Hey Karkeng, I dont have any experience with armour sets, but if I had to guess, the orientation of the helm doesn't match the orientation of the head joint. A quick way to check is to parent your helm model to the head joint and then zero out all the translation and rotations of the helm model. If the result is like what you're experiencing in the dota preview then the orientation needs to be corrected and matched to the orientation of the head joint
So the Immortal Treasure 3 is online.
May I have your opinions about that treasure ?
Isn't they are looking good just because of custom effects/particles ?
i mean that invoker... and that sauron eye orbs...
Seems like doto go full tf2 in this treasure imo.
Hi Guys
So myself and two of my colleagues just finished our entry for the Dota 2 Short film competition. Please check it out and if you like it then give it the ol' thumbs up :thumbup:
Cheers!
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
i think is come out the particles, not valve will make them. valve only tweak them XD
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
Sounded to me like they meant you should consider possible particle effects when concepting/modelling your item but that Valve will be the one to make the call on whether the particles make it into the game and if they do make it into the game then Valve will do the final implementation of particle effects.
So you should have some plan on how particles could be added or how they might interact with the item/hero, but don't make it too heavily focused on the particles (e.g.DC Harbinger of the Elder Wyrms) since valve might not use them the way you did or might add the item/set without particles.
Not sure if I am shame enough to share it . But to share with you guys my one month project and a week of animation rush . Its incomplete you guys can blame me . Its a teaser !!
I don't suppose anyone knows how the existing Brewmaster shoulder pieces are rigged? Or any sort of advice for weight-painting that area? Its turning into a bloody nightmare tryng to get something solid to move like the Guard of the Drunken Warlord.
Has anyone figured out how to look at compiled models in the Dota Reborn model view?
I tried placing my models (renamed to original equipment names) but there are a lot of new folders, not sure where they should go.
(they work in old dota2)
Has anyone figured out how to look at compiled models in the Dota Reborn model view?
I tried placing my models (renamed to original equipment names) but there are a lot of new folders, not sure where they should go.
(they work in old dota2)
youjust need to add a model , and of it ( head , top , weapon ,etc ) . Then find add mesh at the top , make sure all ur models are in the folder
Thanks, but it's not working...
Opened beta tools:
had to create 'add on' (called 'Addthis')
Open model viewer and it says open existing VMDL (I don't have any Vmdl's) or load a new one. (from smd, fbx)
I go to file and it says it's not in folder.
In the Addon's directory I added a models folder. Now when I try to open the add on it crashes (says something about panorama /folder blah blah. I think it wants directory created thru the dota tools, but i can't figure that out either)
I read the Valve web page on using the new tools and things like file>new that they tell you to do don't exist.
Thanks, but it's not working...
Opened beta tools:
had to create 'add on' (called 'Addthis')
Open model viewer and it says open existing VMDL (I don't have any Vmdl's) or load a new one. (from smd, fbx)
I go to file and it says it's not in folder.
In the Addon's directory I added a models folder. Now when I try to open the add on it crashes (says something about panorama /folder blah blah. I think it wants directory created thru the dota tools, but i can't figure that out either)
I read the Valve web page on using the new tools and things like file>new that they tell you to do don't exist.
I recall creating folder outside of beta tools manually , and I do encounter missing file whereby there is 2 similar location
Program Files (x86)\Steam\steamapps\common\dota 2 beta\content\dota_addons\your file
and
Program Files (x86)\Steam\steamapps\common\dota 2 beta\game\dota_addons\your file
Make sure your model file is exactly at the path .
What I suggest is that you create a new vmdl , save it and trace it back the location .
I'm sorry for interrupt. You are doing so much great work but not all of it pass valve filter. Many people would find this work such wonderful. Why the authors not spread texture files for free access? After all, if customization passed workshop the files become "accessible".
Hey y'all, beginner modeller making my first ever set specifically for OD, started today and I'm just wondering what you think of the head piece I have going on right now:
I'm planning to make it a bit more "crystallized" and add a brighter shade of green on the skin between the horns, when I'm actually making the model itself and the textures.
Hi everyone. I am working with Es'Kophan and Poznyak on claws for Bloodseeker. It's WIP of base for sculpting. Crystal, levitating claws will be support custom blood particles and some glow. Let's see what happens soon x)
Replies
Thanks for the advice , i have already solved it , i forgot to seperate parent the neck model and the head model to the different joints.
let me know if you are interested in collab.
http://steamcommunity.com/sharedfiles/filedetails/?id=478056416
Check my fully remodelled old slardar set, as community wanted.
http://steamcommunity.com/workshop/filedetails/?id=477740969
Keeper Of the Abyss
May I have your opinions about that treasure ?
Isn't they are looking good just because of custom effects/particles ?
i mean that invoker... and that sauron eye orbs...
Seems like doto go full tf2 in this treasure imo.
http://steamcommunity.com/sharedfiles/filedetails/?id=479158872
Animationz
[ame]https://www.youtube.com/watch?v=mg8e-5d3B_w[/ame]
So myself and two of my colleagues just finished our entry for the Dota 2 Short film competition. Please check it out and if you like it then give it the ol' thumbs up :thumbup:
Cheers!
http://steamcommunity.com/sharedfiles/filedetails/?id=479650910&tscn=1436643198
http://steamcommunity.com/gid/103582791433224455/announcements/detail/79410729
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
i think is come out the particles, not valve will make them. valve only tweak them XD
So you should have some plan on how particles could be added or how they might interact with the item/hero, but don't make it too heavily focused on the particles (e.g.DC Harbinger of the Elder Wyrms) since valve might not use them the way you did or might add the item/set without particles.
https://www.youtube.com/watch?v=jkKe0FfLrxE
had you tried using the reborn tool to test out material ? It works perfectly
btw, this is my LC set just finish texture, hope you guys will like it
http://steamcommunity.com/sharedfiles/filedetails/?id=482390384&tscn=1437149427
I tried placing my models (renamed to original equipment names) but there are a lot of new folders, not sure where they should go.
(they work in old dota2)
youjust need to add a model , and of it ( head , top , weapon ,etc ) . Then find add mesh at the top , make sure all ur models are in the folder
Opened beta tools:
had to create 'add on' (called 'Addthis')
Open model viewer and it says open existing VMDL (I don't have any Vmdl's) or load a new one. (from smd, fbx)
I go to file and it says it's not in folder.
In the Addon's directory I added a models folder. Now when I try to open the add on it crashes (says something about panorama /folder blah blah. I think it wants directory created thru the dota tools, but i can't figure that out either)
I read the Valve web page on using the new tools and things like file>new that they tell you to do don't exist.
http://steamcommunity.com/sharedfiles/filedetails/?id=483063716
I recall creating folder outside of beta tools manually , and I do encounter missing file whereby there is 2 similar location
Program Files (x86)\Steam\steamapps\common\dota 2 beta\content\dota_addons\your file
and
Program Files (x86)\Steam\steamapps\common\dota 2 beta\game\dota_addons\your file
Make sure your model file is exactly at the path .
What I suggest is that you create a new vmdl , save it and trace it back the location .
http://www.polycount.com/forum/showpost.php?p=2326596&postcount=1
Let me know if you are interested in collab.
MTB shot
Send me a pm if you are interested in collab.
looks nicer if put on abbadon haha
http://steamcommunity.com/workshop/filedetails/?id=486784737
I'm planning to make it a bit more "crystallized" and add a brighter shade of green on the skin between the horns, when I'm actually making the model itself and the textures.
August 24 deadline for single items)
wow really? where did you get that source from ? o.o
I believe it was more vague though like:
'sets or items'... Who knows with Valve, could have been hinting singles, and/OR wards/Couriers
Sculpt:
Lod0+ao
http://steamcommunity.com/sharedfiles/filedetails/?id=489083667