@Kraken, love the bomb, is that front a little nod to the PC crowd?
Got the lowpoly and test bakes all done, this is just a block in color. Going to move onto polypainting in zbrush, i tried it on my last few items and i really like that workflow.
Final sculpt as well
Loving those runes. I wonder if they are going to hold up from afar. Maybe when you texture it try to enhance the gaps within the runes so they don't become one solid glowing color.
@Kraken, love the bomb, is that front a little nod to the PC crowd?
haha, yep! we didn't want to do the exact PC face, but something very similar. btw, the lich set is turning out great man! can't wait to see it in game, and see how it holds up.
Hello,
I had a Gyrocopter question if anyone might have a suggestion on a fix. I wanted to make a propeller like this:
However, when I export the test geometry there is a spinning propeller effect clipping through the geometry. Any idea if I can alter or offset this?
Thanks!
Whoops, wanted to post on this a few days ago but forgot. If you'd like a solution without moving the propeller effect, you could try starting your model a lot earlier up the gyro body. i.e. take what you have now, and just shift it towards the back until your propeller lines up with the current effect, and then scale the width and height of your item up to fit the body shape.
In your other attempt on the competition thread you made sure that your item started right at the end of the gyro body, making it squashed; you really don't have to.
Well I can't read chinese, but as long as it is just for hiring ppl it's hard to do anything about it. If they really made a promotion about it being there items than u might be able to do something about it..
But I assume the chinese ppl can look for themselves to see what roshan studio made and what not. A lot of ppl use artworks from others as well, they probably think easy money if I make a loadingscreen of it :S
There is a rendering error ( I have a very hard time in explaining , but it is because that the curve in high poly is smoother that lowpoly )
For reference purpose
SOOOOOOOOO , should I erase the grey part ( below the curve ) in my AO map ?
2)My lowpoly currently has alot of overlapping object . Isit alright to keep it ? Because it really save alot of polygon count .
are you using a cage to bake or just extruding the cage from the low? i dont see a problem where you pointed, but normally those ares with high angle curvature that are hard to bake i fix on the cage
Well I can't read chinese, but as long as it is just for hiring ppl it's hard to do anything about it. If they really made a promotion about it being there items than u might be able to do something about it..
But I assume the chinese ppl can look for themselves to see what roshan studio made and what not. A lot of ppl use artworks from others as well, they probably think easy money if I make a loadingscreen of it :S
i think its not that easy to everyone. they using Yi's artwork to promote themselves is a shady manouver
I was told that the chinese are not used to steam, so this can lead to those guys submitting the items of other artists on their Roshan studio account...
are you using a cage to bake or just extruding the cage from the low? i dont see a problem where you pointed, but normally those ares with high angle curvature that are hard to bake i fix on the cage
Extruding from low poly ( In max , i used the 'cage' in projection tool.) So basically it is not a big deal ?
Hey guys! A brand new subreddit dedicated to the Dota 2 Workshop was just launched! It's an extra place for people to share their submissions, WIPs, look for help or post anything related to the workshop. It's pretty small right now, but I hope that we get some more people and grow it. I'm a mod over there, so any suggestions you guys have, throw it at me!
No matter the bake distance, or position of the high and low meshes I cannot get the high baked all the way to the edge s of the low. I have no idea what the issue is, high has no uv's, low is uv'ed and normals seem fine.
Red highlights the low where it is not getting baked. Mesh is clean, etc..
i think the scalemail bits on the helm and the celtic knot stuff on his collar could be scaled up 2-3 times. looks good at this size but when ingame dunno how it'll read
Demnok Lannik bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Due to such academic excellence, the Ultimyr Academy decided to give him a gift of unimaginable power. A hat only awarded to those who reach a level of arcane mastery that others don't even dare themselves to imagine. A Shade of Arcane Excellence fitting for one such as Demnok, whom thirst for hidden knowledge and lore is never quenched.
After some time I finially made a new set, this time for Morphling.
He allready got some sets, but none really that great that I would buy them myself.
So I tried to make a real armor set, inspired by greek mythology.
That's Also why i called it poseidon's wrath..
If you like it please vote for it, click on the image for the link!
i think the scalemail bits on the helm and the celtic knot stuff on his collar could be scaled up 2-3 times. looks good at this size but when ingame dunno how it'll read
Thanks for the tip. I'll rework them to be slightly larger to avoid the details being washed out.
Guys, I have always wondered how you get the 'smooth shading' on your models with your normals. I've been experimenting and i just get the old boxy cylinders on my model even with normals applied.
are you sure you arent baking those hard lines into your normal maps by mistake? if youre working in maya then you need to click smooth normals before you take your highpoly and lowpoly into xnormal for instance (at least thats what solved it for me)
are you sure you arent baking those hard lines into your normal maps by mistake? if youre working in maya then you need to click smooth normals before you take your highpoly and lowpoly into xnormal for instance (at least thats what solved it for me)
Well i use blender for this purpose. Will turning on smooth shading help with the final result ?
You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead.
When subdividing the base model into the highpoly, use 'Shift+E' (Edge Crease) on an edge to define how round/sharp it will be.
Never do the edge splitting on a model after baking, as normals almost always go wonky.
Replies
Just a warning: Yi told me that "Roshan Studio" is using the art from workshop artists to hire chinese artists to work for them.
She sent me some links:
http://tieba.baidu.com/p/2861810335
http://news.67.net/yejiezixun/37243.html
http://games.sina.com.cn/o/z/dota2/2014-02-12/1010523650.shtml
Just to let you know. She asked to share the message. Take care!
Loving those runes. I wonder if they are going to hold up from afar. Maybe when you texture it try to enhance the gaps within the runes so they don't become one solid glowing color.
wait wait, is that plagiarism/ stealing people's work and claim it theirselves case or spread the word for hiring?
They are using Yi's CNY Luna set to market themselves.
I had a Gyrocopter question if anyone might have a suggestion on a fix. I wanted to make a propeller like this:
However, when I export the test geometry there is a spinning propeller effect clipping through the geometry. Any idea if I can alter or offset this?
Thanks!
haha, yep! we didn't want to do the exact PC face, but something very similar. btw, the lich set is turning out great man! can't wait to see it in game, and see how it holds up.
Am I correct in assuming that this is a particle effect? If so, this guide should give you some info on how to adjust it.
Whoops, wanted to post on this a few days ago but forgot. If you'd like a solution without moving the propeller effect, you could try starting your model a lot earlier up the gyro body. i.e. take what you have now, and just shift it towards the back until your propeller lines up with the current effect, and then scale the width and height of your item up to fit the body shape.
In your other attempt on the competition thread you made sure that your item started right at the end of the gyro body, making it squashed; you really don't have to.
link to item http://steamcommunity.com/sharedfiles/filedetails/?id=227761182
Well I can't read chinese, but as long as it is just for hiring ppl it's hard to do anything about it. If they really made a promotion about it being there items than u might be able to do something about it..
But I assume the chinese ppl can look for themselves to see what roshan studio made and what not. A lot of ppl use artworks from others as well, they probably think easy money if I make a loadingscreen of it :S
Up loaded this set to the workshops. Any suggestions on how best to market items for the workshop to maximise views?
Done with Potm
are you using a cage to bake or just extruding the cage from the low? i dont see a problem where you pointed, but normally those ares with high angle curvature that are hard to bake i fix on the cage
i think its not that easy to everyone. they using Yi's artwork to promote themselves is a shady manouver
I was told that the chinese are not used to steam, so this can lead to those guys submitting the items of other artists on their Roshan studio account...
http://steamcommunity.com/sharedfiles/filedetails/?id=227892843
Extruding from low poly ( In max , i used the 'cage' in projection tool.) So basically it is not a big deal ?
Winged Victory by MdK and BladeOfEvil'sBane
Here's the link: http://www.reddit.com/r/Dota2Workshop/
Demonic Ripper by rocket science and shock
please be kind and leave us a vote if u like our work
greetings!
No matter the bake distance, or position of the high and low meshes I cannot get the high baked all the way to the edge s of the low. I have no idea what the issue is, high has no uv's, low is uv'ed and normals seem fine.
Red highlights the low where it is not getting baked. Mesh is clean, etc..
It's in Modo, anyone have an idea?
thx you
He steals other people's artworks. Anyone can do something?
Just downvote/report it and move on. Or don't, it probably won't make much of a difference.
Looks sick man!
I just finished a Wraith King sword. Crits and clicks always welcome
Demnok Lannik bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Due to such academic excellence, the Ultimyr Academy decided to give him a gift of unimaginable power. A hat only awarded to those who reach a level of arcane mastery that others don't even dare themselves to imagine. A Shade of Arcane Excellence fitting for one such as Demnok, whom thirst for hidden knowledge and lore is never quenched.
the helmet reminds me my undying themed courier :P
Please give us a vote if you like it thank you!
After some time I finially made a new set, this time for Morphling.
He allready got some sets, but none really that great that I would buy them myself.
So I tried to make a real armor set, inspired by greek mythology.
That's Also why i called it poseidon's wrath..
If you like it please vote for it, click on the image for the link!
Thanks for the tip. I'll rework them to be slightly larger to avoid the details being washed out.
Thanks!
Consepted by Noblebatterfly.
http://steamcommunity.com/sharedfiles/filedetails/?id=228453752
Am i Missing something ?
Well i use blender for this purpose. Will turning on smooth shading help with the final result ?
Done !!! It called Tueur Silencieux
I have never used blender so Im not sure, so hopefully someone else can guide you on that. It wouldnt hurt to just try it out tho
You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead.
When subdividing the base model into the highpoly, use 'Shift+E' (Edge Crease) on an edge to define how round/sharp it will be.
Never do the edge splitting on a model after baking, as normals almost always go wonky.
A nice and simple article about the basics of edge sharpening: http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/
Hope it helps.