Workin' on the base mesh of that LS concept. Still unsure of where to go with the back... (just started modeling in some basic weapons to see how it'd look). I'm eager to start the sculpt.
PS don't like something or think it needs improvement? Let me know! Learning over feelings.
Hey guys, quick question. So I'm working on an Earth Spirit set and I dont get any errors when compiling but when I go to the loadout view, all my items are rotated 90 degrees and are off to the side. Every item is like that. I've checked my transforms in Maya and there's nothing wrong. Any suggestions? Am I just going to have to reskin and double check I freeze transforms/delete history?
Does anybody remember where to find how to sculpt straps or cloth on a handle? I remember somebody posting a long time ago but there is no resource in the tutorial thread.
Also any crits on my sculpt its not done yet and all i'm planning to do is add the handle straps.
Nice! Altough it looks a little big in the tiny hands of Venge, dont you think? Considering her attack animation, and that all she does seems very lightweight, I feel like you could scale it down a fair bit.
Does anyone have any idea what is going on with Lifestealers bones for his chains? Ingame they appear to be jiggle bones. The reason being, I want to integrate a chain into a design and would like it to react similarly to these.
you answer is probably on the .cloth file inside the lifestealer model folder in the dota2 files
Does anybody remember where to find how to sculpt straps or cloth on a handle? I remember somebody posting a long time ago but there is no resource in the tutorial thread.
I don't know about the tutorial but I have two suggestions:
1. Create a basemesh like this and import into ZBrush. Grow visibility as you proceed with your sculpt or use topological masking.
2. Create tiling UVs for the handle. You should be able to import UVs into the basemesh after sculpting without losing anything. Create a tiling texture for your straps. Mask with that texture in ZBrush and inflate(it's in the deformation tab). Sculpt further refinements.
I like the idea of this, hopefully it will help, but at the same time, with all the skinning errors in all the models.. I am hesitant that they will do much to fix, unless it is game-breaking/error-inducing.
Thanks Zip and Baddcog, I figured as much. I just wanted to check if it was something with ES's files or a workshop bug. But in Maya I don't think you can reset transforms with it skinned already so I think I'll have to reskin it I'm usually good with deleting history and transforms before I skin.
LRoy that is a sick Bristleback set! Is his weapon going to flail like his default or be rigid?
Does anybody remember where to find how to sculpt straps or cloth on a handle? I remember somebody posting a long time ago but there is no resource in the tutorial thread.
Zbrush, mask some straps using poly lasso mask tool. Invert, then Deformation > Inflate
Then mask some more straps overlapping the last ones, invert, smooth out most of the area then inflate those again
Zbrush, mask some straps using poly lasso mask tool. Invert, then Deformation > Inflate
Then mask some more straps overlapping the last ones, invert, smooth out most of the area then inflate those again
Easy straps easy life
Yep, I agree using Zbrush makes life easier.
My workflow for straps on Zbrush is:
1- Masking just 1 ring of strap;
2- Extract the masked area with the low tickness and double sided unchecked;
3- Zremesh your strap ring to get a nice topology to sculpt;
4- Drag some copies of your strap ring through the naked handle (Now you'll have more strap rings on the same subtool, separated by polygroups);
5- Now, just use the Move brush and clay to sculpt some wrinkles and stuff and make your straps following some direction with gesture and rythm;
Maybe I'm doing too much stuff and this workflow won't help that much. But I do it very quickly, and I like to keep things separated in other subtools, so I don't have to worry too much with topology and resolution on some areas.
You can also do some quick retopo, and then inflate it out.
I guess the best thing to do is to test some things and see what you feel more confortable doing
Zbrush, mask some straps using poly lasso mask tool. Invert, then Deformation > Inflate
Then mask some more straps overlapping the last ones, invert, smooth out most of the area then inflate those again
Easy straps easy life
:thumbup: easy straps don't get easier than this. otherwise like others said, make a simple base mesh, and then sculpt the shit out of it.
Thanks Zip and Baddcog, I figured as much. I just wanted to check if it was something with ES's files or a workshop bug. But in Maya I don't think you can reset transforms with it skinned already so I think I'll have to reskin it I'm usually good with deleting history and transforms before I skin.
LRoy that is a sick Bristleback set! Is his weapon going to flail like his default or be rigid?
it will be a flail, but the physics are so crazy. everything bounces all over the place. i think if i dont use all the joints it will be a little more solid.
LRoy, just import one model at a time so they are all loaded once (ie: head, armor). On the last one you can choose 'additional items' in the preview window for the first item.
@MDK Totally agree. This is one if not the best and most complete tutorial out there that I always paste to people asking how items are made Added suggestion
Hey guys, I'd just like to make a quick request of everyone. As we all know, when submitting items, there is a list of service providers that we can designate some of Valves revenue to.
I've noticed that Lennyagony is not listed here. I, as well as many others used Lennyagony's tutorial "Dota 2, Weapon Creation Tutorial - Pudge's Offhand." to get started making items. I think everyone will agree, it's a really fantastic guide and deserves more recognition. I know I would really like to add Lennyagony to the service providers list when I submit.
So all I am asking is one simple request, go here:
Replies
pros, that is a badass sword man.
nnnnnDazzle!!! Keep making my supports pretty, Anuxi. :poly142:
@Prosomogy: Awesome Sword!!:)
@Chemical Alia: Damnnn! Sweet Puck
Workin' on the base mesh of that LS concept. Still unsure of where to go with the back... (just started modeling in some basic weapons to see how it'd look). I'm eager to start the sculpt.
PS don't like something or think it needs improvement? Let me know! Learning over feelings.
Great joke :thumbup:
Yep, just resubmit from the same place that you did your original upload.
Chemical Alia Your set is awesome!
Here's a WIP of the Pudge weapons I'm working on with Doubleleaf.
Yeah you probably need to zero or reset scale/translation.
Its too red for pudge in my opinion.
i wouldn't bother myself with that kind of stuff. take a look at lich's model:
@Godzy. Go home VOLVO! you are drunk!
Also any crits on my sculpt its not done yet and all i'm planning to do is add the handle straps.
Nice! Altough it looks a little big in the tiny hands of Venge, dont you think? Considering her attack animation, and that all she does seems very lightweight, I feel like you could scale it down a fair bit.
you answer is probably on the .cloth file inside the lifestealer model folder in the dota2 files
I don't know about the tutorial but I have two suggestions:
1. Create a basemesh like this and import into ZBrush. Grow visibility as you proceed with your sculpt or use topological masking.
2. Create tiling UVs for the handle. You should be able to import UVs into the basemesh after sculpting without losing anything. Create a tiling texture for your straps. Mask with that texture in ZBrush and inflate(it's in the deformation tab). Sculpt further refinements.
I hope this helps.
I like the idea of this, hopefully it will help, but at the same time, with all the skinning errors in all the models.. I am hesitant that they will do much to fix, unless it is game-breaking/error-inducing.
http://steamcommunity.com/workshop/filedetails/?id=232089647
LRoy that is a sick Bristleback set! Is his weapon going to flail like his default or be rigid?
http://steamcommunity.com/sharedfiles/filedetails/?id=232125392
Would appriciate ur votes.
Zbrush, mask some straps using poly lasso mask tool. Invert, then Deformation > Inflate
Then mask some more straps overlapping the last ones, invert, smooth out most of the area then inflate those again
Easy straps easy life
Yep, I agree using Zbrush makes life easier.
My workflow for straps on Zbrush is:
1- Masking just 1 ring of strap;
2- Extract the masked area with the low tickness and double sided unchecked;
3- Zremesh your strap ring to get a nice topology to sculpt;
4- Drag some copies of your strap ring through the naked handle (Now you'll have more strap rings on the same subtool, separated by polygroups);
5- Now, just use the Move brush and clay to sculpt some wrinkles and stuff and make your straps following some direction with gesture and rythm;
Maybe I'm doing too much stuff and this workflow won't help that much. But I do it very quickly, and I like to keep things separated in other subtools, so I don't have to worry too much with topology and resolution on some areas.
You can also do some quick retopo, and then inflate it out.
I guess the best thing to do is to test some things and see what you feel more confortable doing
This one is with the main man HunterKiller, and it's for the AD2L (Amateur Dota 2 League.)
:thumbup: easy straps don't get easier than this. otherwise like others said, make a simple base mesh, and then sculpt the shit out of it.
it will be a flail, but the physics are so crazy. everything bounces all over the place. i think if i dont use all the joints it will be a little more solid.
http://steamcommunity.com/sharedfiles/filedetails/?id=232316612
http://steamcommunity.com/sharedfiles/filedetails/?id=232316708
I really like the design, it has a lot of character and that stylized-yet-practical vibe to it.
Curious to see how it will look with the ingame shaders
Completed my Puck Set, called Mystic Coils.
Thanks for the advice.
Here is what I came up with. I couldn't decided between the top and bottom one any sugesstions/feedback?
huge fan of all things ember spirit.
but... WHAT IS WRONG WITH HIS FACE!
either way if you get that set in. i'm buying.
awesome!
also... this may or may not need to happen without infringing on copyright or IP.
Yes! I heartily approve. I have had him on there since September... I added him again, just because. :P
if i may suggest, change your dota logo a little, maybe darker or more transparent.
It is hidding the sillouette of your set making it harder to see