So you just basically using the word "based off" for everything looks similar?
Maybe I did use the wrong word, I didn't mean "copying" for everything, I was just meant for a survey, tentative subject on how you guys thinking about an idea for a new design.
Just wanna make this clear.
Other than that you might also recognise Pudge's Fresh Meat line, which is from Diablo's Butcher. The fresh meat line in Dota 1 was in fact a sound clip taken from Diablo. Dota 1 was a mash of tons of Blizzard assets and stuff from other games/shows. When Valve translated Dota 1 to Dota 2 they tried to keep a lot of the WC3 flavour as well, hence they will naturally look similar.
Anyone here having trouble exporting from Maya as an FBX and importing it to the new Item Submission Tool? I keep getting errors that says that it couldn't find bones that is corresponded with the hero model. I'm using the bones that came with the model in the Technical Requirements page. Bound my model to that and exported. I have successfully imported items before in game with no problems. I used the same process. Only now, I'm getting this error.
Side Note: I'm making a set for Juggernaut. And we have found out that they updated the juggernaut model for Reborn and thus not making it consistent with the files in the Technical Requirements page. Now I'm wondering if they changed the whole rig as well. This would put every jugg set in progress on hold then. =(
That, or I'm just completely missing something.... wouldn't be surprised.
Anyone here having trouble exporting from Maya as an FBX and importing it to the new Item Submission Tool? I keep getting errors that says that it couldn't find bones that is corresponded with the hero model. I'm using the bones that came with the model in the Technical Requirements page. Bound my model to that and exported. I have successfully imported items before in game with no problems. I used the same process. Only now, I'm getting this error.
Side Note: I'm making a set for Juggernaut. And we have found out that they updated the juggernaut model for Reborn and thus not making it consistent with the files in the Technical Requirements page. Now I'm wondering if they changed the whole rig as well. This would put every jugg set in progress on hold then. =(
That, or I'm just completely missing something.... wouldn't be surprised.
EDIT: Solved it!
How? Just in case anyone else goes through the same issues.
The downloadable models aren't always up to date. Best practice is to extract the updated models from the game and use that. It can be pretty troublesome.
I personally try to work from the downloadable models but only if I've checked that there are no differences.
The rigs are the same though, right? So even if the Jugg model is different, the base rig would be the same and wouldn't break new items and such, correct? (Other than them maybe not fitting the new polygon model as well)
I could use some insight on a problem I am having with Beast master. The head piece I am working on for him covers most of his head and is bound to his head bone. However when he attacks, for example, his head clips through on the back and front. I noticed his head is weighted a little to his hair bones on the back. But that doesn't explain clipping through the front. How is his head clipping through the mesh when the mesh is bound to just his head?
Edit: I noticed the default head piece gets clipped through a little as well, but not as much...
I could use some insight on a problem I am having with Beast master. The head piece I am working on for him covers most of his head and is bound to his head bone. However when he attacks, for example, his head clips through on the back and front. I noticed his head is weighted a little to his hair bones on the back. But that doesn't explain clipping through the front. How is his head clipping through the mesh when the mesh is bound to just his head?
Edit: I noticed the default head piece gets clipped through a little as well, but not as much...
That is my issue exactly. I had not tried an in game preview though, because I thought I just didn't have it rigged right or something. However it works perfectly as expected in the in game preview, in which case I should just ignore it and submit anyway?
That is my issue exactly. I had not tried an in game preview though, because I thought I just didn't have it rigged right or something. However it works perfectly as expected in the in game preview, in which case I should just ignore it and submit anyway?
I assume it's just something with the importer preview, because if you load up the model on the model viewer, it's fine, and considering the files (at least the ones I tested) were working on Source 1, I'd say it's okay to ignore and submit.
@katzeimsack Hands down, looks awesome. I love every bite of it. Mostly this awesome env shine on his armor. Feathers came really nicely. Awesome job. Cant wait to see it finished. For this idle animation when owl is stretching wings/shoulders I would love to see cat loosing balance is his basket
looks really nice, my only concerns being he looks a bit too much like a character/hero (but maybe his scale will solve this), and the cat is a bit too cutesy for my tastes, but the dota community seems to eat that shit up so don't mind me. Quality wise it's fuckin ace, great work dude!
Thanks Konras and bounch!
I'll try to scale him down a bit, right now he's one of the biggest couriers
Yeah, I added the cat to appeal to the dota community, they love cute couriers..
Haftoof : Nah , its ok imo , but I would add some shading , its a bit even top-bottom (needs some gradients and stufs ) ; anda maybe make the shouders bigger
the hammer could use some work on the cristal part too .
A very good start for your first set .
On a more serious note , check out our treant themed courier , and drop a like plox
@rayle1112 He is not saying he made it, he is pointing out how similar some aspects are to LexxDaniloff's Set.
@LexxDaniloff For the most part I think it's fine, but the shoulders are pretty much a copy of the Thor's from Smite. It's one thing to draw inspiration from and another to just copy. Some aspects are a little close to being just copied, something to be careful of in the future.
I'm newbie and I'm using 3dsmax to import SMD from Valve model, but it seems like it has problem with the axis position, anyone knows how to solve this problem? Or I just simply rotate 90 degrees?
Hey guys! I have not been active in like a billion years because of my life hating me and throwing curve balls left and right. I am trying to get some sets done, but since reborn I noticed how broken one of my accepted items was, and I wanted fix it and resubmit it as an update. Has anyone used the new importer for Gyro? I have this issue with the head piece. The same rig form the source 1 model is not working. It is placing the head piece too high. offsetting it was not working, Trying other various things puts the hat in worse places, and I cant decomplie the new models, because you know, reborn. Am i going insane, pls help
Thanks mihai. Now I've got problem with texture in Zbrush, it seems like wrong mapping.
My steps are:
1. Import model to 3dsmax
2. Export to OBJ format.
3. Go to Zbrush and import OBJ.
4. Loading texture.
Hi, I am new to creating items for the game Dota 2. Really just a idea, I couldn't shake, so I decided to go for it. Anyhow I have the model finished, it is skinned correctly according to the tech requirements provided at http://www.dota2.com/workshop/requirements/Slardar.
The issue I am encountering is happening after I export from 3ds Max (2015) and attempt to submit via the Workshop. The model is in the correct area while in Max (http://steamcommunity.com/sharedfiles/filedetails/?id=530097653). But once I load it into the Workshop, it shrinks by 60% and turns 180 degrees on the Z axis.
I have attempted using the FBX and the SDM pipelines and I encounter the same error. I am a bit bewildered as to what is causing this issue. Has anyone encountered anything similar, and found a work around?
I have this weird issue with new importer when trying to import courier. Model is stuck in bind pose and list of animations in inactive. I tried importing both .fbx and .dmx files.
bladeshot : yep , if you dont see some anims , they didnt got imported (failed to ) and have just been dumped .
There are still a bounch of bugs on anims in this importer .
We had to do a bunch of workarounds and reworks to make the anims that worked in source 1 work in source2 importer. (vampire courier has recicled animations from our old one )
The interpolation is diferent , the way the nodes are "seen"is diferent ; its a big pain in the ass tbh .
So if people pay "coins" now for the tourney treasure, which from what I understand coins can be obtained in game... how do the artists earn money from those sets?
I'm having some questions about doing a Mask for Rubick. As you may know that the Rubick has 4 parts of the model, those are: Shoulder, Back, Body, Weapon.
A Mask for Rubick is on the body, but I don't know what process people are doing to do the mask.
The mask is attach with the body so if I would do a mask for him should I extract a geometry based on the body and after finishing the mask, I will do retopology for the whole body with the mask???
What I would like to do is doing only with the mask without retopology for the whole body because it may affected to the polygon which I don't want to touch with.
So is there any way to do that? If you were in this case what would you do?:)
I'm having some questions about doing a Mask for Rubick. As you may know that the Rubick has 4 parts of the model, those are: Shoulder, Back, Body, Weapon.
A Mask for Rubick is on the body, but I don't know what process people are doing to do the mask.
The mask is attach with the body so if I would do a mask for him should I extract a geometry based on the body and after finishing the mask, I will do retopology for the whole body with the mask???
What I would like to do is doing only with the mask without retopology for the whole body because it may affected to the polygon which I don't want to touch with.
So is there any way to do that? If you were in this case what would you do?:)
Well, maybe you want to take another look on his requirements page, which says that the 4 slots are head, shoulders, back and weapon. The body doesn't make part of the slots we are allowed to change, so, if you want to make a Head slot, such as a Mask for him, you need to model and rig it on his head bones
The original model head slot is attached within the body, but it's only for it's default model.
As you can see on the screenshot below, the head doesn't exist, so, just delete the mesh of it's default head and create a new one for him.
Thank you vikk0, this may sound dumb:( but how can I delete the mesh of the head out of the body, from where to where?
Below is the model I import (smd) [/url]
Thank you vikk0, this may sound dumb:( but how can I delete the mesh of the head out of the body, from where to where?
Below is the model I import (smd) [/url]
Select the faces of your model and simply delete them, or select and extract, if you want to keep the extracted geometry as reference for colors or any other things. I'd just delete them
tried other colour combo, but red-green really stand out a lot....
i tried red-yellow, it seems not stand out like red-green..
tried yellow-purple, looks like way too off from nyx default scheme...
Reminds me heavily of the color stripping on the starship trooper bugs.
yeah, that is the point.
originally the idea was stag beetle. then when comes to designing pattern/ armor visual... i was like don't want go for typical default nyx pattern which is have some gold rim around armor, then when i saw the construction machines, which is yellow-black stripe pattern, also resemble tiger sorta of... and it become into starship trooper pattern when i further refine it.
Replies
No, they literally were based off the same hero from Dota 1. Dota 1 was a Warcraft III mod that used Blizzard's WC3 models. Stitches is an Undead Abomination http://classic.battle.net/war3/undead/units/abomination.shtml and in Dota 1 pudge used the same model http://www.playdota.com/heroes/butcher
Other than that you might also recognise Pudge's Fresh Meat line, which is from Diablo's Butcher. The fresh meat line in Dota 1 was in fact a sound clip taken from Diablo. Dota 1 was a mash of tons of Blizzard assets and stuff from other games/shows. When Valve translated Dota 1 to Dota 2 they tried to keep a lot of the WC3 flavour as well, hence they will naturally look similar.
Guys i have some question, how to animate a hair like that??
Guys please help me, How to animate hair like that??
Guys please help, How to animate hair like that???
http://steamcommunity.com/sharedfiles/filedetails/?id=522235067&searchtext=
Side Note: I'm making a set for Juggernaut. And we have found out that they updated the juggernaut model for Reborn and thus not making it consistent with the files in the Technical Requirements page. Now I'm wondering if they changed the whole rig as well. This would put every jugg set in progress on hold then. =(
That, or I'm just completely missing something.... wouldn't be surprised.
EDIT: Solved it!
How? Just in case anyone else goes through the same issues.
The rigs are the same though, right? So even if the Jugg model is different, the base rig would be the same and wouldn't break new items and such, correct? (Other than them maybe not fitting the new polygon model as well)
Always decompile! Most of the provided models are outdated..
Edit: I noticed the default head piece gets clipped through a little as well, but not as much...
That seems to be an issue with the importer: http://dev.dota2.com/showthread.php?t=182070
That is my issue exactly. I had not tried an in game preview though, because I thought I just didn't have it rigged right or something. However it works perfectly as expected in the in game preview, in which case I should just ignore it and submit anyway?
I assume it's just something with the importer preview, because if you load up the model on the model viewer, it's fine, and considering the files (at least the ones I tested) were working on Source 1, I'd say it's okay to ignore and submit.
Hope you like it
looks really nice, my only concerns being he looks a bit too much like a character/hero (but maybe his scale will solve this), and the cat is a bit too cutesy for my tastes, but the dota community seems to eat that shit up so don't mind me. Quality wise it's fuckin ace, great work dude!
I'll try to scale him down a bit, right now he's one of the biggest couriers
Yeah, I added the cat to appeal to the dota community, they love cute couriers..
http://steamcommunity.com/sharedfiles/filedetails/?id=513460285
http://steamcommunity.com/sharedfiles/filedetails/?id=513503903
http://steamcommunity.com/sharedfiles/filedetails/?id=513570813
http://steamcommunity.com/sharedfiles/filedetails/?id=513500514
the hammer could use some work on the cristal part too .
A very good start for your first set .
On a more serious note , check out our treant themed courier , and drop a like plox
link : http://steamcommunity.com/sharedfiles/filedetails/?id=528569328
I think this is a free model fron SMITE. You didnt make it
So fucking cuteeeeeeee, I love it :poly142:.
@LexxDaniloff For the most part I think it's fine, but the shoulders are pretty much a copy of the Thor's from Smite. It's one thing to draw inspiration from and another to just copy. Some aspects are a little close to being just copied, something to be careful of in the future.
e's will be one of my top favorites couriers in doto! GL!
I'm newbie and I'm using 3dsmax to import SMD from Valve model, but it seems like it has problem with the axis position, anyone knows how to solve this problem? Or I just simply rotate 90 degrees?
Edit: Align option didn't really work for me , I can't find where to modify that, could you point out for me?
My steps are:
1. Import model to 3dsmax
2. Export to OBJ format.
3. Go to Zbrush and import OBJ.
4. Loading texture.
Anyone knows this problem, please help me .
http://pixologic.com/zbrush/features/GoZBrush/
Flip the texture. I don't remember if it is a vertical or horizontal flip, one of the two should work. :thumbup::\
@Eduardo: Thanks man, I flipped the texture by vertical and it works .
The issue I am encountering is happening after I export from 3ds Max (2015) and attempt to submit via the Workshop. The model is in the correct area while in Max (http://steamcommunity.com/sharedfiles/filedetails/?id=530097653). But once I load it into the Workshop, it shrinks by 60% and turns 180 degrees on the Z axis.
I have attempted using the FBX and the SDM pipelines and I encounter the same error. I am a bit bewildered as to what is causing this issue. Has anyone encountered anything similar, and found a work around?
http://steamcommunity.com/sharedfiles/filedetails/?id=532859410
]
ty
I have this weird issue with new importer when trying to import courier. Model is stuck in bind pose and list of animations in inactive. I tried importing both .fbx and .dmx files.
Have anyone encountered same issue?
There are still a bounch of bugs on anims in this importer .
We had to do a bunch of workarounds and reworks to make the anims that worked in source 1 work in source2 importer. (vampire courier has recicled animations from our old one )
The interpolation is diferent , the way the nodes are "seen"is diferent ; its a big pain in the ass tbh .
I'm having some questions about doing a Mask for Rubick. As you may know that the Rubick has 4 parts of the model, those are: Shoulder, Back, Body, Weapon.
A Mask for Rubick is on the body, but I don't know what process people are doing to do the mask.
The mask is attach with the body so if I would do a mask for him should I extract a geometry based on the body and after finishing the mask, I will do retopology for the whole body with the mask???
What I would like to do is doing only with the mask without retopology for the whole body because it may affected to the polygon which I don't want to touch with.
So is there any way to do that? If you were in this case what would you do?:)
That's gorgeous! Love it!
Well, maybe you want to take another look on his requirements page, which says that the 4 slots are head, shoulders, back and weapon. The body doesn't make part of the slots we are allowed to change, so, if you want to make a Head slot, such as a Mask for him, you need to model and rig it on his head bones
The original model head slot is attached within the body, but it's only for it's default model.
As you can see on the screenshot below, the head doesn't exist, so, just delete the mesh of it's default head and create a new one for him.
Below is the model I import (smd)
[/url]
Select the faces of your model and simply delete them, or select and extract, if you want to keep the extracted geometry as reference for colors or any other things. I'd just delete them
any thought?
tried other colour combo, but red-green really stand out a lot....
i tried red-yellow, it seems not stand out like red-green..
tried yellow-purple, looks like way too off from nyx default scheme...
this is older one : http://i.imgur.com/ZRBkdnz.png
yeah, that is the point.
originally the idea was stag beetle. then when comes to designing pattern/ armor visual... i was like don't want go for typical default nyx pattern which is have some gold rim around armor, then when i saw the construction machines, which is yellow-black stripe pattern, also resemble tiger sorta of... and it become into starship trooper pattern when i further refine it.