Yeah whot aivanow said, when I saw it in the workshop I thought it was a set for axe until I clicked on it. Don't get me wrong, it's a great set. It should just be for another hero
my one critique... the only thing i'd say getting in the way of it. is it's very visually busy. allot of the finer details on those items look like noise.
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.
Overall, great (and fast) feedback, thanks again.
I really like the model and it looks great, except the colors are too simular. You might want to change the color from the box so it stands out more. Great work and good luck animating it!
@Kramolnik: looks really good. The mask might be a bit to much gladiator
GREAT NEWS! FBX Import is working again, just tested it!
Hi! I've been making a set for Huskar. I'm quite new in 3D modeling and textures. The concept has been a trial and error until I have end up with this one.
I don't know how I feel about getting our own section, Id always find myself browsing through the rest of the pimped and preview section if nothing is happening in the DOTA thread. I really don't like being segregated like this. I find I still spend more time in the other sections, I guess I'm just not used to this yet.
Ok, so I had already doubled checked my textures and cleared out the self illumination channel - just to be certain, however it seems that dota 2 doesnt refresh the textures when you do recompiles! It was the self illum mask. I closed dota test and started it again and its works.
It does refresh but only if you change the file name; usually my in-game item testing ends up with a bunch of files like this:
asd
asd1
asd12
asd123
asd1234
And so on.
Or if you want to keep your folders clean you can just close Dota 2 and open it again and use the same file name over and over.
cheers, I will bug valve about it - its probably an easy fix!
With a little help from them on the compiler last week I have finally managed to get the model/anim export pipeline working from 3dsmax
Maya users wont be the only developers able to make couriers!
Fantastic lich set oni! Been looking forward to that one for awhile.
Deadl3ss, that set does deserve more attention than it's gotten, I think that your preview pics aren't doing the set justice so people just skim over them, only 200 people have even viewed the set for example. I'd honestly take the whole entry down, work on the presentation a bit more, and re-upload it. You gotta wow people right from the preview pic or they won't click on it.
Hey guys, I started learning how to make items just over a month ago after working through lennyagony's tutorial.
I've just finished my third item, which I learned a lot during the process! I really wanted to focus on the texture phase so I went with a simple axe weapon. This definitely helped me understand the masks much more! I also just figured out how to use the dota 2 cgfx shader!
Did some more work on my witchdoctor set, I wasn't able to incorperate the feathers into the head slot because of the low tri limit, so I'm going to make them as a seperate item (back slot)
Hey guys, I started learning how to make items just over a month ago after working through lennyagony's tutorial.
I've just finished my third item, which I learned a lot during the process! I really wanted to focus on the texture phase so I went with a simple axe weapon. This definitely helped me understand the masks much more! I also just figured out how to use the dota 2 cgfx shader!
Hey guys, I started learning how to make items just over a month ago after working through lennyagony's tutorial.
I've just finished my third item, which I learned a lot during the process! I really wanted to focus on the texture phase so I went with a simple axe weapon. This definitely helped me understand the masks much more! I also just figured out how to use the dota 2 cgfx shader!
Hey everybody, been lurking here for more than just a while now, so I decided to finally start doing something myself!
This is a concept for Sand King, I think it probably still needs some more color variation, but since i'm mainly doing it to train my sculpting skills (which are not worth mentioning so far..) I'll try to tackle that in the texture phase..
Since i'm by no means a concept artist, critique is more than welcome before i start sculpting
Has anyone else had success in importing Flex controllers (Blend shapes/ Shape keys) in the LOD0 Cosmetics that use them (like Sand King and Faceless Voids heads)?
I currently got it working by exporting a dmx from blender and using the "copy controllers from other dmx feature". The programmer art example I made can be seen [ame="http://www.youtube.com/watch?v=KUelVGqj2nk"]on this Youtube video[/ame]. But I don't know if the *.qc files for DMX files can be edited to include other features like material settings and particles as DMX files usually include those themselves. Also I don't know whether those can be exported to DMX via Blender.
If anyone has been successful in exporting Flex Controllers to Dota2 from Maya or Blender (especially if you've been able to modify material or particle setting) could you please give me a basically outline of the method you used. I'm trying to write a guide on Flex animations but the current method is just to restrictive and excludes too many other features.
Really digging these lich sets you guys are coming up with
Finally got this guy imported, still have some texture seam issues and not at all happy with the pattern on his cloak. Any crits on it would be welcome.
Also is there a way to view the bloom effect that happens in game, is that something that I would actually have to get him to load in game to check out?
The blue things coming down from his hips could get some more symbols (or other detail along the sides) but it looks very nice overall, good job.
Cheers for the feedback mate, i have a few variations with stripe patterns and subtle curling designs on some of the sections and the collar ribbons and bracers with glowing runes. It all looked ok in my max viewport but as soon as i tested them in editor with the 3/4 game perspective it mostly turned into a pretty jumbled unrefined mess of aliased pixels or was just hidden and not visible.
In saying that i have had a fair few comments about the horns so i might look into giving them a bit of an overhaul and will see if i can add some colors or designs to the robe section you mention to help contrast the robes from his hips!
Andrew - Thanks Andrew, im away from my work pc for a few days but as soon as im able ill add a few more shots
So i ran into another issue last night.
I did some texture work on my weapon for Slark, and i went back into the model to nudge it into a better position in his hand - but when i Re-exported it both meshes were tiny little specs floating where the pivot is (0,0,0 sits a bit above the handle on the blade) just behind Slark's fist. I had this problem before with LOD0, but i thought I had fixed it by separating each LOD into its own file. Now it's doing it to both.
I tried to reimport the FBX's i backed up that were working, but the result is the same. Xforms are reset, face normals are good, both skinned to proper bones - diuffuse is 24bit, no alpha channel. I'm going crazy. >:C
Replies
AWESOME!
my one critique... the only thing i'd say getting in the way of it. is it's very visually busy. allot of the finer details on those items look like noise.
but still awesome!
I really like the model and it looks great, except the colors are too simular. You might want to change the color from the box so it stands out more. Great work and good luck animating it!
@Kramolnik: looks really good. The mask might be a bit to much gladiator
GREAT NEWS! FBX Import is working again, just tested it!
I actually thought it was troll warlord haha
Me too, and i would recommend u to better make trol set then set for beast.
This is a remote island! I can't escape! :poly122:
Does anyone know what might cause this?
asd
asd1
asd12
asd123
asd1234
And so on.
Or if you want to keep your folders clean you can just close Dota 2 and open it again and use the same file name over and over.
With a little help from them on the compiler last week I have finally managed to get the model/anim export pipeline working from 3dsmax
Maya users wont be the only developers able to make couriers!
This kinda looks like troll warlord dota 1, beware not to get sued by blizzard
good models, good job, bad hero pick.
its like drawing the mona lisa for a death metal album cover.(kinda, no offense)
Concept by hawf.
http://steamcommunity.com/sharedfiles/filedetails/?id=130115353
Also Ive started working on a really unique and cool Razor design. Not giving anything away but that hero is in serious need of rework.
Also Id love to work in conjuction with others on a set !!! Something perhaps much bigger like Warlock or Lycan or one of the more involved ones.
Bronto Andy Helenek ? You guys down??
Nice one man !! Ive been waiting for a mechanized addon for someone or something... we need more mechanics I think.. its looking great.
Just a suggestion take it or leave it, be awesome to have some wires or pipes or even a glowing eye on the helmet ?
http://steamcommunity.com/sharedfiles/filedetails/?id=130973238
http://steamcommunity.com/sharedfiles/filedetails/?id=130115353
Also Ive started working on a really unique and cool Razor design. Not giving anything away but that hero is in serious need of rework.
Also Id love to work in conjuction with others on a set !!! Something perhaps much bigger like Warlock or Lycan or one of the more involved ones.
Bronto Andy Helenek ? You guys down??
Finished this quick item for centuar
please check it out here http://steamcommunity.com/sharedfiles/filedetails/?id=130980384
Great stuff! Just saw this in the workshop and was blown away. :thumbup:
Deadl3ss, that set does deserve more attention than it's gotten, I think that your preview pics aren't doing the set justice so people just skim over them, only 200 people have even viewed the set for example. I'd honestly take the whole entry down, work on the presentation a bit more, and re-upload it. You gotta wow people right from the preview pic or they won't click on it.
I've just finished my third item, which I learned a lot during the process! I really wanted to focus on the texture phase so I went with a simple axe weapon. This definitely helped me understand the masks much more! I also just figured out how to use the dota 2 cgfx shader!
I realize the blade is too large
http://steamcommunity.com/sharedfiles/filedetails/?id=131027812
It's still a wip texture.
Dude, that's so bad-axe...get it?...axe?...bad-ass?...yea?..no? alright
This is a concept for Sand King, I think it probably still needs some more color variation, but since i'm mainly doing it to train my sculpting skills (which are not worth mentioning so far..) I'll try to tackle that in the texture phase..
Since i'm by no means a concept artist, critique is more than welcome before i start sculpting
The blue things coming down from his hips could get some more symbols (or other detail along the sides) but it looks very nice overall, good job.
I currently got it working by exporting a dmx from blender and using the "copy controllers from other dmx feature". The programmer art example I made can be seen [ame="http://www.youtube.com/watch?v=KUelVGqj2nk"]on this Youtube video[/ame]. But I don't know if the *.qc files for DMX files can be edited to include other features like material settings and particles as DMX files usually include those themselves. Also I don't know whether those can be exported to DMX via Blender.
If anyone has been successful in exporting Flex Controllers to Dota2 from Maya or Blender (especially if you've been able to modify material or particle setting) could you please give me a basically outline of the method you used. I'm trying to write a guide on Flex animations but the current method is just to restrictive and excludes too many other features.
Really awesome work, looks fantastic. Can you give another angle closer to his head, its hard to tell if that is a hood.
Finally got this guy imported, still have some texture seam issues and not at all happy with the pattern on his cloak. Any crits on it would be welcome.
Also is there a way to view the bloom effect that happens in game, is that something that I would actually have to get him to load in game to check out?
Onilolz/Zaphk , this is a great set you've got!!! Congratulations!
Finally finished a hammer for Omniknight!
Please check it and like, if you like
http://steamcommunity.com/sharedfiles/filedetails/?id=131107702
http://steamcommunity.com/workshop/filedetails/?id=131098172
Cheers for the feedback mate, i have a few variations with stripe patterns and subtle curling designs on some of the sections and the collar ribbons and bracers with glowing runes. It all looked ok in my max viewport but as soon as i tested them in editor with the 3/4 game perspective it mostly turned into a pretty jumbled unrefined mess of aliased pixels or was just hidden and not visible.
In saying that i have had a fair few comments about the horns so i might look into giving them a bit of an overhaul and will see if i can add some colors or designs to the robe section you mention to help contrast the robes from his hips!
Andrew - Thanks Andrew, im away from my work pc for a few days but as soon as im able ill add a few more shots
Great work you two! Glad to see Lich getting love with a cool set like this
I did some texture work on my weapon for Slark, and i went back into the model to nudge it into a better position in his hand - but when i Re-exported it both meshes were tiny little specs floating where the pivot is (0,0,0 sits a bit above the handle on the blade) just behind Slark's fist. I had this problem before with LOD0, but i thought I had fixed it by separating each LOD into its own file. Now it's doing it to both.
I tried to reimport the FBX's i backed up that were working, but the result is the same. Xforms are reset, face normals are good, both skinned to proper bones - diuffuse is 24bit, no alpha channel. I'm going crazy. >:C
I'll grab a screenshot from home later tonight.
http://www.youtube.com/watch?feature=player_embedded&v=nZRf2fYdR4M
Also: