@Baddcogg: Hellrider Batrider? Fuck yeah! Oh how I wish that it would be possible to add custom materials to items... Maybe you could add some particles thought.
And I would remove or make more prominent the tiny teeth because I really don't think anyone will see them in game. In dota less but bigger > more but smaller
It took a month, but I made some progress on my Divine Bow:
This is the high poly model, I think some light wood material would work, with a slightly glowing gem maybe. I don't know if I should try to sculpt some detail on this or the texture is enough.
The low poly model is also done, 448 tri (450 was the limit for lod1). Unfortunately the model is quite asymmetric so I can't really cheat with the UV mapping.
I'm sorry for blocking the front row. Tiny has just too many slots. 4 x 4 + weapon.
I hope one day Valve will come up with a smart way to merge those items into less thumbnails.
I still have to post 9 assets till tiny is complete
Hey everyone, been working on my Riki dagger on and off for the past week-and-a-half and pretty much finished it. But as I imported, it seems I hit a roadblock:
As you can see, it shows up as mostly untextured (you can see a bit of the color map on the right of the handle). Not sure why this is happening as I have the proper texture proportions for the weapon (128x256) and the texture's UVs are fine in Modo. Any help is appreciated!
@vovo, thanks, yeah no that you mention it they do seems small. Already have the lods broken down so no worried about that. But they are looking pretty small now
Probably it's a weird interaction of the metalness mask with the specular ones, try messing around with their values and see if something happens.
Hm.. it's definitely not metalness, since it seems the whole color map (and normal map, possibly the other 2 masks as well) has been scrunched up into the handle area. Not sure if the grey solid color is due to one of the masks or not but I know that untextured areas appear invisible, not grey (so it could be a mask, but I can't really tell). I resized the source texture from a square 2048x2048 image to the final 256x128 TGA (exporting to Dota 2 through Modo, and Modo doesn't allow higher-resolution textures to be exported than what the requirements ask for) before importing it.
Tried reassigning the textures to the model. Even checked the VMT which was created with the import, found nothing out of the ordinary; no luck.
Edit: it may very well be something to do with the texture resizing or assignment. Currently finding ways to fix it.
Toyoka, select the obj in Modo and check the lists tab> fbx normals. If you used the base mesh in anyway the fbx normals can be transfered over and you'll get weird results.
--
A couple of menu shots:
(I did increase the size of the teeth a bit, still small but staying i think.
I have a question regarding Drow Ranger. She has an arrow by her hand in the base model but I don't know what texture map it should be in. It doesn't seem to be included in any of the textures of the items and i don't know if the geometry should be included with the bow, quiver or what. I've made my own arrow but now I need to know which uv-map to put it in :P
Help me!
I have a question regarding Drow Ranger. She has an arrow by her hand in the base model but I don't know what texture map it should be in. It doesn't seem to be included in any of the textures of the items and i don't know if the geometry should be included with the bow, quiver or what. I've made my own arrow but now I need to know which uv-map to put it in :P
Help me!
I haven't looked to be sure but it's probably models/projectiles/drow_arrow.mdl
Toyoka, select the obj in Modo and check the lists tab> fbx normals. If you used the base mesh in anyway the fbx normals can be transfered over and you'll get weird results.
--
I managed to fix it. I created a new scene and carried over the mesh and materials. It seems that it may have been something I had done to the scene/transformers that may have screwed up the model. Thanks anyways!
I got some great feedback about improving the design of the cape, which is what I've been mainly focusing on, I've also been tweaking some of the colour values and generally noodling with the textures. I have most of the masks finished now so I'm just going to focus on getting the best results out of the colour maps.
After some health issues, I'm finially back into making Workshop items again. I managed to get something up on the workshop again together with penor. Penor did the animation and video, I did the rest.
The idea for the ward is to have custom banners, so ppl can support their favorite Team or Tournament. Of course the idea can be extended with maybe cutsom banners for players, if Valve makes that possible I hope you guys like the idea and any support or vote would be appreciated!
For some reason there are still some workshop issues because of the new digital Tax information :S But I hope that will get sorted by Valve
Hey everyone, first post here! I used to be only a 2D artist, but since I started doing my own 3D items I thought I might join polycount. So here I am saying hello and showing my very first own item. Was more like a practice piece to get used to the item creation pipeline. Gonna do one or 2 more before I'll start with a set, I think. http://steamcommunity.com/sharedfiles/filedetails/?id=324050774&searchtext=
i still thinking want to continue or not lol... no idea for back slot XDDD
thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
i still thinking want to continue or not lol... no idea for back slot XDDD
thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
I think this looks rly good. Also there are perhaps ways to create something which is similar to the circle of symbols which ppl will recognize the link, but not the exact same, for instance like in pokemon there are these guys:
Just the circular shape is enough for me to know that it is the same effect that they went for. and I think it works well being unique to them at the same time
If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of I really like the concept, looks refreshing!
I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.
Oh God I love the mini hero couriers. I like the hood version because I think it'll inject some color and separation from standard Bounty Hunter from the isometric view.
Hi all, quick question about Low Violence version submissions.
I'm working on a Pudge set that has blood, a skull and an exposed bone that could need a low violence version (model/texture).
Should a low violence version of a set be submitted at the same time as the full version, or it is something best left off the workshop until Valve asks for it?
If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of I really like the concept, looks refreshing!
I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.
I am really loving that Helmet, Here's hoping we get some 99 cent single chests again
I'm having problems with Drow Ranger again, this time it's the cape. It seems like the files provided on the workshop website are outdated because this weird error occurs during her running animation (see picture)
I thought it must be an error on my part but I tried importing her original cloak and the same thing happened. Now I've been told to decompile her files directly from the game and use those which seem like a good solution.
I've got the .smd-files but after spending yesturday trying to install the proper plug-ins needed to open those files in Maya I realized Source SDK plug-ins don't work on 64bit version of Maya which is what I'm using. Is there any way to get around this without having to get a new version of Maya?
I think you just add "cape_" or "_cape" (cant remember which end it goes on) to all the appropriate bone names.
Yeah I thought it was a skinning problem at first (which it surely looks like) but I made a test where I just took the original cape which should be skinned correctly but it looks like the bones just flip out completely in game. I'm thinking they might have changed something in the rig which hasn't been updated in the files you download from the workshop site.
The problem only shows during the run animation, in all the other animations the cape looks just fine.
@enmi uh oh still having issues with that cape? send me your smd file and ill find the issue. i had the same problem last month when i made my drow set but i forgot how to fix it.
Hey guys! Working on a SK set. Freestyled it in zBrush and trying to figure out the colors. Any comments, crits and suggestions are appreciated.
Hey! set looks very good! conception and geometry forms give pleasure for eyes) aboute color - i dont shure than orange color is best veriation. default ellow can looks better maybe. hope you have time for some experiments with orange+yellow+green colors)
good work
@enmi uh oh still having issues with that cape? send me your smd file and ill find the issue. i had the same problem last month when i made my drow set but i forgot how to fix it.
The only file I have is the model downloaded directly from the workshop site. I can't open .smd files in Maya since the plug-ins don't work on my version. I'm guessing there might be an error in the bones or something. You sent me a bunch of .smd files to work with but since I can't open them I'm stuck >__<
I'll need to get an 86x version of Maya for the Source SDK to work. Still don't know if it will fix my problem.
Replies
That's one badass Tiny, very curious to see the lesser level versions :q
And I would remove or make more prominent the tiny teeth because I really don't think anyone will see them in game. In dota less but bigger > more but smaller
This is the high poly model, I think some light wood material would work, with a slightly glowing gem maybe. I don't know if I should try to sculpt some detail on this or the texture is enough.
The low poly model is also done, 448 tri (450 was the limit for lod1). Unfortunately the model is quite asymmetric so I can't really cheat with the UV mapping.
I'm sorry for blocking the front row. Tiny has just too many slots. 4 x 4 + weapon.
I hope one day Valve will come up with a smart way to merge those items into less thumbnails.
I still have to post 9 assets till tiny is complete
As you can see, it shows up as mostly untextured (you can see a bit of the color map on the right of the handle). Not sure why this is happening as I have the proper texture proportions for the weapon (128x256) and the texture's UVs are fine in Modo. Any help is appreciated!
Edit: PAGE 666!
Probably it's a weird interaction of the metalness mask with the specular ones, try messing around with their values and see if something happens.
Hm.. it's definitely not metalness, since it seems the whole color map (and normal map, possibly the other 2 masks as well) has been scrunched up into the handle area. Not sure if the grey solid color is due to one of the masks or not but I know that untextured areas appear invisible, not grey (so it could be a mask, but I can't really tell). I resized the source texture from a square 2048x2048 image to the final 256x128 TGA (exporting to Dota 2 through Modo, and Modo doesn't allow higher-resolution textures to be exported than what the requirements ask for) before importing it.
Tried reassigning the textures to the model. Even checked the VMT which was created with the import, found nothing out of the ordinary; no luck.
Edit: it may very well be something to do with the texture resizing or assignment. Currently finding ways to fix it.
--
A couple of menu shots:
(I did increase the size of the teeth a bit, still small but staying i think.
Would love to find someone to do particles.
Help me!
I haven't looked to be sure but it's probably models/projectiles/drow_arrow.mdl
I managed to fix it. I created a new scene and carried over the mesh and materials. It seems that it may have been something I had done to the scene/transformers that may have screwed up the model. Thanks anyways!
Crown of the Myst by mihalceanu
Helmet of Nocturnal Liquidator by MugenMcFugen
After some health issues, I'm finially back into making Workshop items again. I managed to get something up on the workshop again together with penor. Penor did the animation and video, I did the rest.
The idea for the ward is to have custom banners, so ppl can support their favorite Team or Tournament. Of course the idea can be extended with maybe cutsom banners for players, if Valve makes that possible I hope you guys like the idea and any support or vote would be appreciated!
For some reason there are still some workshop issues because of the new digital Tax information :S But I hope that will get sorted by Valve
Malefic by ncparvu
[IMG][/img]
Snorkel by ncparvu
[IMG][/img]
No colors on it yet..Any thoughts?
Cool stuff, Blossomalex! Mine is for PA, too
i still thinking want to continue or not lol... no idea for back slot XDDD
thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
http://i.imgur.com/gvdpa.png
Anyway, good job everyone! I found really amazing works in this thread.
We just realised or set for kunkka! Check it, thumbs up :thumbup: appriciated
I think this looks rly good. Also there are perhaps ways to create something which is similar to the circle of symbols which ppl will recognize the link, but not the exact same, for instance like in pokemon there are these guys:
Just the circular shape is enough for me to know that it is the same effect that they went for. and I think it works well being unique to them at the same time
Convince me to make this
WIP shot of mask from Halloween set for Rubick.
Facade of King Magus
Concept
If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of I really like the concept, looks refreshing!
I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.
Wow courier looks great. It'd be great to have both styles but I think hood looks cooler
I'm working on a Pudge set that has blood, a skull and an exposed bone that could need a low violence version (model/texture).
Should a low violence version of a set be submitted at the same time as the full version, or it is something best left off the workshop until Valve asks for it?
=Toasty
I am really loving that Helmet, Here's hoping we get some 99 cent single chests again
I thought it must be an error on my part but I tried importing her original cloak and the same thing happened. Now I've been told to decompile her files directly from the game and use those which seem like a good solution.
I've got the .smd-files but after spending yesturday trying to install the proper plug-ins needed to open those files in Maya I realized Source SDK plug-ins don't work on 64bit version of Maya which is what I'm using. Is there any way to get around this without having to get a new version of Maya?
Yeah I thought it was a skinning problem at first (which it surely looks like) but I made a test where I just took the original cape which should be skinned correctly but it looks like the bones just flip out completely in game. I'm thinking they might have changed something in the rig which hasn't been updated in the files you download from the workshop site.
The problem only shows during the run animation, in all the other animations the cape looks just fine.
Hey! set looks very good! conception and geometry forms give pleasure for eyes) aboute color - i dont shure than orange color is best veriation. default ellow can looks better maybe. hope you have time for some experiments with orange+yellow+green colors)
good work
The only file I have is the model downloaded directly from the workshop site. I can't open .smd files in Maya since the plug-ins don't work on my version. I'm guessing there might be an error in the bones or something. You sent me a bunch of .smd files to work with but since I can't open them I'm stuck >__<
I'll need to get an 86x version of Maya for the Source SDK to work. Still don't know if it will fix my problem.