So you bound your geo directly to the imported skeleton ?
Granted this is Max2011, but I always skin my geo to the skeleton that is imported from the base .SMD to try and avoid any hierarchy issues that may arise.
@AcidBurn - Give RenderHJS' texTools a try. His UV toolkit is far superior to the stock one in max.
So you bound your geo directly to the imported skeleton ?
I'm not sure what you mean by bound. I put a Skin modifier on the mesh and Added all the bones that were in the original cape. At one point I used the Link tool to attach the cape to the root bone, but this had no effect and so I undid that.
Add Bones
Select mesh only
Export Selected (mesh only) as .FBX with Lenny's suggested settings.
Hey there guys, so i recently started modelling a weapon for Phantom Assassin. Still a model, no textures just yet. Unfortunately, i got Max12, making me unable to UV map using texporter and stuff.:\ Anyways here it is. Anyone up for a UV map?
PM me and I'll unwrap it.
I'm now getting the same bone error I got last night, while importing the exact same un-altered FBX files. I'm going to point my finger at the DOTA Compiler, since these same files worked last night.
I'm not sure what you mean by bound. I put a Skin modifier on the mesh and Added all the bones that were in the original cape. At one point I used the Link tool to attach the cape to the root bone, but this had no effect and so I undid that.
Add Bones
Select mesh only
Export Selected (mesh only) as .FBX with Lenny's suggested settings.
You have to export the mesh and the bones it's skinned to or else you'll get that error. It shouldn't really work at all without the bones, to my knowledge.
Hi, I'm new to these forums and new to 3d modeling, I've been reading some of the posts in this thread and i must say that it has really helped me put together these two items. So for that I am grateful to you all. Anyways, I managed to get these 2 items on the workshop. I would appreciate any feedback on them, thx
just had to jump on the Pudge bandwagon and give him a little love
There is so much awesome in this thread guys, im away for a day and there are pages of them. Just wanted to say nice work all around, always great to check out everyones creations
Decided to shelve my Chaos Knight weapon until Valve add him to the requirement page, As Iv not done much modeling I started simple so I made an Axe for Axe, Im going for a cursed look, Thoughts opinions?
Does anyone know which bones I need to use for Axe's weapons? The model isn't skinned.
Cheers man, is there anyway to preview it working with Axe's animations?
Go through the submission process through the DOTA Workshop (through the game itself) and it will let you preview the item with each animation before officially submitting it.
Go through the submission process through the DOTA Workshop (through the game itself) and it will let you preview the item with each animation before officially submitting it.
Hmmmm
I put the bone where he would hold it with his left hand, should it be his right?
I put the bone where he would hold it with his left hand, should it be his right?
You should be using whichever bone, in this case axe_1, the standard weapon is skinned to inside of the provided .SMD file from the workshop's website.
Load up Axe's model .SMD, position your object so that it's as close as possible to the default item, reset your xforms, move your pivot to the origin, and skin it to the proper bone.
Hi, I'm new to these forums and new to 3d modeling, I've been reading some of the posts in this thread and i must say that it has really helped me put together these two items. So for that I am grateful to you all. Anyways, I managed to get these 2 items on the workshop. I would appreciate any feedback on them, thx
Pudge's Gruesome Grapple
Pudge's Scrap Iron Bracer
hey man, congrats on finishing them
your first item appear a little without detail on the texture, can you post your UV? when can help you getting more res on that =]
just had to jump on the Pudge bandwagon and give him a little love
There is so much awesome in this thread guys, im away for a day and there are pages of them. Just wanted to say nice work all around, always great to check out everyones creations
First of all, I'm extremely new to 3d modeling. Excluding some basic tutorials this is the fourth model I've ever made (the other 3 are in my workshop) and I'd like to personally thank everyone that's been contributing to this thread. I've been lurking the past few months and without your help I'd be completely lost. Thank you all so much!
This is the first item I've made I felt was worthy of being posted in here, hope you all like it
You should be using whichever bone, in this case axe_1, the standard weapon is skinned to inside of the provided .SMD file from the workshop's website.
Load up Axe's model .SMD, position your object so that it's as close as possible to the default item, reset your xforms, move your pivot to the origin, and skin it to the proper bone.
Thanks for the help but now im getting the "couldn't find any bones" error.
turns out it was fine to import with the setting i was using but i was changing the axis which caused it.
Any ideas on how I can improve this?
Whats the best way to get small detail like scratches to show up more prominently?
hey
to get more details you need to make the best use of your iv map, you can post it so we could help with some suggestions
about the overall texture, did you used the mask1 ans mask2? you could study the original texture to get it working better with the rest of the model
---
ok guys, some update on the courier
first is a paintover that my girlfriend made on the old silhouette. That was a huge improvement
im thinking every minute "why i always complicate everything"
my problem now is that is the same character with different models and they will share the same texture, i cant put both entirely on the same uv so i will need to reuse some parts like the head, the hip area and back legs
the problem will be the seams on all the maps, the normalmap will give me headaches to match, i will spent a lot more time texturing this time..
but im really liking this model, im a little tired of cute things =]
the rings on the back will be animated, i will try the cloth just to complicate a little more
on the flying version the feet will be grabbing the weapons, not like its now
This bone error is driving me mad. Iv skinned axe_1 to the weapon imported it using both fbx and smd. Am I missing something?
Any help would be greatly appreciated, this is what iv got, Iv reset the xform, centered the pivot and skinned "axe_1" to my Axe and Iv put the Axe where the default one was.
Iv exported it with and without the bone in .smd and .fbx
to get more details you need to make the best use of your iv map, you can post it so we could help with some suggestions
about the overall texture, did you used the mask1 ans mask2? you could study the original texture to get it working better with the rest of the model
---
ok guys, some update on the courier
first is a paintover that my girlfriend made on the old silhouette. That was a huge improvement
im thinking every minute "why i always complicate everything"
my problem now is that is the same character with different models and they will share the same texture, i cant put both entirely on the same uv so i will need to reuse some parts like the head, the hip area and back legs
the problem will be the seams on all the maps, the normalmap will give me headaches to match, i will spent a lot more time texturing this time..
but im really liking this model, im a little tired of cute things =]
the rings on the back will be animated, i will try the cloth just to complicate a little more
on the flying version the feet will be grabbing the weapons, not like its now
Seems my masks are bugged as nothing I do to them seems to change anything
Sketched some ideas for a Warlock set while at work today.
His lore has a big emphasis on books/tomes/reading so I want to incorporate that into his staff. I'm thinking an antique-looking wooden podium as the staff and platform, with several tomes on top bound to the podium by leather straps.
Or I could replace his lantern with a stack of books hanging from the leather strap, letting it swing to and fro to reuse the lantern bones.
your first item appear a little without detail on the texture, can you post your UV? when can help you getting more res on that =]
hey, thx. these are my UV's they're probably terrible form a technical and artists standpoint, but I just tried to get my head around the whole concept of UVW unwrapping. It worked on the model and that's really all my goal was. I'm not exactly great at texturing in photoshop either so the quality sort of shows that.
@Ex4000 - sounds like your doing everything right and the screengrab looks ok. The only few things that comes to mind are, make sure you have only the axe_1 bone and the model both selected and then do export selected. If its still a problem try deleting all the bones and doing a fresh import/skin.
@Ex4000 - sounds like your doing everything right and the screengrab looks ok. The only few things that comes to mind are, make sure you have only the axe_1 bone and the model both selected and then do export selected. If its still a problem try deleting all the bones and doing a fresh import/skin.
@Ex4000 - sounds like your doing everything right and the screengrab looks ok. The only few things that comes to mind are, make sure you have only the axe_1 bone and the model both selected and then do export selected. If its still a problem try deleting all the bones and doing a fresh import/skin.
Ok I fixed the problem, Basically every time I do a new export I have to restart my pc otherwise Dota2 doesn't like it. Simple but annoying, Thanks for assistance guys.
@Ex4000 - great to hear you have it working, you might want to try just restarting dota instead of your entire computer, it does have some issues with not always updating.
Thanks for all your help, iv tried reimporting the smd many times, Im tempted to download Maya just to see if its max being buggy.
Try exporting as an .FBX? Anytime I try to import .SMD, DOTA crashes and throws out a nodde id error. Lenny's settings for .FBX export worked like a charm.
@Paskie - That's awesome. I checked it out and that's definitely the case. Have you tried to import your Pugna weapon yet using a modified itemtest_qc_template?[EDIT] Huh, seems like any weapon you import with ogre_magi has his fire particle effect, whether or not you want it.
@Bronto - I remember seeing something awesome in that post last night, why remove it?
@Rik - The cape turned out stellar and it fits her very well, nice work! I'm also looking forward to that warlock staff
Lol, I had a whole block of text typed up to talk about modifying your item budgets, but Paskie beat me to it ages ago. So here's his post to refresh your memories...
Check the npc_hero.txt and put in the right polybudget and texturelimitations from the dota2 technical requirements.
You'll find that file under dota/scripts/npc.
Also, and I know Tvidotto is doing this with his couriers but for hero items it may be different, has anyone managed to re-skin any of the default items? I've done it in a manner you would expect, renaming all the files and references and just placing them in the proper locations, but that doesn't seem to work. Is there something else that needs to be edited other than just adding a file, say phantom_lancer_weapon.mdl (and all the others) to dota/models/heroes/phantom_lancer, in order to overwrite the default and use a custom skin? To the point, I'm trying to find a way to define bones so that we can use cloth on custom objects, rather than just objects that already had it (such as Windrunner's cape). Part of me thinks I need to re-compile the entire hero to get this to work...
Hey there guys,
A couple of days ago i posted an axe for phantom assassin, well im back with the textures but i have a teeny weeny problem. TOO MANY POLYS. 900 poly around about, only allowed 500 cant be bothered to start all over again :poly122: Anyways here it is. Tell me if you would buy this
Hey there guys,
A couple of days ago i posted an axe for phantom assassin, well im back with the textures but i have a teeny weeny problem. TOO MANY POLYS. 900 poly around about, only allowed 500 cant be bothered to start all over again :poly122: Anyways here it is. Tell me if you would buy this
Post a picture with your wire-frames laid on top of the model so we can tell you what and where to optimize.
My guess would be the elliptical holes are eating away at your budget. You should probably just texture them on or reduce their roundness significantly.
@Ex4000 - sounds like your doing everything right and the screengrab looks ok. The only few things that comes to mind are, make sure you have only the axe_1 bone and the model both selected and then do export selected. If its still a problem try deleting all the bones and doing a fresh import/skin.
First of all, I'm extremely new to 3d modeling. Excluding some basic tutorials this is the fourth model I've ever made (the other 3 are in my workshop) and I'd like to personally thank everyone that's been contributing to this thread. I've been lurking the past few months and without your help I'd be completely lost. Thank you all so much!
This is the first item I've made I felt was worthy of being posted in here, hope you all like it
Sketched some ideas for a Warlock set while at work today.
His lore has a big emphasis on books/tomes/reading so I want to incorporate that into his staff. I'm thinking an antique-looking wooden podium as the staff and platform, with several tomes on top bound to the podium by leather straps.
Or I could replace his lantern with a stack of books hanging from the leather strap, letting it swing to and fro to reuse the lantern bones.
@Paskie - That's awesome. I checked it out and that's definitely the case. Have you tried to import your Pugna weapon yet using a modified itemtest_qc_template?[EDIT] Huh, seems like any weapon you import with ogre_magi has his fire particle effect, whether or not you want it.
@Bronto - I remember seeing something awesome in that post last night, why remove it?
@Rik - The cape turned out stellar and it fits her very well, nice work! I'm also looking forward to that warlock staff
Lol, I had a whole block of text typed up to talk about modifying your item budgets, but Paskie beat me to it ages ago. So here's his post to refresh your memories...
You'll find that file under dota/scripts/npc.
Also, and I know Tvidotto is doing this with his couriers but for hero items it may be different, has anyone managed to re-skin any of the default items? I've done it in a manner you would expect, renaming all the files and references and just placing them in the proper locations, but that doesn't seem to work. Is there something else that needs to be edited other than just adding a file, say phantom_lancer_weapon.mdl (and all the others) to dota/models/heroes/phantom_lancer, in order to overwrite the default and use a custom skin? To the point, I'm trying to find a way to define bones so that we can use cloth on custom objects, rather than just objects that already had it (such as Windrunner's cape). Part of me thinks I need to re-compile the entire hero to get this to work...
didnt get well whats the problem
are you guys trying to replace an item or reskin?
good and bad news, now the test client loads random itens on the hero, if you guys are trying to replace a weapon to test in game that will make it hard to get the right one...
Please tell me how its possible to check the items ingame ! Thanks in advance.
Like your dragon.
wow, almost didnt see your post, sorry
what i do is replace the model on the dota test client
as i said replaying to the MarkN post, now it load random itens, tested it today, so for a weapon will be alittle hard to test, im not sure if we can select the weapon, im almost sure that not
to replace a item you need to decompress the pak1 file with the gcfscape program, just decompile on the same folder, it is lika a rar file
after that you need to delete the pak file or rename it to the cheat the engine and force it to open the decompressed files
after an update you need to delete or rename the pak file again
after that you need to delete the pak file or rename it to the cheat the engine and force it to open the decompressed files
after an update you need to delete or rename the pak file again
Oh I see, so what you're saying is that as long as the .pak file is still there it will take precedence over any modded, un-pak'd files. That helps a lot, thanks.
Also, yeah I think first impressions matter quite a bit. I'm fairly sure I took a good hit to my ratings since I had posted my first item in iterations (hell version one was like 25% positive 75% negative, now it's the opposite after four revisions).
Hey there guys,
A couple of days ago i posted an axe for phantom assassin, well im back with the textures but i have a teeny weeny problem. TOO MANY POLYS. 900 poly around about, only allowed 500 cant be bothered to start all over again :poly122: Anyways here it is. Tell me if you would buy this
The problem is that the holes in the weapon have used way to many polys, you have to take into account the size of this weapon as well,the holes won't be as visible as the low-poly edge that you have.
What you should do is go back and take out a ton of polys from the holes and if you have any spare polys left use them to curve the blade more giving it a nicer silhouette.
Mark, i'm going to give it a try this weekend. I was thinking of experimenting with the $selfillum but then i remembered, why the hell not use the the alfa on mask1 instead which clearly states that function. Facepalm Let's see some more items this weekend folks!
And Rik, that cape, just absolutely stunning work there.
Ok I fixed the problem, Basically every time I do a new export I have to restart my pc otherwise Dota2 doesn't like it. Simple but annoying, Thanks for assistance guys.
Seems my masks are bugged as nothing I do to them seems to change anything
Try renaming your submission's filename in dota every time you tweak the masks and import. The submitted files will not update unless you change the output filename in dota.
Oh I see, so what you're saying is that as long as the .pak file is still there it will take precedence over any modded, un-pak'd files. That helps a lot, thanks.
Also, yeah I think first impressions matter quite a bit. I'm fairly sure I took a good hit to my ratings since I had posted my first item in iterations (hell version one was like 25% positive 75% negative, now it's the opposite after four revisions).
thats a good example for everyone here, dont rush on posting and spend some time on the beauty shot, that really matters...
i never did a weapon so we cant compare as equal, but i use to spent couple days just on the pictures
my two models have 99% of approval and i think that if i didnt spend time on that the result would be different
my first courier was rendered on maya with mental ray and the second had a more simple render but the pictures were produced on the Marmoset Toolbag
Does that match up enough with his other pieces so it doesn't stick out?
It's still really glossy and the colors are muted because of it. I would drop the spec down as low as possible but still allow some specularity when the highlights are at their brightest.
Replies
Ray, I'd be interested in texturing. Send me a PM
Granted this is Max2011, but I always skin my geo to the skeleton that is imported from the base .SMD to try and avoid any hierarchy issues that may arise.
@AcidBurn - Give RenderHJS' texTools a try. His UV toolkit is far superior to the stock one in max.
http://www.renderhjs.net/textools/
I'm not sure what you mean by bound. I put a Skin modifier on the mesh and Added all the bones that were in the original cape. At one point I used the Link tool to attach the cape to the root bone, but this had no effect and so I undid that.
Add Bones
Select mesh only
Export Selected (mesh only) as .FBX with Lenny's suggested settings.
PM me and I'll unwrap it.
I'm now getting the same bone error I got last night, while importing the exact same un-altered FBX files. I'm going to point my finger at the DOTA Compiler, since these same files worked last night.
You have to export the mesh and the bones it's skinned to or else you'll get that error. It shouldn't really work at all without the bones, to my knowledge.
Pudge's Gruesome Grapple
http://steamcommunity.com/sharedfiles/filedetails/?id=97154442
Pudge's Scrap Iron Bracer
http://steamcommunity.com/sharedfiles/filedetails/?id=97517968
There is so much awesome in this thread guys, im away for a day and there are pages of them. Just wanted to say nice work all around, always great to check out everyones creations
Does anyone know which bones I need to use for Axe's weapons? The model isn't skinned.
Nice axe you have there, its just the one bone axe_1
Cheers man, is there anyway to preview it working with Axe's animations?
Go through the submission process through the DOTA Workshop (through the game itself) and it will let you preview the item with each animation before officially submitting it.
Hmmmm
I put the bone where he would hold it with his left hand, should it be his right?
You should be using whichever bone, in this case axe_1, the standard weapon is skinned to inside of the provided .SMD file from the workshop's website.
Load up Axe's model .SMD, position your object so that it's as close as possible to the default item, reset your xforms, move your pivot to the origin, and skin it to the proper bone.
hey man, congrats on finishing them
your first item appear a little without detail on the texture, can you post your UV? when can help you getting more res on that =]
hahahahaha
great idea! really liked it =]
This is the first item I've made I felt was worthy of being posted in here, hope you all like it
Workshop Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=97606248
Thanks for the help but now im getting the "couldn't find any bones" error.
turns out it was fine to import with the setting i was using but i was changing the axis which caused it.
Any ideas on how I can improve this?
Whats the best way to get small detail like scratches to show up more prominently?
hey
to get more details you need to make the best use of your iv map, you can post it so we could help with some suggestions
about the overall texture, did you used the mask1 ans mask2? you could study the original texture to get it working better with the rest of the model
---
ok guys, some update on the courier
first is a paintover that my girlfriend made on the old silhouette. That was a huge improvement
im thinking every minute "why i always complicate everything"
my problem now is that is the same character with different models and they will share the same texture, i cant put both entirely on the same uv so i will need to reuse some parts like the head, the hip area and back legs
the problem will be the seams on all the maps, the normalmap will give me headaches to match, i will spent a lot more time texturing this time..
but im really liking this model, im a little tired of cute things =]
the rings on the back will be animated, i will try the cloth just to complicate a little more
on the flying version the feet will be grabbing the weapons, not like its now
Any help would be greatly appreciated, this is what iv got, Iv reset the xform, centered the pivot and skinned "axe_1" to my Axe and Iv put the Axe where the default one was.
Iv exported it with and without the bone in .smd and .fbx
Is it just a 3dsmax/dota2 problem?
Seems my masks are bugged as nothing I do to them seems to change anything
http://steamcommunity.com/sharedfiles/filedetails/?id=97778886&searchtext=
It has now been Submitted! Thanks for all the advice from you awesome polycounters!
His lore has a big emphasis on books/tomes/reading so I want to incorporate that into his staff. I'm thinking an antique-looking wooden podium as the staff and platform, with several tomes on top bound to the podium by leather straps.
Or I could replace his lantern with a stack of books hanging from the leather strap, letting it swing to and fro to reuse the lantern bones.
hey, thx. these are my UV's they're probably terrible form a technical and artists standpoint, but I just tried to get my head around the whole concept of UVW unwrapping. It worked on the model and that's really all my goal was. I'm not exactly great at texturing in photoshop either so the quality sort of shows that.
@Rik - nice concept!
@Tvidotto - looking good man, i like the paintover and thos piercings already look painful.
@mrpresident - your 4th model! outstanding :thumbup:
http://steamcommunity.com/sharedfiles/filedetails/?id=97811672
Thanks for the feedback, and for typing that out for Ex4000. I got my cape to compile again.
Unless I notice something last minute, this is the version that will be submitted.
Thanks for all your help, iv tried reimporting the smd many times, Im tempted to download Maya just to see if its max being buggy.
@Paskie - thanks for the heads up!
@Bronto - looking pretty shit hot :thumbup:
@Rik - i like it, woodsy, iconic, good stuff.
@WarlockPsychologist - nice solid set, i particularly like the texture work on the top of the staff. Really great gems too.
Try exporting as an .FBX? Anytime I try to import .SMD, DOTA crashes and throws out a nodde id error. Lenny's settings for .FBX export worked like a charm.
@Bronto - I remember seeing something awesome in that post last night, why remove it?
@Warlock - Great set! Up-votes all around
@Rik - The cape turned out stellar and it fits her very well, nice work! I'm also looking forward to that warlock staff
Lol, I had a whole block of text typed up to talk about modifying your item budgets, but Paskie beat me to it ages ago. So here's his post to refresh your memories...
You'll find that file under dota/scripts/npc.
Also, and I know Tvidotto is doing this with his couriers but for hero items it may be different, has anyone managed to re-skin any of the default items? I've done it in a manner you would expect, renaming all the files and references and just placing them in the proper locations, but that doesn't seem to work. Is there something else that needs to be edited other than just adding a file, say phantom_lancer_weapon.mdl (and all the others) to dota/models/heroes/phantom_lancer, in order to overwrite the default and use a custom skin? To the point, I'm trying to find a way to define bones so that we can use cloth on custom objects, rather than just objects that already had it (such as Windrunner's cape). Part of me thinks I need to re-compile the entire hero to get this to work...
A couple of days ago i posted an axe for phantom assassin, well im back with the textures but i have a teeny weeny problem. TOO MANY POLYS. 900 poly around about, only allowed 500 cant be bothered to start all over again :poly122: Anyways here it is. Tell me if you would buy this
Post a picture with your wire-frames laid on top of the model so we can tell you what and where to optimize.
My guess would be the elliptical holes are eating away at your budget. You should probably just texture them on or reduce their roundness significantly.
man, dont rush on that! people will never return to your item and the first impression matters a lot
my suggestion to you is to get those masks working before submitting
make it private and make it better! =]
it doesnt matter if your model is awesome, people will vote based on what they see on the workshop page
Painful! i like that =] better then " its so cute i wanna die" hahaha
its look a little fragile for a sword that size, maybe you could increaze the radius of the grip part
nice idea!
awesome graphics =]
didnt get well whats the problem
are you guys trying to replace an item or reskin?
good and bad news, now the test client loads random itens on the hero, if you guys are trying to replace a weapon to test in game that will make it hard to get the right one...
wow, almost didnt see your post, sorry
what i do is replace the model on the dota test client
as i said replaying to the MarkN post, now it load random itens, tested it today, so for a weapon will be alittle hard to test, im not sure if we can select the weapon, im almost sure that not
to replace a item you need to decompress the pak1 file with the gcfscape program, just decompile on the same folder, it is lika a rar file
after that you need to delete the pak file or rename it to the cheat the engine and force it to open the decompressed files
after an update you need to delete or rename the pak file again
---
Wow, that post will be huge =]
Oh I see, so what you're saying is that as long as the .pak file is still there it will take precedence over any modded, un-pak'd files. That helps a lot, thanks.
Also, yeah I think first impressions matter quite a bit. I'm fairly sure I took a good hit to my ratings since I had posted my first item in iterations (hell version one was like 25% positive 75% negative, now it's the opposite after four revisions).
The problem is that the holes in the weapon have used way to many polys, you have to take into account the size of this weapon as well,the holes won't be as visible as the low-poly edge that you have.
What you should do is go back and take out a ton of polys from the holes and if you have any spare polys left use them to curve the blade more giving it a nicer silhouette.
And Rik, that cape, just absolutely stunning work there.
Try renaming your submission's filename in dota every time you tweak the masks and import. The submitted files will not update unless you change the output filename in dota.
You're not the first person to recommend this, I'll definitely give it a try.
I can't believe I actually uploaded it like that last night, really shows the dangers of fatiuge!
anyway got masks working but i can't figure out which colour on what mask is causing the white light on the top, horns and around the emblem...
thoughts on it like this? I think its a bit too shiney
yes, way too shiny. The color is being lost because of it. I believe that's the Blue channel in _mask2. Care to post your mask up?
thats a good example for everyone here, dont rush on posting and spend some time on the beauty shot, that really matters...
i never did a weapon so we cant compare as equal, but i use to spent couple days just on the pictures
my two models have 99% of approval and i think that if i didnt spend time on that the result would be different
my first courier was rendered on maya with mental ray and the second had a more simple render but the pictures were produced on the Marmoset Toolbag
hope that helps =]
mask_1 blue
mask_2 blue
Ohh new fire thats handy! Managed to take off the a bit of the shine above, looks a little bit better now, still have no idea what I did
turns out it was a problem with the spec map
Does that match up enough with his other pieces so it doesn't stick out?
It's still really glossy and the colors are muted because of it. I would drop the spec down as low as possible but still allow some specularity when the highlights are at their brightest.