I like it Agito! I think Nyx is one of a few heroes where deviating a bit from the default color scheme is a bit more forgiving. I really like all the shapes you have going on too, and I like the first leg design more it fits better with the other shapes.
It looks like it was a bad idea to make a mount for the Keeper of the light. Because when I try to import mount I get an error. Someone else experienced this? Is it because Valve will remodel this mount?
It looks like it was a bad idea to make a mount for the Keeper of the light. Because when I try to import mount I get an error. Someone else experienced this? Is it because Valve will remodel this mount?
what kind of error did you get ? i never work on kotl before but there has been a few bugs/errors with the new importer lately, maybe its one of them.
i don't post a creation but i have made a modified version of Blender with a better look and layout, it allows to sculpt in full screen while displaying a reference in the background and it comes with a lot of improvements for game artists like a greyscale generator for your hand painting, a tool to cut and unfold half of your model to get the maximum texel density in one click, an Auto Seam tool based on the angles of the edges, a quick decimation tools, direct access to map baking, live unwrap, normalized UVs, GPU viewport, new sculpt brushes (including a crack brush), absolute grid snaps, new texturing brushes, base meshes included, lot of options tweaked, Blender Source Tool addon included and Sculpt addon too, game creation tutorials and tons of bonuses. I thought it could be useful for Dota artists because everything in this package is 100% free!
Recently someone asked for a good direct 3D painting app and I had remembered that Photoshop had the ability a few years ago but it was unable to display uvw's. I looked back into it with Photoshop CC 2015 and was actually surprised to find it works pretty well now and has a direct link to the UVW's on a seperate layer.
Has anyone else tried this yet? I'm really diggin it and thought I would share.
I have had a great experience using 3DCoat. It works like a charm, easy & efficient. You get familiar with the UI very fast and you start working in no time. Kelvin S. Tan offers good courses at a reasonable price. https://gumroad.com/turpedo
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I dont know what to do anymore. HELP PLEASE!
Thank you guys!
I was having the same problem and after hours of troubleshooting I found out that exporting as a .fbx file was removing the bone attachments from my model, so I exported as a .smd instead and it fixed the problem for me
I was having the same problem and after hours of troubleshooting I found out that exporting as a .fbx file was removing the bone attachments from my model, so I exported as a .smd instead and it fixed the problem for me
Speaking of FBX, which settings are you guys using for export? Anything in particular to check or uncheck?
Hello everyone, I'm new;) Who can explain or give a link to guide how I can import custom animation, particles for my item, and how to make several styles? regards animations and particles ... as I understand it is negotiated with the valve when the item / set will be adopted? or all the same I can do it at the time of import? I apologize for my English if I made a mistake;) Thanks in advance for your help and understanding;)
I was wondering, if anybody has any directions on how I can keep my existing texture when I make LODs. Been searching alot, but I dont even know how to explain this to people outside the dota community.
Also, does every model you upload require a LOD1 and LOD0 texture, or do you just upload a texture and let Valve do it. I ever worked on video game items, so sorry if this is a really beginners question
I am modeling in blender, but tutorials for different programs will be acceptable, so i can try and do more research=) thanks!
You use the same texture for both LOD0 and LOD1. The usual workflow is to create LOD0 and then just edit out edges and such to reduce the polygon count of the LOD0 to create LOD1. Make sure you don't break your normals, silhouette and such in the process.
@EduardoMC So if I get this straight. The best way of doing this is to have the outline of the item be as detailed, that when making LOD1, it dosent need any verts taken away, but the inside is more open for modification, correct? But the only issue I have here is, that deleting a vert breaks the UV and if I fix it and o the UV reset, it repositions, so my textures are not positioned correctly. I have no idea how to keep the UV from moving around when I take the verts away.
Hey guys, after a few requests from people on my youtube channel i decided to make a small tutorial on how I Import my base models in 3dsmax and zbrush. Nothing crazy or mindblowing for anyone who already crate stuff for dota, but i guess i'd drop a post about it anyway. https://www.youtube.com/watch?v=f0I_1p8Ekqk
Was symmetry working for you after importing this Drow. I ask because most of the times meshes that are not symmetrical on import were offsetting symmetry for me. What I am doing from quite some time is to import a simple symmetrical box before importing actual model. Maybe this issue was fixed and I am still using old work around 0_______0
U have a problem uploading my item. How do you get rid of the default item? I have made an armor for Death Prophet. Uploading the item works well but the default scarf of the character is visible. How can I make that disappear ? I want to upload my armor item only. Here is the Image.
I also want to see how the whole set(armor,skirt,hood,etc) looks like. how do you upload multiple item in the workshop?
@kendisan On the right side of importer viewport you have a button that allows you to select other wearables that you compiled before or those from other existing sets. There is no way to upload multiple items at once. You need to upload each part one by one.
okay so there is no way to load multiple items. So how about removing default item? Like in my image, I uploaded the Armor only, but as you can see the default scarf item is showing. How do you make that scarf disappear? I see Death Prophet items without the default scarf loaded. like the image on the right.
@kendisan Sorry maybe I was unclear. You can view multiple meshes with this window I showed. It allows you to equip parts that are already in game or those you imported previously. Because of that when you will be importing last part you can equip other parts you did before.
There is however now way to turn other parts as far as I know. However you can load up for those parts a single triangle hidden inside DeathProphet body and equip them later. I hope it will help you.
Hey, everybody I'm looking for some help with rigging/skinning a submission for batrider I'm currently working on. I have no experience with this kind of thing so any help would be appreciated. As you can see in the above images the braid is mostly fine in batrider's idle, and most other animations, but it's got some pretty severe clipping in his stun animation, since this would seen pretty often in-game I'd really like to fix it, but I'm not sure the best way to go about things. I currently have the braid skinned to batrider's head1 and hair3 bones with a smooth weight gradient between the two. 'd really appreciate any help fixing this. Also I know that dota 2 has some cloth physics in it but valve has to add those themselves, is there anyway to test them out for yourself?
KENDISAN Previously it was possible to edit this with source film maker. It has particle editor where you were able to open particle files extracted from game. However now when source 2 everything changed and I didn't see any tools yet to extract those files.
@konras, okay thank you for this info. Ive been pplaying around with alien swarm and source filmmaker, looking for particle tools. i can find it there. I guess I have to wait for new update.
Guys. Who can help? One comrade did item in my concept, but due to lack of time, he could not continue. He says he can transfer achievements. P.S.: Yes, I'm talking with "google translate" :c
Finally got around to completing my first item for the workshop. It took way longer than it probably should've, but I think it turned out decent. Let me know what you guys think though. And if you like it I'd appreciate a vote.
Hello everyone! It's been a while since I posted anything here. I'm wanted to check if any information about the deadline before Shanghai major has been released yet? The sleeping routines seems to be a bit more stable now with our youngest daughter and I have a couple of weeks of vacation coming up soon so I'm going to try finishing some set/items I have going on.
Hi all! I have from time to time continue to work with the lonedruid set, including a crossbow. But I'm have no idea to how to add custom animations of attack in source2 Perhaps someone has already had experience in the compilation? Or have any possible alternative ways of adding custom-shoot attack animations?
Replies
Drop it a vote if you like it ^_^
Link onf the first image
what kind of error did you get ? i never work on kotl before but there has been a few bugs/errors with the new importer lately, maybe its one of them.
i don't post a creation but i have made a modified version of Blender with a better look and layout, it allows to sculpt in full screen while displaying a reference in the background and it comes with a lot of improvements for game artists like a greyscale generator for your hand painting, a tool to cut and unfold half of your model to get the maximum texel density in one click, an Auto Seam tool based on the angles of the edges, a quick decimation tools, direct access to map baking, live unwrap, normalized UVs, GPU viewport, new sculpt brushes (including a crack brush), absolute grid snaps, new texturing brushes, base meshes included, lot of options tweaked, Blender Source Tool addon included and Sculpt addon too, game creation tutorials and tons of bonuses. I thought it could be useful for Dota artists because everything in this package is 100% free!
Download: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
Has anyone else tried this yet? I'm really diggin it and thought I would share.
https://helpx.adobe.com/photoshop/using/3d-painting-photoshop.html
https://gumroad.com/turpedo
I really need your help!
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I dont know what to do anymore. HELP PLEASE!
Thank you guys!
I dont know what to do. Please help.
Since we only have Dota2 reborn now.
I was having the same problem and after hours of troubleshooting I found out that exporting as a .fbx file was removing the bone attachments from my model, so I exported as a .smd instead and it fixed the problem for me
Speaking of FBX, which settings are you guys using for export? Anything in particular to check or uncheck?
Mine is also fixed. I just renamed the bones and now it works well.
thanks to Lennyagony for the feedback.
Alloha m8s! If you like the idea to return the selfmade gems, I beg to support me in this thread:
http://dev.dota2.com/showthread.php?t=183856
Haunted Clairvoyance
Please give it some votes if you like it.
regards animations and particles ... as I understand it is negotiated with the valve when the item / set will be adopted? or all the same I can do it at the time of import?
I apologize for my English if I made a mistake;) Thanks in advance for your help and understanding;)
Made my first courier for Dota. Upvote if you like it ^_^
http://steamcommunity.com/sharedfiles/filedetails/?id=533663993
And the view in game with animations
https://www.youtube.com/watch?v=WkwjbmV3MVQ
I was wondering, if anybody has any directions on how I can keep my existing texture when I make LODs.
Been searching alot, but I dont even know how to explain this to people outside the dota community.
Also, does every model you upload require a LOD1 and LOD0 texture, or do you just upload a texture and let Valve do it.
I ever worked on video game items, so sorry if this is a really beginners question
I am modeling in blender, but tutorials for different programs will be acceptable, so i can try and do more research=)
thanks!
You use the same texture for both LOD0 and LOD1. The usual workflow is to create LOD0 and then just edit out edges and such to reduce the polygon count of the LOD0 to create LOD1. Make sure you don't break your normals, silhouette and such in the process.
So if I get this straight. The best way of doing this is to have the outline of the item be as detailed, that when making LOD1, it dosent need any verts taken away, but the inside is more open for modification, correct? But the only issue I have here is, that deleting a vert breaks the UV and if I fix it and o the UV reset, it repositions, so my textures are not positioned correctly.
I have no idea how to keep the UV from moving around when I take the verts away.
U have a problem uploading my item. How do you get rid of the default item?
I have made an armor for Death Prophet. Uploading the item works well but the default scarf of the character is visible. How can I make that disappear ? I want to upload my armor item only.
Here is the Image.
I also want to see how the whole set(armor,skirt,hood,etc) looks like. how do you upload multiple item in the workshop?
Please help. Thank you.
okay so there is no way to load multiple items. So how about removing default item? Like in my image, I uploaded the Armor only, but as you can see the default scarf item is showing. How do you make that scarf disappear? I see Death Prophet items without the default scarf loaded. like the image on the right.
Please help. Thank you.
There is however now way to turn other parts as far as I know. However you can load up for those parts a single triangle hidden inside DeathProphet body and equip them later. I hope it will help you.
http://steamcommunity.com/sharedfiles/filedetails/?id=551661308
Anybody here knows how to change the color and form of the particles to match the shape of the weapon?
Please help.
The requirements page WK model has something different from the ingame model as his right hand goes all wonky.
It's the same issue I had with Sven, that happened to have a different hand position, but then I was able to decompile the model from the pak001.dir.
Now with Source 2 I can't find anything other than .vmdls in that file, and from what I gathered there's no way of decompiling that yet.
If someone could shed a light on how to obtain the model I'd be really grateful (:
I'm looking for some help with rigging/skinning a submission for batrider I'm currently working on. I have no experience with this kind of thing so any help would be appreciated.
As you can see in the above images the braid is mostly fine in batrider's idle, and most other animations, but it's got some pretty severe clipping in his stun animation, since this would seen pretty often in-game I'd really like to fix it, but I'm not sure the best way to go about things. I currently have the braid skinned to batrider's head1 and hair3 bones with a smooth weight gradient between the two. 'd really appreciate any help fixing this.
Also I know that dota 2 has some cloth physics in it but valve has to add those themselves, is there anyway to test them out for yourself?
Please. anyone?
Thank you.
I guess I have to wait for new update.
THANK YOU SO MUCH!
One comrade did item in my concept, but due to lack of time, he could not continue. He says he can transfer achievements.
P.S.: Yes, I'm talking with "google translate" :c
Let me know what you guys think though. And if you like it I'd appreciate a vote.
http://steamcommunity.com/sharedfiles/filedetails/?id=559875219
Perhaps someone has already had experience in the compilation? Or have any possible alternative ways of adding custom-shoot attack animations?
Working on another set, not really sure what to do for the belt. Any comments are critiques would be appreciated