Thanks too for that script, my gradient maps were always a little off, or I'd have to clean them up in the texture. Worked perfectly for my Forge Spirit instantly. Still working on the textures but I'm nearing the end I think.:
I'm getting some baking errors (xNormal), can anyone help me solve my problem?
I've baked this a number of times but I can't find the problem, I re-uv'd as well as exported with new shade groups (even no shading groups).
What is causing these errors?
No problem. Glad you guys like it. Let me know if there's any issues or features you'd like. I haven't had that many users use the script to my knowledge.
In the meantime Madzia made a concept for our Puck. A mix of ferry, frog, lizard, dragon, spice and everything nice
Btw funny thing, after I decompiled Puck there was no hands geometry on the right side and bones of his left top arm were rotated weird.. did you guys used files from download page and they were ok?
In the meantime Madzia made a concept for our Puck. A mix of ferry, frog, lizard, dragon, spice and everything nice
Btw funny thing, after I decompiled Puck there was no hands geometry on the right side and bones of his left top arm were rotated weird.. did you guys used files from download page and they were ok?
I loved this concept!
His left arm is kinda messed up. If you check his model inside the game, you'll notice some skinning errors on the arm (lod0). They screwed up when they changed his face.
In the meantime Madzia made a concept for our Puck. A mix of ferry, frog, lizard, dragon, spice and everything nice
Btw funny thing, after I decompiled Puck there was no hands geometry on the right side and bones of his left top arm were rotated weird.. did you guys used files from download page and they were ok?
that is super sweet. i think you could add some brighter orange gradients to the extremities of the wings and antennae though
No problem. Glad you guys like it. Let me know if there's any issues or features you'd like. I haven't had that many users use the script to my knowledge.
I've been using it since 2012, thanks for the update!
Option 1 for me. I like that it's not entirely green and makes it a bit easier on the eyes. But that's just for the item alone. I think the full blown green works better for the set because, well verything is full blown green. Either case I would still go for option 1.
Nearing the end of textures and shaders for my Forge Spirit. Still getting a grasp at texturing but I think I'm doing alright. Huge thanks to Ace-Angel and Drew's 3dsmax Dota 2 Shader for letting me actually get an idea how it would look under ingame shaders.
dumb question. where do you find the specular vmt values? i've looked in the hero folder and don't see anything
As far as I know it doesn't come with the workshop files.
You have to go through the root files:
[ame="http://www.youtube.com/watch?v=BNKKTMt6xG8"]DOTA2 Workshop Tutorial 1 - Importing to Blender - YouTube[/ame]
montenai, ti hink you can go a bit crazy with the feathers... maybe make them more spirit white like her hair? Perhaps just the tips or something if you wanna tone it back?
Also finished dazzurl highpoly. Testing out adding textures and stuff in zbru.
That Dazzle sculpt looks ace! But I don't really like the overall amount of details, especially on the headpiece. It feels like I'm having an information overload, with a lot of fur, feathers, fabric, leather and so many different things mashed together. I know that it's kinda your style, and it's mostly personal preference, but I'm not a big fan of super exaggerated stuff like that. The legs slot looks pretty cool though, maybe just a bit too noisy on the fabric texture, but I love those belts.
Hi! here is my cooperation with Robo, weapon for Void. We've made 2 variants of texture. What do you think about them? which you like more? 1. 2.
Thanks for feedback!
#1 is proper Dota2 texture, #2 is flat and out of another game entirely
isn't it just a number for the spec values? is there a list somewhere?
After you get the root files, there will be VMT files with each hero(and each slot) and in those files you can see the number for the values.
Let's say you want to see the values for Abaddon's helm, this is the path:
root > materials > models > heroes > Abaddon > Abbadon_helm.VMT
That Dazzle sculpt looks ace! But I don't really like the overall amount of details, especially on the headpiece. It feels like I'm having an information overload, with a lot of fur, feathers, fabric, leather and so many different things mashed together. I know that it's kinda your style, and it's mostly personal preference, but I'm not a big fan of super exaggerated stuff like that. The legs slot looks pretty cool though, maybe just a bit too noisy on the fabric texture, but I love those belts.
It's just because its all one color at the moment. I think it will look fantastic when textured.
Replies
Thanks so much for that script! I was looking for something similar for Maya for a long time, but could only find stuff like that for Max.
Thanks too for that script, my gradient maps were always a little off, or I'd have to clean them up in the texture. Worked perfectly for my Forge Spirit instantly. Still working on the textures but I'm nearing the end I think.:
I've baked this a number of times but I can't find the problem, I re-uv'd as well as exported with new shade groups (even no shading groups).
What is causing these errors?
Sven weapon wip
Btw funny thing, after I decompiled Puck there was no hands geometry on the right side and bones of his left top arm were rotated weird.. did you guys used files from download page and they were ok?
gonna repost this old thing to try and get some feedback on it
I loved this concept!
His left arm is kinda messed up. If you check his model inside the game, you'll notice some skinning errors on the arm (lod0). They screwed up when they changed his face.
Don't worry about it.
that is super sweet. i think you could add some brighter orange gradients to the extremities of the wings and antennae though
plz be kind and leave us a vote if u like our work
http://steamcommunity.com/workshop/filedetails/?id=231603709
http://steamcommunity.com/sharedfiles/filedetails/?id=231643069&tscn=1393211354
That Sven weapon is looking awesome!
and here is the link for the submission:
http://steamcommunity.com/sharedfiles/filedetails/?id=231652269
designing for ET is hella difficult, I'm trying not to use cast metal to fit his semi prehistoric look but getting it to look interesting is hard
Working on an Alchemist set.
dang airborn studios is good
my fisrt 3d work
http://steamcommunity.com/sharedfiles/filedetails/?id=224439459
my fisrt 3d work
http://steamcommunity.com/sharedfiles/filedetails/?id=224439459
my fisrt 3d work
http://steamcommunity.com/sharedfiles/filedetails/?id=224439459
Prompt I need to add, change, I started to learn modeling a month ago ..
I've been using it since 2012, thanks for the update!
Hawt, that elder titan set is looking fantastic.
Here is something for Centaur I have been working on.
1.
2.
Thanks for feedback!
Option 1 for me. I like that it's not entirely green and makes it a bit easier on the eyes. But that's just for the item alone. I think the full blown green works better for the set because, well verything is full blown green. Either case I would still go for option 1.
Nearing the end of textures and shaders for my Forge Spirit. Still getting a grasp at texturing but I think I'm doing alright. Huge thanks to Ace-Angel and Drew's 3dsmax Dota 2 Shader for letting me actually get an idea how it would look under ingame shaders.
I'm prefer 1st
Yep , my bad , thanks :poly124:
Working on set for titan with ike
Does anyone know the solution to this problem?
i dont know if i understand your question, but you could try oppening the vmt of the hero itself on a text program like notepad++
As far as I know it doesn't come with the workshop files.
You have to go through the root files:
[ame="http://www.youtube.com/watch?v=BNKKTMt6xG8"]DOTA2 Workshop Tutorial 1 - Importing to Blender - YouTube[/ame]
yeah, but where is the vmt file? haha. it's not in the files you download from the steam site for the hero.
isn't it just a number for the spec values? is there a list somewhere?
Also finished dazzurl highpoly. Testing out adding textures and stuff in zbru.
I've got the poison.
#1 is proper Dota2 texture, #2 is flat and out of another game entirely
You have to extract Dota2 files with GCFScape first
After you get the root files, there will be VMT files with each hero(and each slot) and in those files you can see the number for the values.
Let's say you want to see the values for Abaddon's helm, this is the path:
root > materials > models > heroes > Abaddon > Abbadon_helm.VMT
It's just because its all one color at the moment. I think it will look fantastic when textured.