So, I've started working on a courier/ couriers and am currently just finishing up the highpolys. They're a couple of little imps called Ehks and Oh - one Dire, one Radiant.
I'm not sure if I should add the boils on Ehks or the hanging sashes on them both as in the concept now or if they look better without them - what do you guys think?
First dota 2 workshop item, 'Skull Cap of the Betrayed' for Juggernaut. Check it out! Here is my thread where I speak about the pitfalls of my first dota 2 item
This is where I went with my LC weapon. I think this is my best work by far. This ia only the color map I am triying to learn about cavity and other maps as well as learn how to merge them into an awesomeness. I still need to do lod1 by hand.
Feel free to feedback.
Could also add some color variance (Lighter / darker leaves) to break it up a bit(See prophets base shoulder)
I agree! I thought about that, but the leaves are around 4m polys for some stupid reason, and even though I planned to use polygroups to paint some color variation, I needed to do an autogroup, but since there are so many tris ZBrush just hangs. I'll see if I can work that out, if not, it can easily be done on the texturing stage.
A LOT of people suggested that, haha! I like to do this later on Photoshop or 3DCoat, since ZBrush doesn't have blending modes or anything of the sort, making it a bit hard to paint details while keeping the gradient, so I find it much easier to just do it on the Diffuse texture instead of on Polypaint, which is not the final texture but just a base to help out the texture artist.
Thank you for the input! I'll definitely keep that image in mind.
How do you make items for heroes that don't have items yet?
For example, if I wanted to make a set for nightstalker, how would I know which items are allowed? Since there aren't any items currently for nightstalker, can I just make up its item slots? As opposed to making a set for Lone druid, where I know I can make a bracer, shoulder, back, head and weapon. Different heroes have items for some slots that some other heroes don't have slots for. Also, where can I find the models for the heroes that don't have items yet? They aren't on the technical requirements page.
Also, how do I know what the technical requirements should be? eg. what each item's poly count should be and what the size of the item's textures should be. I posted this in the Steam workshop forum, but didn't get any useful replies. Any useful information about this would be helpful. Thanks.
The long answer is that you could put a lot of effort into something that may never be implemented so you are probably better off focusing on things that have workshop support. (Admittedly not much of a longer answer)
@Aris,
Longer Answer:
You can decompile heros. You'll have to google It's basically the same as all Valve stuff.
When you decompile you will get all the meshes a hero has (helmet, shoulders, etc..)
I think you will only get the lod1 models (low poly in game).
And you can extract the textures and convert to TGA.
Most likely Valve will eventually implement items for all characters (why would they not).
And with the above files you will have all slots and texture sizes.
Most likely the tri counts will be close to what you have (you can approximate high polys from looking at items for other characters that have similar lod1 tri counts to get the lod0 counts)
Most likely the texture sizes will be the same (pretty much either 256x256 or 128x256)
You can rig items to those decompiled bones and import onto another character that allows those counts and texture sizes. Then over ride the meshes onto the correct character.
But like Reyne said. Is it worth it? Will it ever be useable? Will they drastically change the slots tri count or character?
Hello everyone! I'm making set for PA with custom crit animation. Can somebody tell me how can I import animation in game? Do I need to compile mdl with animation included and put it in .vpk file? Thanks!
What is happening lately with "loadingscreens" submissions is just hilarious... so many stolen artworks, reuploaded over and over again. What really pisses me off is that now I am not sure if fantastic looking image is made by uploaded or is just one more scam. I am really tired of digging all piece alone, searching their portfolio/deviantarts and so on just to verify if I can upvote art that I actually like or should I report it because it was stolen
What is happening lately with "loadingscreens" submissions is just hilarious... so many stolen artworks, reuploaded over and over again. What really pisses me off is that now I am not sure if fantastic looking image is made by uploaded or is just one more scam. I am really tired of digging all piece alone, searching their portfolio/deviantarts and so on just to verify if I can upvote art that I actually like or should I report it because it was stolen
yeah, i feel ya. kinda had the same thoughts lately, its just annoying and basically just plain copyright infringement. should be punished more severly
well, the problem is that ppl just take artwork from all over the internet and put it on the workshop as loading screen, that they dont have any rights to the work they try to publish wont change with a watermark added or not. the community just needs to be weary and report those scammers straight away to prevent such fraud like activity
Ok, thanks to everyone who answered my question about the heroes without items. I probably won't do it then, if it'll be a lot of work with a low probability of being implemented. Thanks.
quick question - (i'm not able to get near the steam client for a bit!) - does anyone know what the bone limit is for wards?
if i have a rough idea then i can start working on a rig...
Any NPC has a bone limit of 52, including wards. So I dont think you have to worry about going over that.
Its been a while since I was in here. Damn... so much awesome work being posted! Even with a week of absence I feel like I fell so far behind! Time to get back to work!
Any NPC has a bone limit of 52, including wards. So I dont think you have to worry about going over that.
Its been a while since I was in here. Damn... so much awesome work being posted! Even with a week of absence I feel like I fell so far behind! Time to get back to work!
However, I'm curious for some advice from you folks. Bounch is making a set that is, i think, empirically better than mine. He's also got a big following and Valve doesn't tend to put 2 sets into the store at the same time (i may be totally mistaken). My worry is that finishing this now and putting it next to his will only ensure this set gets no where. Should I just say fuck it and finish it now? Or maybe let pragmatism rule out and wait till after Bounch releases his.
To be clear, I love what he's making and I love the competition, this reveals to me some serious weaknesses my piece has (apart from the fact that I've just found the shoulders need an adjustment due to animation). But I just feel like I'd be throwing it out there to get a tko in the ring when I could just wait. I'm sure you've all dealt with this, what do you think? I'd love your input too Bounch! :P
Hello everyone! I'm making set for PA with custom crit animation. Can somebody tell me how can I import animation in game? Do I need to compile mdl with animation included and put it in .vpk file? Thanks!
its not easy, this is the way i know
you need to decompress the game
decompile the model
create the controlers for the boes
animate
export as smd
compile all the model again with the new animation
What is happening lately with "loadingscreens" submissions is just hilarious... so many stolen artworks, reuploaded over and over again. What really pisses me off is that now I am not sure if fantastic looking image is made by uploaded or is just one more scam. I am really tired of digging all piece alone, searching their portfolio/deviantarts and so on just to verify if I can upvote art that I actually like or should I report it because it was stolen
the ui on the loading screen should have some copyright notices warning people that they can receive SEVERE PUNISHMENT for uploading things that they didnt make
Replies
Awesome stuff! I really love the texture work for this set.
I'm actually working on a Legion Commander set as well. It's turning out to be really good hard surface practice:
whoaaah that helm has some epic curves swizzle
awesome
submit it to dotacinema
--Edit-- OK change of plans. Gonna aim to finish by next weekend so that I have time to finish up a head piece to complete the set.
Also, updated colours.
I'm not sure if I should add the boils on Ehks or the hanging sashes on them both as in the concept now or if they look better without them - what do you guys think?
the only change that I would maybe make is :the leafes on the "treant" ( they are a bit small/same size)
http://steamcommunity.com/sharedfiles/filedetails/?id=226232991
Feel free to feedback.
omg, that's so cute! I wanna squeeze this treant >.<
would love to buy it!
Could also add some color variance (Lighter / darker leaves) to break it up a bit(See prophets base shoulder)
I agree! I thought about that, but the leaves are around 4m polys for some stupid reason, and even though I planned to use polygroups to paint some color variation, I needed to do an autogroup, but since there are so many tris ZBrush just hangs. I'll see if I can work that out, if not, it can easily be done on the texturing stage.
Thanks for the suggestions!
Also something something that you might want to add every time:
An overlay layer with gradient light grey (top) <----> (bottom) dark grey, adjust till looks good.
It improves alot the values in the texture, making it better readable/contrasting in game.
A LOT of people suggested that, haha! I like to do this later on Photoshop or 3DCoat, since ZBrush doesn't have blending modes or anything of the sort, making it a bit hard to paint details while keeping the gradient, so I find it much easier to just do it on the Diffuse texture instead of on Polypaint, which is not the final texture but just a base to help out the texture artist.
Thank you for the input! I'll definitely keep that image in mind.
For example, if I wanted to make a set for nightstalker, how would I know which items are allowed? Since there aren't any items currently for nightstalker, can I just make up its item slots? As opposed to making a set for Lone druid, where I know I can make a bracer, shoulder, back, head and weapon. Different heroes have items for some slots that some other heroes don't have slots for. Also, where can I find the models for the heroes that don't have items yet? They aren't on the technical requirements page.
Also, how do I know what the technical requirements should be? eg. what each item's poly count should be and what the size of the item's textures should be. I posted this in the Steam workshop forum, but didn't get any useful replies. Any useful information about this would be helpful. Thanks.
The short answer is that you don't.
The long answer is that you could put a lot of effort into something that may never be implemented so you are probably better off focusing on things that have workshop support. (Admittedly not much of a longer answer)
Longer Answer:
You can decompile heros. You'll have to google It's basically the same as all Valve stuff.
When you decompile you will get all the meshes a hero has (helmet, shoulders, etc..)
I think you will only get the lod1 models (low poly in game).
And you can extract the textures and convert to TGA.
Most likely Valve will eventually implement items for all characters (why would they not).
And with the above files you will have all slots and texture sizes.
Most likely the tri counts will be close to what you have (you can approximate high polys from looking at items for other characters that have similar lod1 tri counts to get the lod0 counts)
Most likely the texture sizes will be the same (pretty much either 256x256 or 128x256)
You can rig items to those decompiled bones and import onto another character that allows those counts and texture sizes. Then over ride the meshes onto the correct character.
But like Reyne said. Is it worth it? Will it ever be useable? Will they drastically change the slots tri count or character?
finally something for shadow demon! nice one Bounch
Keep in mind if a hero is not workshop compatible that the model may be redone before it is made workshop compatible.
no need wish me because i still single
here is 2 postcard-like i do for tumblr upon requests from someone.
I hope such people will be banned soon for good:
http://steamcommunity.com/id/Keybal/myworkshopfiles/?appid=570&p=1
yeah, i feel ya. kinda had the same thoughts lately, its just annoying and basically just plain copyright infringement. should be punished more severly
Good god someone decompile her model and let's do a vengeful spirit arcana for april fools day
hahaha, Lets do it!!!!!!
Turned out great fantastic work!
hehe, thanks
if i have a rough idea then i can start working on a rig...
Any NPC has a bone limit of 52, including wards. So I dont think you have to worry about going over that.
Its been a while since I was in here. Damn... so much awesome work being posted! Even with a week of absence I feel like I fell so far behind! Time to get back to work!
However, I'm curious for some advice from you folks. Bounch is making a set that is, i think, empirically better than mine. He's also got a big following and Valve doesn't tend to put 2 sets into the store at the same time (i may be totally mistaken). My worry is that finishing this now and putting it next to his will only ensure this set gets no where. Should I just say fuck it and finish it now? Or maybe let pragmatism rule out and wait till after Bounch releases his.
To be clear, I love what he's making and I love the competition, this reveals to me some serious weaknesses my piece has (apart from the fact that I've just found the shoulders need an adjustment due to animation). But I just feel like I'd be throwing it out there to get a tko in the ring when I could just wait. I'm sure you've all dealt with this, what do you think? I'd love your input too Bounch! :P
totally agree with you, that bothers me a lot
the ui on the loading screen should have some copyright notices warning people that they can receive SEVERE PUNISHMENT for uploading things that they didnt make
really nice sculpts you have there =]
loved the work
guys, i finished a weapon with custom particles for the monthly contest (sorry for the crosspost)
http://steamcommunity.com/sharedfiles/filedetails/?id=226791051
[ame="http://www.youtube.com/watch?v=4IIF_EDunVk"]http://www.youtube.com/watch?v=4IIF_EDunVk[/ame]