I like the staff! I do agree about the green though, if it was maybe a little less saturated, or I also think it would look neat if it actually looked like a few yellowish-green leaves wrapped around it.
Juggernaut weapon
relic of the sunken kingdom WIP
crits please. debating on making a wrapped handle or leaving the weathered tang exposed
Could use some advice on Zbrush to Workshop pipeline (proper export of materials etc)
@TriggerHappy; As much as I absolutely love that armor, and how good it looks, I feel that it might be a little too bright overall. I, personally, would increase the contrast and de-saturate the darker green of the cloth, while trying to get the highlights a little closer to his glow effects.
Or, ignoring all that, try to keep the proportion of green to black incorporated in the other pieces, and change his color palette (like the dark naga siren set did).
EDIT: Trigger, any chance you could show a full-shot of it (outside the engine I mean)? The ingame compiler doesn't do much justice to the horns or wings.
Re-working the geometry of my own OD horns to make the portrait look better, but having to remake the texture. Will try to have an update on Monday/Sunday with a comparison shot of the before and after.
Juggernaut weapon
relic of the sunken kingdom WIP
crits please. debating on making a wrapped handle or leaving the weathered tang exposed
Could use some advice on Zbrush to Workshop pipeline (proper export of materials etc)
try to use a material that show us the topology, its hard to say for now
guys, i made a test rigging a courier, i would like to hear some feedback on how to improve it, thanks in advance
try to use a material that show us the topology, its hard to say for now
guys, i made a test rigging a courier, i would like to hear some feedback on how to improve it, thanks in advance
It looks great and all, but now that your panda bear is in the game with lone druid, dont you think a panda courier could cause issue? Or that the panda is a cosmetics and not something default in the game, its fine?
It looks great and all, but now that your panda bear is in the game with lone druid, dont you think a panda courier could cause issue? Or that the panda is a cosmetics and not something default in the game, its fine?
that a good point sir
we are planning a leather helmet with some bamboo wings, in the end i hope they will look a lot different
we are planning a leather helmet with some bamboo wings, in the end i hope they will look a lot different
but i will keep that in mind, thanks helenek
By the way, those cute eyes. You're about to memorize the DOTA community with those. Not to mention potentially ruin some competitive matches. The enemy is gonna be running full force at it, the panda will turn around and do the sad puppy dog eyes and then they will be the friendliest of friends. Haha!
How do we include jigglebones in our models now that we don't have access to the .qc? I'm thinking I'll rig the bones to "jiggle01" etc and then leave a note in the developer notes on the item to let valve know it's supposed to be jiggleboned. Is there any other way?
So I recently started playing Dota2.. And I like it allot. =D
I was just wandering what exactly we can change?
Can we do a "total conversion" of a character? Or does some core stuff of a character need to be unaltered?
So I recently started playing Dota2.. And I like it allot. =D
I was just wandering what exactly we can change?
Can we do a "total conversion" of a character? Or does some core stuff of a character need to be unaltered?
Anyway, cheers guys.
Are we able to edit the textures of the core parts though? I play mainly as the Keeper of the Light and after investigating the files and textures and what not, I noticed the back of his head basically was untextured.
Worst case scenario I would have to model an additional head mesh on top of the original.
@ bb0x. Most characters have a main body section that can't be edited. The idea is to create vanity items for the various available characters. Here's the link to the workshop requirements page:
If you go to the "Technical Requirements/Models" link you'll find the downloads and requirements links for the various characters. Once you open the files in Maya or whatever program you use then what is able to be changed on the model should become self evident. Cheers and GL.
Yeah, I already read most of the stuff on the workshop page. I just was not sure whether we could edit the main part of the characters. Like I said, some things in the original texture for the KotL could use some improving.
Oh well. =]
Wow Andrew that concept art is amazing! Which i could draw like that..
Congrats on finishing it!
Got a high polyc weapon done for Centaur, it's a combination of a Axe, hammer and a spear The back piece also works as a contra part of the huge axe. Let me know what you guys think!
What do you think of a dino courier. I started working on a juvenile triceratops. Any tips? One problem I cant animate!!! Anyone out there willing to team up with me? Steam name 'goosegous'
Some progress of my weapon for Cetaur, not sure about the colors though I might make some changes. Or I need to make a full set.. Also I might need to rescale the blade a bit, it's really huge
Some progress of my weapon for Cetaur, not sure about the colors though I might make some changes. Or I need to make a full set.. Also I might need to rescale the blade a bit, it's really huge
Have yo applied any of the mask textures? It looks kind flat right now, like it is just a diffuse.
Also according to Valve art guides, it is better to keep the weapons in the general colour scheme of the character.
For example, I would make the gold, red. The reds, turquoise. And the Greys, gold.
If you look at the armour of the character its mostly red with turquoise accents and some golds here and there.
Hi guys, am new here and came here only to ask for help
I've made a mirana item, a bow, and i have some problem when I import it to the game.
So ih anyone can help me to fix this please help.
I tried but couldnt fix this, I am not a bigginer in this but never faced problem like this.
The parts that are disappearing are some dark orange mby medium brown color, and I think color is making some problem.
I tried but couldnt fix this, I am not a bigginer in this but never faced problem like this.
The parts that are disappearing are some dark orange mby medium brown color, and I think color is making some problem.
Replies
i got a little worried, there is some posts looking like we are those guys on facepunch
plz guys, give good critiques and be polite =]
BluPanda: Lookin' good!
awesome staff sir
its personal, but i dont like much the green, i would go for a more desatured on
but probably it works nice with the colorful natures prophet
BRB CARVING LANES
Gettin' stuff done. Hopefully they match each other enough to look like they are part of the same set.
relic of the sunken kingdom WIP
crits please. debating on making a wrapped handle or leaving the weathered tang exposed
Could use some advice on Zbrush to Workshop pipeline (proper export of materials etc)
here is the rest of the set that I will tweak when the armour is finish
Or, ignoring all that, try to keep the proportion of green to black incorporated in the other pieces, and change his color palette (like the dark naga siren set did).
EDIT: Trigger, any chance you could show a full-shot of it (outside the engine I mean)? The ingame compiler doesn't do much justice to the horns or wings.
Re-working the geometry of my own OD horns to make the portrait look better, but having to remake the texture. Will try to have an update on Monday/Sunday with a comparison shot of the before and after.
looking amazing =]
try to use a material that show us the topology, its hard to say for now
guys, i made a test rigging a courier, i would like to hear some feedback on how to improve it, thanks in advance
http://www.twitch.tv/tvidotto/b/367775343
here is zbrush print of the working progress
im doing a panda courier with my friend Timex
did you renamed the files before decompiling?
there is something with a 90 on the name, make a copy and change the 90 to 80
something like .dx90, change it to .dx80
look for the tutorial a guy called !nz compiled here in this thread
It looks great and all, but now that your panda bear is in the game with lone druid, dont you think a panda courier could cause issue? Or that the panda is a cosmetics and not something default in the game, its fine?
that a good point sir
we are planning a leather helmet with some bamboo wings, in the end i hope they will look a lot different
but i will keep that in mind, thanks helenek
How would I go about finding a specific post anyway?
By the way, those cute eyes. You're about to memorize the DOTA community with those. Not to mention potentially ruin some competitive matches. The enemy is gonna be running full force at it, the panda will turn around and do the sad puppy dog eyes and then they will be the friendliest of friends. Haha!
Baby Draug is now complete
you can view him here
http://steamcommunity.com/sharedfiles/filedetails/?id=127490386&searchtext=
Looks great man!
Rizdel the Half-Keen Courier now submitted to the workshop!
So I recently started playing Dota2.. And I like it allot. =D
I was just wandering what exactly we can change?
Can we do a "total conversion" of a character? Or does some core stuff of a character need to be unaltered?
Cheers.
Fixed.
Yeah... your post didn't help at all.
Anyway, cheers guys.
Are we able to edit the textures of the core parts though? I play mainly as the Keeper of the Light and after investigating the files and textures and what not, I noticed the back of his head basically was untextured.
Worst case scenario I would have to model an additional head mesh on top of the original.
http://www.dota2.com/workshop/
If you go to the "Technical Requirements/Models" link you'll find the downloads and requirements links for the various characters. Once you open the files in Maya or whatever program you use then what is able to be changed on the model should become self evident. Cheers and GL.
Yeah, I already read most of the stuff on the workshop page. I just was not sure whether we could edit the main part of the characters. Like I said, some things in the original texture for the KotL could use some improving.
Oh well. =]
Congrats on finishing it!
Got a high polyc weapon done for Centaur, it's a combination of a Axe, hammer and a spear The back piece also works as a contra part of the huge axe. Let me know what you guys think!
What do you think of a dino courier. I started working on a juvenile triceratops. Any tips? One problem I cant animate!!! Anyone out there willing to team up with me? Steam name 'goosegous'
Try to put at least 2 edgeloops at joints. It looks like you used some auto-optimization tool for the legs.
Finally me and Zaphk finished the Keeper of the Light staff
http://steamcommunity.com/sharedfiles/filedetails/?id=127619973&searchtext=
Have yo applied any of the mask textures? It looks kind flat right now, like it is just a diffuse.
Also according to Valve art guides, it is better to keep the weapons in the general colour scheme of the character.
For example, I would make the gold, red. The reds, turquoise. And the Greys, gold.
If you look at the armour of the character its mostly red with turquoise accents and some golds here and there.
I've made a mirana item, a bow, and i have some problem when I import it to the game.
So ih anyone can help me to fix this please help.
I know in Maya if you don't do it properly you can screw the normal of mirrored meshes up.
The parts that are disappearing are some dark orange mby medium brown color, and I think color is making some problem.
This is how it should look like
Definitely seems like an alpha issue, though.
Are you saving it as 24 bit or 32 bit?