I've yet again productively wasted my time and made a little PS script that compiles and saves color, normal, mask1 and mask2 targas from the current PS document. The layers/folders have to be named appropriately and be on top of the hierarchy (click on the Show Proper Names button in the script dialog for more info). Resize the document to the size you want beforehand.
To install download the file linked below and save it in your Photoshop presets/scripts directory (something like Program Files/Adobe Photoshop CS5/Presets/Scripts). Asign a hotkey or record an action to make it swifter.
it's been a while since my last update(life getting in the way ), but I'm finally getting close to completing my invoker set.
Here is a preview with the textured version of Invoker and a very early stage of the forge spirit texture.
I'm actually having some issues with importing the spirits correctly in game and perhaps here someone can help.
Issue 1: the importer requires to add animations, can I just use the one extracted from the game? and if so there are still two animations missing. flailing and disabled/stunned, but I couldn't find those in the game files.
Issue 2: the imported spirit looks like it has a red color overlay on top of everything, any idea how to fix it?
Thanks a lot in advance for any help you can provide.
The Invoker set is great, CataFa! I especially love how much it deviates from the brightness of Invoker's normal gear but it's still well within the right color scheme.
Tried to pose QoP and make a turntable. Kind of successful.
Firstly i absolutely love the design of the wings! the gold detailing is gorgeous. However, I think it would be better to have her posed more confidently and aggressive! QoP is a dominant personality, the way you have her posed is very meek with the turned in foot and slightly slouched posture. An assertive, slightly playful pose would be beautiful and would show off your set very well.
Her hair also kind of throws me off - the design of the horns and wings are wonderful but her hair seems limp and dull. If you'd like to consider another style (styles are all the rage!), try something with volume and weight to it. Big hair big winner!
I'm actually having some issues with importing the spirits correctly in game and perhaps here someone can help.
Issue 1: the importer requires to add animations, can I just use the one extracted from the game? and if so there are still two animations missing. flailing and disabled/stunned, but I couldn't find those in the game files.
Issue 2: the imported spirit looks like it has a red color overlay on top of everything, any idea how to fix it?
Thanks a lot in advance for any help you can provide.
I am a huge fan of this. Its really really nice! Good lines, awesome textures! Well done!
I hope you dont have any backface culling issues and my only gripe is some areas feel really thin. I'm guessing this is a poly budget issue.
How do you guys make fur looks so good? Every time I try to make fur I end with something that looks like leaves. I know that claytubes is the answer but I just can't handle them well.
Is there any good tutorials?
How do you guys make fur looks so good? Every time I try to make fur I end with something that looks like leaves. I know that claytubes is the answer but I just can't handle them well.
Is there any good tutorials?
Just a shit ton of practice and reference. I think it took me 1 month of non stop fur sculpting to figure it out. Making sure its not over detailed, or too consistently sized. I build it up and flatten it out, making sure the detail is contained mostly to the end of the fur.
Also have good sense of form is key. knowing how the fur clumps differently in different areas of the body and the directions it takes. If you cant make the fur look have a fur like weight and form to it at lower subdivs, extra detail won't sell it as fur.
IF you go to my http://www.twitch.tv/anuxinamoon/b/531791553 vods you will see me doing fur detail but remember I already spent time blocking out the basic forms too at lower subdivs.
Damn, that's one nice big cat ! That must have taken some time. Best of luck for your deadline !
Loving how that Veno summon is closing its teeth when animated. Cute and freaky at the same time
Just a shit ton of practice and reference. I think it took me 1 month of non stop fur sculpting to figure it out. Making sure its not over detailed, or too consistently sized. I build it up and flatten it out, making sure the detail is contained mostly to the end of the fur.
Also have good sense of form is key. knowing how the fur clumps differently in different areas of the body and the directions it takes. If you cant make the fur look have a fur like weight and form to it at lower subdivs, extra detail won't sell it as fur.
IF you go to my http://www.twitch.tv/anuxinamoon/b/531791553 vods you will see me doing fur detail but remember I already spent time blocking out the basic forms too at lower subdivs.
Thank you for answer and thank you for link to the stream! I couldn't find any good videos of sculpting fur (there is literally one video on youtube) and your stream will help a lot.
Although this totally is your personal preference (which I respect!), This is kind of like, exactly what not to do when creating renders, and bad advice/practice. Black = Color Deadzone = instant composition killer 95% of the time. Dark is fine (look at the polycount theme for example), but black is bad.
I think the baby blue is super eye catching. If I see this thing on the workshop my eyes are going to be drawn to it due to the colors, which is good, but this isn't saying the blue is perfect. It is pretty flat and I'd suggest throwing in some kind of zazz to make the image really pop(gradient, maybe a bit of noise?), just no black... please
@Spudnik: yup, it doesn't; @Artypi: Thanks, man I've thought about making another type of hair, but I find it kind of hard to come up with an original hairdo for her. But I'll see @Darren: that ward is looking fantastic!
But I will partially agree with Nemozimi. Black kills composition, but so does using the same values on the whole image. I would add more black glow around it to make it stand out more (the white rim light will also look even better I think). Blue is totally fine, and it is indeed catchy. @GhostDetector: if it's not normals, check your metallness mask. Try making it pure black. Maybe also specular intensity and rim.
Me and mihal are making alternative colours for the puck set, and one of the main things we are hoping to make is an autumn colour.
Which colours do u guys think looks nicer? (or what aspect of each works the best)
They are quite similar:
Also I thought it might be a cool idea to have the main set be the spring alternative, and this one be the automn alternative. a winter one with icy blues could work too but Im not sure.
Hello everyone, I finally submitted my Magnus set! Sorry but I don't know how to link it with an image but you can check it out in the workshop. I am currently working on a collection image but its gonna take a while because im not very good at promoting , This is what I have so far:
i solved the problem. tvidotta suggested to me dota 2 test hlmv. it works ty
The problem is the environment is not set up properly to work. I shared this a while ago, and when I'm home I can share it again. I simply wrote a batch file that sets up the environment and launches hlmv properly every time.
NB you need to reset xform or freeze transforms on your model before you bind it to the skeleton. Also make sure your pivot is at 0,0,0 world space
Funnily enough this never helps. When you get errors it's usually from something else X_X
@Mohsen: If nothing works,you can try decompiling the naga mdl files and importing the smds you get from that. The weapon smd should have one bone and the weapon model. Try skinning to it. (It's probably the hardest way, but that's how I got my QoP weapon rigged properly)
Funnily enough this never helps. When you get errors it's usually from something else X_X
@Mohsen: If nothing works,you can try decompiling the naga mdl files and importing the smds you get from that. The weapon smd should have one bone and the weapon model. Try skinning to it. (It's probably the hardest way, but that's how I got my QoP weapon rigged properly)
What format are you exporting in? It looks to be a clear orientation issue, unless her model is out of date and needs a decompile for a fresh one.
Here is the HLMV bat file I mentioned earlier. Put this file in your steamapps\common\dota 2 beta\bin, and double click it to launch HLMV. If your machine has the UAC enabled, then you may need to run it as an admin. https://www.dropbox.com/s/l4vmkofb4sm52us/RunThis.bat
Replies
To install download the file linked below and save it in your Photoshop presets/scripts directory (something like Program Files/Adobe Photoshop CS5/Presets/Scripts). Asign a hotkey or record an action to make it swifter.
Download here: https://drive.google.com/file/d/0B3ie3Ew-CdkeWWJtdnVUYnpKX28/edit?usp=sharing
I know similar things have been made but it's just my personalized one.
Use if you wish
@Zipfinator: WOAH! Nice. I like Anuxi's suggestion thought. Try moving the shoulder feathers to her wrists.
it's been a while since my last update(life getting in the way ), but I'm finally getting close to completing my invoker set.
Here is a preview with the textured version of Invoker and a very early stage of the forge spirit texture.
I'm actually having some issues with importing the spirits correctly in game and perhaps here someone can help.
Issue 1: the importer requires to add animations, can I just use the one extracted from the game? and if so there are still two animations missing. flailing and disabled/stunned, but I couldn't find those in the game files.
Issue 2: the imported spirit looks like it has a red color overlay on top of everything, any idea how to fix it?
Thanks a lot in advance for any help you can provide.
I forgot to add a screenshot of the importing issue with the spirits, here it is:
Of course, that shoulder/chest/back of cape design is absolutely ace(I forgot to say).
Tried to pose QoP and make a turntable. Kind of successful.
Firstly i absolutely love the design of the wings! the gold detailing is gorgeous. However, I think it would be better to have her posed more confidently and aggressive! QoP is a dominant personality, the way you have her posed is very meek with the turned in foot and slightly slouched posture. An assertive, slightly playful pose would be beautiful and would show off your set very well.
Her hair also kind of throws me off - the design of the horns and wings are wonderful but her hair seems limp and dull. If you'd like to consider another style (styles are all the rage!), try something with volume and weight to it. Big hair big winner!
I am a huge fan of this. Its really really nice! Good lines, awesome textures! Well done!
I hope you dont have any backface culling issues and my only gripe is some areas feel really thin. I'm guessing this is a poly budget issue.
Is there any good tutorials?
Made a ward summon for venomancer complete with cutom particle effects by Abyss.
http://steamcommunity.com/sharedfiles/filedetails/?id=263765162
Just a shit ton of practice and reference. I think it took me 1 month of non stop fur sculpting to figure it out. Making sure its not over detailed, or too consistently sized. I build it up and flatten it out, making sure the detail is contained mostly to the end of the fur.
Also have good sense of form is key. knowing how the fur clumps differently in different areas of the body and the directions it takes. If you cant make the fur look have a fur like weight and form to it at lower subdivs, extra detail won't sell it as fur.
IF you go to my http://www.twitch.tv/anuxinamoon/b/531791553 vods you will see me doing fur detail but remember I already spent time blocking out the basic forms too at lower subdivs.
So far I didn't see any issue in game but you're right because of the budget I had to compromise in a few areas.
Sweet mount, the sculpt came out great
Loving how that Veno summon is closing its teeth when animated. Cute and freaky at the same time
Thank you for answer and thank you for link to the stream! I couldn't find any good videos of sculpting fur (there is literally one video on youtube) and your stream will help a lot.
For omniknight by me and Strawmerry
http://steamcommunity.com/sharedfiles/filedetails/?id=263835511
Although this totally is your personal preference (which I respect!), This is kind of like, exactly what not to do when creating renders, and bad advice/practice. Black = Color Deadzone = instant composition killer 95% of the time. Dark is fine (look at the polycount theme for example), but black is bad.
I think the baby blue is super eye catching. If I see this thing on the workshop my eyes are going to be drawn to it due to the colors, which is good, but this isn't saying the blue is perfect. It is pretty flat and I'd suggest throwing in some kind of zazz to make the image really pop(gradient, maybe a bit of noise?), just no black... please
Masks are making the item very dark and I can't figure out what caused it.
Any ideas?
@Artypi: Thanks, man I've thought about making another type of hair, but I find it kind of hard to come up with an original hairdo for her. But I'll see
@Darren: that ward is looking fantastic!
But I will partially agree with Nemozimi. Black kills composition, but so does using the same values on the whole image. I would add more black glow around it to make it stand out more (the white rim light will also look even better I think). Blue is totally fine, and it is indeed catchy.
@GhostDetector: if it's not normals, check your metallness mask. Try making it pure black. Maybe also specular intensity and rim.
loadout :
hlmv shot:
http://steamcommunity.com/workshop/filedetails/?id=264013254
SO MUCH WORK
s
dfjsagbdfb
zzzzzzZZZZZZzzzzzzzzzzZZzzz
Congratulations is not even enough to say....!!!
p.s. this has to translate into a sure invitation to TI4 imho
I finally submitted my set for witch doctor on the workshop. Here's a link to it:
http://steamcommunity.com/workshop/filedetails/?id=263837870
and here's the loading screen:
Special thank's to Todestomate who gave me some great feedback.
is that the dota hlmv or the old alien swarm / SFM one. the metal masks are borked on the old viewers
Which colours do u guys think looks nicer? (or what aspect of each works the best)
They are quite similar:
Also I thought it might be a cool idea to have the main set be the spring alternative, and this one be the automn alternative. a winter one with icy blues could work too but Im not sure.
as a side note, I still can't believe Valve doesn't have a way to combine sets into one icon yet on the workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=264239469
Presentation Video:
https://www.youtube.com/watch?v=nUSH5Q9JCDk
Hello everyone, I finally submitted my Magnus set! Sorry but I don't know how to link it with an image but you can check it out in the workshop. I am currently working on a collection image but its gonna take a while because im not very good at promoting , This is what I have so far:
Thank you for your time!
the dota model viewer should be working, located at:
"C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\bin\hlmv.exe"
The problem is the environment is not set up properly to work. I shared this a while ago, and when I'm home I can share it again. I simply wrote a batch file that sets up the environment and launches hlmv properly every time.
Unfortunetly, I got a problem skinning this naga weapon. Any suggestion towards a fix? ( i exported it by .fbx, if that means anything to you guys)
@Mohsen: If nothing works,you can try decompiling the naga mdl files and importing the smds you get from that. The weapon smd should have one bone and the weapon model. Try skinning to it. (It's probably the hardest way, but that's how I got my QoP weapon rigged properly)
What format are you exporting in? It looks to be a clear orientation issue, unless her model is out of date and needs a decompile for a fresh one.
Here is the HLMV bat file I mentioned earlier. Put this file in your steamapps\common\dota 2 beta\bin, and double click it to launch HLMV. If your machine has the UAC enabled, then you may need to run it as an admin. https://www.dropbox.com/s/l4vmkofb4sm52us/RunThis.bat