HELP ME!!!!!!!!!!! WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
HELP ME!!!!!!!!!!! WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
Hey guys oh man i wish i had enough time to make dota stuff i try to be active this year. Anyway im working on this lifestealer head. It is still a wip and because i suck at drawing concepts i try to come with something on the spot. Feedback would be nice.
Hello workhoppers I made 2 videos about baking and denoising textures in blender 3d and GIMP Fist one: Baking position map (aka gradient map) https://youtu.be/OimpqTt2kQk
We call this the Crimson Slice! Concept came from the ever mysterious Rob. Anwar Bey-Taylor created the Model, textures and materials. Chay Johansson did all the in game set up and rig. This piece was really fun. It is currently in the workshop here: http://steamcommunity.com/sharedfiles/filedetails/… Head over and vote it up! Thanks.
@katzeimsack As a person who loves playing a bunch of LC, I really like how that set is turning out! Is the front of the helmet going to be asymmetrical? Maybe experiment with an asymmetric warpaint over it with a red similar to the colors of the flags. Maybe a slanted red stripe or something to contrast the yellow of the helmet? Could look really neat!
Which of these two models is correct? Left model from site. Right from Workshop tools. I make set but I do not know which of these two models is correct.
i need your help. have you encountered texture output like this?
I checked the normals and it is facing correctly. also checked the position of each LODs, they are the same. now i dont know what cause this weird texture output on the SWORD.
Valve isnt allowing particle effects atm. If they like your set, they would apply the effect by themselves.
Thanks for this. I swear the last update i found particle editor option in the workshop tool. then again when i opened it recently, it's not there anymore. thanks!
@katzeimsack UPDATED the image. thank you for checking it out. Any idea why it appears there? The blue color is not visible in maya but it is visible when i import it in the tool.
@katzeimsack UPDATED the image. thank you for checking it out. Any idea why it appears there? The blue color is not visible in maya or marmoset but it is visible when i import it in the tool.
The blue splotches are probably rimlight. Did your lowpoly export properly?
Hey there folks, I have a question regarding lighting and baking. I have yet to come across this topic, so maybe I'm just overthinking it, but here it goes.
When baking, how do you set up the light sources when baking? I saw videos where it is stated to use many light sources, some use none and here it makes a big difference, as I dont know which is the correct aproach. As you can see, with just 2 light sources, the rope is dropping shadows left and right and the ingame lighting will add more shadows.
Hey guys, has anything changed with the Source 2 version of Dota when it comes to normals? Is Handplane with Source1 as a target still the preferred method? Seeing as they no longer use the 3DSMax inverted normal channel I am wondering if something else changed.
I am curently in the need of making a 2 sided plane and I know I could be making another plane with a texture, it will simply not work. What are the ways of going about this, if it is possible that is.
LEGI easiest way is to duplicate faces that you want to make back face for. Then flip their polygons. In 3DS Max there is flip in editable_poly face tab. I don't know about other software.
@Konras I work in Blender. Yes, I thought about duplicating and reversing them, but Im dealing with rope. Above is what Im working on and as you can see, it is quite open. The issue is, from any angle you look at it, you can see the back side of the rope and that is what Im trying to achieve.
If I duplicate the faces and put the meshes really close, I dont know if the "crack" would be visible ingame or not, as I still dont really know how to test this out.
ps- How can I test my items ingame without publishing? I could not find any instructions on the workshop requirements page.
Having some trouble fighting my poly-count. Anyone have any suggestions for low-poly topology on curved formations? (In my case its these horns). Post in the DOTA 2 thread...
@Haftoof Personaly, I dont think you should have an issue. The hair will be without the ridges (even the tail) and the horns, I think you would be ok with around 5 bends and 4 sides. Yes, you will loose some of the detail, but honestly, you can not notice it ingame. Try by rendering with game distance, menu size and if it looks great, it is great.
I posted this in the tutorial thread, which is not alive, but not quite dead... Not expecting a anwser there to be honest so...
Question How I can make a transparent layer? I have a rope texture, which instead of being transparent (as there is nothing on the part of the layer) turns black. Also, how do I test my item ingame? I cant seem to find the right tutorial for it and I'm at the stage, where I really need to test my item out.
Hey folks, I need some help with importing the animations to 3ds Max 2015. I have done it in the past with GCFScape and Cannonfodder's Studio compiler but now when I load up GCFScape the directories have changed and I don't know what to do. And I'm not sure I can properly import the animation sequences into max with wallworm tools too. Any ideas?
I come back with my tool to generate a Dota asset in one single click. A lot of improvement have been made. Now you can generate all your LoD in one single click and the greyscale have been improved (based on the texturing technique of Tvidotto). It will bake your AO, bent map, normal map, cavity map, color ramp, top lighting, composite them, save them inside folders and import them, setup a scene to preview your model with premade lighting and shader. And you can choose if you want to use your GPU to bake.
You just have to select your sculpture, even if it's made in ZBrush this will work then you enter the polycount for the lod0 and other lod if you want. You decide which map to bake and run the script. The script will create your low poly, unfold it, optimize the texel density and save all your map in a relative folder of your .blend file then open the painting mode of Blender. You can also use the selected to active to use your own low poly and bake all your maps. You can choose if you want a smooth or flat shading, if you want to enable edge split (= smooth angle or smooth groups) for your high poly hard surface model. And i have another gift for you: i have included hundred of Dota colors to paint skin, cloth, strap, metal, rock, wood an much more!
Here i have takken a sculpture and runned the script, i have the greyscale and can paint directly on it. It takken me 1 second to do what other do in 5-10 hours! I skip all the boring part of retopology, uv mapping, baking and compositing. And you keep a good topology that follow the details and a good uv map that unfold half of your model for symetrized meshes.
But that's not all, you can generate an asset from a painting, it's similar to shadow box. You have access to new sculpting brushes and stencils. You can generate a box in one click, generate a billbard in one click, make a tileable texture very easily, clean ngons, show the UVs, resymetrize, show cage, access to new matcaps.
You want more? I have included an FPS template, you can shoot, reload, run, crouch, have HP, can kill, open door, turn on torchlight and 2D game template that read sprites.
Everything is free so don't hesitate to give it a try. It works well if you are not a Blender user too, just import your ZBrush sculpt in .obj and run the script.
Replies
Nearly finished my pugna set
and I started a legion set:
(highpoly blockout)
WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
Always down for collabs by the way.
I made 2 videos about baking and denoising textures in blender 3d and GIMP
Fist one:
Baking position map (aka gradient map)
https://youtu.be/OimpqTt2kQk
Second:
3 ways of baking textures in blender and 2 ways of denoising
https://youtu.be/B7fk3J8Ezdk
Hope it would be pretty handy for you
http://steamcommunity.com/sharedfiles/filedetails/?id=603362555
http://steamcommunity.com/workshop/filedetails/?id=595870348
Christian Schob and me finished our Pugna set.
http://steamcommunity.com/sharedfiles/filedetails/?id=603551806
We call this the Crimson Slice!
Concept came from the ever mysterious Rob.
Anwar Bey-Taylor created the Model, textures and materials.
Chay Johansson did all the in game set up and rig.
This piece was really fun.
It is currently in the workshop here: http://steamcommunity.com/sharedfiles/filedetails/…
Head over and vote it up! Thanks.
@Mind: How does the highpoly look?
Started texturing my legion set
Unlit for now
Which of these two models is correct? Left model from site. Right from Workshop tools.
I make set but I do not know which of these two models is correct.
ty
Is it possible now to edit /make particle effect in Dota 2?
Does anyone here knows tutorial or links on how to edit or put particles?
Please help. Thank you!
i need your help. have you encountered texture output like this?
I checked the normals and it is facing correctly. also checked the position of each LODs, they are the same.
now i dont know what cause this weird texture output on the SWORD.
Please HELP!
thanks!
Christian Schob and me finished another DOTA set.
Would be nice, if you guys support it in the workshop.
http://steamcommunity.com/workshop/filedetails/?id=609601071
Any idea why it appears there? The blue color is not visible in maya but it is visible when i import it in the tool.
i dont know where i went wrong here.
Anyone who can help me please. THANK YOU SO MUCH!
But, I feel like that the color scheme is too red and yellow for Omniknight.
I'm trying to get the color scheme to match omniknight better but I'm not quite sure what to do.
I have yet to come across this topic, so maybe I'm just overthinking it, but here it goes.
When baking, how do you set up the light sources when baking? I saw videos where it is stated to use many light sources, some use none and here it makes a big difference, as I dont know which is the correct aproach.
As you can see, with just 2 light sources, the rope is dropping shadows left and right and the ingame lighting will add more shadows.
So, what would be the correct way of doing it.
Im doing this in Blender, FYI
thanks!
Which color scheme, or features from a color scheme do you prefer?
B,G and F are cool - G being my favourite.
I am curently in the need of making a 2 sided plane and I know I could be making another plane with a texture, it will simply not work.
What are the ways of going about this, if it is possible that is.
cheers
I work in Blender. Yes, I thought about duplicating and reversing them, but Im dealing with rope. Above is what Im working on and as you can see, it is quite open. The issue is, from any angle you look at it, you can see the back side of the rope and that is what Im trying to achieve.
If I duplicate the faces and put the meshes really close, I dont know if the "crack" would be visible ingame or not, as I still dont really know how to test this out.
ps- How can I test my items ingame without publishing? I could not find any instructions on the workshop requirements page.
Personaly, I dont think you should have an issue. The hair will be without the ridges (even the tail) and the horns, I think you would be ok with around 5 bends and 4 sides. Yes, you will loose some of the detail, but honestly, you can not notice it ingame. Try by rendering with game distance, menu size and if it looks great, it is great.
But, your pain in understandable=)
Question
How I can make a transparent layer? I have a rope texture, which instead of being transparent (as there is nothing on the part of the layer) turns black.
Also, how do I test my item ingame? I cant seem to find the right tutorial for it and I'm at the stage, where I really need to test my item out.
Cheers
I need some help with importing the animations to 3ds Max 2015. I have done it in the past with GCFScape and Cannonfodder's Studio compiler but now when I load up GCFScape the directories have changed and I don't know what to do. And I'm not sure I can properly import the animation sequences into max with wallworm tools too. Any ideas?
Edit: I think I found it. nvm.
Finished another DOTA 2 set with Christian Schob.
http://steamcommunity.com/sharedfiles/filedetails/?id=621573204
Would be nice, if you guys support it in the workshop (steam account is all you need).
I come back with my tool to generate a Dota asset in one single click. A lot of improvement have been made.
Now you can generate all your LoD in one single click and the greyscale have been improved (based on the texturing technique of Tvidotto). It will bake your AO, bent map, normal map, cavity map, color ramp, top lighting, composite them, save them inside folders and import them, setup a scene to preview your model with premade lighting and shader. And you can choose if you want to use your GPU to bake.
You just have to select your sculpture, even if it's made in ZBrush this will work then you enter the polycount for the lod0 and other lod if you want. You decide which map to bake and run the script. The script will create your low poly, unfold it, optimize the texel density and save all your map in a relative folder of your .blend file then open the painting mode of Blender. You can also use the selected to active to use your own low poly and bake all your maps. You can choose if you want a smooth or flat shading, if you want to enable edge split (= smooth angle or smooth groups) for your high poly hard surface model.
And i have another gift for you: i have included hundred of Dota colors to paint skin, cloth, strap, metal, rock, wood an much more!
Here i have takken a sculpture and runned the script, i have the greyscale and can paint directly on it. It takken me 1 second to do what other do in 5-10 hours! I skip all the boring part of retopology, uv mapping, baking and compositing. And you keep a good topology that follow the details and a good uv map that unfold half of your model for symetrized meshes.
But that's not all, you can generate an asset from a painting, it's similar to shadow box. You have access to new sculpting brushes and stencils. You can generate a box in one click, generate a billbard in one click, make a tileable texture very easily, clean ngons, show the UVs, resymetrize, show cage, access to new matcaps.
An article from cgchannel explain very well what Dark Blender can do: http://www.cgchannel.com/2016/01/dark-blender-turns-sculpts-into-low-poly-game-assets/
You want more? I have included an FPS template, you can shoot, reload, run, crouch, have HP, can kill, open door, turn on torchlight and 2D game template that read sprites.
Everything is free so don't hesitate to give it a try. It works well if you are not a Blender user too, just import your ZBrush sculpt in .obj and run the script.
Just finished a chaos knight set ,
drop a like if u want : http://steamcommunity.com/sharedfiles/filedetails/?id=626196813
2016我们【野兽工匠】给大家带来了一套耀眼的全能饰品—【神圣的光】 希望大家喜欢支持它
STEM工坊连接地址
I'm working on a new "hook" for Pudge and need some advice:
How can I fix this chain so you can't see 2 sides of it at the same time?
New Heroes on the Dota Workshop
http://www.dota2.com/workshop/requirements
https://www.reddit.com/r/DotA2/comments/46c8nv/dota_2_update_main_client_february_17_2016/