hello, I am having some problems with importing my model into the workshop. These two parts of my texture model are invisible. I couldn't find anything on the internet about this problem except something that said to try deleting the alpha channel from the color texture, and while it did make those parts visible, there were still errors in those parts of the texture.
hello, I am having some problems with importing my model into the workshop. These two parts of my texture model are invisible. I couldn't find anything on the internet about this problem except something that said to try deleting the alpha channel from the color texture, and while it did make those parts visible, there were still errors in those parts of the texture.
How can I fix this problem that I am having?
Instead of deleting it try making it completely white
Working on a little concept on my phone during TI5, was wondering if it'd be worth finishing it because I'm not sure if the theme is crossing the line for beast master or not
I'm starting to create items for DOTA 2 but I have some problems I had in the past with TF2.
I created my item but when I export it to show up in-game it's not where it should be and it's scaled down :
Here's what I've done, maybe one of you have a solution :
- I've used the official reference and not the decompiled model(.FBX - I've loaded it with bones instead of dummies).
- Move the model on the head, Pivot is 0,0,0 and skinned to the Head bone.
- Export it as FBX with that :
I'm starting to create items for DOTA 2 but I have some problems I had in the past with TF2.
I created my item but when I export it to show up in-game it's not where it should be and it's scaled down :
Here's what I've done, maybe one of you have a solution :
- I've used the official reference and not the decompiled model(.FBX - I've loaded it with bones instead of dummies).
- Move the model on the head, Pivot is 0,0,0 and skinned to the Head bone.
- Export it as FBX with that :
Any ideas ?
I have had the same problems where I would export it as .fbx and it wouldn't be in the right place. Try exporting it as .smd because that was what fixed my problem
I have had the same problems where I would export it as .fbx and it wouldn't be in the right place. Try exporting it as .smd because that was what fixed my problem
I tried exporting as SMD with WallWorm but it doesn't show up ingame, I must do something wrong but can't see what since I've tried everything I found on internet.
I'm using Max2014
I tried exporting as SMD with WallWorm but it doesn't show up ingame, I must do something wrong but can't see what since I've tried everything I found on internet.
I'm using Max2014
Well I use blender so I can't really help you on that. Maybe you still haven't reset the xform or something like that. If you are willing to try to fix your problem in blender I can definitely help you then. The final thing that I might say is that maybe the files in the website you got thee model from we're wrong. This is possible because valve doesn't care to update some of the models. Although this is very unlikely, you could get the skeleton from the in-game files and use those instead
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).
So a while ago I accidentally found out how to get VERY high-res shots from the model viewer. Example below (Click it to zoom to full res). If anyone is actually interested here I can do a tutorial.
Hi guys,
if i were to submit items as a set for a hero, do i do them one by one, or do i have to compile into .mdls?
also, i cant seem to add particle fx for furion's weapon, as there is no option to upload a smd for that on his weapon's page. help?
Hi guys,
if i were to submit items as a set for a hero, do i do them one by one, or do i have to compile into .mdls?
also, i cant seem to add particle fx for furion's weapon, as there is no option to upload a smd for that on his weapon's page. help?
You upload each item one by one and then group them as a collection on the Steam Workshop.
I'm not familiar with the non-supported Source 1 particle upload process, but either way Valve is not accepting new particles until the Source 2 importer is out. Even then particle submission might not be available immediately after the importer is complete because they're porting the Source 1 functionality over first before they start looking at new features.
Working on a necro set with Robo The poor guy has waited forever for me to get working on this, but now that I'm on a more consistent schedule it should work out I'm going to be livestreaming my dota2 work now at http://www.twitch.tv/organized__chaos/profile/ if anyone wants to follow.
The blocked in stuff will be feathers, I'll probably make that out of geo but it's still good to put a mesh there to get an idea of what it should look like.
It's been a while since I last posted anything here, I'm glad that Polycount is getting a bit more crowded
Here's a set I finished a while ago, I will probably submit it to the workshop soon when the LS is done. This is the remake version of my old Lina sets (here and here). I hope the Flower and Flame themes are still apparent enough.
I wanted to finish remaking my old CM set before the deadline too but it looks like that set won't make it
WOW. That's an excellent remake! I wasn't too fond of the pink flower theme on your windrunner set, but this version fits really well on lina. Love the skirt!
@Snowstorm, Agito: thank you! I'm glad you guys like it!
@Agito: red color looks really nice on VS, the wings look good too! I like the old hairstyle in the concept more than the current one though. One thing, I did a similar hair for VS, pictures here and here. The hair was done a long time ago, around october last year I think, but there are still similarities to your old VS hair concept. Please tell me if you're ok with me keeping the hairstyle that I did or not, it's fine if you aren't ok with it, I will change its design!
@Snowstorm, Agito: thank you! I'm glad you guys like it!
@Agito: red color looks really nice on VS, the wings look good too! I like the old hairstyle in the concept more than the current one though. One thing, I did a similar hair for VS, pictures here and here. The hair was done a long time ago, around october last year I think, but there are still similarities to your old VS hair concept. Please tell me if you're ok with me keeping the hairstyle that I did or not, it's fine if you aren't ok with it, I will change its design!
i think is okay for that because that ponytail is quite common hair style... (just the head crown (?) got difference will do haha )
Finished up a Razor set with SLIMEface this week. We tried to take the hero on a bit of a different direction, and I believe it's one of the most original sets for him up on the workshop so far, go check it out on the link below!
Hey agito real nice venge, would be cool to try out some big hue shift gradient on all the crystals maybe going from a purple into red and pinkish at top.
Wow so much cool stuff is happening over here!
I haven't posted anything for a while here, and now it's time.
Here is some new stuff for Razor, original concept done by Robo
Replies
taken
http://steamcommunity.com/sharedfiles/filedetails/?id=491876884
taken
hello, I am having some problems with importing my model into the workshop. These two parts of my texture model are invisible. I couldn't find anything on the internet about this problem except something that said to try deleting the alpha channel from the color texture, and while it did make those parts visible, there were still errors in those parts of the texture.
How can I fix this problem that I am having?
Instead of deleting it try making it completely white
check the UV's of the model. They might be overlapping a bit
Credits: Zarrad & Patosh
Working on a little concept on my phone during TI5, was wondering if it'd be worth finishing it because I'm not sure if the theme is crossing the line for beast master or not
http://i.imgur.com/sERBuFw.jpg
(Still quite a bit wip with some things missing, just looking for feedback on basic idea)
Thanks!
I'm starting to create items for DOTA 2 but I have some problems I had in the past with TF2.
I created my item but when I export it to show up in-game it's not where it should be and it's scaled down :
Here's what I've done, maybe one of you have a solution :
- I've used the official reference and not the decompiled model(.FBX - I've loaded it with bones instead of dummies).
- Move the model on the head, Pivot is 0,0,0 and skinned to the Head bone.
- Export it as FBX with that :
Any ideas ?
I have had the same problems where I would export it as .fbx and it wouldn't be in the right place. Try exporting it as .smd because that was what fixed my problem
http://steamcommunity.com/id/mataata/screenshot/633106293317845459
http://steamcommunity.com/id/mataata/screenshot/633106293317903469
I tried exporting as SMD with WallWorm but it doesn't show up ingame, I must do something wrong but can't see what since I've tried everything I found on internet.
I'm using Max2014
Well I use blender so I can't really help you on that. Maybe you still haven't reset the xform or something like that. If you are willing to try to fix your problem in blender I can definitely help you then. The final thing that I might say is that maybe the files in the website you got thee model from we're wrong. This is possible because valve doesn't care to update some of the models. Although this is very unlikely, you could get the skeleton from the in-game files and use those instead
Hook for Pudge:
looking for collab.
Normal map + AO map 512x512
Can someone link me to the post if it exists? Thanks! <333
as always, just found it when I ask, http://steamcommunity.com/games/dota2/announcements/detail/794107293843921156
Do any of you guys want to collab for particle effects of an item? <33
Links:
Main: http://steamcommunity.com/sharedfiles/filedetails/?id=498196938
Off: http://steamcommunity.com/sharedfiles/filedetails/?id=498198684
Do you guys like em? Thanks!
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).
http://steamcommunity.com/sharedfiles/filedetails/?id=499580479
if i were to submit items as a set for a hero, do i do them one by one, or do i have to compile into .mdls?
also, i cant seem to add particle fx for furion's weapon, as there is no option to upload a smd for that on his weapon's page. help?
You upload each item one by one and then group them as a collection on the Steam Workshop.
I'm not familiar with the non-supported Source 1 particle upload process, but either way Valve is not accepting new particles until the Source 2 importer is out. Even then particle submission might not be available immediately after the importer is complete because they're porting the Source 1 functionality over first before they start looking at new features.
The blocked in stuff will be feathers, I'll probably make that out of geo but it's still good to put a mesh there to get an idea of what it should look like.
Here's a set I finished a while ago, I will probably submit it to the workshop soon when the LS is done. This is the remake version of my old Lina sets (here and here). I hope the Flower and Flame themes are still apparent enough.
I wanted to finish remaking my old CM set before the deadline too but it looks like that set won't make it
=============================
also little update for xtinct set from the pro player set thread there:
here is the set concept "finally" finalized for xticnt.
modelling done by Private Rowan, Loading by Eddie
@Agito: red color looks really nice on VS, the wings look good too! I like the old hairstyle in the concept more than the current one though. One thing, I did a similar hair for VS, pictures here and here. The hair was done a long time ago, around october last year I think, but there are still similarities to your old VS hair concept. Please tell me if you're ok with me keeping the hairstyle that I did or not, it's fine if you aren't ok with it, I will change its design!
i think is okay for that because that ponytail is quite common hair style... (just the head crown (?) got difference will do haha )
Thank you I just wanted to keep the hair, I'm not satisfied with the crown so I will change it when I get to work on that set. Thanks again!
If anyone wants to see some goodies like the concept, sculpt and textures, here's a post on tumblr with everything.
I haven't posted anything for a while here, and now it's time.
Here is some new stuff for Razor, original concept done by Robo