Hi guys, here is an update after yesterday's round of comments:
-I raised up the highlights I painted before on the horns on all pieces. A bit of cavity push as well on those.
- I put killed the red on the bolts placed around... after all I think the contrast was being a bit too artificial... however now I notice I missed the one on the front... smart move! I will fix that later.
- in the end I also tried to desaturate the horns and they are not too bad... also in game they get brownish anyway .
so, the top 3 screens are again from marmoset for comparison with previous ones.
as requested, here come some ingame screens as well. I believe is behaving pretty well and is inline enough with the surroundings.
Please guys let me know what you think.
Best
That DK set looks how I wish DK looked from the beginning. I feel like it needs some brighter yellows or something. I released a DK sword that deviated directly from the initial tones/values of DK and it was slated for it. Maybe make the yellow 'leather' segments brighter? Looks fantastic otherwise!
Hi guys, here is an update after yesterday's round of comments:
-I raised up the highlights I painted before on the horns on all pieces. A bit of cavity push as well on those.
- I put killed the red on the bolts placed around... after all I think the contrast was being a bit too artificial... however now I notice I missed the one on the front... smart move! I will fix that later.
- in the end I also tried to desaturate the horns and they are not too bad... also in game they get brownish anyway .
so, the top 3 screens are again from marmoset for comparison with previous ones.
as requested, here come some ingame screens as well. I believe is behaving pretty well and is inline enough with the surroundings.
Please guys let me know what you think.
Best
The silhouette looks fantastic in game! I wasn't a huge fan of the set from the first image of it you posted, but it looks great in game. I'm normally a fan of darker, muted colors, but you are really doing the set a disservice by having the colors so dull in game. Generally, you don't want the background (grass, stones, etc) to be brighter and more in your face than the main hero character. Pop out those reds and browns on his helmet and horns a lot more, and this will look amazing.
Hi guys, here is an update after yesterday's round of comments:
-I raised up the highlights I painted before on the horns on all pieces. A bit of cavity push as well on those.
- I put killed the red on the bolts placed around... after all I think the contrast was being a bit too artificial... however now I notice I missed the one on the front... smart move! I will fix that later.
- in the end I also tried to desaturate the horns and they are not too bad... also in game they get brownish anyway .
so, the top 3 screens are again from marmoset for comparison with previous ones.
as requested, here come some ingame screens as well. I believe is behaving pretty well and is inline enough with the surroundings.
Please guys let me know what you think.
Best
Having seen the in-game pics I think your colours need some tweaking.
To begin with, I would suggest making the horns much brighter. In their current shade they disappear into the rest of the model from the in-game view. That's particularly obvious from the night shot, and around the sword hilt during the day. The horns look awesome in showcase, but people are not going to be looking at the showcase view for more than a few seconds per game.
Also, like some others have suggested, I think you should separate your colours more. Make the orange leather yellow perhaps. I love the leathery look to the material, but those cool shapes at the bottom of the coat are completely invisible from the in-game view. I think in general your colours are a lot more desaturated than the rest of Dota 2's palette.
All in all, whilst the model itself is fantastic I think you've not taken into consideration Dota 2's camera angle and zoom enough. There's tons of nice detail in the shoulders and under the arms, but these will never be seen in a normal Dota game. The colours need more separation so that your shapes are visible in-game. The shield also looks quite uninteresting from the top, though it looks good from the front.
And speaking as someone who transitioned into making Dota 2 items from modeling Mechs, the style might come read as a liiiiittle futuristic. But that's subjective, so I guess it's open to interpretation.
Greyscaling the image posted really highlights what is lacking in the texture. After you get your values right, work on using complementary colours to pop out more saturated areas. Your gradient top down is non existent. Try to put a bit of colour into your ao/light maps. The default grey of the bakes can also make colours look flat.
Hope it helps!
TI chests? last year if i recall correctly they were published during TI4 days, so i don't see them coming very soon in my opinion.
Also i think they set up a deadline for summer "content" for the 26th of may, so for sure nothing is gonna happen before that date, and probably not even immediately after.
Hey guys, this is my second project for Dota 2 workshop and also the first time I'm working with Attasik. He’s cool!I hope you guys will like it. If you do, please click "Yes" to show us your love. Thank you for supporting.
thanks for all the feedback first of all I appreciate the help you are giving me to tweak the textures. I went on the diffuses again trying to keep in mind several comments and I think you will notice the improvements .
The general tweak was the saturation for the full set. After this, the other main issue was the values of some pieces against each others. I have to agree with this general feedback as it really boost the feeling of the model in engine.
As I said, this is my first texturing in dota and I may be to used to keep stuff in range for pbr and other desaturated games I work on .
Last, some specific replies: @Malloy: thanks for the compliments and yes I have pushed the yellow in particular. good call. @polaroid29: thanks to you as well man and yes too dull colors after all. I guess now is going to be better. @Snowstorm: thanks for your comments. I went on tweaking both colors and values as I said above. Good feedback. @Anuxinamoon: well yes, I was lacking some push on values and the overall lack of saturation was holding down the difference in hues. Now should be better. In any case the AO has always been turn to bluish as a flat gray is boring @putka: ehi man, what can I say?! I'm very happy about this .
Now, if you bother to read till here, lets get to the image!
Yep i agree with the others, much better Phobalien!
I'd still add some color variations on the horns, and maybe like Anuxi said, you can do a light darker gradient at the bottom with some slight hue shift towards purple maybe.
Pretty nice job anyway! ^_^
Just submitted an Enchantress set with cottonwings. Go check out this cute girl on the workshop!
As with the last set I submitted, I'm posting some of the process and details of everything on my Tumblr, so go check that too if you want to see some concepts, sculpts, textures and all that good stuff!
@stkopp Really nice looking shapes and design. I am not a fan of the head though, it makes him look like a lizard and doesn't feel very intimidating compared to most of his sets.
Hey guys! Just launched my first set! Would appreciate any critiques you could throw my way so I can get better on the next one as well as any votes I can get for some extra visibility. Thanks!
hey guys i'm getting this missing reference file error, i have an older unpacked version of the game with the files its missing, however the new version doesn't have these, i had my friend test it also so i don't know if its me or valve lol
all of my files compile succesfully but it cant reference the files it wants to
badcog I gave it a shot and it didnt work, i think it has to do with the root file, I deleted and re-exported the files and i still haven't found the solution . I think i have to do something to the vmt files but im not sure what.
naga sure doesnt mind loading my item lol
edit:
if anyone knows how to find
vengeful2_body_color.vmt
it would help alot haha i dont have this vmt template to alter my files and its definitely not in my root
hey guys i'm getting this missing reference file error, i have an older unpacked version of the game with the files its missing, however the new version doesn't have these, i had my friend test it also so i don't know if its me or valve lol
all of my files compile succesfully but it cant reference the files it wants to
*Requires GCFScape*
Try this
1) Extract vengeful_spirit_body_color.vmt from the vpk file ( Located at materials/models/heroes/vengeful_spirit)
2) Rename to vengeful2_body_color.vmt ( make sure it is exactly the same as specified from the error )
3) Create a new file directory materials/models/heroes/vengeful ( exactly the same as specified from the error )
4) set -override_vpk at launch option .
5) Test !
*Requires GCFScape*
Try this
1) Extract vengeful_spirit_body_color.vmt from the vpk file ( Located at materials/models/heroes/vengeful_spirit)
2) Rename to vengeful2_body_color.vmt ( make sure it is exactly the same as specified from the error )
3) Create a new file directory materials/models/heroes/vengeful ( exactly the same as specified from the error )
4) set -override_vpk at launch option .
5) Test !
edit thanks gonna try it with override on
edit2: same error, this is where im creating the directory folder vengeful
Here I am again people!
this time I should be there on the final tweak!
Thanks again for the comments and compliments. In the beginning I was pretty happy with the result I had but can see how the texture got better with some tuning on layers and baked maps.
Last round of tweaks included:
- a blue gradient layer previously only on the AO is now duplicated on the bent map. This gives a much more prominent bluish shadow gradient. I was too gentle before .
- I went back to double check the art guide and I actually got it right this time! I mixed the ''direct light map'' (that I didn't bake before) with the bent map (that I was already using). I thought I was done and instead I was missing this effect. Is not super prominent but it is there and I hope you can read the top down gradient now!
- gradient on all the horns that turns them into a redish/orangish tone toward the tip.
Well if nothing major is spot on it, I would say that the texturing phase is finally done. Once again, thanks for the help to everyone! now I'll leave you to the image and I will take care of the art piece and perhaps icons .
Best
Workin on a courier for a Toronto based Tournament. And actually I'm looking for an animator to help out on it too. Short deadline, bit of a rush. PM me or email dano.cox@gmail.com if you're interested. Would also love some feedback too!
It's looking pretty great Phobalien!
The only thing i'd adjust is a bit the gloss on the sleeves, it looks very much like it's very wet, which i doubt is the effect you wanted to achieve.
Besides that i think it's ready! SHIP IT!
@danjohncox Everything could use some gradient and the items especially need some ao and highlights. His head in general needs to be brighter as I doubt it will read well at all as is.
@danjohncox Everything could use some gradient and the items especially need some ao and highlights. His head in general needs to be brighter as I doubt it will read well at all as is.
Its just a Zbrush polypaint; only a color map is applied onto a material, no bakes have been spplied whatsoever. He just sculpted the model and painted directly over it
@danjohncox haha my bad, definitely didn't notice that was the high poly with polypaint. I am curious as to how he will walk/run though. A belly that size seems like it would cause some waddling.
Edit: It would be pretty cool if you made the chest partially open and stuffed with treasure. Then either have the lid bounce up and down as he runs or the treasure. Just a thought.
Hey, does anyone use Blender? I could use some help. I just updated my blender to the most recent one yesterday, and subsequently updated the blender source tools add-on, and suddenly it's having a ton of trouble importing SMDs. When I try importing my smd onto the base model, it gives me a traceback error.
I thought maybe I messed up somewhere, so I tried importing the smd into a blank file; turns out, I can successfully import one smd, but any attempts to import anything else (fbx/smd) afterwards just won't import anything at all. The program doesn't freeze or hang up - after clicking which file to import...... NOTHING HAPPENS.
I've tried reinstalling the add-on, restarting blender, and flailing uselessly at the program repeatedly. Any help would be greatly appreciated!
Hey, does anyone use Blender? I could use some help. I just updated my blender to the most recent one yesterday, and subsequently updated the blender source tools add-on, and suddenly it's having a ton of trouble importing SMDs. When I try importing my smd onto the base model, it gives me a traceback error.
I thought maybe I messed up somewhere, so I tried importing the smd into a blank file; turns out, I can successfully import one smd, but any attempts to import anything else (fbx/smd) afterwards just won't import anything at all. The program doesn't freeze or hang up - after clicking which file to import...... NOTHING HAPPENS.
I've tried reinstalling the add-on, restarting blender, and flailing uselessly at the program repeatedly. Any help would be greatly appreciated!
:[
did you redownload the blender source tools? i might not recall correctly but i had something similar i think. for me it worked when i installed the newest version of the source tools.
Good job! Looks really better!
Did you try to resize your textures to ingame size? If you did not, I guess if you will do that you will get better ingame result
did you redownload the blender source tools? i might not recall correctly but i had something similar i think. for me it worked when i installed the newest version of the source tools.
That was the first thing I tried, but it didn't help. :[
Help !
Hi guys, I am having some trouble with the particle effects, cannot figure out whats wrong. Some vertexes are just too bright ( when I select them, they count 1 vert. per point ). There are images from in-game and from maya with the UVs.
And, by the way, every time I try to export a mesh from my maya, it creates automaticly labert1 material on the first lod, and a diferent one to the lod0. in the Window>Hypershade menu it doesnt let me delete the default labert1 material..
How can I delete the materials from the lods ?
Just tested the importer with the Lina base model, and it works without issues.
Maybe it's related to the files you're trying to import, dunno.
Figured it out, maybe; the files were fine. I tried running both valve's models and my own from previous sets. When I uninstalled blender the first time, though, I didn't delete the old user preferences and add-ons, and I think the old and the new versions were both trying to run simultaneously, and not liking each other because of it.
Anyway, I downgraded back to an older version of blender and source tools, and everything's working fine now. ^^; Thanks for everything, Rubus + coyote!
Replies
I fear it may have to do with the general shapes, as everything is too round it ends up with a play dough-y feel.
I love the shape of the helm, by the way, I think this set can go places with a bit more work (:
-I raised up the highlights I painted before on the horns on all pieces. A bit of cavity push as well on those.
- I put killed the red on the bolts placed around... after all I think the contrast was being a bit too artificial... however now I notice I missed the one on the front... smart move! I will fix that later.
- in the end I also tried to desaturate the horns and they are not too bad... also in game they get brownish anyway .
so, the top 3 screens are again from marmoset for comparison with previous ones.
as requested, here come some ingame screens as well. I believe is behaving pretty well and is inline enough with the surroundings.
Please guys let me know what you think.
Best
The silhouette looks fantastic in game! I wasn't a huge fan of the set from the first image of it you posted, but it looks great in game. I'm normally a fan of darker, muted colors, but you are really doing the set a disservice by having the colors so dull in game. Generally, you don't want the background (grass, stones, etc) to be brighter and more in your face than the main hero character. Pop out those reds and browns on his helmet and horns a lot more, and this will look amazing.
Having seen the in-game pics I think your colours need some tweaking.
To begin with, I would suggest making the horns much brighter. In their current shade they disappear into the rest of the model from the in-game view. That's particularly obvious from the night shot, and around the sword hilt during the day. The horns look awesome in showcase, but people are not going to be looking at the showcase view for more than a few seconds per game.
Also, like some others have suggested, I think you should separate your colours more. Make the orange leather yellow perhaps. I love the leathery look to the material, but those cool shapes at the bottom of the coat are completely invisible from the in-game view. I think in general your colours are a lot more desaturated than the rest of Dota 2's palette.
All in all, whilst the model itself is fantastic I think you've not taken into consideration Dota 2's camera angle and zoom enough. There's tons of nice detail in the shoulders and under the arms, but these will never be seen in a normal Dota game. The colours need more separation so that your shapes are visible in-game. The shield also looks quite uninteresting from the top, though it looks good from the front.
And speaking as someone who transitioned into making Dota 2 items from modeling Mechs, the style might come read as a liiiiittle futuristic. But that's subjective, so I guess it's open to interpretation.
Greyscaling the image posted really highlights what is lacking in the texture. After you get your values right, work on using complementary colours to pop out more saturated areas. Your gradient top down is non existent. Try to put a bit of colour into your ao/light maps. The default grey of the bakes can also make colours look flat.
Hope it helps!
Also i think they set up a deadline for summer "content" for the 26th of may, so for sure nothing is gonna happen before that date, and probably not even immediately after.
thanks for all the feedback first of all I appreciate the help you are giving me to tweak the textures. I went on the diffuses again trying to keep in mind several comments and I think you will notice the improvements .
The general tweak was the saturation for the full set. After this, the other main issue was the values of some pieces against each others. I have to agree with this general feedback as it really boost the feeling of the model in engine.
As I said, this is my first texturing in dota and I may be to used to keep stuff in range for pbr and other desaturated games I work on .
Last, some specific replies:
@Malloy: thanks for the compliments and yes I have pushed the yellow in particular. good call.
@polaroid29: thanks to you as well man and yes too dull colors after all. I guess now is going to be better.
@Snowstorm: thanks for your comments. I went on tweaking both colors and values as I said above. Good feedback.
@Anuxinamoon: well yes, I was lacking some push on values and the overall lack of saturation was holding down the difference in hues. Now should be better. In any case the AO has always been turn to bluish as a flat gray is boring
@putka: ehi man, what can I say?! I'm very happy about this .
Now, if you bother to read till here, lets get to the image!
That part seems painted metal to me.
I'd still add some color variations on the horns, and maybe like Anuxi said, you can do a light darker gradient at the bottom with some slight hue shift towards purple maybe.
Pretty nice job anyway! ^_^
As with the last set I submitted, I'm posting some of the process and details of everything on my Tumblr, so go check that too if you want to see some concepts, sculpts, textures and all that good stuff!
http://steamcommunity.com/sharedfiles/filedetails/?id=144810208
all of my files compile succesfully but it cant reference the files it wants to
I'd select the entire mesh and apply a mat to it once, then export and test.
naga sure doesnt mind loading my item lol
edit:
if anyone knows how to find
vengeful2_body_color.vmt
it would help alot haha i dont have this vmt template to alter my files and its definitely not in my root
*Requires GCFScape*
Try this
1) Extract vengeful_spirit_body_color.vmt from the vpk file ( Located at materials/models/heroes/vengeful_spirit)
2) Rename to vengeful2_body_color.vmt ( make sure it is exactly the same as specified from the error )
3) Create a new file directory materials/models/heroes/vengeful ( exactly the same as specified from the error )
4) set -override_vpk at launch option .
5) Test !
edit thanks gonna try it with override on
edit2: same error, this is where im creating the directory folder vengeful
\Steam\steamapps\common\dota 2 beta\dota\root\materials\models\heroes
am i putting it in the wrong place?
this time I should be there on the final tweak!
Thanks again for the comments and compliments. In the beginning I was pretty happy with the result I had but can see how the texture got better with some tuning on layers and baked maps.
Last round of tweaks included:
- a blue gradient layer previously only on the AO is now duplicated on the bent map. This gives a much more prominent bluish shadow gradient. I was too gentle before .
- I went back to double check the art guide and I actually got it right this time! I mixed the ''direct light map'' (that I didn't bake before) with the bent map (that I was already using). I thought I was done and instead I was missing this effect. Is not super prominent but it is there and I hope you can read the top down gradient now!
- gradient on all the horns that turns them into a redish/orangish tone toward the tip.
Well if nothing major is spot on it, I would say that the texturing phase is finally done. Once again, thanks for the help to everyone! now I'll leave you to the image and I will take care of the art piece and perhaps icons .
Best
The only thing i'd adjust is a bit the gloss on the sleeves, it looks very much like it's very wet, which i doubt is the effect you wanted to achieve.
Besides that i think it's ready! SHIP IT!
Its just a Zbrush polypaint; only a color map is applied onto a material, no bakes have been spplied whatsoever. He just sculpted the model and painted directly over it
mine doesnt have root
Try this directory : Steam\steamapps\common\dota 2 beta\dota\materials\models\heroes\vengeful
I think everything is already provided except you have to create "vengeful" in the heroes folder .
Edit: It would be pretty cool if you made the chest partially open and stuffed with treasure. Then either have the lid bounce up and down as he runs or the treasure. Just a thought.
I thought maybe I messed up somewhere, so I tried importing the smd into a blank file; turns out, I can successfully import one smd, but any attempts to import anything else (fbx/smd) afterwards just won't import anything at all. The program doesn't freeze or hang up - after clicking which file to import...... NOTHING HAPPENS.
I've tried reinstalling the add-on, restarting blender, and flailing uselessly at the program repeatedly. Any help would be greatly appreciated!
:[
If it happens to me I'll give you a heads up, if it doesn't we can try to see what's happening there.
did you redownload the blender source tools? i might not recall correctly but i had something similar i think. for me it worked when i installed the newest version of the source tools.
Good job! Looks really better!
Did you try to resize your textures to ingame size? If you did not, I guess if you will do that you will get better ingame result
That was the first thing I tried, but it didn't help. :[
Hi guys, I am having some trouble with the particle effects, cannot figure out whats wrong. Some vertexes are just too bright ( when I select them, they count 1 vert. per point ). There are images from in-game and from maya with the UVs.
And, by the way, every time I try to export a mesh from my maya, it creates automaticly labert1 material on the first lod, and a diferent one to the lod0. in the Window>Hypershade menu it doesnt let me delete the default labert1 material..
How can I delete the materials from the lods ?
Thanks!
Just tested the importer with the Lina base model, and it works without issues.
Maybe it's related to the files you're trying to import, dunno.
I like that weapon concept , but if you make the flame the about the height as the swirly like thing and it would be better .
Figured it out, maybe; the files were fine. I tried running both valve's models and my own from previous sets. When I uninstalled blender the first time, though, I didn't delete the old user preferences and add-ons, and I think the old and the new versions were both trying to run simultaneously, and not liking each other because of it.
Anyway, I downgraded back to an older version of blender and source tools, and everything's working fine now. ^^; Thanks for everything, Rubus + coyote!
Final sculpt and bakes.