Funn1k from navi wants a techies set made ASAP. If anyone is interested, let me know. He has come down to the desired split of 70/30 in favour of the artist. You just have to be willing to work as soon as possible!
Hi, i would like to bring up what i think is a bug with the Dota 2 Shader in Toolbag 2.06.
Pretty much what happens is that the specular exponent channel (alpha of mask 2), blurs out skylight reflections, but not area lights, resulting in a always super glossy material. I tested the same thing on a default material and as i would expect, the area light reflection gets blurred out together with all the rest of the cubemap reflections.
I hope this can be fixed soon, and if someone knows a walk-around solution, please let me know
i posted this already in the marmoset 2 thread.
Did anyone of you noticed this kind of problem in Toolbag 2.06?
Yeah I have a similar problem when using the Dota 2 Albedo and Specular maps. The Specular Exponent seems to give everything a sheer of varnish. You end up with an absurdly glossy model that gives these extremely tight highlights. If those happen to be out of your focus when using depth of field they turn into annoying blurry squares.
I'm having a serious skinning issue that I am desperate for help with. I'm trying to skin a model to Puck's head. When I have just the head bone skinned it doesn't attach at all and its floating out in space. When I add the root bone to the mix even if the model is 100% skinned to the head bone it seems to sit in the right position on Puck's head but it floats around on the root bone so it's not synchronized at all with the head bone, as seen in this gif.
(100% on the head bone here but it seems to float around still?)
What am I doing wrong here? Really hoping somebody can shed some light on this...
I'm having a serious skinning issue that I am desperate for help with. I'm trying to skin a model to Puck's head. When I have just the head bone skinned it doesn't attach at all and its floating out in space. When I add the root bone to the mix even if the model is 100% skinned to the head bone it seems to sit in the right position on Puck's head but it floats around on the root bone so it's not synchronized at all with the head bone, as seen in this gif.
(100% on the head bone here but it seems to float around still?)
What am I doing wrong here? Really hoping somebody can shed some light on this...
this is how I did my puck (the name of the bone is highlighted in purple)
Hm. So none of them are attached to the head bone? I guess my model is a bit different since it's more like a mask and less like hair. I feel like attaching it to any other bone won't make sense. I've also tried attaching it to other bones around the head and it still does the weird root float thing. I feel like I'm just doing something wrong that I'm not noticing. What's weird is I tested this yesterday at one point and it was staying on the head just fine so something is different, I just can't figure out what.
It should be skinned to "head" at least that's where mine is skinned too. Make sure it's not on any of the antenna joints if you aren't using them. The only other thing I can do is make sure you don't have any existing history on the object, make sure your transformations are clear. It should be a pretty simple skin process so if you are having problems it's likely influenced by something else on the head mesh.
This is what happens if I take away the root and its ONLY bone is the head:
So I feel like it needs the root right?
Beyond that I've manually reset transform and scale in the heirarchy and also applied an XForm modifier and THEN skinned 100% to the head and still it moves around not connected to the face. I feel like I've tried everything at this point.
Really appreciate your help btw Edit: I have found the problem! I don't know what the problem is exactly but I found it. Basically the model/bones that Valve has on their site are bogus. Extracting the files from the game files myself did the trick. People have so many issues with Valve's uploaded stuff...
You need the root bone, but have the base of the Hair rigged to the head bone (color should be close to red) check the weights of the default body and copy whatever the head weight. After that you can add some small influences on the edges with other bones.
What's the deal with low violence characters nowadays? I'm designing a set for clinkz and I'm not sure how his head slot is broken down. Anybody have a clue on this topic?
I am overwhelmed by the work that came out. Just WOW! The quality and the quantity. How the hell do you guys do it!
On behalf of the team who worked on this bundle, we present our massive project: The Dark Lotus Bundle. It has been a roller coaster ride and tons of crunching and lot of lost sleep! We believe we achieved something great and are happy to have finished it. Now to take a break!
Hey Vayne - I've been meaning to check the dark lotus website today but it seems unresponsive. I tried two times already and its been timing out. Just thought I'd let you know !
Hey Vayne - I've been meaning to check the dark lotus website today but it seems unresponsive. I tried two times already and its been timing out. Just thought I'd let you know !
Very nice works!
The only thing I have issue with is that NP summon that is very much like a Beast Master boar. A treant that looks like a ram would do better I guess.
Anyways, too much awesomeness!
Holy cow!!! That's an amazing effort. I'm a huge fan of the HUD and the courier. I really quite like the NP hat as well and the concept of a storyline for new bloom (hard to tell if Valve has their own storyline before the event actually starts), but I'm gonna hop on the 'that's a treant?' bandwagon here, it does read a lot as a beastmaster boar.
Also, excellent job with the website, it's really convincing! but that's actually a problem. From the birdies I've heard around, it might actually be against valve's TOS to do that. Regardless, lots of neat treats!
Newbloom is over, time to get back on old work and finish it :P
That's crazy awesome. Although I'm not sure how it would go with approval (violence, human etc...is there a low violence version?).
I'd still like to see that ingame though.
The team and I's (Simon Boxer-concept art, Anwar Bey-Taylor-model/texture, Chay Johansson-Rigs/animation) new Dota2 work is a submission for the upcoming New Bloom Festival for Chinese New Year!!
He is a wonderful good fortune fish that is full of life and ready for action! In the game Fu Yu assists as a courier that delivers to the player, items from the shops to help make the hero Bigger, Badder, Faster, Stronger, GREATER!! We had a blast creating this little guy, and hope the world enjoys our creation. KAPOWW!
You can find more info on him below in the workshop, also it is at the workshop that you can help build his greatness by voting for him to be integrated into the game.
Hey fellow Polycounters! I'm gonna try and get into the workshop, one thing confuses me, when doing a set, is one allowed to modify the base texture f the characters base? Usually the body. I'vel ookmed around and several sets doesn't edit the base, so I'm just wondering if it's "allowed"?
I was thinking of doing a haircut for Death Prophet for starters, one which would benefit from being able to re-texture parts of her bald (when hair is removed) head!
Modifying the base texture of a character is not allowed. You need to find and use whatever work-arounds are possible/necessary to make your item a reality.
@Lando_Mange: no you can't. You can only create items but not edit the base model/texture itself. (That's what valve calls "arcanas" and they are made by valve only)
Thanks! And Aw, what a shame, wanted to do a half-shave haircut, and I think it will look really weird/bad if done with a mesh :P but might try some kinda work around...
Oh man things have been so busy lately. SOOOooooooo many amazing entries for new bloom.
Between teaching and work and Christmas and the flu, I managed to get out something for the new bloom festival. Concept by Calyx. This was a little more rushed than I like to do things, but happy we made the deadline!
hi guys does anyone have faced this issue before? where Valve asked you to resubmit your items , because they're missing the manifest file which they need to import your work and test in game.
@Karkeng just re-import there probably was a bug when the item when though the importer. I haven't gotten this type of error before however, when adding items to the HLMV I always add replace the manifest file that comes in the zip file (The importers zips all the files into a single zip file with a manifest.)
Making a blockout for EEsama's PA set. Trying to make it fit the arcana. So far the anims work ... just. A few things need to tweak still. Should hopefully work when I finish it and skin her properly.
Making a blockout for EEsama's PA set. Trying to make it fit the arcana. So far the anims work ... just. A few things need to tweak still. Should hopefully work when I finish it and skin her properly.
Replies
*starting a rumor based on logical assumptions*
Did anyone of you noticed this kind of problem in Toolbag 2.06?
Yeah I have a similar problem when using the Dota 2 Albedo and Specular maps. The Specular Exponent seems to give everything a sheer of varnish. You end up with an absurdly glossy model that gives these extremely tight highlights. If those happen to be out of your focus when using depth of field they turn into annoying blurry squares.
This is a shot from the viewport.
Looks like you can still tag it as spring in the importer so I guess I'll see if I can finish it up within a few hours and get it submitted.
As for everyone else's work, amazing, amazing stuff everybody!
Looks to be a fix posted here;
I've just tested it with the Tusk shot before and seems to be working much better now
(100% on the head bone here but it seems to float around still?)
What am I doing wrong here? Really hoping somebody can shed some light on this...
Aw great i'll try it as soon as i get home. Thanks a lot
this is how I did my puck (the name of the bone is highlighted in purple)
But thanks for your input on the matter!!
So I feel like it needs the root right?
Beyond that I've manually reset transform and scale in the heirarchy and also applied an XForm modifier and THEN skinned 100% to the head and still it moves around not connected to the face. I feel like I've tried everything at this point.
Really appreciate your help btw
Edit: I have found the problem! I don't know what the problem is exactly but I found it. Basically the model/bones that Valve has on their site are bogus. Extracting the files from the game files myself did the trick. People have so many issues with Valve's uploaded stuff...
In any case, heres my submission.
You should turn down this lightning, it's too bright, I can barely see the helmet.
Also in my opinion super bright loading screens hurts the eyes (specially for those who play dota on the dark). But this is a matter of taste.
Yeeeah i actually meant to get to that earlier today but a lot of real life issues came up and i just didnt have time, going to do it tonight :P
Set page Here
Which 1 is better? 1 has better look in silhouette but the color seems not to sync well in preview , whereas 2 seems lacking in preview .
You need the root bone, but have the base of the Hair rigged to the head bone (color should be close to red) check the weights of the default body and copy whatever the head weight. After that you can add some small influences on the edges with other bones.
---
@Everybody
Great submissions everywhere!
On behalf of the team who worked on this bundle, we present our massive project: The Dark Lotus Bundle. It has been a roller coaster ride and tons of crunching and lot of lost sleep! We believe we achieved something great and are happy to have finished it. Now to take a break!
P.S. Yes yes I didn't quit! Amazing isn't it!
We're getting hammered like you wouldn't believe!
I can believe it, this bundle is fucking awesome. The only thing you guys are missing is your own custom game mode :poly124:
The only thing I have issue with is that NP summon that is very much like a Beast Master boar. A treant that looks like a ram would do better I guess.
Anyways, too much awesomeness!
Also, excellent job with the website, it's really convincing! but that's actually a problem. From the birdies I've heard around, it might actually be against valve's TOS to do that. Regardless, lots of neat treats!
edit: looks like this isn't the first time someone's tried the ol valveroo. I had forgotten something similar happened before. I guess it's not something Valve really minds then. https://adf10643995b542a004c432a32ae7353d362841e.googledrive.com/host/0B-uEod0DESqeQnpWZ1BRNVV1WWs/
That's crazy awesome. Although I'm not sure how it would go with approval (violence, human etc...is there a low violence version?).
I'd still like to see that ingame though.
The team and I's (Simon Boxer-concept art, Anwar Bey-Taylor-model/texture, Chay Johansson-Rigs/animation) new Dota2 work is a submission for the upcoming New Bloom Festival for Chinese New Year!!
He is a wonderful good fortune fish that is full of life and ready for action! In the game Fu Yu assists as a courier that delivers to the player, items from the shops to help make the hero Bigger, Badder, Faster, Stronger, GREATER!! We had a blast creating this little guy, and hope the world enjoys our creation. KAPOWW!
You can find more info on him below in the workshop, also it is at the workshop that you can help build his greatness by voting for him to be integrated into the game.
Model breakdown shots are coming soon!
http://steamcommunity.com/sharedfiles/filedetails/?id=375092915
I was thinking of doing a haircut for Death Prophet for starters, one which would benefit from being able to re-texture parts of her bald (when hair is removed) head!
Appreciate any clarity I can get in this matter
EDIT: simultaneous posts lol...
Between teaching and work and Christmas and the flu, I managed to get out something for the new bloom festival. Concept by Calyx. This was a little more rushed than I like to do things, but happy we made the deadline!
Link to the set in the image below:
Vayne, I checked out the custom website you guys set up earlier - that is hella marketing effort hahahaa.
Boonta, that set's great! I especially like the proportions of the weapon to the char.
<3<3<3 this PA is looking gorgeous :poly136: