WIP for my Ogre Magi Set. Some kind of boar shaman, i guess. Sadly, the fun part (sculpting/painting) is almost over. Now I procrastinate for months trying to finish masks, lods and binding it somewhat correct to the corresponding bones.
I think it will very hard for newbie users to get more votes without promotion
That's pretty much one of the main topics we've been talking about on Hangouts and on several threads here recently. The workshop right now (and Valve) only seem to reward people who "sell their souls" to organizations and personalities. It keeps getting harder and harder to get something in-game without partnering with a team, player or organization, and in the process trading a big part of your revenue for it. Lots and lots of really high quality items get ignored because they're not associated with any known organization, while lots of lower quality stuff gets in just because they're piggybacking some tournament, player or whatever.
It doesn't help that Valve refuses to communicate with the community and artists.
That's pretty much one of the main topics we've been talking about on Hangouts and on several threads here recently. The workshop right now (and Valve) only seem to reward people who "sell their souls" to organizations and personalities. It keeps getting harder and harder to get something in-game without partnering with a team, player or organization, and in the process trading a big part of your revenue for it. Lots and lots of really high quality items get ignored because they're not associated with any known organization, while lots of lower quality stuff gets in just because they're piggybacking some tournament, player or whatever.
It doesn't help that Valve refuses to communicate with the community and artists.
I would like valve just ignore complain from reddit like above with more consideration
I did some digging, but didn't find any info regarding what dota2 specifically supports with animations.
Does it support the scaling of bones during animation? I'm starting to work on an idea for a courier and need to know what I can get away with.
Hey Jason, a mate and I have been working on our first courier and have learnt a bit about scaling and all that. If you have any questions I can probably answer them better on steam
I did some digging, but didn't find any info regarding what dota2 specifically supports with animations.
Does it support the scaling of bones during animation? I'm starting to work on an idea for a courier and need to know what I can get away with.
Negative, it seems that only rotation and tranlation support is on the bones. I suppose you can try playing with the flex systems, but then you're going into risky bisky territory. It's normally best to play it safe, at least with my past experiences. :thumbup:
Hey guys, Thnk and I are collabing.
Just wanted to show you guys what we're working on.
Also, would like to hear which one you guys think we should go for.
Let us know in our thread: http://www.polycount.com/forum/showthread.php?t=132479
Hahaha that's one amazing idea xD I love easter eggs
I sure hope this ward makes it into the game. Too bad reading this thread spoiled the surprise for me but I suppose the other pictures will make up for it ^^
Haha, that was funny. But, what I mean, like what valve does, the LOD0's have no separate geo's for the eyes and they appear they are looking around. I guess it's Valve's fancy face tech. They probably assign bones to the eyes?
And another thing, how they blink with their eyes? My guess is bones for upper lid and bottom lid?
they use flexes, which are blendshapes inside an dmx file, that is how they move the eyes. it is less flexible then making a separated eye and also gives more distortion to the texture, but uses less poligons
WOO TREEMAN! I saw some early breakdown slots for treeman last year, you can customise the foliage and hopefully the beard too. so do some concepts for those changes too!
I did some digging, but didn't find any info regarding what dota2 specifically supports with animations.
Does it support the scaling of bones during animation? I'm starting to work on an idea for a courier and need to know what I can get away with.
If you haven't seen it yet, there's a courier model called "donkey unicorn". Take a look at its spawn animation. That's the closest thing to bone scaling I've seen in Dota2 assets. Maybe you could use a similar technique? The model is in "models\courier\donkey_unicorn".
I really like the idea of giving him an axe, I think the idea works, but wrath king also has some reds and golds in his color pallet, you should try and work some of those colors in there as well. The design itself however is really badass
Thanks! I didn't want to use more then 2 colors this time, that's why I avoided red color, gold could work instead of black, but I think its easier to check it ingame (make black and golden variants).
Anyone knows how to fix the portrait editor? For some reason the lighting isn't working here. I've been told that it can be fixed by loading an old .pts file, but unfortunately I don't have one ):
Anyone knows how to fix the portrait editor? For some reason the lighting isn't working here. I've been told that it can be fixed by loading an old .pts file, but unfortunately I don't have one ):
Here's how it looks:
Hey guys, been wanting to submit this to dota2dev for a while now, I also submitted to reddit. If you guys care to upvote maybe we can get some eyes on the problem and a possible fix. Also, for those who need a portrait file with lights, you can download one here
Hey guys, been wanting to submit this to dota2dev for a while now, I also submitted to reddit. If you guys care to upvote maybe we can get some eyes on the problem and a possible fix. Also, for those who need a portrait file with lights, you can download one here
Anyone knows how to fix the portrait editor? For some reason the lighting isn't working here. I've been told that it can be fixed by loading an old .pts file, but unfortunately I don't have one ):
You don't need to use a portrait file from a previous version of dota. Just save a portrait file (even though it's displaying as unlit) and then load it and it should work. That's what I did anyway to fix the problem.
Ah does anyone know what i need to do to make the offhand weapon for tide work properly? when i import the mdl and export it again it loses the jiggle
I think that's because that jiggle is actually cloth simulation. You can turn it on/off in hlmv. I have no idea how to make it work and I'm planning to make an offhand weapon for Tidehunter too
I should hopefully be getting this set into the workshop in the next day or two. Mainly working on promo stuff now, but it's after 12am so I'm going to bed.
I think that's because that jiggle is actually cloth simulation. You can turn it on/off in hlmv. I have no idea how to make it work and I'm planning to make an offhand weapon for Tidehunter too
well it worked on various other items, so i was unde rthe impression that it might be a renaming issue like it was with drows cape for instance
I have one question Did anyone ever tried to make flex animation ready mesh from 3ds max? I know people do this in blender or Maya however did not found any info about max...
Trevor This Lich is just awesome!! Upvoted all the way. I like shoulder and back parts the most. Concept was ok, be model is pure genius!!!
Does anyone here have experience with submitting workshop items on OS X? It seems the submission menu is completely broken right now.
If not so, does anyone know that if I use my alternative Windows Laptop that I can import my workshop items through it and then somehow continue viewing the items through my Mac laptop? (The windows laptop has to be set to the lowest settings to even get a reasonable 20 fps).
Replies
Whoa, you're gonna give the poor guy an aneurysm! I second what Reyne said about making it a rare idle :poly124:
I think it will very hard for newbie users to get more votes without promotion
That's pretty much one of the main topics we've been talking about on Hangouts and on several threads here recently. The workshop right now (and Valve) only seem to reward people who "sell their souls" to organizations and personalities. It keeps getting harder and harder to get something in-game without partnering with a team, player or organization, and in the process trading a big part of your revenue for it. Lots and lots of really high quality items get ignored because they're not associated with any known organization, while lots of lower quality stuff gets in just because they're piggybacking some tournament, player or whatever.
It doesn't help that Valve refuses to communicate with the community and artists.
Does it support the scaling of bones during animation? I'm starting to work on an idea for a courier and need to know what I can get away with.
Hey Jason, a mate and I have been working on our first courier and have learnt a bit about scaling and all that. If you have any questions I can probably answer them better on steam
Negative, it seems that only rotation and tranlation support is on the bones. I suppose you can try playing with the flex systems, but then you're going into risky bisky territory. It's normally best to play it safe, at least with my past experiences. :thumbup:
Just wanted to show you guys what we're working on.
Also, would like to hear which one you guys think we should go for.
Let us know in our thread: http://www.polycount.com/forum/showthread.php?t=132479
We've also have a small little easter egg in the book. For those who don't know, thats an illustration of Jimos face photoshopped onto the shopkeeper.
There are a few others, but we'll those hidden for now.
pew pew?
I sure hope this ward makes it into the game. Too bad reading this thread spoiled the surprise for me but I suppose the other pictures will make up for it ^^
Great work on this one, looking forward to see it finished
they use flexes, which are blendshapes inside an dmx file, that is how they move the eyes. it is less flexible then making a separated eye and also gives more distortion to the texture, but uses less poligons
nop, scale will explode your mesh, i suggest you to try =]
need a man who is this my picture will make a courier for the idea will take 10-15% of my steam http://steamcommunity.com/id/noneck1
WOO TREEMAN! I saw some early breakdown slots for treeman last year, you can customise the foliage and hopefully the beard too. so do some concepts for those changes too!
If you haven't seen it yet, there's a courier model called "donkey unicorn". Take a look at its spawn animation. That's the closest thing to bone scaling I've seen in Dota2 assets. Maybe you could use a similar technique? The model is in "models\courier\donkey_unicorn".
I really like the idea of giving him an axe, I think the idea works, but wrath king also has some reds and golds in his color pallet, you should try and work some of those colors in there as well. The design itself however is really badass
Party on Wayne!
KingUNREAL- Concept / Texture / Marketing
LU - High and Low Poly Model / Bakes
Here's how it looks:
Hey guys, been wanting to submit this to dota2dev for a while now, I also submitted to reddit. If you guys care to upvote maybe we can get some eyes on the problem and a possible fix. Also, for those who need a portrait file with lights, you can download one here
dev.dota2 Link
Reddit Post
Cheers! :thumbup:
Ah does anyone know what i need to do to make the offhand weapon for tide work properly? when i import the mdl and export it again it loses the jiggle
Saint Helenek to the rescue. /flex
That looks really cool now dude. I like the fact that the bottom spikes are now gold, really ties it all together. GJ
You don't need to use a portrait file from a previous version of dota. Just save a portrait file (even though it's displaying as unlit) and then load it and it should work. That's what I did anyway to fix the problem.
I think that's because that jiggle is actually cloth simulation. You can turn it on/off in hlmv. I have no idea how to make it work and I'm planning to make an offhand weapon for Tidehunter too
that is not who doesn't like the idea ?
well it worked on various other items, so i was unde rthe impression that it might be a renaming issue like it was with drows cape for instance
made a new Wraith King weapon today, free for grabs!
http://steamcommunity.com/workshop/filedetails/?id=239575870
))
There is an idea to make this thing on my back Bounty Hunter )
how?
Tried a lot of mask setups and none works, if a good soul could shed some light on this it would be much appreciated
Trevor This Lich is just awesome!! Upvoted all the way. I like shoulder and back parts the most. Concept was ok, be model is pure genius!!!
I tried different values in all those, and that darkening gloss the blue mask1 channel confers to heroes simply don't apply, it's really strange.
***
EDIT: Well, just checked and at least one of them wasn't pure white, will give it a try now.
EDIT2: Nah, just did both a pure black and white dot in every channel just in case, didn't work
Consepted by Slimeface
http://steamcommunity.com/sharedfiles/filedetails/?id=239761331 Fixed tumbnail :P
If not so, does anyone know that if I use my alternative Windows Laptop that I can import my workshop items through it and then somehow continue viewing the items through my Mac laptop? (The windows laptop has to be set to the lowest settings to even get a reasonable 20 fps).
belkun: that is awesome set!