You can check your feed and compare it to the number of total votes.
On your feed it should say "X amount of people liked this", where as on your submitting it'll say a certain number of stars with Y amount of votes.
Just X/Y
sorry for being a retard, but i dont have this 'feed'. is it somewhere in the same page, cause i dont have it there...
Ok, since it was none of the above answers (no clipping, all aligned), I'm just gonna repair it by hand. It's going to be a little rough, but at least I can move on. For reference, Top half is original map, Bottom has a few changes to make it look like it was supposed to.
Ok, since it was none of the above answers (no clipping, all aligned), I'm just gonna repair it by hand. It's going to be a little rough, but at least I can move on. For reference, Top half is original map, Bottom has a few changes to make it look like it was supposed to.
You do realize how color is formed through 3 channels do you?
Ok, since it was none of the above answers (no clipping, all aligned), I'm just gonna repair it by hand. It's going to be a little rough, but at least I can move on. For reference, Top half is original map, Bottom has a few changes to make it look like it was supposed to.
Is this a high poly bake? It looks like a low poly to low poly bake to me :S
ye, looks the importer is broken. Put something in fine last night, and this morning when i tried to update it it gave that exact error. Hope they fix it soon
I've been tracking that website for months, they numbers posted are very inaccurate. Based on my research I'd say that number is roughly ~30% of that actual amount in the game.
Still a great site though.
This month income was actually almost 30% less than that site, or the share from the keys are not 25% as people have stated. I wish Valve could clearify how the revenue from chests are shared.
This month income was actually almost 30% less than that site, or the share from the keys are not 25% as people have stated. I wish Valve could clearify how the revenue from chests are shared.
So even you don't know how it works? I was curious about that issue but didn't ask. Now that you brought it up, I think it's supposed to work like this; the income from one chest must be equally shared among the items regardless of their rarity. Your sword is rare (or was it mythical?) and if they are only paying the royalty for the item that comes out of the chest it's really unfair. You make the best item in the chest and you get the least money out of it? People are buying those keys because of the rare items, not commons. I think you guys must talk to valve about this and demand a clarification.
I am working and learning still on the tidehunter weapon i modeled. Thing is, Textures really make it hard on me. On the one hand.. i slowly get a hold of the shadermasks but on the other hand I really dont know why my textures come out alot darker and less colorful than they really are.
here are 3 different color and normalmap textures all with the same shaders
That weapon looks really nice in game. You look like you're having trouble with seams though. It would be better if you laid out your uvw map symmetrically but if you're interested in fixing them take a look at this tutorial, it's very helpful:
So even you don't know how it works? I was curious about that issue but didn't ask. Now that you brought it up, I think it's supposed to work like this; the income from one chest must be equally shared among the items regardless of their rarity. Your sword is rare (or was it mythical?) and if they are only paying the royalty for the item that comes out of the chest it's really unfair. You make the best item in the chest and you get the least money out of it? People are buying those keys because of the rare items, not commons. I think you guys must talk to valve about this and demand a clarification.
I've been speaking to Angie Teetzel in the financial department at valve the last few days to find out how much each of my items has been earning individually. I also just sent an email asking if they could explain how the revenue sharing works from the chest addressing pretty much everything you've mentioned. Hopefully I'll get a response soon. :thumbup:
the uvs are all symmetrical, had that figured out pretty early through the process. but maybe the uv layout aint that superior. I tried to have the main planes laid out pretty simple through the fact that these are usually the sides you look at in the loadout. I have 380ish tris in the weapon, 400 would be lod1 budget. havent done a lod0 with 600 tris though cause i dont think its necessarily needed but I am open to just add some tris to make the model aswell as the texture appear more appealing in loadout screen.
here are the uvs for the project:
I'll check out the tutorial in detail for sure though. thx
@ Coye
I don't know but maybe it is too big what makes it look clumsy
Two questions regarding my model in blender:
Is there any way to simply see where your face's front and back are positioned? I am having trouble with transparent parts of the model.
What is the easiest way to position my weapon properly? I tried to manually adjust it to the same angle as the default sword but that is really hard because the default sword has a pretty odd placement.
Anyways, my progress for the sword:
(I haven't done the masks yet so the edges look pretty stupid.)
It was already exhausting to get to this point but I definately have still a lot of work to do.
Its pretty much the same size as the original anchor, so thats propably not gonna be the issue.
with your transparent problem: when in blender and in doubt where you faces point, go into edit mode, select all by pressing A and on the left side (usually) there is a button that says: recalculate normals - i think you can press alt + n aswell but i am not sure about the hotkey though. that will make em face the right side, usually ^^
the uvs are all symmetrical, had that figured out pretty early through the process. but maybe the uv layout aint that superior. I tried to have the main planes laid out pretty simple through the fact that these are usually the sides you look at in the loadout. I have 380ish tris in the weapon, 400 would be lod1 budget. havent done a lod0 with 600 tris though cause i dont think its necessarily needed but I am open to just add some tris to make the model aswell as the texture appear more appealing in loadout screen.
here are the uvs for the project:
I'll check out the tutorial in detail for sure though. thx
In that case, it would be better if you created a more complex model for lod0 and remap your uvw's, then remove some of those vertices and create the lod1. You can use the extra vertices in the curved areas, they are really lacking smoothness right now. Just consider which vertices you will be removing along the process so that you don't destroy seams (it's still ok if they are in line in the layout).
Its pretty much the same size as the original anchor, so thats propably not gonna be the issue.
with your transparent problem: when in blender and in doubt where you faces point, go into edit mode, select all by pressing A and on the left side (usually) there is a button that says: recalculate normals - i think you can press alt + n aswell but i am not sure about the hotkey though. that will make em face the right side, usually ^^
Thanks so much! I was trying to flip the faces one by one :poly122:
Why haven't I asked earlier :poly127:
Yeah, i might try out a bit more with texturing, really going overboard with my tries atm ^^ but after that I think a have to do a lod0 600tris budget version, which I'll be using for the loadout detail screen. Back to the vertices so it is.
For those of you having compiling issues, I've figured a way around it (sorta? they still need to fix this though)
Fixes:
1. Export as a .smd instead of a .fbx. I couldn't load any of my FBX's last night, so try an SMD.
2. If that doesn't work, try naming it something else. Seriously, this has caused me the most random skinning problems and even cancelled compiles.
3. Try a combination of both!
And if none of these work, well then it's time to email the Dota team.
1-Can we incorporate particle effects with our items ?
2-after i re-import an already submitted item, the next time i re-import it demands a .zip file instead of smd/fbx/tga. What is this .zip file ?
3- My resolution is low, so when i use scrrenshots from the ingame importer, they look VER VERY CHOPPY. is the solution just a better monitor or is there a way u guys take renders directly ?
4- does alien swarm sdk support mask files for 100% dota simulation ?
5- HOW THE ... DO SOME GUYS GET CG QUALITY REPRESANTATION IMAGES FROM THEIR ITEMS WITH ALL THE MASK EFFECTS AND STUFF ?
ok thats it. each question is worth 10 points for a total of 60 points. good luck guys !
1-Can we incorporate particle effects with our items ?
2-after i re-import an already submitted item, the next time i re-import it demands a .zip file instead of smd/fbx/tga. What is this .zip file ?
3- My resolution is low, so when i use scrrenshots from the ingame importer, they look VER VERY CHOPPY. is the solution just a better monitor or is there a way u guys take renders directly ?
4- does alien swarm sdk support mask files for 100% dota simulation ?
5- HOW THE ... DO SOME GUYS GET CG QUALITY REPRESANTATION IMAGES FROM THEIR ITEMS WITH ALL THE MASK EFFECTS AND STUFF ?
ok thats it. each question is worth 10 points for a total of 60 points. good luck guys !
Got answers for a few
1- No. Valve's the one that has to do it for now.
3- Go to your options and increase the resolution. Changing your monitor will do nothing.
5- There are a few custom shaders in these forums that are used for the renders. There's also a healthy dose of editing in most.
Its LOD0 to LOD1. Without Zbrush/Mudbox, doing an ultra-high isn't a very good idea yet (with my skill level).
@Vlad; Yes, I understand the 3 channels. What I don't understand is how it paints those three channels when rendering/baking the texture.
Why would you bake lod0 to lod1? Can't you at least use some modifiers such as turbosmooth/nurbs etc. so that you get an automatic high poly model? It wouldn't be great since you won't be able to sculpt much detail but it would be much better than this.
Btw painting normal maps is not a good idea, you will most probably mess it up.
Dota 2 models aren't very high poly, it doesn't seem like too much trouble to me to just manually simplify certain areas. I'm new though so what do I know
On another subject, I had some neat ideas for Lich but I just found out his messed up base textures will make things a lot more complicated than they should be/outright impossible. Anyone else feel that profound disappointment?
Why would you bake lod0 to lod1? Can't you at least use some modifiers such as turbosmooth/nurbs etc. so that you get an automatic high poly model? It wouldn't be great since you won't be able to sculpt much detail but it would be much better than this.
Btw painting normal maps is not a good idea, you will most probably mess it up.
So...as per suggestion on the reddit forums, I pushed QoP's wing design more. Is it too much? I'm not sure the colors work. I also feel like I need to push the dagger design more now too.
For those of you having compiling issues, I've figured a way around it (sorta? they still need to fix this though)
Fixes:
1. Export as a .smd instead of a .fbx. I couldn't load any of my FBX's last night, so try an SMD.
2. If that doesn't work, try naming it something else. Seriously, this has caused me the most random skinning problems and even cancelled compiles.
3. Try a combination of both!
And if none of these work, well then it's time to email the Dota team.
/\ THIS.
I still can't upload anything today (yesterday was normal..I could import fbx any time I want), but not today.
I didn't tried the .SMD instead of .FBX, because I'm having troubles installing the plugins to export it.
For those of you having compiling issues, I've figured a way around it (sorta? they still need to fix this though)
Fixes:
1. Export as a .smd instead of a .fbx. I couldn't load any of my FBX's last night, so try an SMD.
2. If that doesn't work, try naming it something else. Seriously, this has caused me the most random skinning problems and even cancelled compiles.
3. Try a combination of both!
And if none of these work, well then it's time to email the Dota team.
Legend, .smd does the job!
Deans - the workshop requirements page version of Lich is out dated, extract a version from the game, his base textures are much improved.
So even you don't know how it works? I was curious about that issue but didn't ask. Now that you brought it up, I think it's supposed to work like this; the income from one chest must be equally shared among the items regardless of their rarity. Your sword is rare (or was it mythical?) and if they are only paying the royalty for the item that comes out of the chest it's really unfair. You make the best item in the chest and you get the least money out of it? People are buying those keys because of the rare items, not commons. I think you guys must talk to valve about this and demand a clarification.
Hope Helenek get us some clarification, but if what you get from a chest is not equal among everyone the best thing to do is "make a good item but not good enough to be rare or mythical =]"
Hope Helenek get us some clarification, but if what you get from a chest is not equal among everyone the best thing to do is "make a good item but not good enough to be rare or mythical =]"
Don't hope, the person I was talking to says they didn't know, I emailed her again asking if she could forward it to someone who did know to clarify it. I'm not getting my hopes up for a response.
Gamer, try clicking on the Community tab, and then on the friends sub-tab? Any workshop items posted by you or friends will have the number of upvotes underneath it.
Hope Helenek get us some clarification, but if what you get from a chest is not equal among everyone the best thing to do is "make a good item but not good enough to be rare or mythical =]"
As far as I know (I read an email from a valve employee on Facepunch), the share from the chest is equal to everyone, regardless if it is uncommon, rare or mythical.
As far as I know (I read an email from a valve employee on Facepunch), the share from the chest is equal to everyone, regardless if it is uncommon, rare or mythical.
EDIT: Well...
What does that mean exactly? The way I read it was that the value of the key is split equally between everyone in the chest and you receive payment regardless if your item was unboxed. Am I correct?
Man, I wish Valve didn't keep the aura of "we won't say anything unless you ask, but we'll say the barest minimum if you do" when it comes to contributor financials. I hope they can improve that with time.
Replies
sorry for being a retard, but i dont have this 'feed'. is it somewhere in the same page, cause i dont have it there...
right here (from the workshop front page)
I'm getting the same error. Argh. I hope they fix it ASAP. Can't load anything.
The itemtester is broken for me in the test client but not in the beta. Hope they wont update the main so we can use that one until they fix it.
looks awesome! cant wait for the colors
Is this a high poly bake? It looks like a low poly to low poly bake to me :S
Is this a recurring problem for everybody at the moment ?
I cant seem to get my items imported either.
This month income was actually almost 30% less than that site, or the share from the keys are not 25% as people have stated. I wish Valve could clearify how the revenue from chests are shared.
So even you don't know how it works? I was curious about that issue but didn't ask. Now that you brought it up, I think it's supposed to work like this; the income from one chest must be equally shared among the items regardless of their rarity. Your sword is rare (or was it mythical?) and if they are only paying the royalty for the item that comes out of the chest it's really unfair. You make the best item in the chest and you get the least money out of it? People are buying those keys because of the rare items, not commons. I think you guys must talk to valve about this and demand a clarification.
here are 3 different color and normalmap textures all with the same shaders
and the last one ingame:
suggestions? advice? critics?
http://www.gamasutra.com/view/feature/130217/completely_eliminate_texture_seams_.php
I've been speaking to Angie Teetzel in the financial department at valve the last few days to find out how much each of my items has been earning individually. I also just sent an email asking if they could explain how the revenue sharing works from the chest addressing pretty much everything you've mentioned. Hopefully I'll get a response soon. :thumbup:
the uvs are all symmetrical, had that figured out pretty early through the process. but maybe the uv layout aint that superior. I tried to have the main planes laid out pretty simple through the fact that these are usually the sides you look at in the loadout. I have 380ish tris in the weapon, 400 would be lod1 budget. havent done a lod0 with 600 tris though cause i dont think its necessarily needed but I am open to just add some tris to make the model aswell as the texture appear more appealing in loadout screen.
here are the uvs for the project:
I'll check out the tutorial in detail for sure though. thx
I don't know but maybe it is too big what makes it look clumsy
Two questions regarding my model in blender:
Is there any way to simply see where your face's front and back are positioned? I am having trouble with transparent parts of the model.
What is the easiest way to position my weapon properly? I tried to manually adjust it to the same angle as the default sword but that is really hard because the default sword has a pretty odd placement.
Anyways, my progress for the sword:
(I haven't done the masks yet so the edges look pretty stupid.)
It was already exhausting to get to this point but I definately have still a lot of work to do.
with your transparent problem: when in blender and in doubt where you faces point, go into edit mode, select all by pressing A and on the left side (usually) there is a button that says: recalculate normals - i think you can press alt + n aswell but i am not sure about the hotkey though. that will make em face the right side, usually ^^
In that case, it would be better if you created a more complex model for lod0 and remap your uvw's, then remove some of those vertices and create the lod1. You can use the extra vertices in the curved areas, they are really lacking smoothness right now. Just consider which vertices you will be removing along the process so that you don't destroy seams (it's still ok if they are in line in the layout).
Thanks so much! I was trying to flip the faces one by one :poly122:
Why haven't I asked earlier :poly127:
^^ killing seals with this i guess ^^ or kunkka
Its LOD0 to LOD1. Without Zbrush/Mudbox, doing an ultra-high isn't a very good idea yet (with my skill level).
@Vlad; Yes, I understand the 3 channels. What I don't understand is how it paints those three channels when rendering/baking the texture.
I love the mask! And the dangling head. Definitely my favorite parts. Looking great so far.
Fixes:
1. Export as a .smd instead of a .fbx. I couldn't load any of my FBX's last night, so try an SMD.
2. If that doesn't work, try naming it something else. Seriously, this has caused me the most random skinning problems and even cancelled compiles.
3. Try a combination of both!
And if none of these work, well then it's time to email the Dota team.
i found nothing in my friends tab.
Does anyone know where are the votes/likes to my item ?
because there used to be this really neat bar showing percentage of likes/dislikes but i dont have it anymore
1-Can we incorporate particle effects with our items ?
2-after i re-import an already submitted item, the next time i re-import it demands a .zip file instead of smd/fbx/tga. What is this .zip file ?
3- My resolution is low, so when i use scrrenshots from the ingame importer, they look VER VERY CHOPPY. is the solution just a better monitor or is there a way u guys take renders directly ?
4- does alien swarm sdk support mask files for 100% dota simulation ?
5- HOW THE ... DO SOME GUYS GET CG QUALITY REPRESANTATION IMAGES FROM THEIR ITEMS WITH ALL THE MASK EFFECTS AND STUFF ?
ok thats it. each question is worth 10 points for a total of 60 points. good luck guys !
1- No. Valve's the one that has to do it for now.
3- Go to your options and increase the resolution. Changing your monitor will do nothing.
5- There are a few custom shaders in these forums that are used for the renders. There's also a healthy dose of editing in most.
Why would you bake lod0 to lod1? Can't you at least use some modifiers such as turbosmooth/nurbs etc. so that you get an automatic high poly model? It wouldn't be great since you won't be able to sculpt much detail but it would be much better than this.
Btw painting normal maps is not a good idea, you will most probably mess it up.
On another subject, I had some neat ideas for Lich but I just found out his messed up base textures will make things a lot more complicated than they should be/outright impossible. Anyone else feel that profound disappointment?
Well for normal maps use nVidia filter https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
/\ THIS.
I still can't upload anything today (yesterday was normal..I could import fbx any time I want), but not today.
I didn't tried the .SMD instead of .FBX, because I'm having troubles installing the plugins to export it.
But well, I'll keep looking forward to this.
Legend, .smd does the job!
Deans - the workshop requirements page version of Lich is out dated, extract a version from the game, his base textures are much improved.
So the workshop is currently broken and can't except .fbx, wonderful. Hopefully they get that fixed soon.
That's good to know! I still might need to make a new skin for his back to cover up those big spike holes, though.
Zaubereis those wings are really eye-catching, I think that can only be a good thing.
Hope Helenek get us some clarification, but if what you get from a chest is not equal among everyone the best thing to do is "make a good item but not good enough to be rare or mythical =]"
Don't hope, the person I was talking to says they didn't know, I emailed her again asking if she could forward it to someone who did know to clarify it. I'm not getting my hopes up for a response.
anyone ?
As far as I know (I read an email from a valve employee on Facepunch), the share from the chest is equal to everyone, regardless if it is uncommon, rare or mythical.
EDIT: Well...
What does that mean exactly? The way I read it was that the value of the key is split equally between everyone in the chest and you receive payment regardless if your item was unboxed. Am I correct?