Hey all - so, whilst sketching out some ideas for new items, I was looking at the comments on my set in the Workshop and the one item I got the most mixed responses on, was the sword, with some loving it and others hating it.
In response to this, I've just added a NEW, alternate weapon to the set. Both weapons will be available in the set, giving the player more choice in how they deal out death! More choice... more weapons!
Done color map , I still dono how to make a metal point light . Gona rely 100% on metal map
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
I'd be interested in making some particles for this if someone picks up modeling it. Specifically particles for his wand.
I've got a fresh new version for you guys!2.3!
This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P
What's new in version 2.3
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space
-Bug: Fixed some issues with diffuse warp, and other warps. UVW Adresses were not set to "CLAMP" causing artifacts to show ( 3DS Max )
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolowarp **
-Added: Specular warp
-Added: Detail tiling/scale
-Added: Option to toggle on Mask 1 and Mask 2, with ideal default values
-Known Issues: Weird issue with diffuse warp( Maya ), strange lines on the model when using IBL cubemap( Maya )
Orge Magi displayed with Version 2.3
Nyx displayed with version 2.3 ( Now with specular warp! )
Custom content shown with Version 2.3(Courtesy of Fewes and Buntcake)
* Things to note *
-For proper Specular, Fresnel and Rim terms you MUST load the included "fresnelranges.tga" texture.
-You can specify a custom "Fresnel Warp" texture that your hero uses.
-3DS Max users can auto load this texture by placing it into your "maps" folder of your install. Example: "YourDrive\Program Files\Autodesk\3ds Max 2010\maps"
Hope you guys enjoy! And report back here with bugs, issues and requests.
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
1)will relying only map will bring down the quality ??
2)HAHAHAHAHA , thxx for ur suggestion , I am still a newbie
1)will relying only map will bring down the quality ??
2)HAHAHAHAHA , thxx for ur suggestion , I am still a newbie
I think you are still looking at this the wrong way. The idea of a point light map is to bake out lighting information, highlights and shadow, and you use this to enhance the quality of your color map. There are other ways to get this information as well. For instance I bake out Prt maps, bent normals, ambient occlusion, and a cavity map. You can then use wizard magic in your photo manipulation software to use this for lighting information. This guide details a process similar to what I do, and this is a great place to start: http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19243
So I am planning to make a set for Wraith King. When looking at his poly limits, LoD1 is 250 and LoD0 is 400. But when I downloaded the model and looked at it, LoD0 is 1255 tris and LoD1 is 924. With a 250 limit it makes it kinda hard to make something work as nicely as the default...
Is this correct and they just stretch the limits on the default models?
So I am planning to make a set for Wraith King. When looking at his poly limits, LoD1 is 250 and LoD0 is 400. But when I downloaded the model and looked at it, LoD0 is 1255 tris and LoD1 is 924. With a 250 limit it makes it kinda hard to make something work as nicely as the default...
Is this correct and they just stretch the limits on the default models?
Valve does not have to follow the workshop limits, and they don't. This is not the only hero like this. They need to set these limits so they can ensure all user made sets don't impact performance, and keep a balance between all the items in a set. The workshop limits can be tough, but they can really push you to better yourself
@Baddcog: You are correct, when I typed it I forgot to mention I was referring to just the cloak...my bad.
I was just hoping it was an error for the default poly limit to be so high compared to the limits we are given.
One would think they would make the default the lowest for best performance considering that is the one you start with and most people will use.
Would be nice if they enabled double sided polys at least, which I know cost a lot, but damn it would be nice.
I think you are still looking at this the wrong way. The idea of a point light map is to bake out lighting information, highlights and shadow, and you use this to enhance the quality of your color map. There are other ways to get this information as well. For instance I bake out Prt maps, bent normals, ambient occlusion, and a cavity map. You can then use wizard magic in your photo manipulation software to use this for lighting information. This guide details a process similar to what I do, and this is a great place to start: http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19243
is that enough to use mask to bring out the metal lighting ? Just like the one fat-cap made
Like what that fat-cap made? Again I think we are talking about 2 completely different things. Point light maps are for highlights and shadows for your color map. The metalness mask controls the materials color, speculr, and rim light to give it a more metal look to it.
What exactly are you trying to do? Maybe a better explanation will result in a better answer.
Hi. First time modeller here, finished a simple sword and trying to upload it. I upload my first version fine but I deleted it and uploading 2nd version. It don't upload correctly, seems like every square faces got divided into 2 triangles where first triangle textured and the other transparent. 2nd version is same with first except I tweaked it a bit and retexture. I checked all texture and nothing seems wrong. I'm using blender and photoshop so far.
Hi. First time modeller here, finished a simple sword and trying to upload it. I upload my first version fine but I deleted it and uploading 2nd version. It don't upload correctly, seems like every square faces got divided into 2 triangles where first triangle textured and the other transparent. 2nd version is same with first except I tweaked it a bit and retexture. I checked all texture and nothing seems wrong. I'm using blender and photoshop so far.
Done this before. All faces are facing outwards and all textures can be loaded into model without problem in blender. Ver1 and Ver2 are basically the same, I didn't mess with anything except repositioning vertex and updating texture.
Like what that fat-cap made? Again I think we are talking about 2 completely different things. Point light maps are for highlights and shadows for your color map. The metalness mask controls the materials color, speculr, and rim light to give it a more metal look to it.
What exactly are you trying to do? Maybe a better explanation will result in a better answer.
Opps , alright just ignore that point light thingy . I just wanted to bring out some metal look . Other than mask , i have no idea how to do it .
Finished and retextured a very old model I did together with bel. Sometimes you got so much work that you completely forgot about it. I think the weapon fits the basic armor perfectly.. don't forget to check it out, click for link.
Hi. First time modeller here, finished a simple sword and trying to upload it. I upload my first version fine but I deleted it and uploading 2nd version. It don't upload correctly, seems like every square faces got divided into 2 triangles where first triangle textured and the other transparent. 2nd version is same with first except I tweaked it a bit and retexture. I checked all texture and nothing seems wrong. I'm using blender and photoshop so far.
after following for quite some time all the cool creation in this thread I decided to jump in and try my hand on my favorite hero, Invoker.
I went for a more armored look, inspired but the exort and sun in general.
I think I'm pretty much done with the high poly pass and ready for the next step.
Cheers!
Replies
In response to this, I've just added a NEW, alternate weapon to the set. Both weapons will be available in the set, giving the player more choice in how they deal out death! More choice... more weapons!
You can check it out here:
http://steamcommunity.com/sharedfiles/filedetails/?id=220572663&tscn=1390655359
Can I re-upload to the same submission once it's fixed? Or should I delete this one and wait for the fix?
Done color map , I still dono how to make a metal point light . Gona rely 100% on metal map
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
I looks like recent submissions are showing a valid file size, try updating your item now
I'd be interested in making some particles for this if someone picks up modeling it. Specifically particles for his wand.
This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P
What's new in version 2.3
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space
-Bug: Fixed some issues with diffuse warp, and other warps. UVW Adresses were not set to "CLAMP" causing artifacts to show ( 3DS Max )
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolowarp **
-Added: Specular warp
-Added: Detail tiling/scale
-Added: Option to toggle on Mask 1 and Mask 2, with ideal default values
-Known Issues: Weird issue with diffuse warp( Maya ), strange lines on the model when using IBL cubemap( Maya )
Orge Magi displayed with Version 2.3
Nyx displayed with version 2.3 ( Now with specular warp! )
Custom content shown with Version 2.3(Courtesy of Fewes and Buntcake)
Grab it here!
https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.3/Dota2Hero_Shader_2.3.zip
* Things to note *
-For proper Specular, Fresnel and Rim terms you MUST load the included "fresnelranges.tga" texture.
-You can specify a custom "Fresnel Warp" texture that your hero uses.
-3DS Max users can auto load this texture by placing it into your "maps" folder of your install. Example: "YourDrive\Program Files\Autodesk\3ds Max 2010\maps"
Hope you guys enjoy! And report back here with bugs, issues and requests.
Main thread http://www.polycount.com/forum/showthread.php?t=110022
Original post http://www.polycount.com/forum/showpost.php?p=1995162&postcount=197
I love you :poly136:
Thanks a bunch!
1)will relying only map will bring down the quality ??
2)HAHAHAHAHA , thxx for ur suggestion , I am still a newbie
I think you are still looking at this the wrong way. The idea of a point light map is to bake out lighting information, highlights and shadow, and you use this to enhance the quality of your color map. There are other ways to get this information as well. For instance I bake out Prt maps, bent normals, ambient occlusion, and a cavity map. You can then use wizard magic in your photo manipulation software to use this for lighting information. This guide details a process similar to what I do, and this is a great place to start:
http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19243
This guide details baking out a point light map:
http://steamcommunity.com/sharedfiles/filedetails/?id=183672148#
Is this correct and they just stretch the limits on the default models?
Valve does not have to follow the workshop limits, and they don't. This is not the only hero like this. They need to set these limits so they can ensure all user made sets don't impact performance, and keep a balance between all the items in a set. The workshop limits can be tough, but they can really push you to better yourself
@Baddcog: You are correct, when I typed it I forgot to mention I was referring to just the cloak...my bad.
I was just hoping it was an error for the default poly limit to be so high compared to the limits we are given.
One would think they would make the default the lowest for best performance considering that is the one you start with and most people will use.
Would be nice if they enabled double sided polys at least, which I know cost a lot, but damn it would be nice.
Broodmother ward!
aammg and you could have little spiders animated crawling all over the ward! :O
Like a cute little baby spiders nest! :thumbup:
That would look so cool
Like what that fat-cap made? Again I think we are talking about 2 completely different things. Point light maps are for highlights and shadows for your color map. The metalness mask controls the materials color, speculr, and rim light to give it a more metal look to it.
What exactly are you trying to do? Maybe a better explanation will result in a better answer.
1st version
2nd version
Check if the faces are pointed outward.
Done this before. All faces are facing outwards and all textures can be loaded into model without problem in blender. Ver1 and Ver2 are basically the same, I didn't mess with anything except repositioning vertex and updating texture.
That looks awesome dude cant wait to see it in progress
Opps , alright just ignore that point light thingy . I just wanted to bring out some metal look . Other than mask , i have no idea how to do it .
This happens when you don't triangulate the faces before exporting, happened a few times with me, seems it's a Source Tools exporter bug.
Well if it is not taken once I get a few other items out of the way, I would not mind having a go at it for the modeling.
Use "Triagulate" Modifier.
Happy Ending
Bro, I want to animate that so hard. :thumbup:
after following for quite some time all the cool creation in this thread I decided to jump in and try my hand on my favorite hero, Invoker.
I went for a more armored look, inspired but the exort and sun in general.
I think I'm pretty much done with the high poly pass and ready for the next step.
Cheers!
Please do post when you have it colored
Agreed this Invoker is looking wonderful, can't wait to see more progress on this
Soon... again a big pre-congrats to everyone involved! I have a feeling the amount of items to be added will be epic
Very much Sunday at Valve still. This is just day one post, my guess the event will start around Wednesday