So after a complete revision on my doombringer sword this weekend I finished it.
I had made plans to work on my Mixamo zombie but you know how these things go :poly141:
Finally finished my fist submission, let me know what you think!
I am an animator by trade so it took me a while to get through all the technical stuff and learning zbrush. I'm looking forward getting some more done soon.
Sounds like a hell of a challenge. Full set for a hero is not an easy task. Kinda afraid of super masters of polycount right now xD But i think i will enter, why not, gotta try.
Do you guys triangulate the mesh, or let the compiler do it? If the compiler does it, will the triangulation change the normals direction and make the normal map look bad?
damio - ideally you triangulate your mesh before you bake your normal's. The automated connecting/creation of triangles can give you undesirable results, when you connect them yourself you control exactly which verts are connected.
This is one of thos situations where depending on your mesh letting the engine or exporter triangulate your mesh wont be noticeable, but other times it will have drastic results.
Good rule of thumb is to triangulate the mesh yourself every time, and triangulate before baking normals.
Thanks for the quick answer Lennyagony. So now the dilemma is do i want a good normal map that nearly shows in dota2, or double the polycount. I guess something inbetween!?
"or double the polycount" Sorry to say but the Dota2 importer currently has a few issues with counting polys correctly, but Triangle count is the number you should be aiming for as game engines are going to triangulate your mesh. May as well see what your getting in your viewport, rather than surprised once its kicking around in game.
Did a fast hat for WD which obviously needs a complete UV remap. That white dot is supposed to be a skull ^^ The idea is to get a worn hat/ voodoo priest style. You think i can get away with that?
Using Maya 2012. I'm trying to make some Lycan claws, but when I import the .fbx file to Dota 2 they're floating above his head, although they follow the animations correctly. All of the transformations are frozen and moving the geometry around doesn't seem to affect it at all
Using Maya 2012. I'm trying to make some Lycan claws, but when I import the .fbx file to Dota 2 they're floating above his head, although they follow the animations correctly. All of the transformations are frozen and moving the geometry around doesn't seem to affect it at all
Any ideas?
Use the smd files, if its the same then thats where they are supose to be.
After spending a long time trying to get .smd files into maya, i got it, thanks Ex4000 and Spudnik, it's now working .
For future reference, I got the smd import into maya (which only brought in the rig), and then, after attaching my weapons the same as before, exported it as a .fbx file.
Do you guys triangulate the mesh, or let the compiler do it? If the compiler does it, will the triangulation change the normals direction and make the normal map look bad?
Lenny aggony said it really well, just adding to his, if you are not doing major twists on your poly you can keep it on quads as triangles are not visible as quads to study the geometry
if you are going to animate, then split the loops that are moving the most on triangles, sometimes the engine splits your poligon on a place you dont want and will be enhanced by the animation
Hello guys!
Working on Jugg sword (it's mys first item), and need some feedback to improve him!
P.S.
I'm new in 3d/texturing...All what i know about 3d i learn on this wonderful forum! So... tnx alot guys!!! And...sorry for my bad english :whyme:
here is an early test concept for a voodoo doll staff for witch doctor. The dolls will probly become just one, and that one will be more detailed and maybe an smaller doll version of one of the other heros. But right now I will paused this one so I can focus on the dota 2 competition instead.
here is an early test concept for a voodoo doll staff for witch doctor. The dolls will probly become just one, and that one will be more detailed and maybe an smaller doll version of one of the other heros. But right now I will paused this one so I can focus on the dota 2 competition instead.
Ok guys, figured I'd ask here since my google-fu failed. I need info on two things:
1) Has anyone figured out how to add a custom particle system yet? (and how does it affect the budget)
2) How can I simulate custom cloth without resorting to what valve did with invoker {See below} (and use a ton of bones which would require figuring out custom animation) http://i.imgur.com/TfB4V.png
Can anyone tell me what might be going wrong if my item is not interacting with the lighting at all? The hero holds the item correctly, it goes through all the animations correctly, but simply looks totally unlit - no highlights/shaded parts or anything, totally flat. It does however cast a shadow.
I imported an fbx. I used the weapon phongE from the hero's smd that I imported to get the bones.
Can anyone tell me what might be going wrong if my item is not interacting with the lighting at all? The hero holds the item correctly, it goes through all the animations correctly, but simply looks totally unlit - no highlights/shaded parts or anything, totally flat. It does however cast a shadow.
I imported an fbx. I used the weapon phongE from the hero's smd that I imported to get the bones.
Looks like you alpha channel of mask1 is pure black, you need at least one nonblack pixel there for it to work.
Can anyone tell me what might be going wrong if my item is not interacting with the lighting at all? The hero holds the item correctly, it goes through all the animations correctly, but simply looks totally unlit - no highlights/shaded parts or anything, totally flat. It does however cast a shadow.
I imported an fbx. I used the weapon phongE from the hero's smd that I imported to get the bones.
Maybe the problem is in the textures.
I'm not certain 100% of what i'm saying but i understood that some of the channel (if not all of them) in mask1 & mask2 don't really like pure black or pure white...you should use values very close like 1,1,1 or 254,254,254 in order to avoid any problem.
Also make sure to save the masks in 32bit otherwise they will lose the alpha, and that could lead to problems like you have.
Ok guys, figured I'd ask here since my google-fu failed. I need info on two things:
1) Has anyone figured out how to add a custom particle system yet? (and how does it affect the budget)
2) How can I simulate custom cloth without resorting to what valve did with invoker {See below} (and use a ton of bones which would require figuring out custom animation) http://i.imgur.com/TfB4V.png
I can answer on the question about the particles. I have managed to get a custom particle in the itemtester. The problem is that could not find any way to align it to position that i wanted, it did not work by adjusting the alignment of the particle in the particle editor. It uses the default skinning, but if you are placing the particles at the same spot as the default for the hero, you can get a good result. You have to resubmit and manually add your custom particle after the compile if you want it to get in the zip. Which reminds me that i have to do that
Getting your custom particles into the itemtester
1.First you have to create your custom particle in a particle editor. A good idea is to use the heroes default as a template and go on from there.
2.Extract the gamefiles into the same directory as the game if you have not done that already. Make sure you use the Dota 2 test client directory so you don't mess up your main directory.
3.Copy your custom particles into the same directory as the other hero particles which have the name standard "hero_xxxxxx.pcf". Rename it to the same name as your heroes particlefile.
4. Open Dota 2 test client and compile, now you should see your particles in action.
Bonus: You want the to check your items without the default particle?
Just find the hero_xxxxx.pcf in the npc_heroes.txt at your heroes segment and rename it to something else and it will not load.
Ok guys, figured I'd ask here since my google-fu failed. I need info on two things:
1) Has anyone figured out how to add a custom particle system yet? (and how does it affect the budget)
2) How can I simulate custom cloth without resorting to what valve did with invoker {See below} (and use a ton of bones which would require figuring out custom animation) http://i.imgur.com/TfB4V.png
I think when it comes to cloth etc you have to match the cloth you're replacing.
So, before starting on the contest (if i'll ever have time to finish it) at least i wanted to finish this scythe i've been working on.
So here it is, the Demon Reaper, mainly a heavily reworrked Demon Edge (ingame item). WORKSHOP LINK
The resolution i paint to is double usually, in this case 512x512 cause the texture in-game must be 256x256. Anyway all the screens were taken with the correct texture resolution, 256x256
just one question =], are you using the self illumination for the bright green part? if not i think you should
Yes i'm using it, but not at full power in every area cause i notice that otherwise it would "burn" the details. However in the first 2 screenshots taken in Marmoset, i didn't use the glow map cause it works in a different way than in-game, so i just lit it strongly on the blade to to make it look more self-lit.
Also, in an attempt to finish the last item for my OD set, I'm trying to fill some empty space. Came up with 3 designs, and did a test render of how they'd look. 2 came out warped though, so I am concerned about implementing them. Would appreciate some feedback so I can finish this out and focus on the contest.
Also, if Valve weren't so strictly enforcing the lore-cohesion rule, we might see submissions like this (concept that I'm sure most people have thought of by now).
Replies
Creepers Coarse Dagger is now on the workshop
Weapon slot - http://steamcommunity.com/sharedfiles/filedetails/?id=101600042
Offhand slot - http://steamcommunity.com/sharedfiles/filedetails/?id=101600855
Holy fuck i actually though these were in game already, nice concepts!
which one do i implement first...
Doombringer sword
Phantomlacer spine spear
riki/queen dagger
I had made plans to work on my Mixamo zombie but you know how these things go :poly141:
Anyway vote and stuff
I am an animator by trade so it took me a while to get through all the technical stuff and learning zbrush. I'm looking forward getting some more done soon.
Here is the workshop link for more photos: http://steamcommunity.com/sharedfiles/filedetails/?id=101615070
http://steamcommunity.com/sharedfiles/filedetails/?id=101641790
http://steamcommunity.com/sharedfiles/filedetails/?id=101651850
ratings & feedback are appreciated
This is one of thos situations where depending on your mesh letting the engine or exporter triangulate your mesh wont be noticeable, but other times it will have drastic results.
Good rule of thumb is to triangulate the mesh yourself every time, and triangulate before baking normals.
bn20 : thx
Also
"or double the polycount" Sorry to say but the Dota2 importer currently has a few issues with counting polys correctly, but Triangle count is the number you should be aiming for as game engines are going to triangulate your mesh. May as well see what your getting in your viewport, rather than surprised once its kicking around in game.
Any ideas?
If you're using the bones from the downloaded model, try using the ones from the .smd and vice versa .
Use the smd files, if its the same then thats where they are supose to be.
Gerre and I will be making a tiki set for witch doctor as an entry for the polycount contest. Follow the thread here: http://www.polycount.com/forum/showthread.php?t=106343.
For future reference, I got the smd import into maya (which only brought in the rig), and then, after attaching my weapons the same as before, exported it as a .fbx file.
Anyone else find the competition a little redundant? Seems to me the only prize is having your set fast tracked into the store. Unless Im mistaken.
Woulds of been cool if it was to design one of the heroes not ported over yet or something long those lines
Lenny aggony said it really well, just adding to his, if you are not doing major twists on your poly you can keep it on quads as triangles are not visible as quads to study the geometry
if you are going to animate, then split the loops that are moving the most on triangles, sometimes the engine splits your poligon on a place you dont want and will be enhanced by the animation
Working on Jugg sword (it's mys first item), and need some feedback to improve him!
P.S.
I'm new in 3d/texturing...All what i know about 3d i learn on this wonderful forum! So... tnx alot guys!!!
And...sorry for my bad english :whyme:
Can someone tell me how i can test items in game?
hahaha nice idea =]
1) Has anyone figured out how to add a custom particle system yet? (and how does it affect the budget)
2) How can I simulate custom cloth without resorting to what valve did with invoker {See below} (and use a ton of bones which would require figuring out custom animation)
http://i.imgur.com/TfB4V.png
Just finished this up
I imported an fbx. I used the weapon phongE from the hero's smd that I imported to get the bones.
Maybe the problem is in the textures.
I'm not certain 100% of what i'm saying but i understood that some of the channel (if not all of them) in mask1 & mask2 don't really like pure black or pure white...you should use values very close like 1,1,1 or 254,254,254 in order to avoid any problem.
Also make sure to save the masks in 32bit otherwise they will lose the alpha, and that could lead to problems like you have.
I can answer on the question about the particles. I have managed to get a custom particle in the itemtester. The problem is that could not find any way to align it to position that i wanted, it did not work by adjusting the alignment of the particle in the particle editor. It uses the default skinning, but if you are placing the particles at the same spot as the default for the hero, you can get a good result. You have to resubmit and manually add your custom particle after the compile if you want it to get in the zip. Which reminds me that i have to do that
Getting your custom particles into the itemtester
1.First you have to create your custom particle in a particle editor. A good idea is to use the heroes default as a template and go on from there.
2.Extract the gamefiles into the same directory as the game if you have not done that already. Make sure you use the Dota 2 test client directory so you don't mess up your main directory.
3.Copy your custom particles into the same directory as the other hero particles which have the name standard "hero_xxxxxx.pcf". Rename it to the same name as your heroes particlefile.
4. Open Dota 2 test client and compile, now you should see your particles in action.
Bonus: You want the to check your items without the default particle?
Just find the hero_xxxxx.pcf in the npc_heroes.txt at your heroes segment and rename it to something else and it will not load.
Good luck!
http://steamcommunity.com/sharedfiles/filedetails/?id=101862111
I think when it comes to cloth etc you have to match the cloth you're replacing.
how do you guys think should I add him 3-4 thick fingers or something else ?
should i change the faceplate to a more moltern form as it seems like it looks a bit cartoonish at the moment
So here it is, the Demon Reaper, mainly a heavily reworrked Demon Edge (ingame item).
WORKSHOP LINK
just one question =], are you using the self illumination for the bright green part? if not i think you should
Yes i'm using it, but not at full power in every area cause i notice that otherwise it would "burn" the details. However in the first 2 screenshots taken in Marmoset, i didn't use the glow map cause it works in a different way than in-game, so i just lit it strongly on the blade to to make it look more self-lit.
http://steamcommunity.com/sharedfiles/filedetails/?id=102001181&searchtext=
A Phantom Lancer trident I made for Dota Portal on their new time lapse segment.
should have a video ready soon
Also, in an attempt to finish the last item for my OD set, I'm trying to fill some empty space. Came up with 3 designs, and did a test render of how they'd look. 2 came out warped though, so I am concerned about implementing them. Would appreciate some feedback so I can finish this out and focus on the contest.
Also, if Valve weren't so strictly enforcing the lore-cohesion rule, we might see submissions like this (concept that I'm sure most people have thought of by now).