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Dota 2 - Workshop Thread

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  • Tvidotto
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    Tvidotto polycounter lvl 9
    Josh21 wrote: »
    So to fix that I just hit the reverse normal button?

    all the polygons are reversed? i will let you try before answering =]
  • Josh21
    Tvidotto wrote: »
    all the polygons are reversed? i will let you try before answering =]

    it worked!!! Thank you yet again Tvid you are my savior.


    http://steamcommunity.com/sharedfiles/filedetails/?id=104829083 updated
  • SinAmos
    Josh21

    You need to VIEW NORMALS, because your reverse might have switched a majority, but left some the wrong way. You also need to use the UV to check with the color shading. Sometimes it is a single normal flipped that is a problem.

  • PrototypeT800
  • Anuxinamoon
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    Anuxinamoon polycounter lvl 14
    PINS_012 wrote: »
    Hi,

    As a new contributor to the DOTA 2 community I was quickly frustrated with the lack of a quick way to display and iterate on my model with mask1 and mask2 in Maya 2011.

    So I decided to learn .hlsl and attempt to write a DOTA.cgfx material.

    This is my first .cgfx, and post ;) so I’m looking for help on getting this sucker tuned. If you are familiar with writing shaders please contribute. Any feedback would be great.

    How to use.

    Download the shader from the link below.
    https://www.dropbox.com/s/gfzmlq05yklo6yi/DOTA2v0.01.cgfx
    • Launch Maya and turn on the cgfxShader.mll in the Plug-in Manager Window > Settings/Preferences > Plug-in Manager
    • Create a new Cgfx Shader in your Hpershade
    • Double click on the cgfxShader to open up the shaders attributes
    • At the CgFx File section click on the folder icon at the far right and open the DOTA2v0.01.cgfx shader
    • Load in the texture files by clicking on the box, select file, your_texture.tga
    • Be sure to be in textured mode, “6”
    • HighQuality rendering is not needed with .cgfx
    • Create a new light directional light
    • Copy and paste that lights name into the “Light 1 - Directional Light” box
    • In the outliner select the “persp” camera then shift select the new “directionalLight” and select parent under constrain. This will rotate the light with the perspective camera.
    Notes
    • Its important to note that this is currently a rough guide on how your asset may look in game. All final tuning of your texture should still occur at the import process.
      • Currently textures can be a bit too dark or too bright.
    • This shader is not done but it will hopefully be a good start for most heroes.
      • I only tested with Skeleton King and Queen of Pain
    • You may need to hit “reload” after assigning new textures
    • My scene was slowing down when I had multiple shaders visible at once
    • Currently not hooked up, but will be in future updates.
      • Detail Map - Mask1 red channel
      • Color Warp - Mask1 green channel
      • Self-Illumination - Mask1 alpha channel



    Please send feedback so that we/I can continue to tweak and tune the math on this shader.


    Thanks!

    Shameless plugs...
    My DOTA2 stuffs
    My portfolio
    My resume (currently looking for work)

    Omg awesome! I'll have a go soon when I start setting up my masks :D
  • williamsrn
    The models look great :)
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    gLV7S.png

    Sharc the bossman, helping me out with the awesome shoulder concepts, I cant wait to see the finished product.
  • RossC
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    RossC polycounter lvl 9
    And Resubmitted:

    Workshop Link:

    X7fEE.jpg
  • Paskie
    Seems to be more heroes added. Is it alchemist and lich?

    http://dota2.com/workshop/requirements
  • Xpload
    Hey guys! I have an issue with normal maps. Why are they looking like this? http://i.imgur.com/gJ8xJ.jpg
    I make the highpoly in zbrush and bake with xnormal.
  • zicoV
    Xpload wrote: »
    Hey guys! I have an issue with normal maps. Why are they looking like this? http://i.imgur.com/gJ8xJ.jpg
    I make the highpoly in zbrush and bake with xnormal.

    Looks like a world space normal map. Make sure to tick tanget space in the normal map options.
  • Xpload
    EDIT: Found the issue. I was trying to bake just one part to the whole mesh.

    Anyway working on a SK blade. What do you think
    vGF88.png

    EDIT2: In xNormal the coordinates should be X+ Y- and Z+, right?
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    Xpload wrote: »
    EDIT: Found the issue. I was trying to bake just one part to the whole mesh.

    Anyway working on a SK blade. What do you think
    vGF88.png

    EDIT2: In xNormal the coordinates should be X+ Y- and Z+, right?

    dat handle. ;)

    268x268.resizedimage

    new set, cheers!
  • D4V1DC
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    D4V1DC polycounter lvl 18
    K-PAX wrote: »
    amazing, 3ds max version please.good job !!!!!!!!!!!!
    Echo, good work!
  • Josh21
    Added grooves for the handle grips, darkened the hilt, added a video, and updated the screenshots. Please check it out and let me know what you think :)



    2w6xgmq.jpg

    http://steamcommunity.com/sharedfiles/filedetails/?id=104829083
  • Paskie
    Almost time for doing some textures now. The set should be ready some time this week if i stay focused ;)

    DnSCT.png
  • bn20
    small problem ahoy!

    bgz2l.png

    Do you need to seperate the model and skin them seperatly? I also have no idea which combination of bones I should skin it too...

    this is how i want it too look

    5u2vi.png
  • Tvidotto
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    Tvidotto polycounter lvl 9
    dat handle. ;)

    268x268.resizedimage

    new set, cheers!

    great work Helenek, voting that up =]

    hahaha, that grip is a little awkward
    1kao5
    zicoV wrote: »
    Looks like a world space normal map. Make sure to tick tanget space in the normal map options.

    zicov nailed it, you should use the tangent normal
  • rzr
    Guys, wanna ask u a question. How can i make some parts of model move separately with their own physics? Like ring on Grand Claive of the Unshamed
  • spacemonkey
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    spacemonkey polycounter lvl 18
    web_simple.jpg

    Hey guys, I've started working on a courier for Dota. I've burnt a lot of time looking into compilers, importers, exporters and qc files. Ideally I'd like to use 3dsmax to animate and export them to game however I am not sure anyone has been able to get the workflow happening with max, only maya. If anyone has knowledge that could help I would appreciate it ;)

    MAx viewport grabs, need to work out how I can get this into the game and use the shaders.
  • D4V1DC
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    D4V1DC polycounter lvl 18
    I freaking love that courier, piggy back pwnage!
    Good luck with getting the work flow down can't wait to see it.
  • SinAmos
    spacemonkey
    Haha. I love that courier. Pigs fly? I'm not sure anyone has gone over the Maya animation workflow for couriers. I would love to hear about that.
  • terry1337
    @spacemonkey the legend of zelda influence;)?tumblr_mb6hwdt45a1qi3jcoo1_1280.jpg
  • Tvidotto
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    Tvidotto polycounter lvl 9
    web_simple.jpg

    Hey guys, I've started working on a courier for Dota. I've burnt a lot of time looking into compilers, importers, exporters and qc files. Ideally I'd like to use 3dsmax to animate and export them to game however I am not sure anyone has been able to get the workflow happening with max, only maya. If anyone has knowledge that could help I would appreciate it ;)

    MAx viewport grabs, need to work out how I can get this into the game and use the shaders.

    insane!

    hahaha
  • RoqueDemon
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    RoqueDemon polycounter lvl 6
    web_simple.jpg

    Hey guys, I've started working on a courier for Dota. I've burnt a lot of time looking into compilers, importers, exporters and qc files. Ideally I'd like to use 3dsmax to animate and export them to game however I am not sure anyone has been able to get the workflow happening with max, only maya. If anyone has knowledge that could help I would appreciate it ;)

    MAx viewport grabs, need to work out how I can get this into the game and use the shaders.
    It's awesome how you managed to keep Dota 2's art style in such a crazy idea. Good job.
  • SinAmos
    Has anyone done any successful cloth? I'm thinking of doing some cloth on my set? Any links to valve cloth info would be helpful or any info? Thanks. I can make nClothes in maya, but I'm not sure it is the same. I'll check the past feather lancer posts, which I think talked about it.
  • Lennyagony
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    Lennyagony polycounter lvl 15
    Whoa spacemonkey - huge fan of your work, love this courier as well. I cant offer any practical help with the rig/animation/max, but i imagine some of Tvidotto's posts in this thread about compiling items into the test client should get you on the right track? even with them being maya focused.

    Looking forward to seeing the flying version :)
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Lennyagony wrote: »
    Whoa spacemonkey - huge fan of your work, love this courier as well. I cant offer any practical help with the rig/animation/max, but i imagine some of Tvidotto's posts in this thread about compiling items into the test client should get you on the right track? even with them being maya focused.

    Looking forward to seeing the flying version :)

    im always up to help those crazy guys doing couriers =]
  • loretah
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    loretah polycounter lvl 7
    SinAmos wrote: »
    Has anyone done any successful cloth? I'm thinking of doing some cloth on my set? Any links to valve cloth info would be helpful or any info? Thanks. I can make nClothes in maya, but I'm not sure it is the same. I'll check the past feather lancer posts, which I think talked about it.

    I would also like to know, hair dynamics didn't seem to work, I just tried to use ncloth but it seems that it wasn't exported to the DOTA2 engine. I will probably have to give up on my project for now, as I cannot find any information on the issue.
  • PINS_012
    Hello,

    I wrote a few Photoshop CS5 scripts to help speed things up a bit when working with masks. Please try them out and send me your feedback.

    DOTA2_Mask_Maker.jsx
    DOTA2_Mask_Exp.jsx
    SaveQuarter.jsx


    MasksEx.jpg

    Install
    • Download the files linked above and save them in your Photoshop presets/scripts directory
    • Should be similar to, Program Files/Adobe Photoshop CS5/Presets/Scripts
    • Launch Photoshop. They should be visible under File > Scripts
    • Pro Tip, Create a new action that calls DOTA2_Mask_Exp and assign it to a hot key.

    DOTA2_Mask_Maker
    • Run this script to create a master file for your heros mask files.
    • You must save the .psd file with your item name then _Masks for the mask export script to work properly. Example: if your item is called, SwordOfDoom, your master mask .psd file must be named SwordOfDoom_Masks.psd
    • Layer group names must not change or the mask export tool will not work
    • Layers should be a free for all, go crazy
    • Make sure to save at the heroes proper canvas size as well. I currently work at eighth times the resolution as the final asset. So for a 256x256, save as a 2048x2048
    • If you prefer to work at a higher or lower resolution you can, just be sure to edit the Mask_Exp script file to reflect that
      • Search for, docTga.resizeImage (12.5,12.5) and change 12.5 to a percent that works for you.
        12.5 = 2048 > 256
        25 = 2048 > 512
        50 = 2048 > 1024

    DOTA2_Mask_Exp
    • This script will copy and paste the layers from you heros_Masks.psd to the correct rgba channels within newly created _mask1 and _mask2 .tga files.
    • The new .tga files will be at 12.5% of your .psd texture (2048 > 256)
    • They will be named and saved in the location of your mask master file.
    • A 2048x2048 will be reduced down to a 256
    • If it fails to run your may have to select a layer group in your hero_Masks.psd file first.

    SaveQuarter
    • This script will create a new .tga at one eight the size of your working file (yeah I should rename this script ;)
    • The script will also run an UN sharpen mask at 120. You can edit this value inside the SaveQuarter script.
    • The file will be properly named and created in the same location as your .psd
    Any feedback on these scripts would be greatly appreciated. I can also write .mel scripts so if you have any suggestions please send them along.

    Thanks,
  • Paskie
    web_simple.jpg

    Hey guys, I've started working on a courier for Dota. I've burnt a lot of time looking into compilers, importers, exporters and qc files. Ideally I'd like to use 3dsmax to animate and export them to game however I am not sure anyone has been able to get the workflow happening with max, only maya. If anyone has knowledge that could help I would appreciate it ;)

    MAx viewport grabs, need to work out how I can get this into the game and use the shaders.

    Crazy and wonderful!
  • Spudnik
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    Spudnik polycounter lvl 11
    PINS_012
    Thank you so much for your efforts! I had a chance to try out the Maya shader yesterday and I'm loving it! Fantastic job, really nice for quick iteration. Now I'm really excited to get home and try those PS plugins, keep up the great work!
  • Tvidotto
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    Tvidotto polycounter lvl 9
    loretah wrote: »
    I would also like to know, hair dynamics didn't seem to work, I just tried to use ncloth but it seems that it wasn't exported to the DOTA2 engine. I will probably have to give up on my project for now, as I cannot find any information on the issue.

    that maybe will help you guys

    is the cloth file from lone druid
    "ClothSystem"
    {
    
    	"Cloth"	
    	{
    		"columns"		"1"
    		"rows"			"2"
    		"damping"		"0.2"
    		"gravity"		"0 0 -1"
    		"gravity_scale"		"240.000000"
    		"WorldFriction"		"0.10000"
    		"LocalForce"		"1.100000"
    		"LocalRotation"		"1.200000"
    		"FixedPointDamping"	"0.200000"
    		"StretchForce"		"1.100000"
    		"SpringStretchiness"	".100000"			// 0.00
    		"AnimationForceAttraction"		".1500"
    		"AnimationVertexAttraction"		"2.50000"
    		"ExternalForceScale"	"1.00000"			// 1.0
    		"StructSpringConstant"	"10.000000"
    		"StructSpringDamping"	"0.700000"
    		"ShearSpringConstant"	"1.000000"
    		"ShearSpringDamping"	"0.800000"
    		"BendSpringConstant"	"1.000000"
    		"BendSpringDamping"	"0.900000"
    		"R0"		"fixed"
    		"R1"		"1"
    		"BonePrefix"		"LBeard_"		
    	}	
    
    	
    	"Cloth"
    	{
    		"columns"		"1"
    		"rows"			"2"
    		"damping"		"0.2"
    		"gravity"		"0 0 -1"
    		"gravity_scale"		"200.000000"
    		"WorldFriction"		"0.10000"
    		"LocalForce"		"1.500000"
    		"LocalRotation"		"1.000000"
    		"FixedPointDamping"	"0.200000"
    		"StretchForce"		"1.100000"
    		"SpringStretchiness"	"0.100000"
    		"AnimationForceAttraction"		".15000"
    		"AnimationVertexAttraction"		"2.30000"
    		"ExternalForceScale"	"1.000000"
    		"StructSpringConstant"	"10.000000"
    		"StructSpringDamping"	"0.800000"
    		"ShearSpringConstant"	"1.000000"
    		"ShearSpringDamping"	"0.800000"
    		"BendSpringConstant"	"1.000000"
    		"BendSpringDamping"	"0.800000"
    		"R0"		"fixed"
    		"R1"		"1"
    		"BonePrefix"		"RBeard_"		
    	}
    
    	
    		"Cloth"
    	{
    		"columns"		"1"
    		"rows"			"2"
    		"damping"		"0.90000"
    		"gravity"		"0 0 -1"
    		"gravity_scale"		"200.000000"
    		"WorldFriction"		"0.350000"
    		"LocalForce"		"1.100000"
    		"LocalRotation"		"1.000000"
    		"FixedPointDamping"	"0.100000"
    		"StretchForce"		"0.100000"
    		"SpringStretchiness"	"0.100000"
    		"AnimationForceAttraction"		".15000"
    		"AnimationVertexAttraction"		"7.30000"
    		"ExternalForceScale"	"1.000000"
    		"StructSpringConstant"	"10.000000"
    		"StructSpringDamping"	"0.800000"
    		"ShearSpringConstant"	"1.000000"
    		"ShearSpringDamping"	"0.800000"
    		"BendSpringConstant"	"1.000000"
    		"BendSpringDamping"	"0.900000"
    		"R0"		"fixed"
    		"R1"		"1"
    		"BonePrefix"		"FSkirt_"		
    	}
    	
    	
    		"Cloth"
    	{
    		"columns"		"1"
    		"rows"			"2"
    		"damping"		"0.90000"
    		"gravity"		"0 0 -1"
    		"gravity_scale"		"200.000000"
    		"WorldFriction"		"0.350000"
    		"LocalForce"		"1.100000"
    		"LocalRotation"		"1.000000"
    		"FixedPointDamping"	"0.100000"
    		"StretchForce"		"0.100000"
    		"SpringStretchiness"	"0.100000"
    		"AnimationForceAttraction"		".15000"
    		"AnimationVertexAttraction"		"7.30000"
    		"ExternalForceScale"	"1.000000"
    		"StructSpringConstant"	"10.000000"
    		"StructSpringDamping"	"0.800000"
    		"ShearSpringConstant"	"1.000000"
    		"ShearSpringDamping"	"0.800000"
    		"BendSpringConstant"	"1.000000"
    		"BendSpringDamping"	"0.900000"
    		"R0"		"fixed"
    		"R1"		"1"
    		"BonePrefix"		"BSkirt_"		
    	}
    	
    			
    		"Cloth"
    	{
    		"columns"		"1"
    		"rows"			"3"
    		"damping"		"0.40000"
    		"gravity"		"0 0 -2"
    		"gravity_scale"		"200.000000"
    		"WorldFriction"		"0.10000"
    		"LocalForce"		"1.500000"
    		"LocalRotation"		"1.000000"
    		"FixedPointDamping"	"0.400000"
    		"StretchForce"		"5.100000"
    		"SpringStretchiness"	"0.000000"
    		"AnimationForceAttraction"		"0.15000"
    		"AnimationVertexAttraction"		"0.30000"
    		"ExternalForceScale"	"1.000000"
    		"StructSpringConstant"	"20.000000"
    		"StructSpringDamping"	"0.600000"
    		"ShearSpringConstant"	"10.000000"
    		"ShearSpringDamping"	"0.800000"
    		"BendSpringConstant"	"10.000000"
    		"BendSpringDamping"	"0.500000"
    		"R0"		"fixed"
    		"R1"		"4"
    		"R2"		"18"
    		"BonePrefix"		"Skull_"		
    	}
    	
    			
    }
    
  • ArchoX
    268x268.resizedimage

    Thanks Tvidotto. Any tips how to make the texture even better? Or is it now just how skilled you are or how good your model is?
    Guys do you have some good tutorials for zbrush? I want to learn it better. I am trying to find tutorials more exactly to how to make hard surface or how to make good hair or leather. Thanks.
  • zicoV
    @spacemonkey - That is freaking hilarious! How does the flying version look ?
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    Thanks for the encouragement guys. With some help from Tvidotto I got a version of the model working in game however I cant get the material working at all.
    If anyone who has gone through the max pipeline wants to help out that would be awesome.

    Working with txt files like this reminds me of old id tech workflows ;O
  • Tvidotto
    Offline / Send Message
    Tvidotto polycounter lvl 9
    ArchoX wrote: »
    268x268.resizedimage

    Thanks Tvidotto. Any tips how to make the texture even better? Or is it now just how skilled you are or how good your model is?
    Guys do you have some good tutorials for zbrush? I want to learn it better. I am trying to find tutorials more exactly to how to make hard surface or how to make good hair or leather. Thanks.

    look on the sites
    3dmotive
    eat3d

    Thanks for the encouragement guys. With some help from Tvidotto I got a version of the model working in game however I cant get the material working at all.
    If anyone who has gone through the max pipeline wants to help out that would be awesome.

    Working with txt files like this reminds me of old id tech workflows ;O

    nice that you got it =]
  • PINS_012
    Started on new shoulders for Skeleton King.

    Thoughts?
    SKshoulder02_highRes01.jpg
  • Tvidotto
    Offline / Send Message
    Tvidotto polycounter lvl 9
    PINS_012 wrote: »
    Started on new shoulders for Skeleton King.

    Thoughts?
    SKshoulder02_highRes01.jpg

    looking awesome =] i like the medieval armor style of it
  • Soldeus
    Offline / Send Message
    Soldeus polycounter lvl 10
    Looks great, but too warhammer-ish maybe? It reminded me of an Spacemarine shoulder just when I saw it :S
  • SinAmos
    items_zbrush.jpg
    All items are UV mapped and ready for painting and sculpting.
  • PINS_012
    @SinAmos
    Just curious, are you finalizing your low first before your high-res?
  • SinAmos
    The way I work it, is build in a way, that my LOD can be broken down to the LOD1 without much effort. I usually do my LOD build, paint, sculpt, create all the maps in photoshop. Then, I duplicate my LOD and start breaking them down without changing my UV borders much.
  • Tvidotto
    Offline / Send Message
    Tvidotto polycounter lvl 9
    SinAmos wrote: »
    The way I work it, is build in a way, that my LOD can be broken down to the LOD1 without much effort. I usually do my LOD build, paint, sculpt, create all the maps in photoshop. Then, I duplicate my LOD and start breaking them down without changing my UV borders much.

    you know that creating the highpoly could change you low poly right?

    and that will probably change you uv and make you lose the time you spent on that
  • Ahoburg
    Hey guys, i've been doing a set for a contest, but i'm not sure i'm up to the task in case of texturing. If there's anyone who can do quality pretty textures and wants to help for a share of profit - pm me, that'd be wonderful.
  • Paskie
    Trying out some colors for the veno set.

    2QO62.png
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Paskie wrote: »
    Trying out some colors for the veno set.

    2QO62.png

    Hey paskie

    try to use a more muted color on the background, like a grey, maybe a bluish gray to contrast with your model, it will be better for us to see and will standout your model

    if you put the venomancer with the armor will help more
  • Tvidotto
    Offline / Send Message
    Tvidotto polycounter lvl 9
    Ahoburg wrote: »
    Hey guys, i've been doing a set for a contest, but i'm not sure i'm up to the task in case of texturing. If there's anyone who can do quality pretty textures and wants to help for a share of profit - pm me, that'd be wonderful.

    you should show what are you doing, that will make easier to find someone
  • Mark.N
    Paskie wrote: »
    Trying out some colors for the veno set.

    2QO62.png

    Kind of reminds me of the old hydralisk look in a way :thumbup:


    +1 for a better background too! Simple mid-tone gradients work wonders.
  • Tvidotto
    Offline / Send Message
    Tvidotto polycounter lvl 9
    PINS_012 wrote: »
    Hi,

    As a new contributor to the DOTA 2 community I was quickly frustrated with the lack of a quick way to display and iterate on my model with mask1 and mask2 in Maya 2011.

    So I decided to learn .hlsl and attempt to write a DOTA.cgfx material.

    This is my first .cgfx, and post ;) so I’m looking for help on getting this sucker tuned. If you are familiar with writing shaders please contribute. Any feedback would be great.

    How to use.

    Download the shader from the link below.
    https://www.dropbox.com/s/gfzmlq05yklo6yi/DOTA2v0.01.cgfx
    • Launch Maya and turn on the cgfxShader.mll in the Plug-in Manager Window > Settings/Preferences > Plug-in Manager
    • Create a new Cgfx Shader in your Hpershade
    • Double click on the cgfxShader to open up the shaders attributes
    • At the CgFx File section click on the folder icon at the far right and open the DOTA2v0.01.cgfx shader
    • Load in the texture files by clicking on the box, select file, your_texture.tga
    • Be sure to be in textured mode, “6”
    • HighQuality rendering is not needed with .cgfx
    • Create a new light directional light
    • Copy and paste that lights name into the “Light 1 - Directional Light” box
    • In the outliner select the “persp” camera then shift select the new “directionalLight” and select parent under constrain. This will rotate the light with the perspective camera.
    Notes
    • Its important to note that this is currently a rough guide on how your asset may look in game. All final tuning of your texture should still occur at the import process.
      • Currently textures can be a bit too dark or too bright.
    • This shader is not done but it will hopefully be a good start for most heroes.
      • I only tested with Skeleton King and Queen of Pain
    • You may need to hit “reload” after assigning new textures
    • My scene was slowing down when I had multiple shaders visible at once
    • Currently not hooked up, but will be in future updates.
      • Detail Map - Mask1 red channel
      • Color Warp - Mask1 green channel
      • Self-Illumination - Mask1 alpha channel

    exp.jpg

    Please send feedback so that we/I can continue to tweak and tune the math on this shader.


    Thanks!

    Shameless plugs...
    My DOTA2 stuffs
    My portfolio
    My resume (currently looking for work)

    awesome shader!

    really thanks for all your work
    1kScR
14546485051378
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