Cheers and i had a little trouble with the blade as well, the texture is mirrored leaving a hard seam down the blade edge, which helped. Also make sure your video settings are at max otherwise the compression kills any hard edges.
Also i noticed several of the valve blade weapons have a pretty thick edge where its supposed to be sharp. I'm presuming it catches the light better? or helps with the normal maps?
I haven't made any items for heroes I play. I don't know the feel of using my items in-game yet. They just decorate my profile page. Most of the heroes I like haven't been available until very recently.
My bounty hunter dagger got in-game too . Amazing feeling.
Speaking about forms, I read somewhere that you needed an ITIN to get properly paid from Valve.(I'm trying to fill the form to save time even If I didn't have any item in-game). Whats this W-8BEN you guys are talking about? Any info would be awesome xD
Edit: Ookay, just found the Valve FAQ xD. I need the ITIN for applying for the W-8BEN
I got a quick question, if someone could answer that would be swell!
When making an item, does it have to be in a single, continuous piece? Say, for example, that I'm making an axe - will I be able to create the head and then create the shaft as a separate piece and then just attach the two?
Cheers and i had a little trouble with the blade as well, the texture is mirrored leaving a hard seam down the blade edge, which helped. Also make sure your video settings are at max otherwise the compression kills any hard edges.
Also i noticed several of the valve blade weapons have a pretty thick edge where its supposed to be sharp. I'm presuming it catches the light better? or helps with the normal maps?
for my courier im doing a manta style and a spear on the back, and on the edges i got a problem like smoothed normals in a big angle like this on the right
but the strange part is that i tested with smoothed and hard edges and the way that i got it correct was toning down the intensity of the metalness on the masks, the first version was 255 blue and the second was something like 190
that is totally weird...
i think i will get some polygons on that edge and make it smooth
Alright, thanks for that link! It helped a lot. Now I just have one more problem:
The knife is backwards on the bone and is stabbing her arm. I placed it right over the bone, skinned it, attached them (knife_L_1), followed all of the directions to a T. The dagger is in the same position as the original one in the SMD, as well. I haven't tried simply flipping the dagger around, as that seems like it might work, but would probably be a terrible habit to get into.
If you have your model in the same position as the original one in the SMD and it still looks bad, then just flip it. I had the same problem with my bounty hunter dagger, but worse(At the end, my model was rotated in a weird way, something like 175º to XY, whatever, not even close to the original one in the SMD).
As a note, my bh dagger got in to the store, so it's ok if you do that ^^
This problem pops up on each page. You have to freeze transformation. Don't know which software you use, but in Maya it's under Modify -> freeze transformation (click option box and check translate, rotate and scale). In Max click on the Hierarchy pane to the right and scroll down to Adjust Transform -> Reset. Press Transform and Scale. Hope it helps!
The reference file might be bugged, but i never got any problem with this. Try fbx or the maya file if the freeze transformation don't work. You can also decompile the files from dota2 and use the SMD.
Is it only clay brush with polish or do you used more brushes? If yes, which ones? I am really big amateur on Zbrush and I am fine with like only using clay brush because I think its pretty universal for all the things. Thanks
Is it only clay brush with polish or do you used more brushes? If yes, which ones? I am really big amateur on Zbrush and I am fine with like only using clay brush because I think its pretty universal for all the things. Thanks
Well clay brush is absolutely nice, but in many situations i prefer the use of other brushes. Usually you should to learn these:
-Standard (together with some alpha, or with its brush modifier that pinches geometry) -Clay -Claytube (a more rough version of clay, allow some sharper details) -Clay Buildup (good to make big volumes in no time) -Move (tweak your look,volumes,and so on) -Dam_Standard (awesome to define thin lines and detailing) -Trim Dynamic (a better version of the old Flatten, allow you to flat a curved surface with some nice sharp edges) -Hpolish (similar to Trim, but keep your edges intact, so great for finishing touch) -Layer (Allows you to draw a fixed height layer on your model. Notice that used with morph target, the layer will be always the same height also in multible strokes, and won't add a new layer on top of the previous) -Morph (used together with store morph targer, it allow you to bring the geometry back to the morph target state. It allows a lot of different tecniques for modeling and detailing)
These more or less are in my opinion the base brushes that you should know to have a easy life in more or less every situation. Of course there are many more that are useful in very specific cases.
Good luck.
Replies
tottaly offtopic and im a little drunk =]
[ame="http://www.youtube.com/watch?v=sBFjLcB7TGc"]Axe InGame03 - YouTube[/ame]
Seeing your art in game, moving and that little bit more alive. Definitely calls for a carton of coopers and some beer o'clock
looking amazing in game
im having some problems with the edge of a blade and the metalness, i think i will decompile yours to study =]
Although, getting a godlike streak while pimped out in my own gear was pretty damn cool as well.
Cheers and i had a little trouble with the blade as well, the texture is mirrored leaving a hard seam down the blade edge, which helped. Also make sure your video settings are at max otherwise the compression kills any hard edges.
Also i noticed several of the valve blade weapons have a pretty thick edge where its supposed to be sharp. I'm presuming it catches the light better? or helps with the normal maps?
Hah! love it, i think ill have to work on improving my game(i suck pretty hard lol)
Speaking about forms, I read somewhere that you needed an ITIN to get properly paid from Valve.(I'm trying to fill the form to save time even If I didn't have any item in-game). Whats this W-8BEN you guys are talking about? Any info would be awesome xD
Edit: Ookay, just found the Valve FAQ xD. I need the ITIN for applying for the W-8BEN
When making an item, does it have to be in a single, continuous piece? Say, for example, that I'm making an axe - will I be able to create the head and then create the shaft as a separate piece and then just attach the two?
Thanks in advance!
Thank you very much!
for my courier im doing a manta style and a spear on the back, and on the edges i got a problem like smoothed normals in a big angle like this on the right
but the strange part is that i tested with smoothed and hard edges and the way that i got it correct was toning down the intensity of the metalness on the masks, the first version was 255 blue and the second was something like 190
that is totally weird...
i think i will get some polygons on that edge and make it smooth
----
@Soldeus - what is that ITIN?
You can find a lot of info in the FAQ Valve made about the workshop payment. http://steamcommunity.com/workshop/workshoppaymentinfofaq . It explains pretty much everything you need.
Made a knife for QoP. Compiled and imported successfully. This is the result:
Things to note:
and try to restart the game each time you try to compile something, it doesn't refresh the preview window for some reason. For me at least.
You can just give it an other name and it will update.
Why isn't your courier up for sale? I find it odd that they don't have your dragon up yet?
The knife is backwards on the bone and is stabbing her arm. I placed it right over the bone, skinned it, attached them (knife_L_1), followed all of the directions to a T. The dagger is in the same position as the original one in the SMD, as well. I haven't tried simply flipping the dagger around, as that seems like it might work, but would probably be a terrible habit to get into.
As a note, my bh dagger got in to the store, so it's ok if you do that ^^
The reference file might be bugged, but i never got any problem with this. Try fbx or the maya file if the freeze transformation don't work. You can also decompile the files from dota2 and use the SMD.
really thanks =]
dont know
but noone of the workshop couriers entered the game, the ones that entered like the tegu were made by people that valve asked for
You said it. Something about seeing it in the game, during an actual match, makes it seem more real.
Time to celebrate and start on something new tomorrow.
And to everyone who didn't get anything accepted yet, don't give up, the payoff is worth it.
http://steamcommunity.com/sharedfiles/filedetails/?id=101346818
I think it could use something in the bottom part of the handle.
A question for the people who have their stuff in the store, out of curiosity how much do you guys make on a single item?
looking really good =]
That looks amazing, awesome job.
Is it only clay brush with polish or do you used more brushes? If yes, which ones? I am really big amateur on Zbrush and I am fine with like only using clay brush because I think its pretty universal for all the things. Thanks
Sometimes late at night, while tracking his prey,
Gondar will sing softly,
and play.
(Lol)
Well clay brush is absolutely nice, but in many situations i prefer the use of other brushes. Usually you should to learn these:
-Standard (together with some alpha, or with its brush modifier that pinches geometry)
-Clay
-Claytube (a more rough version of clay, allow some sharper details)
-Clay Buildup (good to make big volumes in no time)
-Move (tweak your look,volumes,and so on)
-Dam_Standard (awesome to define thin lines and detailing)
-Trim Dynamic (a better version of the old Flatten, allow you to flat a curved surface with some nice sharp edges)
-Hpolish (similar to Trim, but keep your edges intact, so great for finishing touch)
-Layer (Allows you to draw a fixed height layer on your model. Notice that used with morph target, the layer will be always the same height also in multible strokes, and won't add a new layer on top of the previous)
-Morph (used together with store morph targer, it allow you to bring the geometry back to the morph target state. It allows a lot of different tecniques for modeling and detailing)
These more or less are in my opinion the base brushes that you should know to have a easy life in more or less every situation. Of course there are many more that are useful in very specific cases.
Good luck.
amazing,like it~
Goofing around with a periscope for Tidehunter ^^ Also working on stuff for WD. Will post some pics when i do some details on these items.
new concept for sladar.waiting your suggestion.
Mace looks awesome, The helmet is to clean/smooth need to be more weathered like the mace