I am working on these 2 for some bros who shall rename nameless until release. But I really want to get these sets right so please, rip me a new one.
The wings need to be feathered.To do so I need to play with QOP color alpha and see if it has transparency. I did a bad texture job to see what it looked like in game, but that was just for skinning. Now that I have a bit of time again I'm going to get these 2 finalized. Suggestions on color are most appreciated. Finally, I know I will be redoing the top 1/3 of the wings to break into the feathers, possibly rework them entirely.
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?
Sounds like they dont even know what the figures are and are still balancing/figuring them out.
Great
Spent today bashing out some highs for some single weapons. Gonna do an AM weapon set and a PL lance tomorrow and start on my wearables list.
Yeah I have the same issue vikk0. Really bummed. I just got my first weapon ready to upload. Oh well. Time to wait.
This is really annoying. I'm on my first, just ready to go and I can't hehe.
Anyway, people which are uploading .SMD ..are you exporting it from maya?max? I'm trying to see that MESA plugin for maya, but it sounds annoying as hell to install
And oh, yeah, the fbx upload is still broken, just checked.
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.
Turbosmooth ends up destroying my geometry for some reason. Also, the normal maps have yet to even work for me (pre-edit, flat, or with this), so I'm more concerned with what else is wrong (such that even with max specular values, there isn't any specular).
This is really annoying. I'm on my first, just ready to go and I can't hehe.
Anyway, people which are uploading .SMD ..are you exporting it from maya?max? I'm trying to see that MESA plugin for maya, but it sounds annoying as hell to install
And oh, yeah, the fbx upload is still broken, just checked.
So, I'm guessing that no one knows when this will be fixed...? This is a shame. I wanted to finish up my set today...
Finally added weapon to my Ancient Cultist collection that was made for polycount contest. I was feeling bad that it was lacking weapon
Thanks guys for hint with new compiler issue, after importing SMD file everything went smooth, but at first I was really frustrated because of error after uploading FBX file
Awesome stuff everyone! One day I hope to get things uploaded. Guess that leaves me polish time and more time to make stuff.
Is there a SMD exporter for Maya that doesn't require a PHD in Physics to install? For the life of me I've never seen software so utterly confusing to install. I'm lost at the part where I need an old priest and a young priest.
Welcome to polycount a place full of modelers and texturers ask any one here and they may help you.
thanks
a little about me
i make some dota videos at youtube.com/professorfierce, the most popular being navi's winner's bracket journey at the international 2 [ame="http://www.youtube.com/watch?v=idEUCU6SDoU"]Natus Vincere: Can You Feel It? - YouTube[/ame]
i have an idea for a hero and a little bit of feedback on the troubles i've come across in implementing it
i have a few reference pictures from comics that might give some inspiration for the models and textures
it will be a 3 or maybe 4 item set and i'm also looking to add one particle effect if thats possible but i think that may be only done on valve's side
again, i'm looking for people i can contact about this that may be interested and i'm looking for how much to pay for this and % revenue split
i have an idea for a hero and a little bit of feedback on the troubles i've come across in implementing it
i have a few reference pictures from comics that might give some inspiration for the models and textures
it will be a 3 or maybe 4 item set and i'm also looking to add one particle effect if thats possible but i think that may be only done on valve's side
again, i'm looking for people i can contact about this that may be interested and i'm looking for how much to pay for this and % revenue split
Without providing anything to the process of finishing a product other than an idea, you'll find few people who'd want to make an items for you with a split. Even if you had a great idea, the majority of work would be done by someone else. If you're able to contribute to anything on the process, even concept art, you'd be more likely to find a partner.
The only times an idea is really worth a split is when the person with the idea is someone who can push a product. These are generally companies or individuals with a large presence within the community, who could rally or bundle the item to up sales.
Sorry to say it bro but they are right but, if you stick around the site you are bound to learn how to make your own items. If you wish to get money from the workshop you'll have to learn something
Hey guys, Im going to redo my kotl set, on top of my other 4 I have quite a large work of models now (around 20- 30, check my workshop http://steamcommunity.com/profiles/76561198014374890/myworkshopfiles/). I would really like to collaborate with someone on polishing the sets for release. I will share a % ofc. Just throwing that out there in regards to freelancers =/
"A freelancer, freelance worker, or freelance is somebody who is self-employed and is not committed to a particular employer long term. These workers are sometimes represented by a company or an agency that resells their labor and that of others to its clients with or without project management and labor contributed by its regular employees. Others are completely independent. "Independent contractor" would be the term used in a higher register of English.
Freelance practice varies greatly. Some require clients to sign written contracts, while others may perform work based on verbal agreements, perhaps enforceable through the very nature of the work. Some freelancers may provide written estimates of work and request deposits from clients.
Payment for freelance work also varies greatly. Freelancers may charge by the day, hour, a piece rate, or on a per-project basis. Instead of a flat rate or fee, some freelancers have adopted a value-based pricing method based on the perceived value of the results to the client. By custom, payment arrangements may be upfront, percentage upfront, or upon completion. For more complex projects, a contract may set a payment schedule based on milestones or outcomes."
Still trying to figure out all the texture/shader. This is what I have so far on my second attempt at Dota 2 art. I first envisioned it as a set for Sven but that was a little too ambitious for the time and experience I have.
That is just a software screencap, I still have to learn the shader masks a little better.
Still trying to figure out all the texture/shader. This is what I have so far on my second attempt at Dota 2 art. I first envisioned it as a set for Sven but that was a little too ambitious for the time and experience I have.
That is just a software screencap, I still have to learn the shader masks a little better.
I'm not a fan of Sven weapons just because there are so many of them, but that looks really awesome! :thumbup:
Still trying to figure out all the texture/shader. This is what I have so far on my second attempt at Dota 2 art. I first envisioned it as a set for Sven but that was a little too ambitious for the time and experience I have.
That is just a software screencap, I still have to learn the shader masks a little better.
hey Reyne, what you want to know about the textures, how to create the maps or how they work
I would like to commission someone to make a set for me on a certain hero
who are some modelers and texturers i should contact about this?
i will pay for the set and split the percentage earnings
Hey Fiece, if you are afraid to get your idea stolen you dont need to worry here, but you need to tell the idea before someone agrees to work with you. Unless you offer a good amount of money of course =]
but basically, and idea worth nothing if you dont have someone to make it real and a share on the split is nothing to someone that can get a 100% revenue with their own ideas
Thanks Andrew, It means a lot. I love the chicken you worked on. I bought it immediately.
Tvidotto: A little of both I guess. I have used the guide on shader masks, but it never seems to work out the way that I expect when I test the item. I have been making the specular mask by desaturating the layers of the diffuse map and then altering the brightness of each layer. Fairly standard I assume.
For the other masks, I have been leaving them pure black or assigning flat tones to the UV islands if it is a mask that I am using. If it helps I could post up images of the masks to see if they look as one would expect...
Here's my current project! It's a big crystal sword for Crystal Maiden. It may be a sword, but it works as well as any staff!
I've learned a lot about texturing the past few days so hopefully this turns out like I imagine. Hopefully the dang workshop starts working soon too.
[edit]Sounds like your problem is the alpha channels, Reyne. For example, if you don't want any self-illumination on your item, you need to take the Mask1 file and just reduce the opacity of the whole thing to 0. At least, I think that's how it works, I haven't gotten to test it fully yet with the workshop being broken.
[edit] Forgot to mention that if you turn the opacity of the whole image to 0 you need at least one visible pixel somewhere, or the importer will think the opacity is actually 100.
Well I messed around with the shader masks a bit more and got something...acceptable. To me anyway. Still have a lot to learn. I would love it if people would check it out and leave some feedback on it.
Here's my current project! It's a big crystal sword for Crystal Maiden. It may be a sword, but it works as well as any staff!
I kinda makes no sense for a superior intelectual being that uses magic to wield a sword
Another thing,she's a ranged hero,not melee,she uses missiles.
Animation is gonna look weird.
It seems way off
I kinda makes no sense for a superior intelectual being that uses magic to wield a sword
Another thing,she's a ranged hero,not melee,she uses missiles.
Animation is gonna look weird.
It seems way off
Oh I'm aware! The lore I was thinking of is that she found a big magic sword somewhere and just uses it as if it was a staff. It's just an attempt at visual variety.
Does it look balanced, though, presuming she holds it upside down with her hand near the guard?
That's some nice cloth there, Anuxina. Those Antimage blades seem a little standard, though.
Anuxi thank you! I keep everything at 1024 and scale down to 256 to avoid the rescaling artifacts Helenek Not yet I'm doing all the rigging and importing today, normally I use a blender plugin that copies bone weights from model to model and do some clean up, however it's suddenly stopped working for me so manual rig may take dreadfully longer.
Also you guys must teach me your secrets Jeff and Anuxi, I've been dying to make some high polys like that but I can never seem to get that far.
Here's concept set for Lich. I wanted to make him look more powerful. Point more on fact that he was drowned and was Ice Mage so water freeze on him creating icicles and stuff
Konras will make 3d model of it someday
Replies
I am working on these 2 for some bros who shall rename nameless until release. But I really want to get these sets right so please, rip me a new one.
The wings need to be feathered.To do so I need to play with QOP color alpha and see if it has transparency. I did a bad texture job to see what it looked like in game, but that was just for skinning. Now that I have a bit of time again I'm going to get these 2 finalized. Suggestions on color are most appreciated. Finally, I know I will be redoing the top 1/3 of the wings to break into the feathers, possibly rework them entirely.
QOP:
[ame="http://www.youtube.com/watch?v=YAZ2E1Hv-4o"]http://www.youtube.com/watch?v=YAZ2E1Hv-4o[/ame]
ES:
Is this a common issue? I can't find many posts out there to resolve it
*EDIT*
My bad, Tis what happens when you accidentally target old TGA's without the correct Channels .... ._.
Sounds like they dont even know what the figures are and are still balancing/figuring them out.
Great
Spent today bashing out some highs for some single weapons. Gonna do an AM weapon set and a PL lance tomorrow and start on my wearables list.
Did I guess them all correct ?
video is completed!
Gondar is Bounty Hunter, dont be such a noob Anuxi! Kidding of course!
You sign a deal with Valve to have your own chest for April? "Treasures of Anuxi's Awesomeness"
Edit: and love that ward Andrew didn't see it when i originally posted
Man, I was way off. They're all brilliant, though. I especially love the Centaur weapon.
Anyway, people which are uploading .SMD ..are you exporting it from maya?max? I'm trying to see that MESA plugin for maya, but it sounds annoying as hell to install
And oh, yeah, the fbx upload is still broken, just checked.
Take me to your leader
It's Gondor. And he's good friends with Niax and Zues.:)
Turbosmooth ends up destroying my geometry for some reason. Also, the normal maps have yet to even work for me (pre-edit, flat, or with this), so I'm more concerned with what else is wrong (such that even with max specular values, there isn't any specular).
So, I'm guessing that no one knows when this will be fixed...? This is a shame. I wanted to finish up my set today...
Thanks guys for hint with new compiler issue, after importing SMD file everything went smooth, but at first I was really frustrated because of error after uploading FBX file
Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=130417890
Uff, now definitely need to look into some more heroes!!
Is there a SMD exporter for Maya that doesn't require a PHD in Physics to install? For the life of me I've never seen software so utterly confusing to install. I'm lost at the part where I need an old priest and a young priest.
I would like to commission someone to make a set for me on a certain hero
who are some modelers and texturers i should contact about this?
i will pay for the set and split the percentage earnings
:shifty: Something doesn't seem right.
Welcome to polycount a place full of modelers and texturers ask any one here and they may help you.
thanks
a little about me
i make some dota videos at youtube.com/professorfierce, the most popular being navi's winner's bracket journey at the international 2 [ame="http://www.youtube.com/watch?v=idEUCU6SDoU"]Natus Vincere: Can You Feel It? - YouTube[/ame]
i have an idea for a hero and a little bit of feedback on the troubles i've come across in implementing it
i have a few reference pictures from comics that might give some inspiration for the models and textures
it will be a 3 or maybe 4 item set and i'm also looking to add one particle effect if thats possible but i think that may be only done on valve's side
again, i'm looking for people i can contact about this that may be interested and i'm looking for how much to pay for this and % revenue split
Splitting the revenue seems kind of problematic anyway since you're not actually contributing anything to the creation of the items.
Gondor is a city in Middle Earth.
Without providing anything to the process of finishing a product other than an idea, you'll find few people who'd want to make an items for you with a split. Even if you had a great idea, the majority of work would be done by someone else. If you're able to contribute to anything on the process, even concept art, you'd be more likely to find a partner.
The only times an idea is really worth a split is when the person with the idea is someone who can push a product. These are generally companies or individuals with a large presence within the community, who could rally or bundle the item to up sales.
it certainly isn't "free"
Here
"A freelancer, freelance worker, or freelance is somebody who is self-employed and is not committed to a particular employer long term. These workers are sometimes represented by a company or an agency that resells their labor and that of others to its clients with or without project management and labor contributed by its regular employees. Others are completely independent. "Independent contractor" would be the term used in a higher register of English.
Freelance practice varies greatly. Some require clients to sign written contracts, while others may perform work based on verbal agreements, perhaps enforceable through the very nature of the work. Some freelancers may provide written estimates of work and request deposits from clients.
Payment for freelance work also varies greatly. Freelancers may charge by the day, hour, a piece rate, or on a per-project basis. Instead of a flat rate or fee, some freelancers have adopted a value-based pricing method based on the perceived value of the results to the client. By custom, payment arrangements may be upfront, percentage upfront, or upon completion. For more complex projects, a contract may set a payment schedule based on milestones or outcomes."
I'm almost done with my am set but i'm not good with textures can anyone tell me if i need to add or take anything away?
And a Mirana set I'm working on
That is just a software screencap, I still have to learn the shader masks a little better.
I'm not a fan of Sven weapons just because there are so many of them, but that looks really awesome! :thumbup:
hey Reyne, what you want to know about the textures, how to create the maps or how they work
Hey Fiece, if you are afraid to get your idea stolen you dont need to worry here, but you need to tell the idea before someone agrees to work with you. Unless you offer a good amount of money of course =]
but basically, and idea worth nothing if you dont have someone to make it real and a share on the split is nothing to someone that can get a 100% revenue with their own ideas
Tvidotto: A little of both I guess. I have used the guide on shader masks, but it never seems to work out the way that I expect when I test the item. I have been making the specular mask by desaturating the layers of the diffuse map and then altering the brightness of each layer. Fairly standard I assume.
For the other masks, I have been leaving them pure black or assigning flat tones to the UV islands if it is a mask that I am using. If it helps I could post up images of the masks to see if they look as one would expect...
I've learned a lot about texturing the past few days so hopefully this turns out like I imagine. Hopefully the dang workshop starts working soon too.
[edit]Sounds like your problem is the alpha channels, Reyne. For example, if you don't want any self-illumination on your item, you need to take the Mask1 file and just reduce the opacity of the whole thing to 0. At least, I think that's how it works, I haven't gotten to test it fully yet with the workshop being broken.
[edit] Forgot to mention that if you turn the opacity of the whole image to 0 you need at least one visible pixel somewhere, or the importer will think the opacity is actually 100.
Pretty much final now
Workshop
how can i add textures on model in blender?
Yess! that looks awesome, you have in game screenshots?
Onilolz damm that lick is coming along nicely man!
Day 2, made some more items highpolys
http://steamcommunity.com/sharedfiles/filedetails/?id=130521958
I kinda makes no sense for a superior intelectual being that uses magic to wield a sword
Another thing,she's a ranged hero,not melee,she uses missiles.
Animation is gonna look weird.
It seems way off
Oh I'm aware! The lore I was thinking of is that she found a big magic sword somewhere and just uses it as if it was a staff. It's just an attempt at visual variety.
Does it look balanced, though, presuming she holds it upside down with her hand near the guard?
That's some nice cloth there, Anuxina. Those Antimage blades seem a little standard, though.
http://steamcommunity.com/sharedfiles/filedetails/?id=130587855&searchtext=
Helenek Not yet I'm doing all the rigging and importing today, normally I use a blender plugin that copies bone weights from model to model and do some clean up, however it's suddenly stopped working for me so manual rig may take dreadfully longer.
Also you guys must teach me your secrets Jeff and Anuxi, I've been dying to make some high polys like that but I can never seem to get that far.
Konras will make 3d model of it someday