Crosspost of the work in progress of my Puck set. Masks on the head slot need to be adjusted to be more in line with the values of the default Puck head. Playing around with the rigging to get something nice with the wing set up I have here.
QOP shirt deisgn for TI sketch, put here to let people check in case got anything wrong on anatomy then i can change it before finalize since i quite weak in those XD
* also hair flow XD
Just some general 3ds max troubleshooting I'm having an issue with while trying to do some bakes: anyone know what to do if you place a light in the viewport and nothing appears? It still casts light onto my objects but the little diamond node thing(that the transform gizmo sits on) that should appear isn't appearing! So when I click off of the light I can never select it again because it's apparently invisible(though still casting light)... Anyone know what the issue here is?
Well, sometimes I accidentally hit the hotkey for gizmo (still don't know what it is) and have to go into preferences to turn gizmos on again.
That's probably not it but...
You should also be able to select the light from the item list.
Well, sometimes I accidentally hit the hotkey for gizmo (still don't know what it is) and have to go into preferences to turn gizmos on again.
That's probably not it but...
You should also be able to select the light from the item list.
I am working on Tidehunter and can import an SMD - but I need the names of the flex shapes that are normally in the fbx. Can someone point me in the right direction?
I very much appreciate the help guys but the gizmo itself isn't the problem. It appears just fine. It's the little diamond-shaped light node itself that's not present.
(the gizmo is resting on an invisible light source here)
See, the gizmo is hiding and reappearing just fine.. It's that little graphical representation of the light that is gone. I can never select the light again once its de-selected.
Are you sure you're not creating the light into a Hidden Layer?(If you have the layer active, anything you create will belong to that layer automatically, so, if's the layer is hidden or frozen, anything will be hidden/frozen.)
Are you sure you're not creating the light into a Hidden Layer?(If you have the layer active, anything you create will belong to that layer automatically, so, if's the layer is hidden or frozen, anything will be hidden/frozen.)
:thumbup: do this all the time. Also make sure you do not have lights and helpers unchecked in the display menu
@Cottonwings: Haha never thought about woman wearing something like that, but I think it would be funny The Text on the back is part of it, but f you only read the front it would look weird I admit.
Almost done with the elder titan weapon, so here's a gif.
Need to say Marmoset is awesome, even the detail map works
His name is Kardel Sharpeye. He live deep in the mountains of Knollen. He is a sniper, and so much skilled that his shot opened dark prophecy.
For somebody it is a profession, for somebody it is a hobby. It is called Jaeger. It is about hunt and survival in the wild.
Here is my Jaeger of the Knollen Loading screen, Set and Ability icons for Sniper.
To make this stuff successful, I sticked to the all of Valve's guidelines and bio. I want it stand out, be unique, but belong to the Dota.
Kardel have that red jacked so I had to stick with red and similiar colors. Then I remember that fox have red-like fur. So his arms, his shoulder got upholstered with that red fur. Back is 3/4 red. And Head have reds.
First I though to make head glasses like panoramic ones. But then I got association with robocop. And that diving mask. Then I looked to his own glasses and decided to make my own with touch of engineering. And mounted that crosshair which is about his stock distance, take aim and assassinate skills. Also on head is leather bandana and earring on the left ear.
To me, Kardel is funny. Maybe a bit exaggerated. Thats why I made gun with exaggerated flash suppressor. And I think it's funny. xD
Well, there is more stuff to write, and with goal to not write a poem but show art, I stop.
If you would like to see in-game screenshots and such, like it, love it and comment it, here is link to the Set on Steam and to the Loading screen.
Hi guys. I need some info about transparency. Does anyone know how Death Prophet's ghosts' materials work? I've read somewhere we could only use black or white for transparency yet ghosts with many other props (like waterfalls etc) use 8 bit alphas (or something) for transparency. How is this possible and can I use that for a random item? (in this case, belt slot for warlock)
Edit: Ok, I found out that the ghost didn't use the proper "alpha" for transparency but faking it by using self illumination. Still, some guidance with adding/modifying transparency of objects from the people who have tried would be nice.
I finally got everything together for my Baba Yaga ward...it was a looooooong slog. I was hoping this was going to be done much faster but loads of problems cropped up along the way - glad to see it finished!
I finally got everything together for my Baba Yaga ward...it was a looooooong slog. I was hoping this was going to be done much faster but loads of problems cropped up along the way - glad to see it finished!
Check it out here...
it's also part of the Baba Yaga set, along with Chemical Alia and DrySocket's amazing Babka Baba Yaga courier - you can see the full set here:
Turned out great! Goes super well with the courier. Great job on all the things!
I decided to rework the first Dota set I ever submitted, using all my new found skills. I have the highpoly in ZBrush all done, and need to start working on the lowpoly version. Before I do that, any thoughts or suggestions on things that don't look right? I'm pretty happy with how it is, but I'm always open to improvement.
I'm having a bit of trouble with my first imports into the engine. Everything looks all fine and dandy in Maya, all the bones are skinned and bound to joints (hair to hair0, arms to arm1, torso to spine0 and belt to spine0), but when I export them out and bring them in they end up on the ground, in what would be X facing upwards, and not animating.
Is there something wrong with my export settings? Everything I've read said default settings, and that's what I did. Is there something I forgot? Is it not exporting the skin weights or the bone binds? I just read something about 'input connections' being turned on, would that be the case? Do I need to change the up axis to Z instead of Y?
I decided to rework the first Dota set I ever submitted, using all my new found skills. I have the highpoly in ZBrush all done, and need to start working on the lowpoly version. Before I do that, any thoughts or suggestions on things that don't look right? I'm pretty happy with how it is, but I'm always open to improvement.
Try setting your matcap to default grey or something other than red wax,red wax is an awful material for showing off the sculpt as it doesn't give you the best display of your sculpt detail. No idea why it's the default.
I recently started working on my first item for the workshop and sure could use some advice.
Here are some pictures from in-game and one rendered in marmoset. It's an axe made of bones for Axe.
So... I am trying to get cloth to work and I am running into a few issues. I can't find much resource online - so if anyone can point me in the right direction it would be appreciated.
I have cloth "working" in terms of being able to load it into HLMV but the result is not what I am looking for. All of the bone chains, or "columns" (as they are called) hang completely vertical and resulting motion is horizontal. This is great for a cape, but I would like a vertical motion for my current project. I tried to match Tidehunters fish as close as possible - even copying bone rotations and roll angles - but still not getting it. I also find the .cloth file doesn't seem to do much (other than describe the # of columns and rows) - if I change any value from 1-1000 it has no effect. I thought I could change gravity from -1 in Z direction to -1 in Y to get a horizontal chain - but no luck.
Tvidotto got me interested in this and he seems to have it working well (at least in test). You can check out his Orca in the monthly contest.
As a side question, has anyone had success with "jiggle bones"
***edit***
made some progress... The .cloth file is working now (turns out I'm just slow learner)- what a fun thing to play with.
Does anyone know if gravity is local or world space? I would like to use local so that the horizontal effect is not changed by the direction the character is facing. It would also be cool to specify the gravity for each column - just throwing that out there to whoever might be able to include something like that.
I finally got everything together for my Baba Yaga ward...it was a looooooong slog. I was hoping this was going to be done much faster but loads of problems cropped up along the way - glad to see it finished!
Try setting your matcap to default grey or something other than red wax,red wax is an awful material for showing off the sculpt as it doesn't give you the best display of your sculpt detail. No idea why it's the default.
Yeah it should really not be the default. I am tired of seeing people using it. Like Hawt said use grey matcap, or go out and find some nice sculpting matcaps so you get proper details and depth information.
I'm having a bit of trouble with my first imports into the engine. Everything looks all fine and dandy in Maya, all the bones are skinned and bound to joints (hair to hair0, arms to arm1, torso to spine0 and belt to spine0), but when I export them out and bring them in they end up on the ground, in what would be X facing upwards, and not animating.
Is there something wrong with my export settings? Everything I've read said default settings, and that's what I did. Is there something I forgot? Is it not exporting the skin weights or the bone binds? I just read something about 'input connections' being turned on, would that be the case? Do I need to change the up axis to Z instead of Y?
I might be easier if you show your Maya set up. Both Maya and Source are y up, so you would only need to change this if your scene is set up wrong.
Anyone else notice if you upload an item with particle effects, then try to add additional items that the particles reset to default instead of your new ones on the first item?
@Cottonwings: Haha never thought about woman wearing something like that, but I think it would be funny The Text on the back is part of it, but f you only read the front it would look weird I admit.
Almost done with the elder titan weapon, so here's a gif.
Need to say Marmoset is awesome, even the detail map works
So... I am trying to get cloth to work and I am running into a few issues. I can't find much resource online - so if anyone can point me in the right direction it would be appreciated.
I have cloth "working" in terms of being able to load it into HLMV but the result is not what I am looking for. All of the bone chains, or "columns" (as they are called) hang completely vertical and resulting motion is horizontal. This is great for a cape, but I would like a vertical motion for my current project. I tried to match Tidehunters fish as close as possible - even copying bone rotations and roll angles - but still not getting it. I also find the .cloth file doesn't seem to do much (other than describe the # of columns and rows) - if I change any value from 1-1000 it has no effect. I thought I could change gravity from -1 in Z direction to -1 in Y to get a horizontal chain - but no luck.
Tvidotto got me interested in this and he seems to have it working well (at least in test). You can check out his Orca in the monthly contest.
As a side question, has anyone had success with "jiggle bones"
***edit***
made some progress... The .cloth file is working now (turns out I'm just slow learner)- what a fun thing to play with.
Does anyone know if gravity is local or world space? I would like to use local so that the horizontal effect is not changed by the direction the character is facing. It would also be cool to specify the gravity for each column - just throwing that out there to whoever might be able to include something like that.
i think the gravity is based on the world, so just the y is interesting to play, but im not sure, you always need to test.
cloth is more test then knowledge and you also need some luck =]
Replies
Edit: I'm talking about these things -
Well, sometimes I accidentally hit the hotkey for gizmo (still don't know what it is) and have to go into preferences to turn gizmos on again.
That's probably not it but...
You should also be able to select the light from the item list.
I believe x is the hotkey you are looking for
I am working on Tidehunter and can import an SMD - but I need the names of the flex shapes that are normally in the fbx. Can someone point me in the right direction?
(the gizmo is resting on an invisible light source here)
See, the gizmo is hiding and reappearing just fine.. It's that little graphical representation of the light that is gone. I can never select the light again once its de-selected.
:thumbup: do this all the time. Also make sure you do not have lights and helpers unchecked in the display menu
may the dark force be with you :poly124:
Almost done with the elder titan weapon, so here's a gif.
Need to say Marmoset is awesome, even the detail map works
His name is Kardel Sharpeye. He live deep in the mountains of Knollen. He is a sniper, and so much skilled that his shot opened dark prophecy.
For somebody it is a profession, for somebody it is a hobby. It is called Jaeger. It is about hunt and survival in the wild.
Here is my Jaeger of the Knollen Loading screen, Set and Ability icons for Sniper.
To make this stuff successful, I sticked to the all of Valve's guidelines and bio. I want it stand out, be unique, but belong to the Dota.
Kardel have that red jacked so I had to stick with red and similiar colors. Then I remember that fox have red-like fur. So his arms, his shoulder got upholstered with that red fur. Back is 3/4 red. And Head have reds.
First I though to make head glasses like panoramic ones. But then I got association with robocop. And that diving mask. Then I looked to his own glasses and decided to make my own with touch of engineering. And mounted that crosshair which is about his stock distance, take aim and assassinate skills. Also on head is leather bandana and earring on the left ear.
To me, Kardel is funny. Maybe a bit exaggerated. Thats why I made gun with exaggerated flash suppressor. And I think it's funny. xD
Well, there is more stuff to write, and with goal to not write a poem but show art, I stop.
If you would like to see in-game screenshots and such, like it, love it and comment it, here is link to the Set on Steam and to the Loading screen.
Thanks for watching and best regards!
Edit: Ok, I found out that the ghost didn't use the proper "alpha" for transparency but faking it by using self illumination. Still, some guidance with adding/modifying transparency of objects from the people who have tried would be nice.
http://steamcommunity.com/sharedfiles/filedetails/?id=252300012&searchtext=
Why wouldn't they be?
What happens at pajama stays at pajama party...
Yeah, it's kind of creepy how serious they are about them. The one who did Skywrath Mage especially gives me bad vibes.
I think you should contact Valve directly, this is serious.
Check it out here...
http://steamcommunity.com/sharedfiles/filedetails/?id=252552713
it's also part of the Baba Yaga set, along with Chemical Alia and DrySocket's amazing Babka Baba Yaga courier - you can see the full set here:
http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=252560853
Turned out great! Goes super well with the courier. Great job on all the things!
Is there something wrong with my export settings? Everything I've read said default settings, and that's what I did. Is there something I forgot? Is it not exporting the skin weights or the bone binds? I just read something about 'input connections' being turned on, would that be the case? Do I need to change the up axis to Z instead of Y?
Try setting your matcap to default grey or something other than red wax,red wax is an awful material for showing off the sculpt as it doesn't give you the best display of your sculpt detail. No idea why it's the default.
I recently started working on my first item for the workshop and sure could use some advice.
Here are some pictures from in-game and one rendered in marmoset. It's an axe made of bones for Axe.
Critique and advice are very welcome!
I have cloth "working" in terms of being able to load it into HLMV but the result is not what I am looking for. All of the bone chains, or "columns" (as they are called) hang completely vertical and resulting motion is horizontal. This is great for a cape, but I would like a vertical motion for my current project. I tried to match Tidehunters fish as close as possible - even copying bone rotations and roll angles - but still not getting it. I also find the .cloth file doesn't seem to do much (other than describe the # of columns and rows) - if I change any value from 1-1000 it has no effect. I thought I could change gravity from -1 in Z direction to -1 in Y to get a horizontal chain - but no luck.
Tvidotto got me interested in this and he seems to have it working well (at least in test). You can check out his Orca in the monthly contest.
As a side question, has anyone had success with "jiggle bones"
***edit***
made some progress... The .cloth file is working now (turns out I'm just slow learner)- what a fun thing to play with.
Does anyone know if gravity is local or world space? I would like to use local so that the horizontal effect is not changed by the direction the character is facing. It would also be cool to specify the gravity for each column - just throwing that out there to whoever might be able to include something like that.
Haha, that looks great! I like that death animation.
I just submitted this and would love any feedback from the community. Thanks!
http://steamcommunity.com/sharedfiles/filedetails/?id=252800750&result=1
Yeah it should really not be the default. I am tired of seeing people using it. Like Hawt said use grey matcap, or go out and find some nice sculpting matcaps so you get proper details and depth information.
I might be easier if you show your Maya set up. Both Maya and Source are y up, so you would only need to change this if your scene is set up wrong.
Dark Reef Detritus
Yeah. I had this problem with Juggernaut recently. I don't know of a way to fix it.
http://www.dota2.com/springcleaning
had me at Timbersaw
Damn this is a pretty big update, im excited
Gratz to all the dudes who got something in.
Gratz indeed, really like some of the choices for the new treasures.... still no singles, so maybe sets new meta?
Indeed, looks great your weapon
i think the gravity is based on the world, so just the y is interesting to play, but im not sure, you always need to test.
cloth is more test then knowledge and you also need some luck =]
Time to make a Magnus set...