But i think i will continue with this one instead.
Which is more in style with the weapon i have been working on.
Could be a set if i do some more stuff.
No details on this one yet.
BTW! I helped someone yesterday with disabling the default particle in the itemtester and thought i should share if anyone else needed to do that.
In the script npc_heroes.txt find the particle at your hero which should be in the precache area your heroes segment. Just rename the hero_xxxxx.pcf to something else and the default particle will be gone in the itemtest.
Ok, so, at least 10 people on the workshop commented that this needs to be resized cause it's too big.
I came to the point where i'm seriously considering to resize it smaller, but considering that i trust people's opinion less than artist's one, i think it's bettere to ask you about the size before taking any action...
Is it indeed too big?
Question about lowpoly topology. It must be only quads or tris allowed too?
Every realtime engine work in tris, so of course they are allowed. Maybe you can get problems in some engines with polygon with more than 4 sides.
Anyway quads are a visual semplification for modelers, but every engine always convert them in tris, and the polycount of an object is always intended in tris!
motenai - I think it looks fine. Remember that in addition to those 10 comments that told you it's too big there are over one thousand people who like it
Ok, so, at least 10 people on the workshop commented that this needs to be resized cause it's too big.
I came to the point where i'm seriously considering to resize it smaller, but considering that i trust people's opinion less than artist's one, i think it's bettere to ask you about the size before taking any action...
Is it indeed too big?
Every realtime engine work in tris, so of course they are allowed. Maybe you can get problems in some engines with polygon with more than 4 sides.
Anyway quads are a visual semplification for modelers, but every engine always convert them in tris, and the polycount of an object is always intended in tris!
that's what i thought. Thanks.
About your model, it's indeed slightly big. It takes too much space and obstruct a view a little. Circle looks fine, but desolators can be smaller
Ok, so, at least 10 people on the workshop commented that this needs to be resized cause it's too big.
I came to the point where i'm seriously considering to resize it smaller, but considering that i trust people's opinion less than artist's one, i think it's bettere to ask you about the size before taking any action...
Is it indeed too big?
Every realtime engine work in tris, so of course they are allowed. Maybe you can get problems in some engines with polygon with more than 4 sides.
Anyway quads are a visual semplification for modelers, but every engine always convert them in tris, and the polycount of an object is always intended in tris!
Looks fine to me maybe, if you were to make it smaller it would only have be very slightly
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 =]
I did some blocky versions of each in max, added support loops and noise modifiers, then added some Alpha noise and changed the shape up a bit to make each piece look more unique.
What about a combination of 1 and 2? Maybe make the overall top color purple, with the stripes from #2 as orange on top of that.
Ahoburg, both are fine, but know that the polygon limit is in tris. 400 quads is actually 800 tris (every square is composed of two triangles). While you don't have to manually triangulate your mesh, know that the triangles are there already.
Little question, how to use mirrored uv/textures? Any specifics with this game?
Use mirrored UVs as much as you can to increase your texture resolution. I'd suggest you cast normals before breaking the UV so that seam doesn't stand out.
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?
thx ) yeah sure , that was the original model of the sword , when I added my sword glow disappeared , I even tried making the same masks and even imported the orifinal model , but it didn't have the glow... (
As I understand we can't make items with glow at the moment , it's somehow connected with particles , and I have no idea how to control them (
But i think i will continue with this one instead.
Which is more in style with the weapon i have been working on.
Could be a set if i do some more stuff.
No details on this one yet.
BTW! I helped someone yesterday with disabling the default particle in the itemtester and thought i should share if anyone else needed to do that.
In the script npc_heroes.txt find the particle at your hero which should be in the precache area your heroes segment. Just rename the hero_xxxxx.pcf to something else and the default particle will be gone in the itemtest.
the old one is better =]
i will come to you soon with a lot of question of particles =]
But i think i will continue with this one instead.
Which is more in style with the weapon i have been working on.
Could be a set if i do some more stuff.
No details on this one yet.
BTW! I helped someone yesterday with disabling the default particle in the itemtester and thought i should share if anyone else needed to do that.
In the script npc_heroes.txt find the particle at your hero which should be in the precache area your heroes segment. Just rename the hero_xxxxx.pcf to something else and the default particle will be gone in the itemtest.
thx ) yeah sure , that was the original model of the sword , when I added my sword glow disappeared , I even tried making the same masks and even imported the orifinal model , but it didn't have the glow... (
As I understand we can't make items with glow at the moment , it's somehow connected with particles , and I have no idea how to control them (
someone asked me one day with a help compiling a jugger sword
he used a wrong sized model as reference and the sword was huge in the game, but the glow continued at the same place
that means that the sword model or texture has nothing to do with the glow, its like a particle over the sword
I have a little question. I'm trying to import a naga siren weapon, and what do i do now? Import same weapon twice with different assigned bones in "weapon" and "offhand weapon" categories? Or i need 2 meshes with different bones in one category (but that's too much polys)? Thanks. Also, what bones do i need to assign for naga's sword?
I have a little question. I'm trying to import a naga siren weapon, and what do i do now? Import same weapon twice with different assigned bones in "weapon" and "offhand weapon" categories? Or i need 2 meshes with different bones in one category (but that's too much polys)? Thanks. Also, what bones do i need to assign for naga's sword?
Another problem, lol xD Why is this happening?
Assign whatever bones are assigned to the default sword. Open up the original mesh and the Skin modifier (that's what it's called in Max, I don't know what it's called in Maya) will list each bone that is assigned to it.
I'm looking at Naga's requirements and it looks like each weapon is separate. One sword is a main-hand weapon and the other is an offhand weapon. I think you'll have to upload them separately, as two different objects. You'll have to Skin them to different bones too: one set of bones for the left hand, one set of bones for the right hand.
It's hard for me to tell what you're talking about in your photo because of the angle. is the body clipping the sword blade? If it is, make sure you size the sword correctly, place it where it needs to go and then ResetXForm and set the Pivot Point at 0,0,0 so that it animates properly.
The problem is that my sword appears together with default one. I assume that's not how it's supposed to be. Thanks for tips.
I don't see a sword in the screen-right hand. It looks like you uploaded a weapon meant for the main-hand, but physically put it into the off-hand position (or vice versa).
I have a little question. I'm trying to import a naga siren weapon, and what do i do now? Import same weapon twice with different assigned bones in "weapon" and "offhand weapon" categories? Or i need 2 meshes with different bones in one category (but that's too much polys)? Thanks. Also, what bones do i need to assign for naga's sword?
Another problem, lol xD Why is this happening?
You need to import both weapons at once, one bound to one hand and the other hand bound to the other.
That was what I did, however now it seems they've split up the weapon slots where before it was just one slot for both... weird.
Looking at the technical requirements now it seems the way you did it is the way to go; two separate exports.
so it seems, i guess they can be combined afterwards by valve or something
I don't know if it's necessarily a matter of them combining it afterwards, I think Naga just has two weapons now like Bounty Hunter, Blood Seeker, Anti-Mage, etc.
I'd love to hear any feedback you could give me! Thanks!
What character? What item slot?
For presentation purposes I'd make the background have more contrast with the item's colors. If that's a candle, maybe desaturate the green wax so that that it's a very pale green; that would help sell the fact that it's wax and would break it up from the background more.
Hey, I'm completely new to texturing (and want to learn through making items in Dota2). I was wondering if anyone's recorded themselves texturing any items, or if anyone would be willing to record their work and upload it to Youtube. Or if anyone knows any good start-to-finish videos that deal with texturing for items like those being made, here.
If it's too tall of an order, I completely understand.
Hey, I'm completely new to texturing (and want to learn through making items in Dota2). I was wondering if anyone's recorded themselves texturing any items, or if anyone would be willing to record their work and upload it to Youtube. Or if anyone knows any good start-to-finish videos that deal with texturing for items like those being made, here.
If it's too tall of an order, I completely understand.
Hey, I'm completely new to texturing (and want to learn through making items in Dota2). I was wondering if anyone's recorded themselves texturing any items, or if anyone would be willing to record their work and upload it to Youtube. Or if anyone knows any good start-to-finish videos that deal with texturing for items like those being made, here.
If it's too tall of an order, I completely understand.
i work like this:
polypaint on highres mesh using zapplink or spotlight, you need to sample a main colors from your hero.
bake paint and cavity, occlusion maps to lowpoly
combine them in photoshop using layers, softlight or multiply
tweak colors a little, channels, etc.
I too need help with my texturing. If you guys could take a look at my third revision for this weapon I made and let me know what I could do to make it pop more?
Still a WIP, could use some feedback. It's a staff for the Furion character.
I'm still new to handpainted texturing, so I could also really use some tips on that.
Does anyone else have scale problems when compiling for every hero?
I model around the source files valve gives but when I import the scale is almost never correct. I manage to get it to work with tweaking but it's super inefficient.
Something I am doing wrong? It's really frustrating me right now trying to get my Lina hat updated.
Edit: looks like in this case the smd scale is correct but I'll have to redo some skinning, maybe.
Does anyone else have scale problems when compiling for every hero?
I model around the source files valve gives but when I import the scale is almost never correct. I manage to get it to work with tweaking but it's super inefficient.
Something I am doing wrong? It's really frustrating me right now trying to get my Lina hat updated.
Edit: looks like in this case the smd scale is correct but I'll have to redo some skinning, maybe.
I remember having to Freeze Transformations in Maya to make the scaling work correctly in the importer
Does anyone else have scale problems when compiling for every hero?
I model around the source files valve gives but when I import the scale is almost never correct. I manage to get it to work with tweaking but it's super inefficient.
Something I am doing wrong? It's really frustrating me right now trying to get my Lina hat updated.
Edit: looks like in this case the smd scale is correct but I'll have to redo some skinning, maybe.
Always use the smd files I believe the other ones aren't to the correct scale
Hey guys, quick clarification needed: Has it been confirmed or denied whether or not the poly budgets are total faces, tris or quads yet?
i tested it. if you try to import quad mesh, it will count only quads for limit. 350 quads needed for a weapon, for example. If you triangulate it, it will no longer allow it seeing it is consist of 700+ faces, triangles. So, make quads...profit. It counts every face, no matter quad or tri or combined.
Replies
But i think i will continue with this one instead.
Which is more in style with the weapon i have been working on.
Could be a set if i do some more stuff.
No details on this one yet.
BTW! I helped someone yesterday with disabling the default particle in the itemtester and thought i should share if anyone else needed to do that.
In the script npc_heroes.txt find the particle at your hero which should be in the precache area your heroes segment. Just rename the hero_xxxxx.pcf to something else and the default particle will be gone in the itemtest.
this is link:
http://steamcommunity.com/sharedfiles/filedetails/?id=100248312
I came to the point where i'm seriously considering to resize it smaller, but considering that i trust people's opinion less than artist's one, i think it's bettere to ask you about the size before taking any action...
Is it indeed too big?
Every realtime engine work in tris, so of course they are allowed. Maybe you can get problems in some engines with polygon with more than 4 sides.
Anyway quads are a visual semplification for modelers, but every engine always convert them in tris, and the polycount of an object is always intended in tris!
Both are fine I believe
About your model, it's indeed slightly big. It takes too much space and obstruct a view a little. Circle looks fine, but desolators can be smaller
Looks fine to me maybe, if you were to make it smaller it would only have be very slightly
I did some blocky versions of each in max, added support loops and noise modifiers, then added some Alpha noise and changed the shape up a bit to make each piece look more unique.
What about a combination of 1 and 2? Maybe make the overall top color purple, with the stripes from #2 as orange on top of that.
Use mirrored UVs as much as you can to increase your texture resolution. I'd suggest you cast normals before breaking the UV so that seam doesn't stand out.
thx ) yeah sure , that was the original model of the sword , when I added my sword glow disappeared , I even tried making the same masks and even imported the orifinal model , but it didn't have the glow... (
As I understand we can't make items with glow at the moment , it's somehow connected with particles , and I have no idea how to control them (
the old one is better =]
i will come to you soon with a lot of question of particles =]
im planning to add some on the courier
awesome relationship you did, that will be a good reference for the patterns, thanks =]
great
i will try to change a little the hue of the purple to see if i get something more pleasing
thats the way i like to do
someone asked me one day with a help compiling a jugger sword
he used a wrong sized model as reference and the sword was huge in the game, but the glow continued at the same place
that means that the sword model or texture has nothing to do with the glow, its like a particle over the sword
once i saw on the workshop someone that replaced maginas sword and got the old glow over, let me see if i find
-
yay, find it
http://steamcommunity.com/sharedfiles/filedetails/?id=89205833&searchtext=manta
Another problem, lol xD Why is this happening?
Assign whatever bones are assigned to the default sword. Open up the original mesh and the Skin modifier (that's what it's called in Max, I don't know what it's called in Maya) will list each bone that is assigned to it.
I'm looking at Naga's requirements and it looks like each weapon is separate. One sword is a main-hand weapon and the other is an offhand weapon. I think you'll have to upload them separately, as two different objects. You'll have to Skin them to different bones too: one set of bones for the left hand, one set of bones for the right hand.
It's hard for me to tell what you're talking about in your photo because of the angle. is the body clipping the sword blade? If it is, make sure you size the sword correctly, place it where it needs to go and then ResetXForm and set the Pivot Point at 0,0,0 so that it animates properly.
I don't see a sword in the screen-right hand. It looks like you uploaded a weapon meant for the main-hand, but physically put it into the off-hand position (or vice versa).
http://steamcommunity.com/sharedfiles/filedetails/?id=100499692
You need to import both weapons at once, one bound to one hand and the other hand bound to the other.
That was what I did, however now it seems they've split up the weapon slots where before it was just one slot for both... weird.
Looking at the technical requirements now it seems the way you did it is the way to go; two separate exports.
I don't know if it's necessarily a matter of them combining it afterwards, I think Naga just has two weapons now like Bounty Hunter, Blood Seeker, Anti-Mage, etc.
Then I saw it was stickied. Thanks guys Now I have days of your great work to catch up on!
I'd love to hear any feedback you could give me! Thanks!
What character? What item slot?
For presentation purposes I'd make the background have more contrast with the item's colors. If that's a candle, maybe desaturate the green wax so that that it's a very pale green; that would help sell the fact that it's wax and would break it up from the background more.
http://steamcommunity.com/sharedfiles/filedetails/?id=100546253
Looks awesome! Will vote when i get home from work.
@Tvidotto, sure! I'll give you all the information i got
Maybe i'll keep both shields ^^
@ Ahoburg, that nagaweapon is looking good! Will vote!
@Acarr, pugnas candle! Awesome! Votes are coming.
@ All, keep those items coming, good work everyone! :thumbup:
If it's too tall of an order, I completely understand.
Id like to see this to, my texturing needs work.
I recommend checking out 3d motives tutorial on handpainted texturing, as well as couple tuts from Vertex magazine (search it on polycount).
polypaint on highres mesh using zapplink or spotlight, you need to sample a main colors from your hero.
bake paint and cavity, occlusion maps to lowpoly
combine them in photoshop using layers, softlight or multiply
tweak colors a little, channels, etc.
From X-Men to a crystal - thanks for your feedback!
http://steamcommunity.com/sharedfiles/filedetails/?id=100592540&searchtext=
I too need help with my texturing. If you guys could take a look at my third revision for this weapon I made and let me know what I could do to make it pop more?
http://steamcommunity.com/sharedfiles/filedetails/?id=100288441
Steam page ^
I'm still new to handpainted texturing, so I could also really use some tips on that.
Full update here: http://dev.dota2.com/showthread.php?t=57085
http://steamcommunity.com/sharedfiles/filedetails/?id=100680549
I added more to it, How do you put links into images anyway? Feel stupid for asking.
http://steamcommunity.com/sharedfiles/filedetails/?id=100696016
Please check it out and vote if you consider it worthy. And of course comment!
I model around the source files valve gives but when I import the scale is almost never correct. I manage to get it to work with tweaking but it's super inefficient.
Something I am doing wrong? It's really frustrating me right now trying to get my Lina hat updated.
Edit: looks like in this case the smd scale is correct but I'll have to redo some skinning, maybe.
Modify -> Freeze Transformations
Always use the smd files I believe the other ones aren't to the correct scale