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
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
How can I improve these works?
I really love the idea of Rorschach ink spots but I'm trying to make them more clear.
Someone advised me to remove the colors, use only b/w and make the figure more clean.
Others tell me to make them more "drawing" and less ink spots but I think that this will delete the Rorschach style.
What can I do?
Thanks for your precious help!
btw, I always love all the works posted in this thread
Hi everyone!
I am trying to make a custom death ward for witch doctor.
The problem is that my alpha map don't seem to work. Does it even support alphas?
And in-game the floating spheres and skull doesn't appear. Am I doing anything wrong?
Thanks!
EDIT: I Think I solved it! Alpha apparently not supported
Here's a little WIP of the BladeOfEvil'sBane's Clockwerk head that I have been working on. Critque encouraged! The jaw piece on his left moves around as he runs, the screw is loose but you can't see it here.
The green color makes confusion IMHO
Green comes with venom/poison and sand king doesn't have anything like that.
+The sand storm and ulti are sort of similar to venomancer's ulti (but much more mellow)
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.
Thank you both for the useful advice I've managed to get it working as it should.
The green color makes confusion IMHO
Green comes with venom/poison and sand king doesn't have anything like that.
+The sand storm and ulti are sort of similar to venomancer's ulti (but much more mellow)
Caustic Finale - Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
Caustic Finale - Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
yes but it doesn't slow movement speed and doesn't apply damage over time like venomancer's skills do (or orb of venom or dazzle's poison touch)
my point is that the green effect in game reads as venom effect (slow+damage over time) which is not in sand king at all, therefore putting too much green makes it confusing.
I could be wrong
yes but it doesn't slow movement speed and doesn't apply damage over time like venomancer's skills do (or orb of venom or dazzle's poison touch)
my point is that the green effect in game reads as venom effect (slow+damage over time) which is not in sand king at all, therefore putting too much green makes it confusing.
I could be wrong
I think I get what you are saying, if you are saying all the green particles makes it confusing, and not so much the cosmetics? The only place I think the green particle makes sense is the caustic finale, and maybe the burrow strike, but sand storm and epi with green sand, no soo much. As fas as the cosmetics though I think the green works nicely, as Sadnking injects venom into his victim.
The particles arent confusing, they are just lacking, it looks like a simple change in the hue of the base particle. It doesn't read as vemon, it just reads as green tinted sand for sandstorm, and green cracks in the ground.
I think the particles on the actual cosmetic themselve is cool, nothing wrong there, it's subtle enough to not be annoying, but enough to enhance the tail. But the other particles just seemed shoehorned in without bringing anything special to the table.
I think I get what you are saying, if you are saying all the green particles makes it confusing, and not so much the cosmetics? The only place I think the green particle makes sense is the caustic finale, and maybe the burrow strike, but sand storm and epi with green sand, no soo much. As fas as the cosmetics though I think the green works nicely, as Sadnking injects venom into his victim.
Sure my concern was mostly about the particles
or else rubick is all green
I am working on some wings for puck and they work in the preview. I noticed though in the day and night previews the wings are above puck. I've tried deleting history and deleting geometry that I don't export. The weird thing is when I look at the day/night preview and return to the full body preview my wings are higher than when I first upload them.
Replies
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
Make sure the backpack is a sack. :thumbup:
with more nuts in that
Don't forget give feedback and support if you like it!
More concept merchandise for TI4 I will post it later
http://steamcommunity.com/sharedfiles/filedetails/?id=255341312&searchtext=sparky
finished up painting diffuse on my meepo set, finally going to get this up on the workshop soon
Make it a fanny pack!
http://steamcommunity.com/sharedfiles/filedetails/?id=257036579
Done my zbro-concept
(BTW a little crit: you could add a bit more specular to make it even more fishy)
Working on a QoP set as my first submission
Gonna be doing some polypainting on that? Other wise, AMAZING work!
Congrats on getting your first set featured by Dota Cinema!
C'est bon mon ami.
THAT'S A LOT OF NUTS.
I will take all the Pringles you have.
I have a question for you: http://steamcommunity.com/id/sakuramoon87/myworkshopfiles/?section=merchandise&appid=570
How can I improve these works?
I really love the idea of Rorschach ink spots but I'm trying to make them more clear.
Someone advised me to remove the colors, use only b/w and make the figure more clean.
Others tell me to make them more "drawing" and less ink spots but I think that this will delete the Rorschach style.
What can I do?
Thanks for your precious help!
btw, I always love all the works posted in this thread
I am trying to make a custom death ward for witch doctor.
The problem is that my alpha map don't seem to work. Does it even support alphas?
And in-game the floating spheres and skull doesn't appear. Am I doing anything wrong?
Thanks!
EDIT: I Think I solved it! Alpha apparently not supported
particles, how far will they go?! The ones on the actual cosmetic are cool, but the ablity ones seem unneeded.
The green color makes confusion IMHO
Green comes with venom/poison and sand king doesn't have anything like that.
+The sand storm and ulti are sort of similar to venomancer's ulti (but much more mellow)
Thank you both for the useful advice I've managed to get it working as it should.
:thumbup:
Caustic Finale - Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
my point is that the green effect in game reads as venom effect (slow+damage over time) which is not in sand king at all, therefore putting too much green makes it confusing.
I could be wrong
I think I get what you are saying, if you are saying all the green particles makes it confusing, and not so much the cosmetics? The only place I think the green particle makes sense is the caustic finale, and maybe the burrow strike, but sand storm and epi with green sand, no soo much. As fas as the cosmetics though I think the green works nicely, as Sadnking injects venom into his victim.
I think the particles on the actual cosmetic themselve is cool, nothing wrong there, it's subtle enough to not be annoying, but enough to enhance the tail. But the other particles just seemed shoehorned in without bringing anything special to the table.
Sure my concern was mostly about the particles
or else rubick is all green
I am working on some wings for puck and they work in the preview. I noticed though in the day and night previews the wings are above puck. I've tried deleting history and deleting geometry that I don't export. The weird thing is when I look at the day/night preview and return to the full body preview my wings are higher than when I first upload them.