Coming to bring you some new tools to make the creation of Dota assets even faster. Dark Blender is the fastest tool for game asset creation, previously i presented his scripts to generate a game asset from your sculpture in one single click at the desired polycount, all your lods, bake all your maps and easier texture creation and a compositing in one click, new tools for base mesh creation, ability to convert a Dota artwork into a 3D mesh. And the low poly will envelop your high poly, there is no waste of tris or uv space! But i have new things for you:
The Game Asset Generator is now 10 times faster ! It will also support weather effect and give you an high quality Dota texture in few clicks! Thereis now a tons of gradient maps that supports a lot of material type ready to be used. Now the auto UV mapping avoid overlapping, seams while keeping chunks, symmetry and texel optimisation. I have made a set of nodes to create an hand painted effect that fits the Dota style by using a texture dilation and difference node (to create white lines) then a screen mix to add the lines on top of the base texture.
Here is the result i get after launching the game asset generator and using the texture gradient, i even get grime effect that i can adjust with the new weather node, hand painted effect and color burn, takken me 1 minute from the high poly to the low poly textured and fully optimized:
You can now use vertex group to preserve areas, ideal for animated model. And that's not all you can now draw hair strips if you have the latest build of Blender 2.78! I will provide hair presets soon!
You can also quickly draw pipes. See the tutorial of the previous version
Worked really hard to make this set to become true. Recreated animations for crossbow weapon for Clinkz, made custom materials with lava animation for horns to fit style of my set. Please check it in workshop, I really happy with fact that I finished it, and hope you like it:
+ standart version, with crossbow for back slot (p.s. I moved quiver to the hip part, Clinkz doesn't have any animations with pullig arrows, so I am free to experiment with quiver position)
Oh, and ALL work (except texturing) was done in Blender 3d, sculpting, retopology, UV mapping, baking...nice software, it can handle everything BLENDERWIPGIFTIME!
If you have any questions about blender, or how to use your custom model in game (valve removed -addon, so If you have similar case with me(custom animations etc), I will be happy to share my knowledge with you) Again, check my set in workshop) I will be really happy to see "thumbs up" http://steamcommunity.com/workshop/filedetails/?id=686828772
CELTHS LInk to that you posted to steam community page dont work for me
JOHNNYNAPALMSC after you will upload every item with editor you can select other items of existing sets or those you importer before with presing "Select Werables" button on the right side.
CELTHS LInk to that you posted to steam community page dont work for me
JOHNNYNAPALMSC after you will upload every item with editor you can select other items of existing sets or those you importer before with presing "Select Werables" button on the right side.
Hey guys I was wondering if number 2 would be allowed in workshop? It's using the vanguard design, so I am not sure if it's not considered plagiarism or something like that.
Vanguard design? Did you mean the vanguard item in dota? If yes, you have nothing to worry about because you can use whatever design from valve's property though.
Okay so before I submit my item, the effect looks just like I want it to, but after I submit it and put it in "wearables" with other items, it uses the stock particles, anyone has any idea what is going on?
I have a technical question about creating textures for my Dota2 item. This is the first time I've ever created an item for dota 2 and I was wondering about the texture size requirements. I'm making a saddle for Alchemist and on the hero resources it says that the saddle texture can only be 256x256 but the saddle texture that comes with the model is 1024x1024. At 256x256 my saddle is extremely pixelated and Ive already used up about 95% of my UV space. Am I required to stick to the 256x256 size or can I match the 1024x1024 size of the original saddle? Any help that experienced dota 2 modelers can give me would be extremely appreciated.
I have a technical question about creating textures for my Dota2 item. This is the first time I've ever created an item for dota 2 and I was wondering about the texture size requirements. I'm making a saddle for Alchemist and on the hero resources it says that the saddle texture can only be 256x256 but the saddle texture that comes with the model is 1024x1024. At 256x256 my saddle is extremely pixelated and Ive already used up about 95% of my UV space. Am I required to stick to the 256x256 size or can I match the 1024x1024 size of the original saddle? Any help that experienced dota 2 modelers can give me would be extremely appreciated.
When authoring textures the resolution can be whatever you like. Upon importing, however, they will be rescaled to whatever resolution is set for that item slot. I'll spare you the long winded explanation and just say there's no way around this for workshop items. Your saddle will end up being 256x256 ingame.
Here's an example. Original resolution versus what the importer spits out. Special mention goes to the lower resolution also being dxt compressed.
On that note. If you think your saddle looks pixelated now I can assure you it will actually be worse. By the looks of it you've yet to run your downscaled texture through dxt5 compression. Block compression can be something nasty and I would be genuinely surprised if the checkerboard pattern you have survives it.
Without going into too much detail: your texture will be cut into blocks of 4x4 squares that can only hold 4 individual rgb color values each. You are going to lose smaller details because of it. Normalmaps get compressed differently (thankfully) but still use block compression all the same.
With that in mind the best way to improve how your texture looks when run through the importer would be to, sorry to say, redo your uv entirely. Re-use as much uv space as possible. Not only to increase texel density but to minimize inevitable texture compression. A possible exception being the front portion of the jaw. If you end up having the room for it you could make both ends unique as you have it now. The sides of the jaw should still be sharing uv space as you're not even going to see more than one side at a time anyway.
To name a few reasons the resource files are supplied in a much higher resolution to begin with. -They make far more suitable reference for textures than their heavily compressed ingame counterparts. -The higher visual fidelity can be used as a good base for artwork, promotional or otherwise. -An assumption on my part but chances are valve never bothers to downscale before importing. Likewise no downscaled source files would even exist on their end.
Okay so before I submit my item, the effect looks just like I want it to, but after I submit it and put it in "wearables" with other items, it uses the stock particles, anyone has any idea what is going on?
Bump. Can't release my set without figuring out what is going on
Hello! Here's my finished detailing step on Legion Commander sword, interesting what do you think about it!=) I look forward on making those curly decor things gold, not sure on saving overall color scheme though) Thanks!
Guys I've got a question. As I checked on the Triangle limit for the head of Zeus, it's just:
LoD0 Triangle Limit: 600
LoD1 Triangle Limit: 400
The weird thing is when I opened the Valve's model, it has the hair up to 1,094 Tris. The question is, is the model I download from Valve is not the model that being used in the game? Or there's something wrong here? How could I model a new hair for Zeus including a helmet with only 600 Tris??? I see people do it without problem but I just can't figure out how. Thanks in advanced,
Guys I've got a question. As I checked on the Triangle limit for the head of Zeus, it's just:
LoD0 Triangle Limit: 600
LoD1 Triangle Limit: 400
The weird thing is when I opened the Valve's model, it has the hair up to 1,094 Tris. The question is, is the model I download from Valve is not the model that being used in the game? Or there's something wrong here? How could I model a new hair for Zeus including a helmet with only 600 Tris??? I see people do it without problem but I just can't figure out how. Thanks in advanced,
1. Valve sets the limits and breaks them all the time because they can. 2. How do you model new hair within the limit? Get creative, we don't get to break the limit.
So - I eventually had a bit of down time after E3 to finish off this cuddly guy for the Workshop...
As always - you can see more animations, turntables, more breakdowns and in-game shots here: Bane - Lord of Putrefaction Steam Workshop Link Leaving a vote or favourite would be really appreciated!
would happen when everything is perfectly fine in maya? Everything is skinned where it should be, the joints are parented correctly and I'm about to throw my computer out of the window.
Replies
http://steamcommunity.com/workshop/filedetails/?id=663423148
Thank you very much!
http://steamcommunity.com/workshop/filedetails/?id=663612767
http://steamcommunity.com/workshop/filedetails/?id=667653935
http://steamcommunity.com/workshop/filedetails/?id=670218031
Please support us if you like it
http://steamcommunity.com/workshop/filedetails/?id=672691689
http://steamcommunity.com/workshop/filedetails/?id=672717429
Official topic: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creationDownload
(100 % free): http://linko.projects.free.fr/dblender.zip
Coming to bring you some new tools to make the creation of Dota assets even faster. Dark Blender is the fastest tool for game asset creation, previously i presented his scripts to generate a game asset from your sculpture in one single click at the desired polycount, all your lods, bake all your maps and easier texture creation and a compositing in one click, new tools for base mesh creation, ability to convert a Dota artwork into a 3D mesh. And the low poly will envelop your high poly, there is no waste of tris or uv space! But i have new things for you:
The Game Asset Generator is now 10 times faster ! It will also support weather effect and give you an high quality Dota texture in few clicks! Thereis now a tons of gradient maps that supports a lot of material type ready to be used. Now the auto UV mapping avoid overlapping, seams while keeping chunks, symmetry and texel optimisation. I have made a set of nodes to create an hand painted effect that fits the Dota style by using a texture dilation and difference node (to create white lines) then a screen mix to add the lines on top of the base texture.
Here is the result i get after launching the game asset generator and using the texture gradient, i even get grime effect that i can adjust with the new weather node, hand painted effect and color burn, takken me 1 minute from the high poly to the low poly textured and fully optimized:
You can now use vertex group to preserve areas, ideal for animated model.
And that's not all you can now draw hair strips if you have the latest build of Blender 2.78! I will provide hair presets soon!
You can also quickly draw pipes.
See the tutorial of the previous version
My set for Axe. I hope you like it and please support me on dota workshop.
https://www.reddit.com/r/DotA2/comments/4hmxls/my_necrophos_set_concept_vampire_counts_lord_for/
http://steamcommunity.com/workshop/filedetails/?id=681666351
http://steamcommunity.com/sharedfiles/filedetails/?id=683821071
http://steamcommunity.com/sharedfiles/filedetails/?id=686693519
Thanks
Recreated animations for crossbow weapon for Clinkz, made custom materials with lava animation for horns to fit style of my set. Please check it in workshop, I really happy with fact that I finished it, and hope you like it:
http://steamcommunity.com/workshop/filedetails/?id=686828772
+ standart version, with crossbow for back slot (p.s. I moved quiver to the hip part, Clinkz doesn't have any animations with pullig arrows, so I am free to experiment with quiver position)
Oh, and ALL work (except texturing) was done in Blender 3d, sculpting, retopology, UV mapping, baking...nice software, it can handle everything
BLENDERWIPGIFTIME!
If you have any questions about blender, or how to use your custom model in game (valve removed -addon, so If you have similar case with me(custom animations etc), I will be happy to share my knowledge with you)
Again, check my set in workshop) I will be really happy to see "thumbs up"
http://steamcommunity.com/workshop/filedetails/?id=686828772
model
JOHNNYNAPALMSC after you will upload every item with editor you can select other items of existing sets or those you importer before with presing "Select Werables" button on the right side.
JOHNNYNAPALMSC after you will upload every item with editor you can select other items of existing sets or those you importer before with presing "Select Werables" button on the right side.
http://steamcommunity.com/sharedfiles/filedetails/?id=690332608
Here's an example. Original resolution versus what the importer spits out. Special mention goes to the lower resolution also being dxt compressed.
On that note.
If you think your saddle looks pixelated now I can assure you it will actually be worse. By the looks of it you've yet to run your downscaled texture through dxt5 compression. Block compression can be something nasty and I would be genuinely surprised if the checkerboard pattern you have survives it.
Without going into too much detail: your texture will be cut into blocks of 4x4 squares that can only hold 4 individual rgb color values each. You are going to lose smaller details because of it.
Normalmaps get compressed differently (thankfully) but still use block compression all the same.
With that in mind the best way to improve how your texture looks when run through the importer would be to, sorry to say, redo your uv entirely.
Re-use as much uv space as possible. Not only to increase texel density but to minimize inevitable texture compression.
A possible exception being the front portion of the jaw. If you end up having the room for it you could make both ends unique as you have it now. The sides of the jaw should still be sharing uv space as you're not even going to see more than one side at a time anyway.
To name a few reasons the resource files are supplied in a much higher resolution to begin with.
-They make far more suitable reference for textures than their heavily compressed ingame counterparts.
-The higher visual fidelity can be used as a good base for artwork, promotional or otherwise.
-An assumption on my part but chances are valve never bothers to downscale before importing. Likewise no downscaled source files would even exist on their end.
Thanks so much for the tips and breakdown, ill definitely go back through and mess with my UVs and look into dxt5 compression.
Dark Blender tutorial - High Poly to Dota Game Asset in 5 minutes
I have made a tutorial on how to go from a ZBrush sculpt to a Dota asset in 5 minutes instead of 5 hours before:Feel free to check it out http://steamcommunity.com/sharedfiles/filedetails/?id=697239307
steam workshop link : http://steamcommunity.com/workshop/filedetails/?id=697357226
http://steamcommunity.com/workshop/filedetails/?id=687577572
http://steamcommunity.com/workshop/filedetails/?id=698456352
Drop a vote if you like.
http://steamcommunity.com/sharedfiles/filedetails/?id=705483840
As I checked on the Triangle limit for the head of Zeus, it's just:
The weird thing is when I opened the Valve's model, it has the hair up to 1,094 Tris.
The question is, is the model I download from Valve is not the model that being used in the game? Or there's something wrong here?
How could I model a new hair for Zeus including a helmet with only 600 Tris??? I see people do it without problem but I just can't figure out how.
Thanks in advanced,
2. How do you model new hair within the limit? Get creative, we don't get to break the limit.
http://steamcommunity.com/workshop/filedetails/?id=712195415
As always - you can see more animations, turntables, more breakdowns and in-game shots here:
Bane - Lord of Putrefaction Steam Workshop Link
Leaving a vote or favourite would be really appreciated!
http://i.imgur.com/rMYYVcD.gifv
would happen when everything is perfectly fine in maya? Everything is skinned where it should be, the joints are parented correctly and I'm about to throw my computer out of the window.