I know this isn't the place, but the new tax bullshit from Valve is ever more provocative. Changed and added silently, more confusing words, more stuff to fill and ever so vague... I know one fact, my country has no tax treaty with USA, so it should be as simple as "hey prick, we take 30% of ur revenue. Nothing you can do about it" rather than torture me through so many forms...
For those of you who didn't watch the stream I did at TI4 or were not at the event itself, I did a live concept art demo with participation from the attendees. This is a revision of what we produced at the live event, likely not final but certainly a more refined pass of the concept.
I made some changes to a previously submitted sword because of a weird skinning issue and user feedback to make the blade larger for cleaner proportions.
can someone explain to me how this works? and with "this" i obviously mean the glass effect
I was talking to Ritz earlier and he told me he doesn't 100% remember. It had something to do with tricking the importer by messing with the vmt files of an already existing imported item. It was over a year ago so he doesn't 100% recall how he did it, but he's settling down from a big move to Japan so he'll hopefully be able to figure it out again for everyone to be able to use soon.
It's probably an alpha mask with like 90% visibility (grey) to achieve the opaqueness, as an alpha is 8 bit with 256 levels of grey (0=black and 255=white). Though this may have to be tricked as Primrose said if Dota doesn't specifically use the greyscale of Alpha channels.
Not how dota works unfortunately. It seems, with Dota alpha channels, it's all or nothing, I figured most people knew that? I don't think there's many contributors who actually want crystals and gems and other bits to be opaque. It's also the reason why there's very few items ingame that utilize partial transparency, unless they're made by valve and they manually modify that items vmt for that specific reason to allow partial alpha channel coloration.
I cant stick on one thing. This is my curse but I think I made a good decision now. Take a look at early test of battlefury for spectre. Dont forget to feedback.
Cool! I've made similar test with antimage, like a battlefury split. Could not decide if it looked good or not.
Obviously the handle is a placeholder
If you change the colors to fit Spectre better I think it could work.
While I mostly like the new workshop preview UI in the new patch, do the characters look stretched horizontally to anyone else?
Edit: Including screenshots for comparison, since I found one I did earlier today.
Yes, same issue with stretching here. Nice UI update, but i hope they will add rotation in all axes someday.
p.s. good job with lina's set, great to see something that stands out from standard
Ok so I redid the textures a bit, But I feel that I should have an outline around the eye (on the box) and between the gold and blue to make it stand out a bit more. Ill do the masks tomorrow and try it out in marmoset and in-game to see how it all looks together
Well I think ur textures need a texture so to speak, ppl can only guess the material but its not rly visible from the textures like where is the wood stuff and the plushy stuff and so on.
I feel like it needs surface depth. Take it into a sculpting program and get some depth in the design on the front, maybe some scratches and small dents on hard edges. Then when you make your color map you can use a cavity/ao map to make your colors pop a lot more. Also, I'd probably inset those blue sections so it's not just a big square box.
Right now it feels like I'm looking at nothing more than a block out that hasn't been polished at all.
Alright. Ritz got back to me after a bit more testing and he says they patched the method he used back when he submitted. He said it was a matter of assigning more then one vmt to the model with each one reading a different thing, but would compile as a singular vmt. That doesn't work anymore, and the importer detects when the model has more then one material assigned to it. So, it's either no transparency, or entirely partial transparency on the entire thing. Shame
Blocking out my CM staff. Not entirely sure the creature is recognized as a dragon instead of some fat rodent,but I guess that's is as far as my dragons creation ability goes :poly122:
Is there a weird offset for Wraith King's weapon model? Because I checked my mesh/armature and its all at (0,0,0).
If there is an offset can anybody tell me what the proper offset is?
(textures are still WIP)
I remember I had a similar problem with naga siren and the issue with me was that I exported it as .fbx instead of .smd But I haven't done anything for wraith king yet.
I remember I had a similar problem with naga siren and the issue with me was that I exported it as .fbx instead of .smd But I haven't done anything for wraith king yet.
Me and a friend made a mockup of what could be a Workshop redesign. Obviously it can probably be improved, but the general idea is what matters. If people wanna do alternative mockups/suggest things and try to get Valve to finally clean up Workshop posting on the thread could help.
Thanks guys, and like I said sorry its not allowed/appropriate just figured it was relevant to the community here.
the relation between width and height, to me seems that it is too much compressed vertically,making it feel kind of...blocky/fat...I don't know,something like that :poly136:
the relation between width and height, to me seems that it is too much compressed vertically,making it feel kind of...blocky/fat...I don't know,something like that :poly136:
what about the model itself,except from the height-width?
That feels blocky too...lot of flat surface on the sculpt while on the concept there are changes of planes in several points,like on the outer blades,wich in the concept seems like the beak of some creature while in yours it has the blade only on top,and flat and blocky on the bottom side...the handle is a square instead of a cylinder,the eye is flat with a circular carving and so on,it is blocky/flat overall. If it is the finished sculpt I don't think the quality is enough,cause it is very blobby/messy in many areas.
Anyway,that's should be something that comes with practice,so keep practicing
That feels blocky too...lot of flat surface on the sculpt while on the concept there are changes of planes in several points,like on the outer blades,wich in the concept seems like the beak of some creature while in yours it has the blade only on top,and flat and blocky on the bottom side...the handle is a square instead of a cylinder,the eye is flat with a circular carving and so on,it is blocky/flat overall. If it is the finished sculpt I don't think the quality is enough,cause it is very blobby/messy in many areas.
Anyway,that's should be something that comes with practice,so keep practicing
hm thanks..Anyone else? i'd love to hear some comments!
Replies
http://www.twitch.tv/redmoonworkshop
She turned out great, awesome job guys!
Aw man that sounds like a good idea!
I'm going to have to try and make that now T_T
For those of you who didn't watch the stream I did at TI4 or were not at the event itself, I did a live concept art demo with participation from the attendees. This is a revision of what we produced at the live event, likely not final but certainly a more refined pass of the concept.
Edit: Including screenshots for comparison, since I found one I did earlier today.
http://steamcommunity.com/sharedfiles/filedetails/?id=296165792
I am a bit conflicted over the detail though, i cant tell if its too bland, or if its just right since everything is metal and smooth.
Critics are welcome!
can someone explain to me how this works? and with "this" i obviously mean the glass effect
I was talking to Ritz earlier and he told me he doesn't 100% remember. It had something to do with tricking the importer by messing with the vmt files of an already existing imported item. It was over a year ago so he doesn't 100% recall how he did it, but he's settling down from a big move to Japan so he'll hopefully be able to figure it out again for everyone to be able to use soon.
Not how dota works unfortunately. It seems, with Dota alpha channels, it's all or nothing, I figured most people knew that? I don't think there's many contributors who actually want crystals and gems and other bits to be opaque. It's also the reason why there's very few items ingame that utilize partial transparency, unless they're made by valve and they manually modify that items vmt for that specific reason to allow partial alpha channel coloration.
eyeofforesight.vmt
There's also no masks with the ward. Just a color and normal map.
Obviously the handle is a placeholder
If you change the colors to fit Spectre better I think it could work.
p.s. good job with lina's set, great to see something that stands out from standard
just submited my rubick set , give it a peek if u may:
video : https://www.youtube.com/watch?v=fI8oREDinK8&list=UUAJPz_-Dvz7G1i0JXM0WK7A&channel=mihalceanu
workshop link:http://steamcommunity.com/sharedfiles/filedetails/?id=298114423
Ok so I redid the textures a bit, But I feel that I should have an outline around the eye (on the box) and between the gold and blue to make it stand out a bit more. Ill do the masks tomorrow and try it out in marmoset and in-game to see how it all looks together
Right now it feels like I'm looking at nothing more than a block out that hasn't been polished at all.
so maybe "$additive" "1" handle this.
Wow Mihal! That is cool!
in conjunction with the cloak variables i recon?
Thanks for feedback. Its already on workshop collab with my friend. Please give support it!
My Secret Project:
Roshan Must Die
http://steamcommunity.com/sharedfiles/filedetails/?id=298913443
Is there a weird offset for Wraith King's weapon model? Because I checked my mesh/armature and its all at (0,0,0).
If there is an offset can anybody tell me what the proper offset is?
(textures are still WIP)
Don't forget give a feedback!
Could anyone give a guide about how to rotate this pixel art with diagonal on photoshop?
I remember I had a similar problem with naga siren and the issue with me was that I exported it as .fbx instead of .smd But I haven't done anything for wraith king yet.
Actually I'm exporting it as smd, so...
http://www.reddit.com/r/DotA2/comments/2dcq2y/a_mockup_for_an_improved_workshop_layout/
Me and a friend made a mockup of what could be a Workshop redesign. Obviously it can probably be improved, but the general idea is what matters. If people wanna do alternative mockups/suggest things and try to get Valve to finally clean up Workshop posting on the thread could help.
Thanks guys, and like I said sorry its not allowed/appropriate just figured it was relevant to the community here.
Just modelled a PA weapon
What do you guys think?
what do you mean by ''proportions'' ?
what about the model itself,except from the height-width?
Anyway,that's should be something that comes with practice,so keep practicing
hm thanks..Anyone else?
i'd love to hear some comments!
Alternative for this post:
Working on pudge beard with mmxart