Texture progress on this Brewset i've been crawling along on, starting to get motivated again seeing all the great work on here. These shots are with in-game texture res. Skinning it now, going to test again in-game next.
Hey guys, hopefully someone can solve my problem real quick:
At certain angles, the blue specular on my magnus weapon gets ultra crazy and colours the whole weapon blue. How can I tone this down? Ive tried messing with the masks which I thought would do it, but it didnt work..
Hey guys, hopefully someone can solve my problem real quick:
At certain angles, the blue specular on my magnus weapon gets ultra crazy and colours the whole weapon blue. How can I tone this down? Ive tried messing with the masks which I thought would do it, but it didnt work..
Texture progress on this Brewset i've been crawling along on, starting to get motivated again seeing all the great work on here. These shots are with in-game texture res. Skinning it now, going to test again in-game next.
Dude this is AWESOME! and Brew is more than overdue. Don't forget dat top down gradient1
Okay I'm done with this weapon.. I made a lot of mistakes but I'm pretty happy for my first real item that I made by myself which actually has all the maps this time. Textures are a lot muddier than I hoped but I know where I went wrong for next time
Hey gang. I'm working on my first DOTA 2 Courier and am in the home stretch. I need to figure out how it's setup for exporting! Does anyone have experience with that? I'm using 3DS Max 2014 and the WallWorm Tools. Specifically I need to know how the damage shapes are set up, what they are called, what they are attached to, that sort of thing. Tutorials online are all either for maya or very out dated because the Source SDK file structures have changed, or just don't have the info I'm looking for.
In the importer I'm getting the error "Failed to find an attachment bone named:"
I just want to test the courier in-game(with no animations made yet) to see how colors/shaders look so I added a single bone in 3ds max and skinned the courier to it. How do I make this single bone an "attachment point bone"?
Edit: I just called the 1 bone "root" for a filler name at the moment, and made hit location, left eye, and right eye names "root" as well, so I feel like its something I need to change about the bone itself.. am I correct?
Wow some really nice sets being posted recently, that disruptor set looks amazing!
Really cool mount design, a bit weird but in a good kind of way.
@Crazyone: the turnable is a bit weird, maybe you need to set the pivot point a bit better, so it looks like it's turning around his own center point.
I've uploaded my hoody design for the TI4, it's more of a fun way to let Valve know I want my blades in the game So it might be a bit weird for ladies, but there are plenty designs for them
In the importer I'm getting the error "Failed to find an attachment bone named:"
I just want to test the courier in-game(with no animations made yet) to see how colors/shaders look so I added a single bone in 3ds max and skinned the courier to it. How do I make this single bone an "attachment point bone"?
Edit: I just called the 1 bone "root" for a filler name at the moment, and made hit location, left eye, and right eye names "root" as well, so I feel like its something I need to change about the bone itself.. am I correct?
Do I have to export using maya or something? I've been exporting SMDs with 3ds max.... Anyways still having trouble with this, but trying different things.
Here's the WIP and concept for a new set for Timbersaw I'm working on with Drysocket! We were originally gonna go with blue paint, but stuck with the default red so it will be more conducive to mix-and matching. Should be done soon! <:
If you want to an object/part of a mesh look solid and not deform, you must set all of its vertices to the same weight value, so they all will obey the same bone/set of bones and move in one chunk.
Here's the WIP and concept for a new set for Timbersaw I'm working on with Drysocket! We were originally gonna go with blue paint, but stuck with the default red so it will be more conducive to mix-and matching. Should be done soon! <:
Well I had the oven idea too, guess I'm going to try another thing ):
Here's the WIP and concept for a new set for Timbersaw I'm working on with Drysocket! We were originally gonna go with blue paint, but stuck with the default red so it will be more conducive to mix-and matching. Should be done soon! <:
I love this guys! I may need to put off my Timber set a bit :poly136:
Really nice, two things though: I prefer the right-hand-grabbing-fingers from the concept over the current sculpt and I'd say make the Ice^3 logo less obvious. Maybe in the front like on a car or as a 4 sided exhaust so that when you look at it, it's the logo ( you never see more than 2 sides of a 4 sided thingy, so yeah, you get what I mean I hope).
Really nice, two things though: I prefer the right-hand-grabbing-fingers from the concept over the current sculpt and I'd say make the Ice^3 logo less obvious. Maybe in the front like on a car or as a 4 sided exhaust so that when you look at it, it's the logo ( you never see more than 2 sides of a 4 sided thingy, so yeah, you get what I mean I hope).
I like that idea of putting it smaller and in the front, I imagine if you position it right you can have it show up in the portrait view very nicely. :thumbup:
well, its hard to fit backpack organically, since nutman is kinda round
I'll see what I can do in zbrush, if people on reddit will approve ill make few variants (possible styles)
cheers
Replies
.fbx for the /flex.
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=256059045
Thanks, got it working like a charm! They don't quite have as much weight in the blend as I was hoping, but definitely softens things a bit.
:thumbup::)
It's a shame Brew isn't that popular, it's time they will add a set for him.
At certain angles, the blue specular on my magnus weapon gets ultra crazy and colours the whole weapon blue. How can I tone this down? Ive tried messing with the masks which I thought would do it, but it didnt work..
Dude this is AWESOME! and Brew is more than overdue. Don't forget dat top down gradient1
http://gizmodo.com/12-hypnotic-animation-tricks-used-by-disneys-legendary-1570953121?utm_campaign=socialflow_gizmodo_facebook&utm_source=gizmodo_facebook&utm_medium=socialflow
Okay I'm done with this weapon.. I made a lot of mistakes but I'm pretty happy for my first real item that I made by myself which actually has all the maps this time. Textures are a lot muddier than I hoped but I know where I went wrong for next time
Joerlak's Impaler
Decided to model that nomad cap for sniper I drew ages ago
Any :thumbup: greatly appreciated :poly136:
Links to set collection:
http://steamcommunity.com/sharedfiles/filedetails/?id=256238016
I also put together some stuff for TI4
http://steamcommunity.com/sharedfiles/filedetails/?id=256306094
Enjoy!
Now, bow and legs!
Workshop link: http://steamcommunity.com/workshop/filedetails/?id=256590849
Link : http://steamcommunity.com/sharedfiles/filedetails/?id=256615733
I just want to test the courier in-game(with no animations made yet) to see how colors/shaders look so I added a single bone in 3ds max and skinned the courier to it. How do I make this single bone an "attachment point bone"?
Edit: I just called the 1 bone "root" for a filler name at the moment, and made hit location, left eye, and right eye names "root" as well, so I feel like its something I need to change about the bone itself.. am I correct?
Really cool mount design, a bit weird but in a good kind of way.
@Crazyone: the turnable is a bit weird, maybe you need to set the pivot point a bit better, so it looks like it's turning around his own center point.
I've uploaded my hoody design for the TI4, it's more of a fun way to let Valve know I want my blades in the game So it might be a bit weird for ladies, but there are plenty designs for them
I know importer is broken, but Ill repotopo is anyway
That's just a perfect concept, well done!
OK, follow up. How would i do that?
Do I have to export using maya or something? I've been exporting SMDs with 3ds max.... Anyways still having trouble with this, but trying different things.
Totally awesome mount, it's really different!
If you want to an object/part of a mesh look solid and not deform, you must set all of its vertices to the same weight value, so they all will obey the same bone/set of bones and move in one chunk.
Well I had the oven idea too, guess I'm going to try another thing ):
Looking awesome!
I love this guys! I may need to put off my Timber set a bit :poly136:
Really nice, two things though: I prefer the right-hand-grabbing-fingers from the concept over the current sculpt and I'd say make the Ice^3 logo less obvious. Maybe in the front like on a car or as a 4 sided exhaust so that when you look at it, it's the logo ( you never see more than 2 sides of a 4 sided thingy, so yeah, you get what I mean I hope).
ahahah
I like that idea of putting it smaller and in the front, I imagine if you position it right you can have it show up in the portrait view very nicely. :thumbup:
Courier it! YOU MUST COURIER IT!
Working on my second piece. Here's a wip on the cover photo for steam workshop.
Any comments?
Thanks!
That's a perfect joke courier concept! Just a touch with a backpack and a war banner flag and you're good to go ;D
I'll see what I can do in zbrush, if people on reddit will approve ill make few variants (possible styles)
cheers