Hi guys, I'm trying to create a staff for rubick which has theese panels like the original rubicks shoulder bits.
I've been dabbling with the shaders for a week now but its just not working, I've tried all kinds of settings/values but i never got that awesome golden reflectiveness like rubicks shoulder has, I've tried all kinds of settings/values but nothing works!! please help me here this is my last hope for this staff:(
Here's a a picture that should help you understand my problem
TJ062 - make sure your alpha layers aren't entirely black or entirely white. If they are, the specularity won't work.
That's what i was showing with the different exponent level(the alpha layer),
The problem is no matter how i change the exponent i still dont get the awesome golden reflections like on the shoulder.
Hi guys, I'm trying to create a staff for rubick which has theese panels like the original rubicks shoulder bits.
I've been dabbling with the shaders for a week now but its just not working, I've tried all kinds of settings/values but i never got that awesome golden reflectiveness like rubicks shoulder has, I've tried all kinds of settings/values but nothing works!! please help me here this is my last hope for this staff:(
Here's a a picture that should help you understand my problem
Do you have at least a dot of white in your alpha channels? and are you saving these mask files as 32bit .tga? the lack of either will result in the texture showing up as pretty flat full bright.
If that's not the issue does your color map match the original?
Do you have at least a dot of white in your alpha channels? and are you saving these mask files as 32bit .tga? the lack of either will result in the texture showing up as pretty flat full bright.
If that's not the issue does your color map match the original?
Yes, I'm sure that there isnt even a small pixel of white also i discovored that even with a full white alpha there is still specular its just very unnoticable. I also made sure that im saving at 32bit tga, the result is same.
About the color map here is the comparison:
As you can see my one doesnt match completly but the color values are pretty much the same, so it should work.
Yes, I'm sure that there isnt even a small pixel of white also i discovored that even with a full white alpha there is still specular its just very unnoticable. I also made sure that im saving at 32bit tga, the result is same.
About the color map here is the comparison:
As you can see my one doesnt match completly but the color values are pretty much the same, so it should work.
Sorry to give you the run of the mill reply there, honestly i run into a fair amount of trouble with the masks not giving the expected effect each time i change hero's, which often results in many, many iterations until i find the result im after.
I took a quick look at Rubicks masks and yours looks really damm close,
hopefully im not whipping a dead horse with this but "Yes, I'm sure that there isnt even a small pixel of white" you want a pixel of white or the mask is discarded by the compiler
I gave it a try on the model and in the previewer. The saturation is good when compared against the ground texture. Tons of stuff in Dota is really saturated and vibrant, so I don't think it's a problem. It might look like a toy, but so do some of the other custom wards. They're cute.
I ended up going with the purple sentry ward because people all voted for that one. In my heart the red sentry ward is the real one.
It's annoying that the ward importer spits out .dmx files! I'm going to have to manually compile to replace the default wards, unless I'm missing something.
I also have to get some video software to edit footage of the animations.
Hi guys, I'm trying to create a staff for rubick which has theese panels like the original rubicks shoulder bits.
I've been dabbling with the shaders for a week now but its just not working, I've tried all kinds of settings/values but i never got that awesome golden reflectiveness like rubicks shoulder has, I've tried all kinds of settings/values but nothing works!! please help me here this is my last hope for this staff:(
Here's a a picture that should help you understand my problem
that is weird, try to compare the alpha as the other guys suggested
http://i.imgur.com/l62yitf.png
As i said i experimented with the alpha with many different values i did even try copy and pasting the alpha.
I'm starting to think that valve might have added some vmt magic...
You know, as someone who frequently ran into issues with textures, I would suggest you paint a white and a black value over two pieces (and observe the three different colors side-by-side). If the gold reflection triggers at all, you can then decide from there, (but I always include a white and black dot to give scale).
Personally, I was mystified by triggering the wavey effect on OD, but I learned that his special effect will occur even if you only have the saturation at 1 tick above black.
Yes, I'm sure that there isnt even a small pixel of white also i discovored that even with a full white alpha there is still specular its just very unnoticable. I also made sure that im saving at 32bit tga, the result is same.
About the color map here is the comparison:
As you can see my one doesnt match completly but the color values are pretty much the same, so it should work.
Oh, those rubick specs, really tricky. Speaking from the experience t hink you should crank up the metalness mask, make sure your spec map starts at white and compensate for it by increasing value of your color map a bit.
As i said i experimented with the alpha with many different values i did even try copy and pasting the alpha.
I'm starting to think that valve might have added some vmt magic...
Did a few tests and it looks like the alpha in mask2 needs some detail, its hard to see in my example static shot below but as soon as i added details to the alpha channel it had a gold shimmer like the robe. Its worth noting that this is not the same as the source file which is full white with a tiny black spec - seemed to do the trick though!
Did a few tests and it looks like the alpha in mask2 needs some detail, its hard to see in my example static shot below but as soon as i added details to the alpha channel it had a gold shimmer like the robe. Its worth noting that this is not the same as the source file which is full white with a tiny black spec - seemed to do the trick though!
Your mask 1 alpha also needs to have some white detail in it or you will keep problems.
Most of the time it's the mask1 alpha causing problems!
Your mask 1 alpha also needs to have some white detail in it or you will keep problems.
Most of the time it's the mask1 alpha causing problems!
If you view the image at full size you will see both original masks have a small dot of color in the corner, to clarify the above image isnt about the alpha mask being thrown out its about using the specular exponent
Oh, those rubick specs, really tricky. Speaking from the experience t hink you should crank up the metalness mask, make sure your spec map starts at white and compensate for it by increasing value of your color map a bit.
Also, show us the normal map
I did everything you suggested still dont get that golden reflectiveness.
The metalness just makes it darker no matter how much i try to compensate in other maps.
Also here's the normal map since you asked.
@Lennyagony
I tried adding detail to the alpha as you suggested, and that dot of white in the mask1 alpha.
The result stays the same: i see some spec but its not golden and its only on edges.
@Lennyagony
I tried adding detail to the alpha as you suggested, and that dot of white in the mask1 alpha.
The result stays the same: i see some spec but its not golden and its only on edges.
hope you can get it sorted mate, i know how frustrating it can be when its so close to being done. Cool staff by the way, i like the design
Im stumped right now, translate and rotation data seem to be just fine. Tt doesn't seem to import scale data, which leads to this happening. I've exported as SMD and FBX tried both ways and I continue to get the same issue. Been searching around all day looking for a solution but to no avail. I am officially stumped.
Anyone run into this problem before when working with couriers/wards?
Im stumped right now, translate and rotation data seem to be just fine. Tt doesn't seem to import scale data, which leads to this happening. I've exported as SMD and FBX tried both ways and I continue to get the same issue. Been searching around all day looking for a solution but to no avail. I am officially stumped.
Anyone run into this problem before when working with couriers/wards?
i got this problem once and lost half a day trying to figure out a solution
i quit trying to use the scale in maya and used it on the qc
OK, so I'm putting the finishing touches on my Horns Re-Do, however, I think there's an issue with my normals mapping which is, (probably) unfixable. Below is a fullscreen 720p recording from the test client. There's a distinct line between my added snout, and the rest of the head. My original thoughts were to splay the nose out (like the head), however that would take up more space than I really intended to give it. If I didn't care about it being accepted, I'd submit it now... but I do.
[ame="http://www.youtube.com/watch?v=3lzoatJCpS0"]http://www.youtube.com/watch?v=3lzoatJCpS0[/ame]
Hi guys, I don't post here alot but i'm trying to get more active. Here is a courier i work on with T_Vidotto for Beyond the summit, a pretty big casting channel on twitch. For the flying version the squirrel will ride a snow owl.
btw. anyone knows why photoshop makes the images so dark and crappy? Shadows are 5x stronger on the saved images thant what i see in photoshop. This happends with all formats.
OK, so I'm putting the finishing touches on my Horns Re-Do, however, I think there's an issue with my normals mapping which is, (probably) unfixable. Below is a fullscreen 720p recording from the test client. There's a distinct line between my added snout, and the rest of the head. My original thoughts were to splay the nose out (like the head), however that would take up more space than I really intended to give it. If I didn't care about it being accepted, I'd submit it now... but I do. http://www.youtube.com/watch?v=3lzoatJCpS0
I had the hardest time trying to match the specularity on my OD set with the default, I actually was never able to do it exactly.
What I did to get somewhat close was in mask 2 I had the red channel nearly full bright, green nearly full dark, then white for blue and alpha (with a dark pixel in one corner).
I couldn't get my models to reflect light at the same angles as the default though, it was very weird, that's probably what is causing the hard line with your nose. Good luck.
Hi guys, I don't post here alot but i'm trying to get more active. Here is a courier i work on with T_Vidotto for Beyond the summit, a pretty big casting channel on twitch. For the flying version the squirrel will ride a snow owl.
btw. anyone knows why photoshop makes the images so dark and crappy? Shadows are 5x stronger on the saved images thant what i see in photoshop. This happends with all formats.
yay! =]
btw nannou, the darken color can be caused by the upload process, i use the puush program to upload images and it always darken a take out the saturation
Where's the guy with the rubick ward? Can you try this one
and crack up the metalness mask to the max and post some screenshots, where the ward is not vertical. Like Spirit Breakers charge.
I really think it's the normal maps and the viewing angles.
I'm practically done with the Sculpt of my set...maybe i'll add few more details here and there...
If you wanna check the making of it, or follow me live when i work on this, visit My Twitch Channel
In the last video i've covered how to break and detail the cloth parts.
I'm practically done with the Sculpt of my set...maybe i'll add few more details here and there...
If you wanna check the making of it, or follow me live when i work on this, visit My Twitch Channel
In the last video i've covered how to break and detail the cloth parts.
I just polished off a weapon creation tutorial and uploaded it to the guides section on steam. I had planned to cross post the entire thing here on Polycount, but after that posting marathon i just don't have it in me.
Mostly i would love any feedback, looking to keep it updated and hopefully learn some more streamlined processes in the, ehh process .
Also the steam guides platform is pretty damm sexy. Was pleasantly surprised at how user friendly the entire process ended up being.
@Lenny: Looking really good, not really my workflow but well everyone has his own.
One thing I notice is that you attached the grip to the blade? These days you don't need a mesh that doesn't intersect eachother anymore so you could leave that step. These days you can save a lot of tri's not welding every part together. You only need to bake your normals correct, so they don't intersect.
Because everyone wants to make wards these days, I made my own concept for a Tiny ward. He's a very fun character to play with, only not an easy character. Will be adding more detail to the concept when I have the time
Hey guys, I did a concept for a ward for Templar Assassin. Tell me what you think,
I started to model it but I'm not really sure where it's going now. Any suggestions?
It looks nice, but there could be game play issues where it looks too similar with the traps. Keep pushing it, can't wait to see what the final product looks like.
@Lenny: Looking really good, not really my workflow but well everyone has his own.
One thing I notice is that you attached the grip to the blade? These days you don't need a mesh that doesn't intersect eachother anymore so you could leave that step. These days you can save a lot of tri's not welding every part together. You only need to bake your normals correct, so they don't intersect.
Because everyone wants to make wards these days, I made my own concept for a Tiny ward. He's a very fun character to play with, only not an easy character. Will be adding more detail to the concept when I have the time
I love this! Is it a living character, like a stone golem with really big forarms?
@Helenek: Haha the idea was some lazy golem, but I can now see why you thought big forearms maybe that isn't even such a bad idea I think I will work both out later on!
@Helenek: Haha the idea was some lazy golem, but I can now see why you thought big forearms maybe that isn't even such a bad idea I think I will work both out later on!
But maybe this will give a more exact idea
A bunny rabbit? where are the ears..
OOoooh! I see the lazy golem now. Perception is sure a wonderful thing! lol
i might not be an experienced 3D artist,but i do pack lots of hours on dota1 and 2.
Now,there is another thing with wards,u gotta keep in mind the frenquency of usage by certain heroes.
Even though wards are reserved for supps,carries still do get them in pubs,since motto there is 'every man for himself'.Thats why u can make wards for pudge,nevermore,invoker,tinker,etc etc.They dont normally buy them nor they ever would,but it can be seen in pub games every once in a while.
Still,there are some heroes highly unlikely to get them.
Lanaya(templar assasin) is perhaps the No.1 hero in terms of lack of ward using.
Reason is quite simple,his ult enables him to effectivly get vision on rune spots,thus eliminating greater need for wards.Combine that with meld spell,refraction and a common blink build,it eleminated the full need of wards,for rune-ing and for map awarness.
tl;dr version:
Lanaya doesnt do warding.Ever ever
Making wards for her could be a bad move,since no matter how awesome the ward looks,it wont sell,because its not used.
Replies
I've been dabbling with the shaders for a week now but its just not working, I've tried all kinds of settings/values but i never got that awesome golden reflectiveness like rubicks shoulder has, I've tried all kinds of settings/values but nothing works!! please help me here this is my last hope for this staff:(
Here's a a picture that should help you understand my problem
http://steamcommunity.com/sharedfiles/filedetails/?id=122825414
TJ062 - make sure your alpha layers aren't entirely black or entirely white. If they are, the specularity won't work.
That's what i was showing with the different exponent level(the alpha layer),
The problem is no matter how i change the exponent i still dont get the awesome golden reflections like on the shoulder.
Do you have at least a dot of white in your alpha channels? and are you saving these mask files as 32bit .tga? the lack of either will result in the texture showing up as pretty flat full bright.
If that's not the issue does your color map match the original?
Yes, I'm sure that there isnt even a small pixel of white also i discovored that even with a full white alpha there is still specular its just very unnoticable. I also made sure that im saving at 32bit tga, the result is same.
About the color map here is the comparison:
As you can see my one doesnt match completly but the color values are pretty much the same, so it should work.
Sorry to give you the run of the mill reply there, honestly i run into a fair amount of trouble with the masks not giving the expected effect each time i change hero's, which often results in many, many iterations until i find the result im after.
I took a quick look at Rubicks masks and yours looks really damm close,
hopefully im not whipping a dead horse with this but "Yes, I'm sure that there isnt even a small pixel of white" you want a pixel of white or the mask is discarded by the compiler
the presentation shot is amazing Frump =]
everytime you restart it it will get better
get a lot of references and try again, dont worry with texture or color, if the modeling is nice they will be better
you could try a gradient of saturation and value based on the height of the cape, the botton part less saturated and darker
that is weird, try to compare the alpha as the other guys suggested
Heeeere it iss...
As i said i experimented with the alpha with many different values i did even try copy and pasting the alpha.
I'm starting to think that valve might have added some vmt magic...
Fresh out of solutions at this end, i need to head out for the day but should be able to give this a closer look when i make it back.
If you do find the solution please do post it
You know, as someone who frequently ran into issues with textures, I would suggest you paint a white and a black value over two pieces (and observe the three different colors side-by-side). If the gold reflection triggers at all, you can then decide from there, (but I always include a white and black dot to give scale).
Personally, I was mystified by triggering the wavey effect on OD, but I learned that his special effect will occur even if you only have the saturation at 1 tick above black.
It was a pain taking images and presenting this one. Looks a lot different from max to ingame...
http://steamcommunity.com/sharedfiles/filedetails/?id=122902681
Also, show us the normal map
THIS LOOKS AWESOME!
amazing .gj. waiting a set.
Did a few tests and it looks like the alpha in mask2 needs some detail, its hard to see in my example static shot below but as soon as i added details to the alpha channel it had a gold shimmer like the robe. Its worth noting that this is not the same as the source file which is full white with a tiny black spec - seemed to do the trick though!
Your mask 1 alpha also needs to have some white detail in it or you will keep problems.
Most of the time it's the mask1 alpha causing problems!
If you view the image at full size you will see both original masks have a small dot of color in the corner, to clarify the above image isnt about the alpha mask being thrown out its about using the specular exponent
I did everything you suggested still dont get that golden reflectiveness.
The metalness just makes it darker no matter how much i try to compensate in other maps.
Also here's the normal map since you asked.
@Lennyagony
I tried adding detail to the alpha as you suggested, and that dot of white in the mask1 alpha.
The result stays the same: i see some spec but its not golden and its only on edges.
hope you can get it sorted mate, i know how frustrating it can be when its so close to being done. Cool staff by the way, i like the design
Thanks, and thanks for all the attempts at helping i really appriciate it
Im stumped right now, translate and rotation data seem to be just fine. Tt doesn't seem to import scale data, which leads to this happening. I've exported as SMD and FBX tried both ways and I continue to get the same issue. Been searching around all day looking for a solution but to no avail. I am officially stumped.
Anyone run into this problem before when working with couriers/wards?
i got this problem once and lost half a day trying to figure out a solution
i quit trying to use the scale in maya and used it on the qc
[ame="http://www.youtube.com/watch?v=3lzoatJCpS0"]http://www.youtube.com/watch?v=3lzoatJCpS0[/ame]
btw. anyone knows why photoshop makes the images so dark and crappy? Shadows are 5x stronger on the saved images thant what i see in photoshop. This happends with all formats.
I had the hardest time trying to match the specularity on my OD set with the default, I actually was never able to do it exactly.
What I did to get somewhat close was in mask 2 I had the red channel nearly full bright, green nearly full dark, then white for blue and alpha (with a dark pixel in one corner).
I couldn't get my models to reflect light at the same angles as the default though, it was very weird, that's probably what is causing the hard line with your nose. Good luck.
yay! =]
btw nannou, the darken color can be caused by the upload process, i use the puush program to upload images and it always darken a take out the saturation
and crack up the metalness mask to the max and post some screenshots, where the ward is not vertical. Like Spirit Breakers charge.
I really think it's the normal maps and the viewing angles.
Here's a comparison:
On a side note heres a keeper of the light staff i started:
The skinning on the cloth is broken :poly006:
Ps: does anybody know how to make the orb thingy have bloom?
I remodeled the head of the ward, the old one was just a test version from alchemist head.
Hope you guys like it:
Edit: Latest progress
If you wanna check the making of it, or follow me live when i work on this, visit My Twitch Channel
In the last video i've covered how to break and detail the cloth parts.
I'll definitely be giving those videos a watch soon.
Awesome! I'm huge fan of Joe Madureira so this set is really in my taste
Speaking of Darksiders, if anyone has missed this epic thread there is a good amount of inspiration here. http://www.zbrushcentral.com/showthread.php?170535-The-Character-Art-of-Darksiders-II
and colored http://www.polycount.com/forum/showthread.php?t=103863
I found out that you can't import any scaling data into the game, It only supports transitional and rotational data on joints.
I started to model it but I'm not really sure where it's going now. Any suggestions?
I just polished off a weapon creation tutorial and uploaded it to the guides section on steam. I had planned to cross post the entire thing here on Polycount, but after that posting marathon i just don't have it in me.
Mostly i would love any feedback, looking to keep it updated and hopefully learn some more streamlined processes in the, ehh process .
Also the steam guides platform is pretty damm sexy. Was pleasantly surprised at how user friendly the entire process ended up being.
One thing I notice is that you attached the grip to the blade? These days you don't need a mesh that doesn't intersect eachother anymore so you could leave that step. These days you can save a lot of tri's not welding every part together. You only need to bake your normals correct, so they don't intersect.
Because everyone wants to make wards these days, I made my own concept for a Tiny ward. He's a very fun character to play with, only not an easy character. Will be adding more detail to the concept when I have the time
It looks nice, but there could be game play issues where it looks too similar with the traps. Keep pushing it, can't wait to see what the final product looks like.
I love this! Is it a living character, like a stone golem with really big forarms?
But maybe this will give a more exact idea
A bunny rabbit? where are the ears..
OOoooh! I see the lazy golem now. Perception is sure a wonderful thing! lol
Update, all that is left are minor tweaks to the textures and complete all the animations!
Now,there is another thing with wards,u gotta keep in mind the frenquency of usage by certain heroes.
Even though wards are reserved for supps,carries still do get them in pubs,since motto there is 'every man for himself'.Thats why u can make wards for pudge,nevermore,invoker,tinker,etc etc.They dont normally buy them nor they ever would,but it can be seen in pub games every once in a while.
Still,there are some heroes highly unlikely to get them.
Lanaya(templar assasin) is perhaps the No.1 hero in terms of lack of ward using.
Reason is quite simple,his ult enables him to effectivly get vision on rune spots,thus eliminating greater need for wards.Combine that with meld spell,refraction and a common blink build,it eleminated the full need of wards,for rune-ing and for map awarness.
tl;dr version:
Lanaya doesnt do warding.Ever ever
Making wards for her could be a bad move,since no matter how awesome the ward looks,it wont sell,because its not used.