I did a "dirty bake" just to preview how it would be the LOD0,but I'll go back in Zbrush now since I see all you guys put slices and scratches on the surface of the weapon,mine looks like a toy that came out from a factory :S
@StuBurrito I am not a huge fan of the weapon, looks shapeless and blobby. Needs more definition and cleaner bake, at the moment its hard to distinguish where the actual blade starts.
The thing that bother me the most is the sphere on the center,wich has not enough tris in my opinion,so now I see if I can find a solution for that,I would hate to remove it from the model... x_x
Other than that, in 3/4 view the big spiral on the top becomes a bit "wavy" because it relies too much on the normal map,I should had placed more tris in there instead of focusing so much on the silouette maybe... x_x
Well,can't be helped,at least I learned
Thanks katzeimsack,can't say yet,I didn't managed to import it into game because it asks me for the lod1 (wich I plan to do after the texturing of lod0) and because I don't know yet how to bound my weapon to "bone: wrist_R" :poly122:
But I'll tackle all the problems 1 at a time
Congratulation for your awesome set man,I want to see it in game! :thumbup:
Thanks katzeimsack,can't say yet,I didn't managed to import it into game because it asks me for the lod1 (wich I plan to do after the texturing of lod0) and because I don't know yet how to bound my weapon to "bone: wrist_R" :poly122:
But I'll tackle all the problems 1 at a time
Congratulation for your awesome set man,I want to see it in game! :thumbup:
You can use a placeholder like a cube for lod1...
To bound the weapon to the bone you use the skin modifier.
You can use a placeholder like a cube for lod1...
To bound the weapon to the bone you use the skin modifier.
Thanks as always I was actually thinking about that possibility of using a plane or something after my last reply,but since I have already the Marmoset preview I've decided to leave the ingame for when everything else is done :thumbup:
About the skinning,basically I apply the modifier, Add the Wrist_R bone inside it and it is done?! Ready to export right? Or it need some extra setup? Never used it :poly136:
Also,this is pretty much the palette I've choose,but since I rely a lot on "happy accidents"( :poly136: ) it could change,never know
The new Immortal chest items are just so awesome. Spent about $15. I expecting to buy a new Arcana soon! I believe the Techies patch will have items too! Oh dear!
Guys I'm having a little problem while importing in game
Basically I load spectre mesh and my weapon on 3ds max (unit system is set to cm) I match the weapon to spectre's hand,skin on wrist_R,set pivot to 0,0,0 and reset Xform,then I select both wrist_R and my weapon and export as .fbx
In the fbx tab under "Units" the setting is "automatic" .
With this,when I import in game the weapon became somehow scaled down...why's that?! How can I keep the same scale I set inside 3ds max?
Edit: I've also attempted resetting X:form before Skinning,yet same resoult,small item ingame
Guys I'm having a little problem while importing in game
Basically I load spectre mesh and my weapon on 3ds max (unit system is set to cm) I match the weapon to spectre's hand,skin on wrist_R,set pivot to 0,0,0 and reset Xform,then I select both wrist_R and my weapon and export as .fbx
In the fbx tab under "Units" the setting is "automatic" .
With this,when I import in game the weapon became somehow scaled down...why's that?! How can I keep the same scale I set inside 3ds max?
Edit: I've also attempted resetting X:form before Skinning,yet same resoult,small item ingame
@Marcus, when you import the hero files from the site you need to change the scale, I am not sure if it was 10 times bigger or smaller but here is a screenshot how big the grid should be compared to the hero model. If that doesnt help show us a screen of your viewport
I don't understand what's going on...I scaled up the hero and the weapon,exported again and the resoult was the same as before,nothing had changed.
Then I did a test,I replaced my "weapon_color.tga" filling it with white,uploaded again and after hitting "import" it shows me my weapon with the old painted diffuse,so is like I'm viewing the whole time the same files I had uploaded like 2-3 attempts ago and wich Dota2 is loading from somwhere else,instead of the actual file I specify to it...
I see,I managed to solve this xD
I noticed while importing the path where this file are stored on my pc,so I deleted that folder and I could import the proper files.
Also Thanks Gumbata,scaling it to 200% fixed the size problem
Last doubt guys,why I'm not able to see my tangent normal in game (img below) ?
I don't know yet how I have to setup the masks since I am focusing on finish the diffuse first,so I put black on both mask 1 and 2 with some lighter gray on the corners,since I read it somewhere...are the masks the reason of my normal map not showing?
Is strange because I would expect at least to be able to see the shading of my smoothing groups,but this is completely flat...
Could be related to the fact that I'm importing the texturing at original size (1024x1024)? Or that I've offset to +1 the overlapping UV's?
@StuBurrito: I did it,then deleted again my spectre folder and imported everything,still the same 100% flat resoult from the image above
I've also attempted to import the texture at 256 x 256,still flat lighting and no normal...
@StuBurrito: I did it,then deleted again my spectre folder and imported everything,still the same 100% flat resoult from the image above
I've also attempted to import the texture at 256 x 256,still flat lighting and no normal...
@Marcus Im glad you managed to solve the problem, but whenever you make changes to the files you need to change the name of the submission such as test_1, test_2 etc. so that the game makes a new folder and re-compiles all the files. And also you can delete the files from time to time the annoying thing is that DOTA 2 puts these submissions in 3-4 places and you have to delete them from all places. I had the same problems when I first encountered the DOTA 2 Workshop so dont worry you will get there eventually.
Now about the masks, there isnt really a better help than the shader mask guide itself, another good idea is to go through the masks of the original items of the heroes and try to analyze them. After a few tries they will make a lot more sense
GOOD LUCK :thumbup:
Here are the first three animations of my Courier Run, Idle, Idle Rare
The textures and skinning still need some minor tweaks.
Any feedback and crits are welcome!
Anyone know a command how to instabuy a flying courier? otherwise I will have to wait for 5 mins every single time i make changes to the flying model
Here are the first three animations of my Courier Run, Idle, Idle Rare
The textures and skinning still need some minor tweaks.
Any feedback and crits are welcome!
Anyone know a command how to instabuy a flying courier? otherwise I will have to wait for 5 mins every single time i make changes to the flying model
@Gumbata: I see,there was no way around! xD
I read trough the setup of the masks and now all works perfectly fine,thanks
About the folder to delete from time to time,as for now I know about "materials" and "models" but during the import process I saw "materialsrc" ...where's that located?! :S
The new Immortal chest items are just so awesome. Spent about $15. I expecting to buy a new Arcana soon! I believe the Techies patch will have items too! Oh dear!
They are living up to all the items they said they would be adding, i love the new immortals, but that Drow mom bothers me a bit for some reason
Guys can you help me understand what's going on with the mask?
I was fucking around with the masks to understand what each channel did and,as you can see in the top half of the image below that's from Marmoset with the dota2 shader set up using the parameters from spectre's body .vmt file (wich is the same as the shader for the weapon,I checked) yet when I import ingame the mask gave a different resoult...I double checked by deleting model and material folder and giving a different name to the import,and did it twice...yet,still the resoult from the bottom half of the image...
Any idea why this is happening? :poly122:
mask2 blue channel is spec by color. changing it maybe works, since there is no color
@t1mu where there is no color? My color map has color in it,as the top half of the image shows :poly141:
Edit:I don't know why but that's actually caused by the blue channel on mask 2,by turning it black the color map is visible again.
Anyway is strange how this map behave in game,basically with marmoset the rimlight actually interact with the shapes on my normal map,inside Dota 2 is like if the shader is not considering my normal at all and the green channel on mask 2 just increase the brightness of the color map...if that's how it is,then maybe it would be better to fake everything on the color map I think.. :poly122:
I had a change of heart during the texturing,here's the new direction
Crits and suggestions are welcome
Also,I can obtain that glow (maybe not so strong) ingame?
I had a change of heart during the texturing,here's the new direction
Crits and suggestions are welcome
Also,I can obtain that glow (maybe not so strong) ingame?
The channel that supports the self-illumination, (I think it's Alpha Channel, Mask 1) instead of using white, just use 50% grey or anything less.
Based on Eul's Scepter of Divinity - obviously, the colors are also picked from the original picture.
I don't know if there is something similar already, this is my concept and I quite like it. I'll probably be able to make the model, and the textures (for the later one I'll may need some help though) but there are two more things that I'd like this thing to have:
- a little whirlwind around the handle for this bow won't have a string but a magical wind to shoot the arrows
- a custom animation for the Powershot, with the same whirlwind effect (and maybe a custom icon for it)
What do you think about this? Is there any particle expert who is interested in helping me?
Replies
The thing that bother me the most is the sphere on the center,wich has not enough tris in my opinion,so now I see if I can find a solution for that,I would hate to remove it from the model... x_x
Other than that, in 3/4 view the big spiral on the top becomes a bit "wavy" because it relies too much on the normal map,I should had placed more tris in there instead of focusing so much on the silouette maybe... x_x
Well,can't be helped,at least I learned
Glad you like my lycan!
I'll work on the True Form this weekend.
Might be enough to post some progress
@marcus: good quality.. quite detailed, how does it look from an ingame perspective?
But I'll tackle all the problems 1 at a time
Congratulation for your awesome set man,I want to see it in game! :thumbup:
You can use a placeholder like a cube for lod1...
To bound the weapon to the bone you use the skin modifier.
cottonwings and I made this simple and plain Pudge haircut, the Persistent Crop:
Attempting the Dendi hairstyle here, and I don't think it's accurate enough :P
Looks good, but I think the green isn't saturated enough.
Thanks as always I was actually thinking about that possibility of using a plane or something after my last reply,but since I have already the Marmoset preview I've decided to leave the ingame for when everything else is done :thumbup:
About the skinning,basically I apply the modifier, Add the Wrist_R bone inside it and it is done?! Ready to export right? Or it need some extra setup? Never used it :poly136:
Also,this is pretty much the palette I've choose,but since I rely a lot on "happy accidents"( :poly136: ) it could change,never know
http://steamcommunity.com/workshop/filedetails/?id=287133013
(under the workshop updates section)
Basically I load spectre mesh and my weapon on 3ds max (unit system is set to cm) I match the weapon to spectre's hand,skin on wrist_R,set pivot to 0,0,0 and reset Xform,then I select both wrist_R and my weapon and export as .fbx
In the fbx tab under "Units" the setting is "automatic" .
With this,when I import in game the weapon became somehow scaled down...why's that?! How can I keep the same scale I set inside 3ds max?
Edit: I've also attempted resetting X:form before Skinning,yet same resoult,small item ingame
@Marcus, when you import the hero files from the site you need to change the scale, I am not sure if it was 10 times bigger or smaller but here is a screenshot how big the grid should be compared to the hero model. If that doesnt help show us a screen of your viewport
Then I did a test,I replaced my "weapon_color.tga" filling it with white,uploaded again and after hitting "import" it shows me my weapon with the old painted diffuse,so is like I'm viewing the whole time the same files I had uploaded like 2-3 attempts ago and wich Dota2 is loading from somwhere else,instead of the actual file I specify to it...
I noticed while importing the path where this file are stored on my pc,so I deleted that folder and I could import the proper files.
Also Thanks Gumbata,scaling it to 200% fixed the size problem
Last doubt guys,why I'm not able to see my tangent normal in game (img below) ?
I don't know yet how I have to setup the masks since I am focusing on finish the diffuse first,so I put black on both mask 1 and 2 with some lighter gray on the corners,since I read it somewhere...are the masks the reason of my normal map not showing?
Is strange because I would expect at least to be able to see the shading of my smoothing groups,but this is completely flat...
Could be related to the fact that I'm importing the texturing at original size (1024x1024)? Or that I've offset to +1 the overlapping UV's?
I've also attempted to import the texture at 256 x 256,still flat lighting and no normal...
@Marcus Im glad you managed to solve the problem, but whenever you make changes to the files you need to change the name of the submission such as test_1, test_2 etc. so that the game makes a new folder and re-compiles all the files. And also you can delete the files from time to time the annoying thing is that DOTA 2 puts these submissions in 3-4 places and you have to delete them from all places. I had the same problems when I first encountered the DOTA 2 Workshop so dont worry you will get there eventually.
Now about the masks, there isnt really a better help than the shader mask guide itself, another good idea is to go through the masks of the original items of the heroes and try to analyze them. After a few tries they will make a lot more sense
GOOD LUCK :thumbup:
The textures and skinning still need some minor tweaks.
Any feedback and crits are welcome!
Anyone know a command how to instabuy a flying courier? otherwise I will have to wait for 5 mins every single time i make changes to the flying model
https://www.youtube.com/watch?v=1iPvjhun114
-item item_flying_courier
http://dota2.gamepedia.com/Cheats
I read trough the setup of the masks and now all works perfectly fine,thanks
About the folder to delete from time to time,as for now I know about "materials" and "models" but during the import process I saw "materialsrc" ...where's that located?! :S
[ame="http://www.youtube.com/watch?v=TES-npw0MUg"]10 Little Known Facts about DOTA - YouTube[/ame]
@artypi, 2 bad not much ppl give a puck about workshop during Ti4 :S
They are living up to all the items they said they would be adding, i love the new immortals, but that Drow mom bothers me a bit for some reason
I was fucking around with the masks to understand what each channel did and,as you can see in the top half of the image below that's from Marmoset with the dota2 shader set up using the parameters from spectre's body .vmt file (wich is the same as the shader for the weapon,I checked) yet when I import ingame the mask gave a different resoult...I double checked by deleting model and material folder and giving a different name to the import,and did it twice...yet,still the resoult from the bottom half of the image...
Any idea why this is happening? :poly122:
@t1mu where there is no color? My color map has color in it,as the top half of the image shows :poly141:
Edit:I don't know why but that's actually caused by the blue channel on mask 2,by turning it black the color map is visible again.
Anyway is strange how this map behave in game,basically with marmoset the rimlight actually interact with the shapes on my normal map,inside Dota 2 is like if the shader is not considering my normal at all and the green channel on mask 2 just increase the brightness of the color map...if that's how it is,then maybe it would be better to fake everything on the color map I think.. :poly122:
Crits and suggestions are welcome
Also,I can obtain that glow (maybe not so strong) ingame?
The channel that supports the self-illumination, (I think it's Alpha Channel, Mask 1) instead of using white, just use 50% grey or anything less.
Gigantic Snapper
Based on Eul's Scepter of Divinity - obviously, the colors are also picked from the original picture.
I don't know if there is something similar already, this is my concept and I quite like it. I'll probably be able to make the model, and the textures (for the later one I'll may need some help though) but there are two more things that I'd like this thing to have:
- a little whirlwind around the handle for this bow won't have a string but a magical wind to shoot the arrows
- a custom animation for the Powershot, with the same whirlwind effect (and maybe a custom icon for it)
What do you think about this? Is there any particle expert who is interested in helping me?
Represent! You guys rock!!
I you want, add me to friend list in steam
Maybe around 530pm EST??
honestly, FV's textures are terrible.. I hope they would just retexture him and not completely change his model.
@harry Thank you! Hope I can find it in the main stream