i still thinks that doenst make sense the uv before the highpoly but every workflow is different =]
You realize that UVs aren't exact copies of space, but rough estimates. Spacing isn't exact, so my way doesn't create any enormous stretch of distortion. I used to think of UV like you are thinking, but it isn't the case.
@Tvidotto, alrighty! How about this one? Was a little bit lazy before with transparent background ^^ Took some vacation from work so maybe i can finish this set now
@Tvidotto, alrighty! How about this one? Was a little bit lazy before with transparent background ^^ Took some vacation from work so maybe i can finish this set now
The reason why it looks strange is bacause i had to adjust the geometry so i think i have to do the details again, but thats ok since i got good tips from you now that i can fix there Disregard the head and tail, i have not begun texturing those yet so it's just the "body armor" The reason it is thin is because the hero does not have a slot for that, so i had to use the misc slot and that has only 300 polygons for the the whole piece. Do not think there is any way i can add more polys.
Here is some other pics. A bit strange, imgurl seems to be adding a darker color also. I'll try to fix the stuff and post back later!
ok I got my courier working in the game finally! (material and animated model)
Since the alien swarm model viewer doesn't seem to support the shaders at all whats the quickest way to texture/and preview the shader/lighting?
Started on a Natures Prophet set a long time ago and it burned me out because I didn't have solid enough ideas for some of the items. Going to scratch it and learn to cut my losses faster. I still plan on finishing only the beard.
This is the WIP:
Any feedback appreciated verily much so. Currently at 369 tris.
ok I got my courier working in the game finally! (material and animated model)
Since the alien swarm model viewer doesn't seem to support the shaders at all whats the quickest way to texture/and preview the shader/lighting?
(using max)
I'd say we are stuck with xoliulshader or 3point, until someone finds a good workaround or cfgs one like the guy at the top post, i've been trying to figure that out myself. I looked into the source film maker tutorial but don't know if it runs the shading, ect. if you have time and space take a stab at it. Can't wait to see it running around.:poly136:
I wish I could show you guys my zbrush tricks for painting and sculpting. It is all about creating separate UV regions for the actual paint. You can fit so much info in and not waste space, while using symmetry to your advantage even in asymmetrical pieces.
ok I got my courier working in the game finally! (material and animated model)
Since the alien swarm model viewer doesn't seem to support the shaders at all whats the quickest way to texture/and preview the shader/lighting?
Hey, did you guys receive any income yet? when did they pay?
They didnt send me anything yet, and I dont know if its because im doing something wrong.
In the contract or FAQ (I'd need to find it again, forget where) they said they (should) write the checks on the 30th of the month AFTER the month it went on sale. So if you were part of that early october batch you should get something around the 30th of november.
Also, make sure you email them your W2 if you don't want to lose 30% of it to taxes, there should be a link to it in your workshop.
In the contract or FAQ (I'd need to find it again, forget where) they said they (should) write the checks on the 30th of the month AFTER the month it went on sale. So if you were part of that early october batch you should get something around the 30th of november.
Also, make sure you email them your W2 if you don't want to lose 30% of it to taxes, there should be a link to it in your workshop.
I read that of the 30th, but cant find it again too.
Thank you, that should be right, I understand that part wrong, so wait to 30th november then!.
About the taxes, well, Im not from us and the card they ask for takes long time to get, so I think i will get 30% cut because of that, but I dont care the first month.
Anyone know anything about hooking up to the dynamics? I have an item set I'm doing for the competition with long draping sleeves(see below) (like templar assasin or necrolyte and I'm not sure how to get them to animate properly.
Anyone know anything about hooking up to the dynamics? I have an item set I'm doing for the competition with long draping sleeves (like templar assasin or necrolyte and I'm not sure how to get them to animate properly.
nice one man, really well done
you can use cloth, you create a bone and define its parameters on the qc file when compiling
unfortunately, im almost sure that the ingame compiler doesnt accept custom qc files, just the tradtional way of compiling
you can use cloth, you create a bone and define its parameters on the qc file when compiling
unfortunately, im almost sure that the ingame compiler doesnt accept custom qc files, just the tradtional way of compiling
Any idea for the best way to go about this then? I mean maybe it would be okay just bound to the arms like I've seen on a few heroes like invoker or Keeper of the Light... but those heroes typically have the sleeve length stopping at the elbow joint.
Any idea for the best way to go about this then? I mean maybe it would be okay just bound to the arms like I've seen on a few heroes like invoker or Keeper of the Light... but those heroes typically have the sleeve length stopping at the elbow joint.
you have the easy and the hard way
the easy you already said, make it stiff as the other, noone will see it or know it unless you post a video
or you can learn how to compile with programs like the guistudioMDL and create your custom bone with cloth.
if i may sugest, finish your model, then you try to do a custom compile, its a little hard to get everything working. On this thread you will find all the answers to get it working, but its a lot of pages to read
and good luck with your model, its going really well =]
the easy you already said, make it stiff as the other, noone will see it or know it unless you post a video
or you can learn how to compile with programs like the guistudioMDL and create your custom bone with cloth.
if i may sugest, finish your model, then you try to do a custom compile, its a little hard to get everything working. On this thread you will find all the answers to get it working, but its a lot of pages to read
and good luck with your model, its going really well =]
Thanks, I'll have to try that out sometime in the future
In the meantime I have a bit of an import issue different issue. Anyone ever had a size mismatch issue before? Everything fits her perfect in maya but in the workshop in game it's huuuge. I've already frozen transformations and deleted history.
Thanks, I'll have to try that out sometime in the future
In the meantime I have a bit of an import issue different issue. Anyone ever had a size mismatch issue before? Everything fits her perfect in maya but in the workshop in game it's huuuge. I've already frozen transformations and deleted history.
a lot of people got that problem before
apparently are some models with wrong sizes
check if you downloaded the model recentlly and try to compare with one of the ingame models, you can decompile it with the studiocompiler tool
@artquest Shoot me a PM and I'll forward you the guide that Mark.N sent me. I'll refine it with my findings.
Just be warned; Valve have stated that anything involving custom animations (ie cloth) are less likely to be selected for implementation into the game. In the case of the contest, it could result in being disqualified.
I see some people are testing their items in-game by replacing models in the test client, as opposed to the Workshop previewer, and I assume this is the way to go if you want to equip your complete set at once?
Could someone outline this process? I'd greatly appreciate it.
EDIT: As I understand it, I'm supposed to unpack the models and materials folders from the .vpk, into dota 2 test/dota, and this will cause the client to pick from those folders as opposed to the originals in the .vpk.
Replacing the .vtx .mdl .vvd files for the weapon slot in models/heroes/skeleton_king, and also the textures in materials, doesn't seem to affect anything in-game.
EDIT2: Missed the part about renaming pak01_dir.vpk, so one step clsoer. Tried replacing the cape, which just removes it, and the weapon, which for some reason replaces the weapon with another one that's not mine.
Confusing: the workshop importer creates 4 .vtf files (masks, default normal) and one .vmt file for the weapon. However in the game folder, there's these files:
Started on a new sword for the Skeleton King. Trying to focus on his royalty and not so much the un-dead part. Blade will be onyx, the rest will be gold and black with a dark red handle wrap.
Started on a new sword for the Skeleton King. Trying to focus on his royalty and not so much the un-dead part. Blade will be onyx, the rest will be gold and black with a dark red handle wrap.
Started on a new sword for the Skeleton King. Trying to focus on his royalty and not so much the un-dead part. Blade will be onyx, the rest will be gold and black with a dark red handle wrap.
Hey Pins!
you should reconsider those small details, that is a suggestion a guy from valve gave me on my first courier, "in game the will be just like noise, use bigger details"
and i like the idea of the blade, really original =]
@Tvidotto Your absolutely right about the small details. I'm pushing myself to see how much I can get in engine without moving into noise territory. I want the center pattern up the blade to be very subtle in the end.
Guys, I did it. I got cloth working in the live client, and in a submit-able form! Obviously the actual numbers need work, but I'm just excited! All that's left to crack is the particle attachment points.
FLASH EDIT: Just a major warning: the process for doing making this happen is simple but annoying; in order for it to simulate, you need to copy/paste your mdl, dx90, cloth etc files from the test client (after confirming they work) and it writes them into a new submission file. Then the files are lost and, if you don't like how it looks the first time, you need to delete the contents of the folder and re-add everything from earlier. It's going to be a royal pain, but it's doable.
Guys, I did it. I got cloth working in the live client, and in a submit-able form! Obviously the actual numbers need work, but I'm just excited! All that's left to crack is the particle attachment points.
FLASH EDIT: Just a major warning: the process for doing making this happen is simple but annoying; in order for it to simulate, you need to copy/paste your mdl, dx90, cloth etc files from the test client (after confirming they work) and it writes them into a new submission file. Then the files are lost and, if you don't like how it looks the first time, you need to delete the contents of the folder and re-add everything from earlier. It's going to be a royal pain, but it's doable.
Awesome!
Yes, the attachment point mystery is really something we would like to solve. Imagine what we could do with that!
Tvidotto, i got myself in a really big mess with my venomancer items :poly136:
I had not checked if the animation was going to work on the body armor since the model does not have a slot for that..... So after spending the whole weekend trying to find the right bones to use for skinning i have been able to add some more geometry to it looks better now. Going to uvmap it again today and start with the details again. Damn this snake/plant hero I should have just done some bracers instead of a body armor.....
Guys, I did it. I got cloth working in the live client, and in a submit-able form! Obviously the actual numbers need work, but I'm just excited! All that's left to crack is the particle attachment points.
FLASH EDIT: Just a major warning: the process for doing making this happen is simple but annoying; in order for it to simulate, you need to copy/paste your mdl, dx90, cloth etc files from the test client (after confirming they work) and it writes them into a new submission file. Then the files are lost and, if you don't like how it looks the first time, you need to delete the contents of the folder and re-add everything from earlier. It's going to be a royal pain, but it's doable.
awesome Starcofski, hat were the cloth configuration you used?
Yes, the attachment point mystery is really something we would like to solve. Imagine what we could do with that!
Tvidotto, i got myself in a really big mess with my venomancer items :poly136:
I had not checked if the animation was going to work on the body armor since the model does not have a slot for that..... So after spending the whole weekend trying to find the right bones to use for skinning i have been able to add some more geometry to it looks better now. Going to uvmap it again today and start with the details again. Damn this snake/plant hero I should have just done some bracers instead of a body armor.....
@Tvidotto: Basically I had the .cloth, dx90, mdl, and vvd files (all taken from the models/heroes folder) and then used the same name when doing a test upload in the live client. It overwrites the files, but uses them since they already exist inside the folder. Haven't gone back to check, but it might stay that way if you make no changes to any of it.
I'm trying to compile the model files so that I can preview them in-game in the test client. I'm using the files outputted by the workshop.
Does anybody know how to change the .qc file so that the resulting .mdl points to the right textures? I tried adding $cdmaterials after reading the Valve dev wiki, but that didn't work. The models show up with no texture.
@Tvidotto: Basically I had the .cloth, dx90, mdl, and vvd files (all taken from the models/heroes folder) and then used the same name when doing a test upload in the live client. It overwrites the files, but uses them since they already exist inside the folder. Haven't gone back to check, but it might stay that way if you make no changes to any of it.
i did some tests today with the lonedruids spirit bear cloth, only thing that i need to learn now is were i define to load the cloth file, but with a char that already have a cloth its just a matter of tweaking the existing file
Replies
The UV layout helps in Zbrush to separate and regroup. I also keep my first divide without smooth.
i still thinks that doenst make sense the uv before the highpoly but every workflow is different =]
You realize that UVs aren't exact copies of space, but rough estimates. Spacing isn't exact, so my way doesn't create any enormous stretch of distortion. I used to think of UV like you are thinking, but it isn't the case.
Correct the cgfx shader will not work with Maya renders
Game mesh. I feel like something is missing I'm going to let this one sit for a bit and move onto something else.
Or the Mental Ray. So, what is supposed to happen with this shader?
You use it to view and iterate on your textures, _color, _normal, _mask1, _mask2, While in texture mode "6"
I see. Thanks.
what is that texture number 6?
about your texture i think it mix some more blended colors and a gradient on the color, with the top part a little more bright then the botton part
Maya shortcut key to Display Shaded and Textured
ahhh, i was thinking on something more complex then that =]
thanks, you shader is fully working here
just some scenes that it is green and i dont know why
much better paskie
Here is some other pics. A bit strange, imgurl seems to be adding a darker color also. I'll try to fix the stuff and post back later!
Staff:
Thanks
Since the alien swarm model viewer doesn't seem to support the shaders at all whats the quickest way to texture/and preview the shader/lighting?
(using max)
This is the WIP:
Any feedback appreciated verily much so. Currently at 369 tris.
I'd say we are stuck with xoliulshader or 3point, until someone finds a good workaround or cfgs one like the guy at the top post, i've been trying to figure that out myself. I looked into the source film maker tutorial but don't know if it runs the shading, ect. if you have time and space take a stab at it. Can't wait to see it running around.:poly136:
Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=106236590&searchtext=
They didnt send me anything yet, and I dont know if its because im doing something wrong.
maybe that will help you
http://www.polycount.com/forum/showpost.php?p=1696405&postcount=56
and here you can check the renders
http://www.polycount.com/forum/showthread.php?t=107084&page=3
Slowly, but surely!
In the contract or FAQ (I'd need to find it again, forget where) they said they (should) write the checks on the 30th of the month AFTER the month it went on sale. So if you were part of that early october batch you should get something around the 30th of november.
Also, make sure you email them your W2 if you don't want to lose 30% of it to taxes, there should be a link to it in your workshop.
I read that of the 30th, but cant find it again too.
Thank you, that should be right, I understand that part wrong, so wait to 30th november then!.
About the taxes, well, Im not from us and the card they ask for takes long time to get, so I think i will get 30% cut because of that, but I dont care the first month.
Thanks again!
Concept sculpt for a set called Slithereen Bruiser, not sure if the sholders would work
nice one man, really well done
you can use cloth, you create a bone and define its parameters on the qc file when compiling
unfortunately, im almost sure that the ingame compiler doesnt accept custom qc files, just the tradtional way of compiling
Any idea for the best way to go about this then? I mean maybe it would be okay just bound to the arms like I've seen on a few heroes like invoker or Keeper of the Light... but those heroes typically have the sleeve length stopping at the elbow joint.
you have the easy and the hard way
the easy you already said, make it stiff as the other, noone will see it or know it unless you post a video
or you can learn how to compile with programs like the guistudioMDL and create your custom bone with cloth.
if i may sugest, finish your model, then you try to do a custom compile, its a little hard to get everything working. On this thread you will find all the answers to get it working, but its a lot of pages to read
and good luck with your model, its going really well =]
Thanks, I'll have to try that out sometime in the future
In the meantime I have a bit of an import issue different issue. Anyone ever had a size mismatch issue before? Everything fits her perfect in maya but in the workshop in game it's huuuge. I've already frozen transformations and deleted history.
a lot of people got that problem before
apparently are some models with wrong sizes
check if you downloaded the model recentlly and try to compare with one of the ingame models, you can decompile it with the studiocompiler tool
Just be warned; Valve have stated that anything involving custom animations (ie cloth) are less likely to be selected for implementation into the game. In the case of the contest, it could result in being disqualified.
Is there any documentation on this process, and if so where might I find it?
Could someone outline this process? I'd greatly appreciate it.
EDIT: As I understand it, I'm supposed to unpack the models and materials folders from the .vpk, into dota 2 test/dota, and this will cause the client to pick from those folders as opposed to the originals in the .vpk.
Replacing the .vtx .mdl .vvd files for the weapon slot in models/heroes/skeleton_king, and also the textures in materials, doesn't seem to affect anything in-game.
EDIT2: Missed the part about renaming pak01_dir.vpk, so one step clsoer. Tried replacing the cape, which just removes it, and the weapon, which for some reason replaces the weapon with another one that's not mine.
Confusing: the workshop importer creates 4 .vtf files (masks, default normal) and one .vmt file for the weapon. However in the game folder, there's these files: So there's one extra .vmt file. Which do I replace with what?
http://steamcommunity.com/sharedfiles/filedetails/?id=106236590
Thanks
Hey Pins!
you should reconsider those small details, that is a suggestion a guy from valve gave me on my first courier, "in game the will be just like noise, use bigger details"
and i like the idea of the blade, really original =]
Guys, I did it. I got cloth working in the live client, and in a submit-able form! Obviously the actual numbers need work, but I'm just excited! All that's left to crack is the particle attachment points.
FLASH EDIT: Just a major warning: the process for doing making this happen is simple but annoying; in order for it to simulate, you need to copy/paste your mdl, dx90, cloth etc files from the test client (after confirming they work) and it writes them into a new submission file. Then the files are lost and, if you don't like how it looks the first time, you need to delete the contents of the folder and re-add everything from earlier. It's going to be a royal pain, but it's doable.
Awesome!
Yes, the attachment point mystery is really something we would like to solve. Imagine what we could do with that!
Tvidotto, i got myself in a really big mess with my venomancer items :poly136:
I had not checked if the animation was going to work on the body armor since the model does not have a slot for that..... So after spending the whole weekend trying to find the right bones to use for skinning i have been able to add some more geometry to it looks better now. Going to uvmap it again today and start with the details again. Damn this snake/plant hero I should have just done some bracers instead of a body armor.....
awesome Starcofski, hat were the cloth configuration you used?
good luck with that =]
Does anybody know how to change the .qc file so that the resulting .mdl points to the right textures? I tried adding $cdmaterials after reading the Valve dev wiki, but that didn't work. The models show up with no texture.
Using the standard workshop .qc:
Any help greatly appreciated!
i did some tests today with the lonedruids spirit bear cloth, only thing that i need to learn now is were i define to load the cloth file, but with a char that already have a cloth its just a matter of tweaking the existing file
any clue about that?