seems to be a units (inches/centimeters) issue that I'm currently trying to fix. If I manage to fix it I'll write a post on how to author custom cloth.
Also I was told "If you add too many bones, itll create a new batch for (the hero) and drastically cut (the hero's) performance.", so adding a lot of custom bones to an already bone-heavy character (such as Naga Siren) probably isn't a good idea if you want your item to be successful.
It is possible to author custom cloth bones. Weirdly however it kinda breaks when the hero walks.
Custom cloth (red tassels) working:
Custom cloth breaking (as the walk anim blends in):
This seems to be a units (inches/centimeters) issue that I'm currently trying to fix. If I manage to fix it I'll write a post on how to author custom cloth.
Also I was told "If you add too many bones, itll create a new batch for (the hero) and drastically cut (the hero's) performance.", so adding a lot of custom bones to an already bone-heavy character (such as Naga Siren) probably isn't a good idea if you want your item to be successful.
What's the point of creating custom cloth bones when there are already cloth bones there?
What's the point of creating custom cloth bones when there are already cloth bones there?
The Naga swords were just made to test the cloth system. The Warlock staff has four strips whereas the default one only has three, although making four was kind of stupid but I'm only trying to add cloth to it because it is an old item that was added.
Will be modelled asap, hence i shall update. Having doubts about the darkblue vs a desaturated green zombie color scheme
I guess I have to stick with the default color pallete.
Also, is the hand thing relevant in the Dota universe?
(I'm guessing that such a thing is used in the game....warlocks upheaval animation etc)
This is my first post...hope all is well in terms of thread/board. :poly138:
Also, I haven't been able to browse all posts so I'm not rly sure if any kind of similar concept had been adressed in the past. Hopefully I'm not ripping anyones idea
Was gonna make visage gargoyles, but saw that an awesome concept had already been made, so i switched it up. Cheers ^^ A great thread filled with loads of talent.
Is it possible to add cloth physics to model right now? And if it's possible can someone explain or send link to tutorial?
It's simple and tricky at the same time, but there's no point until valve will make import option for it. We made physics-based bag for our tournament courier but then we had to remove it because valve.
Why copy the mask from Windrunner for Legion Commander? Each hero has different values for their shader. I was pointing out Fewes submission as it was on this page, and a great example of how the hair material should look, I was not implying go copy a Windrunner mask for your hair
Are these going to have handles? The way his attacks are this weapon would not make sense just being strapped to his wrists
Nope, no handles. I initially tested out the idea with a quick blockout first. I was surprised, there is actually very little animation in his wrists. I made them a bit bigger around the wrist so they don't overlap with the default hand wraps. I got the normals and AO baked and tried it again in-game this morning to see how it looked. Seems to be still working pretty well. Thinking of making the blades a little thicker/longer, though.
Nope, no handles. I initially tested out the idea with a quick blockout first. I was surprised, there is actually very little animation in his wrists. I made them a bit bigger around the wrist so they don't overlap with the default hand wraps. I got the normals and AO baked and tried it again in-game this morning to see how it looked. Seems to be still working pretty well. Thinking of making the blades a little thicker/longer, though.
Thoughts?
Its looking really nice in game for sure. I think my issue is just thinking of how a real weapon like this would function. As in it would not stay in place as he punches things without the handle. So like I said may just be me thinking too real world, but it is dota so real world does not mean much :poly142: Maybe someone else will chime in to agree/disagree with me
@kite, it can work if its reinforced [(like monetai's bh blade)(big metal clamps which clamps a long slender blade ] but yes in this case you are right it won't work in any world (unless it is magic). The transition between the blade and the bracer(or whater) is too weak. It would break there with very little force, you need to reinforce it. Make the part that connects the blade bulkier.
And another thing, how would the passive work? I thought bloodseeker flips his weapon around when his passive is activated. Or maybe it was when you used his first spell I'm not sure.
Really liking the BS weapon, but as kendmd said, be aware about his passive, because it flips his weapon when it's active. I also agree with kite212, it doesn't look like the weapon would work, since when he stabbed someone it would just push the weapon back to his elbow, unless that strap thing is super tight. Adding some kind of handle would help a lot.
It's simple and tricky at the same time, but there's no point until valve will make import option for it. We made physics-based bag for our tournament courier but then we had to remove it because valve.
Were you told that you shouldn't make custom cloth for it, or was that just something you assumed?
my only crit would be to 'seat' the gem better by widening the bevels around it a little more so it reads better when you bake the normal map, from the side view right now the gem is there but you're not seeing much bevel. Does that make any sense? I can do a small paintover later tonight if needed. It's a very small change though, I think it looks great.
Hey guys, ive been looking through bloodseekers animations and was watching him ingame, i cant see an animation where he flips his blades, at least nothing that didn't work with my blades. Did you guys mean like a taunt or something?
ahh thanks kendmd, that's why i wasn't seeing it. The're rotating the little weapon bone is his palm. Mine isn't skinned to that at all so just nothing happens. Do you guys think its a big deal if his weapons just wouldn't turn on his passive with my blades? I mean i don't think anyone uses that as an actual game state reading mechanism.
or but some sort of hinge mechanism between the blade and the bracer and adding a pokey bit to the back of the blade...then rig it so the blades can rotate around without the wrist bits moving.
or but some sort of hinge mechanism between the blade and the bracer and adding a pokey bit to the back of the blade...then rig it so the blades can rotate around without the wrist bits moving.
Then again there's been a load of mantas for AM and valve used the latest / best looking one!
i think its the first radiance without a point that i see, ( or at least almost without it ), normally people tends to create one on the other entries i saw
and its looking really nice, thanks for the link, i didnt find it when i looked for radiance on the workshop
this is the concept that was exposed on the international
Were you told that you shouldn't make custom cloth for it, or was that just something you assumed?
You can do custom cloth Felix, same things for animation and flexes, if you do it well they will accept
He probably assumed that you cannot because its not on the requirement pages.
The problem with custom cloth is that you are adding a bone to the character and that makes it a little more expensive to the engine, if you check the old models and the new ones, you can see that they progressively reduced the amount of bones
but, if your work is better with an extra bone and looks great in game i dont see a problem =]
@TrevorJ - Those blades look sick, I hope the weapon switching thing won't stand in the way of that, that'd be a crying shame.
@JacqueChoi - Very awesome set. Loving the set being a reference to the Thief franchise, though I gotta be honest, Garrett rocks that corset much better :P
my only crit would be to 'seat' the gem better by widening the bevels around it a little more so it reads better when you bake the normal map, from the side view right now the gem is there but you're not seeing much bevel. Does that make any sense? I can do a small paintover later tonight if needed. It's a very small change though, I think it looks great.
thanks and if the bevels needs to be a little bit proeminent, i get it.
@JacqueChoi - Very awesome set. Loving the set being a reference to the Thief franchise, though I gotta be honest, Garrett rocks that corset much better :P
I have to agree, corset and buff "pants" kind of break her silhouette in such a way, that she kind of looks like a man (the cloak part and painted on tits don't help either). Even heavily armored Legion Commander got some prominent "features'.
Not to mention that calling it Garrets and using overall theme of master thief is pants-on-head unfitting and seems shoehorned. You're dropped main Drow design features and replaced them with bland generic designs (nothing wrong with that, we need some simpler stuff from time to time) completely throwing what makes Drow Ranger out and replacing it with uncalled Thief insert (Oh boy, i hope it's not pre-order hats for the upcoming release).
TL;DR too much Garret, not enough Drow. Modelling is solid, design is shlock.
i think its the first radiance without a point that i see, ( or at least almost without it ), normally people tends to create one on the other entries i saw
and its looking really nice, thanks for the link, i didnt find it when i looked for radiance on the workshop
this is the concept that was exposed on the international
and those are the pointy radiancs i mentioned
You can do custom cloth Felix, same things for animation and flexes, if you do it well they will accept
He probably assumed that you cannot because its not on the requirement pages.
The problem with custom cloth is that you are adding a bone to the character and that makes it a little more expensive to the engine, if you check the old models and the new ones, you can see that they progressively reduced the amount of bones
but, if your work is better with an extra bone and looks great in game i dont see a problem =]
If someone want to make a sword based on Valves concept he need to agree that the same concept could and will be used by other people. No Radiance for Doom was accepted yet, so the game is still on I guess Anyway that is really fantastic looking sword Tviddoto, especially I like the heat "glow" on the blade.
Replies
Are these going to have handles? The way his attacks are this weapon would not make sense just being strapped to his wrists
You're right, it looked kind of odd. I changed the angle slightly and added some eye occlusion to prevent crazyeyes due to the workshop downscaling.
You will know because they are named : cloth...
But Valve has to implement them and it sounds like they don't want to.
MrP : loving these interview quotes. Now if only this could be more widely applied !
Custom cloth (red tassels) working:
Custom cloth breaking (as the walk anim blends in):
This seems to be a units (inches/centimeters) issue that I'm currently trying to fix. If I manage to fix it I'll write a post on how to author custom cloth.
Also I was told "If you add too many bones, itll create a new batch for (the hero) and drastically cut (the hero's) performance.", so adding a lot of custom bones to an already bone-heavy character (such as Naga Siren) probably isn't a good idea if you want your item to be successful.
The Naga swords were just made to test the cloth system. The Warlock staff has four strips whereas the default one only has three, although making four was kind of stupid but I'm only trying to add cloth to it because it is an old item that was added.
Rough Undying ward sketch/wip
Will be modelled asap, hence i shall update. Having doubts about the darkblue vs a desaturated green zombie color scheme
I guess I have to stick with the default color pallete.
Also, is the hand thing relevant in the Dota universe?
(I'm guessing that such a thing is used in the game....warlocks upheaval animation etc)
This is my first post...hope all is well in terms of thread/board. :poly138:
Also, I haven't been able to browse all posts so I'm not rly sure if any kind of similar concept had been adressed in the past. Hopefully I'm not ripping anyones idea
Was gonna make visage gargoyles, but saw that an awesome concept had already been made, so i switched it up. Cheers ^^ A great thread filled with loads of talent.
http://steamcommunity.com/sharedfiles/filedetails/?id=218477427
It's simple and tricky at the same time, but there's no point until valve will make import option for it. We made physics-based bag for our tournament courier but then we had to remove it because valve.
[ame="http://www.youtube.com/watch?v=FFBtI1_4O3o"]dota 2013 12 10 23 52 04 551 - YouTube[/ame]
Why is the hair so shiny? Maybe less specular and more rimlight will help? Especially in the promo for they piece, the hair almost looks metal
Edit: Look at Fewes latest submission for Windrunner. Perfect example of how the hairs material should look
Why copy the mask from Windrunner for Legion Commander? Each hero has different values for their shader. I was pointing out Fewes submission as it was on this page, and a great example of how the hair material should look, I was not implying go copy a Windrunner mask for your hair
Nope, no handles. I initially tested out the idea with a quick blockout first. I was surprised, there is actually very little animation in his wrists. I made them a bit bigger around the wrist so they don't overlap with the default hand wraps. I got the normals and AO baked and tried it again in-game this morning to see how it looked. Seems to be still working pretty well. Thinking of making the blades a little thicker/longer, though.
Thoughts?
Its looking really nice in game for sure. I think my issue is just thinking of how a real weapon like this would function. As in it would not stay in place as he punches things without the handle. So like I said may just be me thinking too real world, but it is dota so real world does not mean much :poly142: Maybe someone else will chime in to agree/disagree with me
It may be due to this being without colors yet, but I feel the wrist area is lacking some kind of transition, the piece looks floaty.
Maybe another fur layer?
And another thing, how would the passive work? I thought bloodseeker flips his weapon around when his passive is activated. Or maybe it was when you used his first spell I'm not sure.
Be careful, his passive makes him flip his weapons.
No problem, glad to be of help.
Gotta check those possible issues though.
***
Talking about fur, here's some on my freshly done Luna shield, because fur is awesome.
Now I only have to do the weapon, then solve some wonky normalmap issues and finish the texture on the mount.
Really liking the BS weapon, but as kendmd said, be aware about his passive, because it flips his weapon when it's active. I also agree with kite212, it doesn't look like the weapon would work, since when he stabbed someone it would just push the weapon back to his elbow, unless that strap thing is super tight. Adding some kind of handle would help a lot.
FFFFFFFFuuuuck!
thanks though, hmm ill have to think on this.
i got some time after it to finish a sword for doom, shameless using Valve's concept for it. Things are so much easier with a concept...
i hope you guys like it
It is valves concept but looks about the same
http://steamcommunity.com/sharedfiles/filedetails/?id=213786273
Then again there's been a load of mantas for AM and valve used the latest / best looking one!
Were you told that you shouldn't make custom cloth for it, or was that just something you assumed?
feedback apreciated
my only crit would be to 'seat' the gem better by widening the bevels around it a little more so it reads better when you bake the normal map, from the side view right now the gem is there but you're not seeing much bevel. Does that make any sense? I can do a small paintover later tonight if needed. It's a very small change though, I think it looks great.
Here's one where his passive is active:
Anyway, if everything goes wrong, you can always turn it 90º and make it a Lycan weapon :P
:thumbup: that would look cool
i think its the first radiance without a point that i see, ( or at least almost without it ), normally people tends to create one on the other entries i saw
and its looking really nice, thanks for the link, i didnt find it when i looked for radiance on the workshop
this is the concept that was exposed on the international
and those are the pointy radiancs i mentioned
You can do custom cloth Felix, same things for animation and flexes, if you do it well they will accept
He probably assumed that you cannot because its not on the requirement pages.
The problem with custom cloth is that you are adding a bone to the character and that makes it a little more expensive to the engine, if you check the old models and the new ones, you can see that they progressively reduced the amount of bones
but, if your work is better with an extra bone and looks great in game i dont see a problem =]
@JacqueChoi - Very awesome set. Loving the set being a reference to the Thief franchise, though I gotta be honest, Garrett rocks that corset much better :P
thanks and if the bevels needs to be a little bit proeminent, i get it.
Not to mention that calling it Garrets and using overall theme of master thief is pants-on-head unfitting and seems shoehorned. You're dropped main Drow design features and replaced them with bland generic designs (nothing wrong with that, we need some simpler stuff from time to time) completely throwing what makes Drow Ranger out and replacing it with uncalled Thief insert (Oh boy, i hope it's not pre-order hats for the upcoming release).
TL;DR too much Garret, not enough Drow. Modelling is solid, design is shlock.
Stuff like this http://www.polycount.com/forum/showpost.php?p=1853759&postcount=60
[ame="http://www.youtube.com/watch?v=LR9XKz3vDy8"]Dota 2 - Spirit of Anger - Lone Druid's Spirit Bear - YouTube[/ame]
it's been a very bright year so far.