I think ITIN is available to all countries and EIN is only available to certain countries. If its available to your country its the best choice.
I'm not a specialist about this, but as far as I know because i tried to get both..
An ITIN is a tax number for an individual that isn't company based or works for a company abroad. This is what u normally should get.
But they changed a few things and because of that you can also get an EIN number as an individual. normally you could only get an EIN if u got your own company, or worked for an company abroad outsourcing things..
The ITIN and EIN are both not available for every county.
The ITIN is just a pain in the ass, because even a copy of your passport isn't allowed, even when it's singed by your goverment. That's also only for certain countries. So who would really send there passport or driving liscence to a different country :S
I can't sculpt details because it crashes when rendering/baking models with around 2 million polies, hopefully they'll optimize it in the next versions :q
I dont know if your using it, however Zbrush has cool plugin called Decimation Master. You can reduce amount of polygons in mesh from 2mln to 100-200k without much difference in shape, at least no one will notice it for baking purposes. If you use it already just ignore my post
I find Blender very dynamic and fast to do stuff modeling wise, maybe you weren't using the right tools and shortcuts? Blender has a lot of functions that are not shown in the UI...
I will agree that extrusion, shear, and warp were incredibly fast and easy to use in blender. But I just felt that I had so little control. I got around that sometimes by using modifiers but that's pretty much what you do in Max anyway. So that's when I made the decision to switch.
Not trying to say blender it bad, it was a crucial stepping stone in my understanding of 3D modeling. And now that I have a firm grasp of 3D (or so I like to believe) it seems to be a good next step. Also TexTools is the sexiest plugin I have ever seen.
I'm not a specialist about this, but as far as I know because i tried to get both..
An ITIN is a tax number for an individual that isn't company based or works for a company abroad. This is what u normally should get.
But they changed a few things and because of that you can also get an EIN number as an individual. normally you could only get an EIN if u got your own company, or worked for an company abroad outsourcing things..
The ITIN and EIN are both not available for every county.
The ITIN is just a pain in the ass, because even a copy of your passport isn't allowed, even when it's singed by your goverment. That's also only for certain countries. So who would really send there passport or driving liscence to a different country :S
Ah thanks for the clarification!
I know I remind people every time this topic comes up but I feel it's an important piece of info for those not in the know.
In the UK at least, you will still need to register as self-employed and pay UK taxes on what you receive from Valve. The EIN/ITIN ONLY stops/reduces the US tax, depending on your countries tax treaty with the US. Because of the amount of money you receive from Valve, it would not be very wise to not declare it as you will incur hefty fines if the government find out. This obviously won't apply to every country but a quick call to your countries tax board for some info is pretty valuable.
I dont know if your using it, however Zbrush has cool plugin called Decimation Master. You can reduce amount of polygons in mesh from 2mln to 100-200k without much difference in shape, at least no one will notice it for baking purposes. If you use it already just ignore my post
Nay, I use Blender built-in sculpt tools, I live the hard life without all that ZBrush goodness
Seriously though, my initial idea was to use Blender to sculpt until I managed to buy a ZBrush license, but I came to a conclusion that's better to keep using it and buy a better video card and a bunch of RAM instead.
I mean, Blender sculpt is a lot less polished and limited compared to ZBrush, but it's pretty damn solid as of now, I just need to be able to apply two or so more levels of subdivision without clogging the entire system to be completely happy with it.
Furthermore, it has more beyond the software per se, what Blender Foundation managed to make so far with a free software is something I'm glad to support, I'd rather donate money to them than buy an overpriced software such as Max/Maya.
Nay, I use Blender built-in sculpt tools, I live the hard life without all that ZBrush goodness
Seriously though, my initial idea was to use Blender to sculpt until I managed to buy a ZBrush license, but I came to a conclusion that's better to keep using it and buy a better video card and a bunch of RAM instead.
I mean, Blender sculpt is a lot less polished and limited compared to ZBrush, but it's pretty damn solid as of now, I just need to be able to apply two or so more levels of subdivision without clogging the entire system to be completely happy with it.
Furthermore, it has more beyond the software per se, what Blender Foundation managed to make so far with a free software is something I'm glad to support, I'd rather donate money to them than buy an overpriced software such as Max/Maya.
For sculpt i would highly suggest Zbrush. Honestly if you even have any will to become professional in the videogame industry, zbrush or mudbox are one of the first requirements.
Plus i don't know what pc you have but if blender can hardly handle 2 million polys, then zbrush will make you breathe fresh air.
Hi everyone! What do you say about these daggers for Riki ?
Have any tips of color? what need to correct ?
I'm waiting for comments ! Thanks !
I might get rid of the runes on the blade as they just get lost in the concept and won't be relevant to the game model. I think the shape of the blade itself looks looks like it's blocky (more specifically if it was realized in game it would look like the triangle poly limit was extremely tight). the silhouette needs to be pushed into more of an interesting shape. I admire the theme you're trying to get across, but as of right now the bird head and claw look like they are pasted onto the item for no discernible reason. Think about why you're putting it there in the first place, and make that theme stay relevant throughout (why is the blade shape the way it is? the hilt? the pommel?). I hope that helps, keep at it!
For sculpt i would highly suggest Zbrush. Honestly if you even have any will to become professional in the videogame industry, zbrush or mudbox are one of the first requirements.
Plus i don't know what pc you have but if blender can hardly handle 2 million polys, then zbrush will make you breathe fresh air.
My PC is fairly outdated, I run stuff with 3 gigs of RAM and a Radeon HD 4650.
It also doesn't help that Blender doesn't support GPU rendering from Ati video cards, and indeed it isn't nearly as optimized as ZBrush, so it's a mix of factors.
You're right about knowing industry standard softwares, I missed and will keep missing job opportunities until I learn to use them, that's one reason why I plan to do it but licenses are too salty for me right now.
Got some time today to sculpt out the lich set that multitud3 came up with. Still have to do some kind of chains/straps for his bracers. As well as some more detailing on the back of the skirt thing, and the frayed part at the bottom. Really excited to paint this. Was also having trouble with the cloth around his shoulders getting the type of fabric to read right, going to come back to it.
Bake done! Just need to tear out a few polys and add colour. Sadly I don't think I'll have time to finish this tonight and might have to submit next week...
Yours was more of a pudge ward on a chopping block, where his is a quelling plade on a tree stump, your was supposed to be more gorey, his is more for the item. You don't realy have anything on it because they are not that similiar.
Yours was more of a pudge ward on a chopping block, where his is a quelling plade on a tree stump, your was supposed to be more gorey, his is more for the item. You don't realy have anything on it because they are not that similiar.
i saw the quelling blade ward on facepunch a whiiiile ago. i think it's just unfortunate timing
its more that the concept was similar, and the time it was posted, rather than the specifics - but if you feel that its not a problem then i'm happy to go with that
was just about to start work on it, but not sure if i should now - do you think this is a legitimate coincidence or is there something else going on?
Really not keen to point fingers as i know these things can happen, but a second opinion would be welcome
thanks!
It looks like a coincidence, the ward you are reffering to takes affter the quelling axe in dota 2 and the eye is a lemon, for some reason (probably a portal 2 reference).
@QuadWrangler You made your concept long ago so in my opinion if you want to make such ward go for it. However to be honest I am not sure if ward with so much gore will be accepted. In my opinion after entering Chinese market Valve is constantly reducing amount of blood and gore, so maybe this path should not be take. Only time will tell
@QuadWrangler You made your concept long ago so in my opinion if you want to make such ward go for it. However to be honest I am not sure if ward with so much gore will be accepted. In my opinion after entering Chinese market Valve is constantly reducing amount of blood and gore, so maybe this path should not be take. Only time will tell
Good point about gore in general - also, not sure if this one is worth going for seeing as theres something similar out there already. I think i have a few other ideas worth exploring a bit further in the meantime! Thanks for the comment
Hey guys. I'm working on this and have a issue with texturing.
What do you guys use as a blending mode for diffuse generated from a normal map?
I made a comparison between the original sword against mine, and mine doesn't have that neat sharp white lines on the blade and my gold areas look a bit washed out. Suggestions/solutions? PS. I'm following the texture guide of Valve, but it still looks a little washed out like you can see at the right (mine), compared to Valve's (left).
@Vertical I alwayse admired this base diffuse making process that BoBo showed on this livestream. Its about 2h mark on this video: http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2
One thing to note that green channel in normalmap probably should be inverted for generating base diffuse. Another thing is that I don't see any point lightning in your texture, there is only very weak AO. Also Valves texture was for sure overpainted after that judging from brush strokes and shadow direction that would not occur after simle light baking.
Anyway check the video. I recommend watching from begging to the end as it is great
Anyone know if its possible to increase the triangle limit on the importer client-side? So you could test higher poly versions of an item? You know, by changing some kind of parameter in a coded file or something... Just curious if this is possible.
My remake of Imperial Dragon's Curse is done Much more time and effort spent in doing every step as correctly as I could from start to finish. I am much more satisfied with my results.
I know I remind people every time this topic comes up but I feel it's an important piece of info for those not in the know.
In the UK at least, you will still need to register as self-employed and pay UK taxes on what you receive from Valve. The EIN/ITIN ONLY stops/reduces the US tax, depending on your countries tax treaty with the US. Because of the amount of money you receive from Valve, it would not be very wise to not declare it as you will incur hefty fines if the government find out. This obviously won't apply to every country but a quick call to your countries tax board for some info is pretty valuable.
It's the same here in the Netherlands, the only thing is u don't need to be self imployed. But don't make the mistake that u don't pay taxes because the EIN or ITIN. You still pay taxes, but not the 30% you needed to pay if u didn't had a tax identification number.
That way you also need to let your goverment know u allready paid some taxes, that way you don't need to pay the full amount of taxes you would normally pay if u earned it in your own country. But still u need u need to pay a share, like u said.
My remake of Imperial Dragon's Curse is done Much more time and effort spent in doing every step as correctly as I could from start to finish. I am much more satisfied with my results.
I think the main characteristic detail on it is that head, but it's so small that it's essentially invisible in the in-game view. The markings on the sword could also be sculpted in rather than flat, which would make them waaaaaay more obvious in-game.
I think in general the details are much too small to work in-game. I'd suggest going much bigger. 2x bigger at least, more like 3-4 times actually.
The textures are also rather flat. That's the case with a lot of other items as well, but they generally have geometric detail which makes the flat textures look designed and interesting. Take the hand guard for example - it's just a flat grey piece of "metal" i guess you could say. But because there's no detail on it really just looks like a bunch of polygons. Adding weathering on the edges is one way to offset this by giving the material of the piece character. Or you could try adding engraving, or perhaps simply make the shape less flat.
Hi guys, I'm considering trying to create some taunts. Would be using 3ds max and would appreciate if anyone have any useful link or guides regarding stuff I would need to have/learn.
Hey guys, is the spring submission thing over? Is it too late to submit a New Years themed set? I'm texturing my set right now and wondering if I should go for Chinese colours or keep the colours more to the style of the hero.
Hey guys, is the spring submission thing over? Is it too late to submit a New Years themed set? I'm texturing my set right now and wondering if I should go for Chinese colours or keep the colours more to the style of the hero.
The deadline was Jan 20th, and that was after the extension...
Hey guys, is the spring submission thing over? Is it too late to submit a New Years themed set? I'm texturing my set right now and wondering if I should go for Chinese colours or keep the colours more to the style of the hero.
Though I believe that since China is part of the market, then nothing is wrong to submit a Chinese themed set at anytime, imo.
I think in general the details are much too small to work in-game. I'd suggest going much bigger. 2x bigger at least, more like 3-4 times actually.
This is easy to say, but I am working with sword proportions as well that need to be maintained :x There's kind of a certain size that I feel a juggernaut weapon is restricted to due to silhouette. Eventually scaling ruins that silhouette if I keep just making everything bigger.
The textures are also rather flat. That's the case with a lot of other items as well, but they generally have geometric detail which makes the flat textures look designed and interesting. Take the hand guard for example - it's just a flat grey piece of "metal" i guess you could say. But because there's no detail on it really just looks like a bunch of polygons. Adding weathering on the edges is one way to offset this by giving the material of the piece character. Or you could try adding engraving, or perhaps simply make the shape less flat.
I think I can see what you mean about the handguard and I have ideas now that might help. As for weathering, do you think the blade should be weathered as well? I kind of felt that Juggernaut would keep his blade pristine but if it helps the overall appeal, then it might just be better to do it.
Also, does anybody have a really good resource they turn to for weathering blades/armor?
@Vertical I alwayse admired this base diffuse making process that BoBo showed on this livestream. Its about 2h mark on this video: http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2
One thing to note that green channel in normalmap probably should be inverted for generating base diffuse. Another thing is that I don't see any point lightning in your texture, there is only very weak AO. Also Valves texture was for sure overpainted after that judging from brush strokes and shadow direction that would not occur after simle light baking.
Anyway check the video. I recommend watching from begging to the end as it is great
Anyone know if its possible to increase the triangle limit on the importer client-side? So you could test higher poly versions of an item? You know, by changing some kind of parameter in a coded file or something... Just curious if this is possible.
yep it is but you need to compile the model by yourself using a .qc file
i normally do that to test before the retopo, i like to test the silhouette before committing to the other stages
Replies
I'm not a specialist about this, but as far as I know because i tried to get both..
An ITIN is a tax number for an individual that isn't company based or works for a company abroad. This is what u normally should get.
But they changed a few things and because of that you can also get an EIN number as an individual. normally you could only get an EIN if u got your own company, or worked for an company abroad outsourcing things..
The ITIN and EIN are both not available for every county.
The ITIN is just a pain in the ass, because even a copy of your passport isn't allowed, even when it's singed by your goverment. That's also only for certain countries. So who would really send there passport or driving liscence to a different country :S
if i may suggest, try to avoid those small textures, the character is really small in game and that will just make noise on your texture.
i try to use naga model as reference, those scale details are the smaller i try to get, smaller then that will turn into noise
I dont know if your using it, however Zbrush has cool plugin called Decimation Master. You can reduce amount of polygons in mesh from 2mln to 100-200k without much difference in shape, at least no one will notice it for baking purposes. If you use it already just ignore my post
I will agree that extrusion, shear, and warp were incredibly fast and easy to use in blender. But I just felt that I had so little control. I got around that sometimes by using modifiers but that's pretty much what you do in Max anyway. So that's when I made the decision to switch.
Not trying to say blender it bad, it was a crucial stepping stone in my understanding of 3D modeling. And now that I have a firm grasp of 3D (or so I like to believe) it seems to be a good next step. Also TexTools is the sexiest plugin I have ever seen.
Ah thanks for the clarification!
I know I remind people every time this topic comes up but I feel it's an important piece of info for those not in the know.
In the UK at least, you will still need to register as self-employed and pay UK taxes on what you receive from Valve. The EIN/ITIN ONLY stops/reduces the US tax, depending on your countries tax treaty with the US. Because of the amount of money you receive from Valve, it would not be very wise to not declare it as you will incur hefty fines if the government find out. This obviously won't apply to every country but a quick call to your countries tax board for some info is pretty valuable.
Nay, I use Blender built-in sculpt tools, I live the hard life without all that ZBrush goodness
Seriously though, my initial idea was to use Blender to sculpt until I managed to buy a ZBrush license, but I came to a conclusion that's better to keep using it and buy a better video card and a bunch of RAM instead.
I mean, Blender sculpt is a lot less polished and limited compared to ZBrush, but it's pretty damn solid as of now, I just need to be able to apply two or so more levels of subdivision without clogging the entire system to be completely happy with it.
Furthermore, it has more beyond the software per se, what Blender Foundation managed to make so far with a free software is something I'm glad to support, I'd rather donate money to them than buy an overpriced software such as Max/Maya.
For sculpt i would highly suggest Zbrush. Honestly if you even have any will to become professional in the videogame industry, zbrush or mudbox are one of the first requirements.
Plus i don't know what pc you have but if blender can hardly handle 2 million polys, then zbrush will make you breathe fresh air.
I might get rid of the runes on the blade as they just get lost in the concept and won't be relevant to the game model. I think the shape of the blade itself looks looks like it's blocky (more specifically if it was realized in game it would look like the triangle poly limit was extremely tight). the silhouette needs to be pushed into more of an interesting shape. I admire the theme you're trying to get across, but as of right now the bird head and claw look like they are pasted onto the item for no discernible reason. Think about why you're putting it there in the first place, and make that theme stay relevant throughout (why is the blade shape the way it is? the hilt? the pommel?). I hope that helps, keep at it!
My PC is fairly outdated, I run stuff with 3 gigs of RAM and a Radeon HD 4650.
It also doesn't help that Blender doesn't support GPU rendering from Ati video cards, and indeed it isn't nearly as optimized as ZBrush, so it's a mix of factors.
You're right about knowing industry standard softwares, I missed and will keep missing job opportunities until I learn to use them, that's one reason why I plan to do it but licenses are too salty for me right now.
Agree that it could use some work.
Maybe the blades could be wings They're already pretty close in shape, but maybe make them twice as wide so they have a lot more profile.
Im really excited about this set, cant wait to see it come to life
http://steamcommunity.com/sharedfiles/filedetails/?id=223740071
Just finished my first tusk set, Hope you like it!
i posted a concept for a ward in my sketchbook on jan 23rd
http://www.polycount.com/forum/showpost.php?p=1993793&postcount=9
and i've just seen that a day later this turned up in the workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=220099789
was just about to start work on it, but not sure if i should now - do you think this is a legitimate coincidence or is there something else going on?
Really not keen to point fingers as i know these things can happen, but a second opinion would be welcome
thanks!
its more that the concept was similar, and the time it was posted, rather than the specifics - but if you feel that its not a problem then i'm happy to go with that
Thanks!
It looks like a coincidence, the ward you are reffering to takes affter the quelling axe in dota 2 and the eye is a lemon, for some reason (probably a portal 2 reference).
Good point about gore in general - also, not sure if this one is worth going for seeing as theres something similar out there already. I think i have a few other ideas worth exploring a bit further in the meantime! Thanks for the comment
Sweet, it's a cool concept.. Looking forward to seeing it complete.
I also started working on it a bit since i thought i got to claim it first, you lucky....
What do you guys use as a blending mode for diffuse generated from a normal map?
I made a comparison between the original sword against mine, and mine doesn't have that neat sharp white lines on the blade and my gold areas look a bit washed out. Suggestions/solutions? PS. I'm following the texture guide of Valve, but it still looks a little washed out like you can see at the right (mine), compared to Valve's (left).
Cheers!
http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2
One thing to note that green channel in normalmap probably should be inverted for generating base diffuse. Another thing is that I don't see any point lightning in your texture, there is only very weak AO. Also Valves texture was for sure overpainted after that judging from brush strokes and shadow direction that would not occur after simle light baking.
Anyway check the video. I recommend watching from begging to the end as it is great
I have another plan to repolish my windranger ward. What's your feedback for this ward?
Imperial Dragon's Curse
http://steamcommunity.com/sharedfiles/filedetails/?id=224305818
It's the same here in the Netherlands, the only thing is u don't need to be self imployed. But don't make the mistake that u don't pay taxes because the EIN or ITIN. You still pay taxes, but not the 30% you needed to pay if u didn't had a tax identification number.
That way you also need to let your goverment know u allready paid some taxes, that way you don't need to pay the full amount of taxes you would normally pay if u earned it in your own country. But still u need u need to pay a share, like u said.
I think the main characteristic detail on it is that head, but it's so small that it's essentially invisible in the in-game view. The markings on the sword could also be sculpted in rather than flat, which would make them waaaaaay more obvious in-game.
I think in general the details are much too small to work in-game. I'd suggest going much bigger. 2x bigger at least, more like 3-4 times actually.
The textures are also rather flat. That's the case with a lot of other items as well, but they generally have geometric detail which makes the flat textures look designed and interesting. Take the hand guard for example - it's just a flat grey piece of "metal" i guess you could say. But because there's no detail on it really just looks like a bunch of polygons. Adding weathering on the edges is one way to offset this by giving the material of the piece character. Or you could try adding engraving, or perhaps simply make the shape less flat.
http://steamcommunity.com/workshop/filedetails/?id=135162222
[ame="http://www.youtube.com/watch?v=mMytDYMcO8A"]Demon King Set Remastered - YouTube[/ame]
The deadline was Jan 20th, and that was after the extension...
Though I believe that since China is part of the market, then nothing is wrong to submit a Chinese themed set at anytime, imo.
I think i might go back to Zbrush and remove that huge scratch on the blade, it kinda bugs me now. Other than that i'm happy!
P.S. Soon will come the videos about retopo, UVs, and bake.
I like this idea. I think I might go back into Zbrush and try making some .
This is easy to say, but I am working with sword proportions as well that need to be maintained :x There's kind of a certain size that I feel a juggernaut weapon is restricted to due to silhouette. Eventually scaling ruins that silhouette if I keep just making everything bigger.
I think I can see what you mean about the handguard and I have ideas now that might help. As for weathering, do you think the blade should be weathered as well? I kind of felt that Juggernaut would keep his blade pristine but if it helps the overall appeal, then it might just be better to do it.
Also, does anybody have a really good resource they turn to for weathering blades/armor?
Thanks! Sorry I didn't see a deadline on the workshop page anywhere haha.
And Vayne, maybe I will do a China theme then :P
Thanks guys
motenai :poly136:
It was on the Dota blog, but with everything they did for other APAC markets, I also see no reason not to still do some Chinese themed sets
woah, huge thanks for the link!
yep it is but you need to compile the model by yourself using a .qc file
i normally do that to test before the retopo, i like to test the silhouette before committing to the other stages