madzia - nice concept!
bounchfx - have you tried using smds? i got the error with fbx but smd seems to work fine.
anuxi - cool sculpts!!!
hawt koffee - cute hood/hair
why does the item preview make items look so ugly, gross pixelated edges and shit
There's still no Anti-aliasing support in the previewer (Not sure if it lacks other features as well) so you get the jaggy edges.
For the texture if it starts looking blurry / muddy I usually downscale to 256 and run a smart sharpen over it to get some contrast back, and then import that file.
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...
abut the shaders, the tint specular by base color works the opposite that is on the guide
hi guys!
I present you my mini courier concept, the aidrechaun!
in anycase your wondering, I'll provide the background whatnot soon.
this is the base model+rig on maya with 256 map test. no shader maps yet, as i'm trying to figure out how to put hitbox/selectbox yet. maybe a week or two should do the trick
Might as well post my reply here too, could maybe be of help to someone trying on some custom particles. Give us a shout if it works
"There was a way earlier when you could replace the default particlefile with another using the same name and get it to show in the itemstest, but since a couple of months ago that option was shut down.
I made some particles for pugna an was able to do that 6 months ago or something. But now the only way i know of is to load them into Source Film Maker. But when i think of it, you should be able to follow this guide http://www.polycount.com/forum/showpost.php?p=1722851&postcount=2728 and replace the particlefile with the same procedure as before. Make sure you have the right attachmentpoints set if you want your particles on another place than the default."
hi guys!
I present you my mini courier concept, the aidrechaun!
in anycase your wondering, I'll provide the background whatnot soon.
this is the base model+rig on maya with 256 map test. no shader maps yet, as i'm trying to figure out how to put hitbox/selectbox yet. maybe a week or two should do the trick
hope you guys like him!
thanks!
you dont need to worry with hitboxes anymore
try to avoid those extreme blacks you are using and focus on its look nice from the dota camera angle
@BrontoThunder: You are right, it doesn't have that rusty copper. Quite honestly though, we didn't want to make this set with that color scheme, considering he has like 8 primary colors in his palette (no joke, his colors are all over the place IMO worst color scheme in-game so far).
Also working on a Phantom Lancer set, will post WIPs later.
I've just begun concepting my batrider set. I still need to concept the mount though. I plan on making it sort of jungle/africa inspired with a mount that is sort of a bat lion but with some extra stuff added so it will be more interesting. I would love to get some critique if anyone wants to!
Finally figured out how to include blendshapes / flex animations / morphs into *.mdl files so that they show up in dota2. It's weird there's some cosmetics for faceless void with them and some without. So with certain heads faceless voids face (well his mouth anyway) moves and with some it doesn't.
I had to export the *.fbx or the *.ma to a ascii dmx file, extract the "DmeCombinationOperator" node into its own dmx file, remove the target reference to the original model and then use that as a controller source in the blender exporter. Took a while to figure out but I'm gonna write a more detailed tutorial later.
So while the importer is broken I cant complete my gnome and pig courier....
I decided to sketch out another idea. I love the idea of seeing more bipedal, non combatant characters. This is an idea for a Goblin Tinker. He's captured a dragon fairy in his jar and uses it to fly on his walking stick. No job too big, or too small for this greedy goblin.
You might want to switch out gobin for keen, as valve is pretty much avoiding goblins and orcs. But otherwise that looks like an awesome courier. It'll be interesting to see how that fairy dragon comes in play for the flying version.
You might want to switch out gobin for keen, as valve is pretty much avoiding goblins and orcs. But otherwise that looks like an awesome courier. It'll be interesting to see how that fairy dragon comes in play for the flying version.
Id say that is that is already keen, it looks like one, the skin color, facial structure, hair, even the fingers. The concept looks fantastic I really love the design and I think it fits Dotas style perfectly. That will be a fantastic courier when its completed.
Some more progress for my bat. It's at the 1k limit here at texture rez- I just need to figure out how to get it on a rig and test it out, this maya smd export process doesn't seem to be working out for me.
Also, I have no idea what I'm doing colorwise yet, gotta play with some things that's for sure. Progress is progress
I created a post on r/Dota2 wondering why fan art always gets tons of love but workshop posts don't. I dunno if this will make sense to anyone but I wanted to write out my thoughts anyway. post in there if you agree, disagree or have any other thoughts.
Hey guys - sorry if this is less of a technical question thread and more of a WAYWO - but i'm trying to get my first item imported and i'm having an issue.
Everything compiles fine until it gets to the MDL, then i get this:
Hey guys - sorry if this is less of a technical question thread and more of a WAYWO - but i'm trying to get my first item imported and i'm having an issue.
Everything compiles fine until it gets to the MDL, then i get this:
It's an FBX - tricount is good - i even eliminated the portrait LOD from the import all together. I'm a little stuck.
for the sake of WAYWO - here it is so far. Textures are very first-pass now, just so i could test the compiling process: http://www.artofoddk.com/misc/DRShivWIP02.jpg
it's a prison shiv for slark, sharpened from a piece of coral.
FBX is not working properly now, use smd, I hope they fix it in the next patch.
This hair texture seems rather realistic. Try out something more comic-like, look how others solve that, and try to get into the shader-masks they add a lot to the texture and model.
Lich armor.
Still some work to do. There are more scraps of cloth floating from belt, but they didn't make into render.
Always liked long robes and never known why liches always have chains.
Hi, I'm currently working on a courier but I think I need some criticism, there's lots of tweaks to be made but I figure that some feedback would be useful at this point! It imports to DOTA without issue (well, usual shader issues...)
Apologies for the bad lighting in the video.
Hi, I'm currently working on a courier but I think I need some criticism, there's lots of tweaks to be made but I figure that some feedback would be useful at this point! It imports to DOTA without issue (well, usual shader issues...)
Apologies for the bad lighting in the video.
I think giving him some bulldog character would be awesome (scratch himself when idle etc.). You can also try different colors with the chest (and maybe alter the size a bit). Other than that, seems nice.
Thanks for the feedback everyone! Yes the animations are bad, I am currently working on them, aside from that I guess there's nothing obvious to fix with model/textures?
@marul Funny you should mention the bulldog concept as that is something I had in mind when modeling. I tried to make him scratch himself but the geometry doesn't allow it :S I do have a 'just got out of the bath doggy shake' animation but not sure whether to use it, maybe I will post it in an update.
SO I've begun making my dota 2 batrider set. It will probably be a bit different from what my concept art looked like, but whatevs. Still need to find a smart way to make the eyepatch monocle thingy though... http://imgur.com/7ddeCuo,cOimuEX#1
Replies
madzia - nice concept!
bounchfx - have you tried using smds? i got the error with fbx but smd seems to work fine.
anuxi - cool sculpts!!!
hawt koffee - cute hood/hair
why does the item preview make items look so ugly, gross pixelated edges and shit
anyway I just need to fix up some rigging issues with the cloak
There's still no Anti-aliasing support in the previewer (Not sure if it lacks other features as well) so you get the jaggy edges.
For the texture if it starts looking blurry / muddy I usually downscale to 256 and run a smart sharpen over it to get some contrast back, and then import that file.
abut the shaders, the tint specular by base color works the opposite that is on the guide
You can check out the set here
I present you my mini courier concept, the aidrechaun!
in anycase your wondering, I'll provide the background whatnot soon.
this is the base model+rig on maya with 256 map test. no shader maps yet, as i'm trying to figure out how to put hitbox/selectbox yet. maybe a week or two should do the trick
hope you guys like him!
thanks!
http://steamcommunity.com/workshop/filedetails/?id=130669039
"There was a way earlier when you could replace the default particlefile with another using the same name and get it to show in the itemstest, but since a couple of months ago that option was shut down.
I made some particles for pugna an was able to do that 6 months ago or something. But now the only way i know of is to load them into Source Film Maker. But when i think of it, you should be able to follow this guide http://www.polycount.com/forum/showpost.php?p=1722851&postcount=2728 and replace the particlefile with the same procedure as before. Make sure you have the right attachmentpoints set if you want your particles on another place than the default."
you dont need to worry with hitboxes anymore
try to avoid those extreme blacks you are using and focus on its look nice from the dota camera angle
anuxi asking for some insults =]
great work as usual
I'm gonna try to get the SMD exporter for maya, however its confusing as hell.....damn..
Please let us know if anyone can upload fbx!
I was just about to post the same thing, I guess we're stuck until wednesday.
Also working on a Phantom Lancer set, will post WIPs later.
Is there an easy way to do this from Maya? I don't see an SMD option.
I'm just really hoping they fix the .fbx importer soon, at least before next patch day
Oh wow, this is a fantastic addition. Seems like my broodmother has a lot less negative ratings than I expected! Thanks for the heads up on this.
Well here's my first test (basically just half a sphere with a slit, some teeth and a uv map to the original texture): http://www.youtube.com/watch?v=KUelVGqj2nk
I had to export the *.fbx or the *.ma to a ascii dmx file, extract the "DmeCombinationOperator" node into its own dmx file, remove the target reference to the original model and then use that as a controller source in the blender exporter. Took a while to figure out but I'm gonna write a more detailed tutorial later.
I decided to sketch out another idea. I love the idea of seeing more bipedal, non combatant characters. This is an idea for a Goblin Tinker. He's captured a dragon fairy in his jar and uses it to fly on his walking stick. No job too big, or too small for this greedy goblin.
Its a bit rough but feel free to comment.
Id say that is that is already keen, it looks like one, the skin color, facial structure, hair, even the fingers. The concept looks fantastic I really love the design and I think it fits Dotas style perfectly. That will be a fantastic courier when its completed.
Merh batriders mounts! Meet Feral!
Guys, Finished a weapon for spectre:
Link to the workshop
I hope you like!!
Also, I have no idea what I'm doing colorwise yet, gotta play with some things that's for sure. Progress is progress
http://www.reddit.com/r/DotA2/comments/19ov75/fan_art_and_artwork_posts_upvoted_to_the_sky_but/
P.S. It also totally sucks that we've been segregated.
Everything compiles fine until it gets to the MDL, then i get this:
Compiling MDL: models\items\slark\0x0475d178\slarkweapon_test01\slarkweapon_test01.mdl
CTargetMDL::Compile Failed - h: \program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\slark\0x0475d178\slarkweapon_test01\slarkweapon_test01.mdl
It's an FBX - tricount is good - i even eliminated the portrait LOD from the import all together. I'm a little stuck.
for the sake of WAYWO - here it is so far. Textures are very first-pass now, just so i could test the compiling process:
it's a prison shiv for slark, sharpened from a piece of coral.
FBX is not working properly now, use smd, I hope they fix it in the next patch.
Polycount Forum > Steam Workshops > Dota 2
Aahh. thanks - i'll give that a shot tomorrow. i needs sleep. wife and I just finished the latter third of our extended LOTR binge.
Is thete a way to make textures look little bit better, this is looking like crap
Lich armor.
Still some work to do. There are more scraps of cloth floating from belt, but they didn't make into render.
Always liked long robes and never known why liches always have chains.
Apologies for the bad lighting in the video.
Thanks!
Tideling Courier: 2996 tris
http://www.youtube.com/watch?v=IomIWSAIAf8&feature=youtu.be
Indeed, the concept, model, and textures are fantastic but the animations need serious work.
Like Insaneophobia said, the animations could use some work. They seems so rigid and unpolished right now.
I think giving him some bulldog character would be awesome (scratch himself when idle etc.). You can also try different colors with the chest (and maybe alter the size a bit). Other than that, seems nice.
@marul Funny you should mention the bulldog concept as that is something I had in mind when modeling. I tried to make him scratch himself but the geometry doesn't allow it :S I do have a 'just got out of the bath doggy shake' animation but not sure whether to use it, maybe I will post it in an update.
Overall, great (and fast) feedback, thanks again.
http://imgur.com/7ddeCuo,cOimuEX#1
^This^
Beastmaster is barely recognizable under all of that.