I have a general question for you folks.
I've created a weapon for Slardar. He has not yet been officially released to the workshop by valve.
I was wondering if I should hold off on submitting my item until they release him, or just submit now?
My logic so far was that I will just wait until they release him to the workshop and I can drop my weapon day one. I fear that if I submit now, it may just get buried and forgotten about.
So I guess I've pretty much convinced myself to hold off until they release him, but I'm still curious about others thoughts on submitting items for characters not yet officially on the workshop.
and here is a wip shot, the texture resolution is currently one step larger(512x256) than it will be ingame:
Thanks for answers. Couple of noobie ones:
I don't understand what exactly do i need and how in mask1 and mask2. I understand that i need to use channels in photoshop, instead of just painting layers. But do i need to pain all these metalness, freshnel, specularity channels for one item? I'm kinda confused.
Any step-by-step advices? I'm looking at creating weapon now, so i will need spec, self-ilum etc. Do i paint them only on specific uv islands, or i must fill all of them with greyscale or something? Thanks.
I've been seeing some models recently such as this one that have particle effects. And also ones like this one which remove the particle effects from the model. So it seems like some people are able to manipulate the particles on items.
I'm trying to submit an item for Pugna, but I don't know how to get rid of the particles that are on the default item. Pugna's weapon particles are so big, they ruin any screenshots I could take of the item. Does anybody know how I can get rid of them? Thanks!
yeah, i've seen it, i'm starting to get a grasp of it, but these channels are hard to edit without using layers. Any way around it? What workflow is with editing these masks? Thanks
One more question, can i use my own imported items without buying them?
yeah, i've seen it, i'm starting to get a grasp of it, but these channels are hard to edit without using layers. Any way around it? What workflow is with editing these masks? Thanks
One more question, can i use my own imported items without buying them?
If they got accepted into the game - yes , you will find them in your inventory
The blade is a ridiculous Ngon right now, try removing some of those bumps near the spike
If you're referring to the trapezoids, those are all individual blades, and part of the design. But yeah, I removed them all and it only dropped by 40 tries. When I removed all of the small spikes (but kept the trapezoids), it dropped to 208 tris. If I remove the spikes and then fuse the trapezoids together, I get 184 polys. Shame it loses all of its style. :I
If you're referring to the trapezoids, those are all individual blades, and part of the design. But yeah, I removed them all and it only dropped by 40 tries. When I removed all of the small spikes, it dropped to 208 tris. If I remove the spikes and then fuse the trapezoids together, I get 184 polys. Shame it loses all of its style. :I
No, I think he's saying the main blade part has like 17 sides.
yeah, i've seen it, i'm starting to get a grasp of it, but these channels are hard to edit without using layers. Any way around it? What workflow is with editing these masks? Thanks
One more question, can i use my own imported items without buying them?
I tend just to work on the mask in another file then copy paste them into the correct colour when im done
Maybe put the chain around its neck? so its looks like a guard dog or something which got loose, im not sure if you have the bones and polys for it though
Tvidotto: Looks like you've modelled every tooth; you should do what Valve did with the Spirit Bear and just model the two big teeth and make the others a plan with an alpha or one mesh with little details. You can save a whole lot of polygons there.
Tvidotto: Looks like you've modelled every tooth; you should do what Valve did with the Spirit Bear and just model the two big teeth and make the others a plan with an alpha or one mesh with little details. You can save a whole lot of polygons there.
oh my god, its a plan?? are you kidding me?
i was sure that was all the teeth modeled, need to check that again...
Maybe put the chain around its neck? so its looks like a guard dog or something which got loose, im not sure if you have the bones and polys for it though
^This, right now It looks like It was a prisoner that escaped.
If you do it and need polycount, even after you check the teeth, maybe just making the choker and no links? But I think you'll have enough left over to add links.
I don't know if any heroes use a plane (maybe Bounty Hunter but his teeth are usually always covered, probably wouldn't be a solution for your courier); but certainly a few big meshes would be more efficient than lots of little ones.
So I'm re-working my sniper set that I had planned.
My current head item will be broken up into hood and moustache respectively and the hood will be paired with a cape and the moustache will be paired with some goggles.
Here's a work in progress of Leonardo. The texture are just base colors and I'm still learning how to render in Zbrush. In the meantime..i'm going to start to retopo this guy and work on his sword.
the chain o the leg i was planning to "animate" with cloth like the life stealer´s chain
my girl friend suggestion is to get rid of the chain and add more piercings to the body, add more gore
im little out of polys to spare so that is not a good option by now, i have some on the ground version but not on the winged...
any suggestion will be a lot apreciated =]
Is it the model or the animation you're not satisfied with?
I feel like his head is bouncing up and down a little too much, especially since it makes him open his mouth with every step. If you're going for a more serious look watch some videos of real life predators chasing prey... their heads barely move.
zicoV - Personally I like 2A, you did a good job . I think if you want to make it a skeleton king item you should work on the blade's shape some more and add some details to that but if you want to make it a Doombringer item that won't matter so much since it will be covered in fire.
I think you could go a number of ways with it though; curve the blade a bit and make it a Bounty Hunter item; make the skull into a dragon skull and give it to Dragon Knight.
You've got a solid base there, it would make a cool item as is but you should pick a hero sooner rather than later because once a hero's style is added to that weapon it could be a really cool item.
MrTwoVideoCards - It's not bad but it reminds me a lot of this item . Even the presentation.
Still not sure if it fits doombringer or skeleton king better but maybe it will become cleat when i start to texture this
What do you think ?
I'm voting 1B too. I like how the horns come down and shield the hand. The bone for a handle doesn't make much sense, when you have this finely crafted, highly detailed sword blade. Surely if a blacksmith could craft such a blade, a decent handle would come with it Unless of course the handle broke off and the bone was used to replace it, which would require some makeshift wraps/fasteners to secure it in place.
Looking excellent so far, and I'm digging the size and spread of scratches on the blade.
So I'm re-working my sniper set that I had planned.
My current head item will be broken up into hood and moustache respectively and the hood will be paired with a cape and the moustache will be paired with some goggles.
Is it the model or the animation you're not satisfied with?
I feel like his head is bouncing up and down a little too much, especially since it makes him open his mouth with every step. If you're going for a more serious look watch some videos of real life predators chasing prey... their heads barely move.
was with the model but i think that could be a good option, my idea with the run cycle is doing a long one as i cant use rare animation to make the cycle less even, so im planning to do a normal run cycling two times and one biting the air like is this video
I like the design. May want to change that sharp part that faces the handle; I wouldn't want to use a weapon that has a sharp blade angled towards my hand like that. One wrong move and you've impaled yourself on your own weapon.
If you guys could provide me feedback on my presentation image and any tips I would greatly appreciate it.
looks blurry, and you should create several separate images for presentation, instead of one. Like the guy did here http://steamcommunity.com/sharedfiles/filedetails/?id=95977386&searchtext=
You can also use any external renderer for presentation pic, like marmoset or from alien swarm viewer for example, and then do magics in photoshop
looks blurry, and you should create several separate images for presentation, instead of one. Like the guy did here http://steamcommunity.com/sharedfiles/filedetails/?id=95977386&searchtext=
You can also use any external renderer for presentation pic, like marmoset or from alien swarm viewer for example, and then do magics in photoshop
Okay thanks, did not know! * Updated it with 2 screenies. I really suck at this whole rendering thing
So I'm making two items for Warlock, possibly a set later on.
Here's my first shot at The Black Grimoir lantern replacement, and I might do it over again from scratch. I may need to make the fleshy parts sticking up around the eye look more like ruptured paper and less like flesh. Thoughts on the sculpt?
So I'm making two items for Warlock, possibly a set later on.
Here's my first shot at The Black Grimoir lantern replacement, and I might do it over again from scratch. I may need to make the fleshy parts sticking up around the eye look more like ruptured paper and less like flesh. Thoughts on the sculpt?
That's how damaged paper looks like
use it as reference
i've got a question about lowpoly. If i intend to use smoothing on whole surfers, does this mean that i need as twice lower vertice count?
Crazyone, that looks very cool. By the way i have a question for you. I've seen that in the screenshots of your Jug mask, you have a glow around Jug's Sword, could you tell me how you did that?
Beautiful siren sword, Josh! The dark discoloration on the handle looks wonky. I know that's a polypaint shot, and that part looks a bit muddy.
Here's the resculpt of my Black Grimoir. The tattered paper around they eye was too fleshy so I made more planar surfaces with sharper edges. I'm not sure that any finer details will show up in the normal map and still be readable in game, so I'm content with this level of detail.
I'm not sure how I'm going to do the tattered paper on the LOD1. Might end up doing planes with an opacity map.
Beautiful siren sword, Josh! The dark discoloration on the handle looks wonky. I know that's a polypaint shot, and that part looks a bit muddy.
Here's the resculpt of my Black Grimoir. The tattered paper around they eye was too fleshy so I made more planar surfaces with sharper edges. I'm not sure that any finer details will show up in the normal map and still be readable in game, so I'm content with this level of detail.
I'm not sure how I'm going to do the tattered paper on the LOD1. Might end up doing planes with an opacity map.
Thanks for the pic, Ahoburg.
looking good, i dont havbe any idea how you did the internal pages on zbrush =]
---
guys, i need some suggestions
im planning on starting all the texture from zero, um not happy with that
Ok guys, quick update: This is the near-final version of my third submission, however I don't feel like I'm able to replicate the rocky shine effect without losing the color. Any thoughts for how to approach this? I previously tried using the blue layer in mask1, but that ended up amplifying the difference.
@Tvidotto : Depending on which color you want to be the dominant one, I'd say #2 (for mostly gold), or an inverted #3 (for mostly purple).
Replies
Slar is there isn't he? Awesome work by the way
This video briefly goes through them @2:40
[ame="http://www.youtube.com/watch?v=6_pTAxfvKwc&t=2m40s"]From Maya to Dota 2 - YouTube[/ame]
Working on a shield for the Silencer.
Yeah the're quite annoying, i agree.
Finished the head for jugg )
I'm trying to submit an item for Pugna, but I don't know how to get rid of the particles that are on the default item. Pugna's weapon particles are so big, they ruin any screenshots I could take of the item. Does anybody know how I can get rid of them? Thanks!
Created this Cleaver for pudge yesterday, gunna start adding Detail.
One more question, can i use my own imported items without buying them?
The blade is a ridiculous Ngon right now, try removing some of those bumps near the spike
If you're referring to the trapezoids, those are all individual blades, and part of the design. But yeah, I removed them all and it only dropped by 40 tries. When I removed all of the small spikes (but kept the trapezoids), it dropped to 208 tris. If I remove the spikes and then fuse the trapezoids together, I get 184 polys. Shame it loses all of its style. :I
No, I think he's saying the main blade part has like 17 sides.
Take out the loops near the end of the little spikes, and all the parts inbetween the spikes. you won't see them in game
I tend just to work on the mask in another file then copy paste them into the correct colour when im done
poorly triangulated your blade to get rid of the ngon and suggested a spike with less triangles
knowing where the vertices on your blade are is easiers for us to help you, with the image you sent we cant do much..
hope that help
im not liking the model and i need some feedback
Run Cycle
[ame="http://www.youtube.com/watch?v=tIVr2J2xxuQ"]http://www.youtube.com/watch?v=tIVr2J2xxuQ[/ame]
the chain o the leg i was planning to "animate" with cloth like the life stealer´s chain
my girl friend suggestion is to get rid of the chain and add more piercings to the body, add more gore
im little out of polys to spare so that is not a good option by now, i have some on the ground version but not on the winged...
any suggestion will be a lot apreciated =]
oh my god, its a plan?? are you kidding me?
i was sure that was all the teeth modeled, need to check that again...
^This, right now It looks like It was a prisoner that escaped.
If you do it and need polycount, even after you check the teeth, maybe just making the choker and no links? But I think you'll have enough left over to add links.
I like him!
I don't know if any heroes use a plane (maybe Bounty Hunter but his teeth are usually always covered, probably wouldn't be a solution for your courier); but certainly a few big meshes would be more efficient than lots of little ones.
My current head item will be broken up into hood and moustache respectively and the hood will be paired with a cape and the moustache will be paired with some goggles.
Let me know what you think!
Is it the model or the animation you're not satisfied with?
I feel like his head is bouncing up and down a little too much, especially since it makes him open his mouth with every step. If you're going for a more serious look watch some videos of real life predators chasing prey... their heads barely move.
Still not sure if it fits doombringer or skeleton king better but maybe it will become cleat when i start to texture this
What do you think ?
Blade of the Demon Lord
I think you could go a number of ways with it though; curve the blade a bit and make it a Bounty Hunter item; make the skull into a dragon skull and give it to Dragon Knight.
You've got a solid base there, it would make a cool item as is but you should pick a hero sooner rather than later because once a hero's style is added to that weapon it could be a really cool item.
MrTwoVideoCards - It's not bad but it reminds me a lot of this item . Even the presentation.
I'm voting 1B too. I like how the horns come down and shield the hand. The bone for a handle doesn't make much sense, when you have this finely crafted, highly detailed sword blade. Surely if a blacksmith could craft such a blade, a decent handle would come with it Unless of course the handle broke off and the bone was used to replace it, which would require some makeshift wraps/fasteners to secure it in place.
Looking excellent so far, and I'm digging the size and spread of scratches on the blade.
great man =]
was with the model but i think that could be a good option, my idea with the run cycle is doing a long one as i cant use rare animation to make the cycle less even, so im planning to do a normal run cycling two times and one biting the air like is this video
thanks for the suggestion, i will work on that
1a or 1b, 1b the grip seams not strong as the first one, maybe is the shape that asks it to be a little more tick =]
sword for jugg
I like the design. May want to change that sharp part that faces the handle; I wouldn't want to use a weapon that has a sharp blade angled towards my hand like that. One wrong move and you've impaled yourself on your own weapon.
Polypainted
http://steamcommunity.com/sharedfiles/filedetails/?id=100288441
If you guys could provide me feedback on my presentation image and any tips I would greatly appreciate it.
You can also use any external renderer for presentation pic, like marmoset or from alien swarm viewer for example, and then do magics in photoshop
Okay thanks, did not know! * Updated it with 2 screenies. I really suck at this whole rendering thing
Here's my first shot at The Black Grimoir lantern replacement, and I might do it over again from scratch. I may need to make the fleshy parts sticking up around the eye look more like ruptured paper and less like flesh. Thoughts on the sculpt?
That's how damaged paper looks like
use it as reference
i've got a question about lowpoly. If i intend to use smoothing on whole surfers, does this mean that i need as twice lower vertice count?
Crazyone, that looks very cool. By the way i have a question for you. I've seen that in the screenshots of your Jug mask, you have a glow around Jug's Sword, could you tell me how you did that?
Did you do all of the high detail in zBrush? As of now I am only using maya, but it seems like everyone is using zbrush or mudbox to do their details.
there is two different smooth in 3d
the mesh smooth and the normal smooth
mesh smooth is hw you divide you poligon in smaller poligons, so a quad becomes 4 quads, then 16, then...
when you smooth the normals you mantain the number of polygons and reduce the number of vertex normals
each vertex has at least one normal, if its shared by 4 faces i get 4 normals, unless you smooth it and create just one
Here's the resculpt of my Black Grimoir. The tattered paper around they eye was too fleshy so I made more planar surfaces with sharper edges. I'm not sure that any finer details will show up in the normal map and still be readable in game, so I'm content with this level of detail.
I'm not sure how I'm going to do the tattered paper on the LOD1. Might end up doing planes with an opacity map.
Thanks for the pic, Ahoburg.
looking good, i dont havbe any idea how you did the internal pages on zbrush =]
---
guys, i need some suggestions
im planning on starting all the texture from zero, um not happy with that
made some quick tests, any suggestion?
thanks =]
@Tvidotto : Depending on which color you want to be the dominant one, I'd say #2 (for mostly gold), or an inverted #3 (for mostly purple).
2 and 4 are the best! and maybe i'd say 2 over 4, but i would put some more purple areas, yellow is too dominant