Sadly there were now texture space for blue material on belt.
Textures applied to model here are 256px, because I wanted to know how blurry they will be. Hopefully not much blur going on
Now Madzia will make this ugly texture little more appealing and I will try to skin this mess...
Done and Done. Cross-posted from my shiny new thread in this forum. If anyone has any crits or advice that I can apply to future projects, I wanna hear 'em.
@Hawt Koffee
That set is (for lack of a better word) "Hawt". I'm trying to think of something constructive to say aside from the normal issues you seem to be experiencing in the axe, but I'm drawing a blank. I'm pretty sure you can get those taken care of no problem.
Done and Done. Cross-posted from my shiny new thread in this forum. If anyone has any crits or advice that I can apply to future projects, I wanna hear 'em.
Expect lots of russian comments soom
Crab is a synonym for noob in russian gaming community.
Great set anyway!
Guys i got a problem. After finishing my mesh in blender, exporting it as *.obj and inporting in ZBrush a got some faces invisible. I mean u can see the mesh from the "outside", but if u move it to see "inside" part u'll see nothing. How can i fix this?
Guys i got a problem. After finishing my mesh in blender, exporting it as *.obj and inporting in ZBrush a got some faces invisible. I mean u can see the mesh from the "outside", but if u move it to see "inside" part u'll see nothing. How can i fix this?
Tool -> Display Properties -> Click Double
You're seeing the backside of the poly's, by default its invisible.
Sadly there were now texture space for blue material on belt.
Textures applied to model here are 256px, because I wanted to know how blurry they will be. Hopefully not much blur going on
Now Madzia will make this ugly texture little more appealing and I will try to skin this mess...
I think even with that texture size, the model looks really great! One of the most appealing Lich designs I've yet seen. Also the game does a lot better job at resizing the texture than If you use the 256px texture. Great work!:)
@Andyk125 I have always resized my textures manually because I was affraid that they will get ugly when automatically resized in game. If you say that DOTA2 resizing works fine, than I need to try it. Other benefit of that would be having original texture size images send in zip file to workshop.
Anyway as I am looking at my set now.. I really need to redo the small crystals, they will be to noisy in game.
Hey guys I've been working on a Dazzle Staff recently and wanted to apply particle effects to it, which means that I have to manually compile my model. Unfortunately I cannot open any .mdls I compiled with the old GUIStudioMDL in any Model Viewer, and if I test my model ingame (via overwriting Dazzle files) my staff appears completely white in the selection preview and invisible ingame (though you can still see its outlines when the Dazzle model glows, e.g. when leveling an ability, which means the smd is fine but the textures are missing).
After roughly 2 weeks of constant search for the source of the problem I narrowed it down to GUIStudioMDL. I'm experiencing the same problem as in this thread (http://forums.steampowered.com/forums/showthread.php?t=1090698), which states that the solution is a newer GUIStudioMDL version. Ver 2.2 requires the Source SDK once again, though, which I cannot get to work.
tl;dr:
Does anyone know how I can install Dota 2 in the Source SDK? Where do I have to put the decompiled files?
Hey guys I've been working on a Dazzle Staff recently and wanted to apply particle effects to it, which means that I have to manually compile my model. Unfortunately I cannot open any .mdls I compiled with the old GUIStudioMDL in any Model Viewer, and if I test my model ingame (via overwriting Dazzle files) my staff appears completely white in the selection preview and invisible ingame (though you can still see its outlines when the Dazzle model glows, e.g. when leveling an ability, which means the smd is fine but the textures are missing).
After roughly 2 weeks of constant search for the source of the problem I narrowed it down to GUIStudioMDL. I'm experiencing the same problem as in this thread (http://forums.steampowered.com/forums/showthread.php?t=1090698), which states that the solution is a newer GUIStudioMDL version. Ver 2.2 requires the Source SDK once again, though, which I cannot get to work.
tl;dr:
Does anyone know how I can install Dota 2 in the Source SDK? Where do I have to put the decompiled files?
I don't quite understand your problem but if you want to compile your stuff for Dota2, you should use this
Also, you can just compile using ingame importer and stock name and moving the compiled files in your test client
particles are valve domain anyway, why waste time?
Done and Done. Cross-posted from my shiny new thread in this forum. If anyone has any crits or advice that I can apply to future projects, I wanna hear 'em.
@Hawt Koffee
That set is (for lack of a better word) "Hawt". I'm trying to think of something constructive to say aside from the normal issues you seem to be experiencing in the axe, but I'm drawing a blank. I'm pretty sure you can get those taken care of no problem.
It's looking cool, but I think you derived way to far from original concept of Naga Siren. It probably won't make into game.
Especialy head is far off. It would be hard to recogize if this is still her if you look from top.
Hey everyone. Great work all around the board i must say. Kind of intimidating for a modelling noob like me :P.
I would like to ask you guys for some advice.
If i want to have part of an item i am modelling/texturing glowing/shining WITHIN dota (the source engine), what do i have to do to achieve that?
Would appreciate answer or PM regarding that question .
Also, is there a collection or list of tutorials/guides to content creating for dota 2?
Can someone fix my rig I have tried weighing it, and I have tried using some tuts, but to no anvil. At most times it will just stay in one place while am moves, but when i'm lucky it ends up like this
(all of the belt is moing to one side and the armor clips)
or even better this
@I-ninja there might be a vertex weighted or parented on a wrong bone. Try to delete the vertex groups and reparent the proper bones, and then clear out the weights and repaint it.
Woah dashX! I have a concept of a crustacean set for naga too Your looks nice, but its lacking a few things like its hard to see the gradient form top to bottom affecting the value and also the saturation.
Goodluck on the workshop man!
I'm starting to texture stuff, this anti-mage weapon needs a few more tweaks on the colour and masks (like better spec maps ) but its almost done. Pretty no frills. I thought about putting runes or other details but when in game they just turn into nothing.
The metalness works pretty well on it though after finally getting it to match the originals.
Woah dashX! I have a concept of a crustacean set for naga too Your looks nice, but its lacking a few things like its hard to see the gradient form top to bottom affecting the value and also the saturation.
Goodluck on the workshop man!
I'm starting to texture stuff, this anti-mage weapon needs a few more tweaks on the colour and masks (like better spec maps ) but its almost done. Pretty no frills. I thought about putting runes or other details but when in game they just turn into nothing.
The metalness works pretty well on it though after finally getting it to match the originals.
Maybe that's just the angle, but it looks like some neat plastic, not metal at all.
Hey guys, just had a question since my tests were unable to replicate it: there's a shine effect on Outworld's head which I can't replicate properly, and a blue lining glow which doesn't come from edge lighting. Any ideas where it comes from? Cause otherwise, I'm pretty much at the best I can do with this item.
Been going at it with a bunch of newly purchased tools. I will be coloring this guy today in hopes of releasing him by weeks end. I am still in the market for a bodypaint/polypaint partner so check by my workshop if your wanting to collaborate. I will do this tiger solo, Excited about this one, hopefully its good enough.
Ininja, after binding your skeleton in maya,check smooth skins in window>general editors>component editor. When you select a vertex it will show you its bound value (to 100% via .01-.99) on a graph. You can do anything with that in regards to skinning.
I matched the Mask1 to the best of my ability, and mask 2 as well (though I heeded the earlier mention that the shaders guide was inaccurate for mask2 Green, and inverted it to what it was supposed to be. The normals even matches the base. If necessary I can post side-by-side comparisons later of both mine and the provided ones. Here's a video of it which should make it quite obvious what I'm referring to.
[ame="http://www.youtube.com/watch?v=Zlu90S3Hy0U"]http://www.youtube.com/watch?v=Zlu90S3Hy0U[/ame]
Does anyone here who's worked with Kunkka had any problems with the spec? I've increased the specularity in mask2 to maximum but I can't see much anyway. Does this have anything to do with the other color channels in the mask?
Also, I get different specularity on different parts of the set. The back item gets more specularity despite having the same values as the rest. Has anyone had the same problem?
The quality of the items in this thread is pretty high. I really like some of the items you guys have made(crab set especially). Good job, guys and gals!
Woah dashX! I have a concept of a crustacean set for naga too Your looks nice, but its lacking a few things like its hard to see the gradient form top to bottom affecting the value and also the saturation.
Goodluck on the workshop man!
I'm starting to texture stuff, this anti-mage weapon needs a few more tweaks on the colour and masks (like better spec maps ) but its almost done. Pretty no frills. I thought about putting runes or other details but when in game they just turn into nothing.
The metalness works pretty well on it though after finally getting it to match the originals.
I matched the Mask1 to the best of my ability, and mask 2 as well (though I heeded the earlier mention that the shaders guide was inaccurate for mask2 Green, and inverted it to what it was supposed to be. The normals even matches the base. If necessary I can post side-by-side comparisons later of both mine and the provided ones. Here's a video of it which should make it quite obvious what I'm referring to. http://www.youtube.com/watch?v=Zlu90S3Hy0U
I remember OD's provided masks being a bit wrong, but it sounds like you've already figured that out. When you say shine are you referring to specular or the pulsing green glow effect?
The pulsing effect is uv directional, so if it's not showing up correctly try rotating your uv chunks to correct it. If you mean specular, try adding some metalness to the shader to increase the specular effect.
Dress still need some work on its texture, primary masks.
Wings has no material yet, but im planning on making them dark, even though the bright wings looks cool in some way.. they are probertly to sweet for QOP.
Let me know what you think..
Since theres no slot for body, I've attached the dress to shoulder, which is ok, because it looks stupid with shoulders.
Replies
http://www.polycount.com/forum/showpost.php?p=1788240&postcount=4404
Sadly there were now texture space for blue material on belt.
Textures applied to model here are 256px, because I wanted to know how blurry they will be. Hopefully not much blur going on
Now Madzia will make this ugly texture little more appealing and I will try to skin this mess...
I didn't have anything downloading when I submitted, so I doubt that could be the issue.
Thanks for helping, though, marul.
EDIT: Finally got them in. I think I may have been trying to upload them too quickly. I waited a bit before trying again, and it worked.
Done and Done. Cross-posted from my shiny new thread in this forum. If anyone has any crits or advice that I can apply to future projects, I wanna hear 'em.
@Hawt Koffee
That set is (for lack of a better word) "Hawt". I'm trying to think of something constructive to say aside from the normal issues you seem to be experiencing in the axe, but I'm drawing a blank. I'm pretty sure you can get those taken care of no problem.
It was for avoiding the illusion of two heroes, I replaced the effect and reduced the blur.
Expect lots of russian comments soom
Crab is a synonym for noob in russian gaming community.
Great set anyway!
i've tested importing the exported fbx model back to maya, and it seems fine. maybe the problem is in my hitboxes?
Worked on a Drow Ranger set with my brother, haikai:
Tool -> Display Properties -> Click Double
You're seeing the backside of the poly's, by default its invisible.
wow, dat works, ty so much
Detail pass is now done, I can finally do the colour.
:poly142: That's a really awesome set you have there! Nice work!
I think even with that texture size, the model looks really great! One of the most appealing Lich designs I've yet seen. Also the game does a lot better job at resizing the texture than If you use the 256px texture. Great work!:)
Anyway as I am looking at my set now.. I really need to redo the small crystals, they will be to noisy in game.
http://steamcommunity.com/sharedfiles/filedetails/?id=131769342
http://steamcommunity.com/sharedfiles/filedetails/?id=131485807
After roughly 2 weeks of constant search for the source of the problem I narrowed it down to GUIStudioMDL. I'm experiencing the same problem as in this thread (http://forums.steampowered.com/forums/showthread.php?t=1090698), which states that the solution is a newer GUIStudioMDL version. Ver 2.2 requires the Source SDK once again, though, which I cannot get to work.
tl;dr:
Does anyone know how I can install Dota 2 in the Source SDK? Where do I have to put the decompiled files?
Also, you can just compile using ingame importer and stock name and moving the compiled files in your test client
particles are valve domain anyway, why waste time?
yay! great work
It's looking cool, but I think you derived way to far from original concept of Naga Siren. It probably won't make into game.
Especialy head is far off. It would be hard to recogize if this is still her if you look from top.
texture work
I may need to render a cavity pass on the tartan
I would like to ask you guys for some advice.
If i want to have part of an item i am modelling/texturing glowing/shining WITHIN dota (the source engine), what do i have to do to achieve that?
Would appreciate answer or PM regarding that question .
Also, is there a collection or list of tutorials/guides to content creating for dota 2?
Thank all
can my ward be a little smaller than the sample valve ward or i should match it size?
Could someone please point me to a tutorial on how to test the courier in-game?
[ame="http://www.youtube.com/watch?v=gJyec2Q0oSs"]DOTA 2 Tideling Courier Updated Anims - YouTube[/ame]
You may find this useful http://www.dota2.com/workshop/requirements/npcs and this one for glowing items http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf .. Oh and this one for modeling http://steamcommunity.com/sharedfiles/filedetails/?id=123397498&searchtext=pudge Have fun!
@Jalcober, Thanks!
Thanks guys! Food for thought for future projects.
Any last crits are welcome
(all of the belt is moing to one side and the armor clips)
or even better this
(right arm guard is moving out of control)
This is kinda basic, so I don't know if you tried this previously...
If you're using Maya, did you copy skin weights?
If you're using Max, did you use the Skin Wrap modifier?
Goodluck on the workshop man!
I'm starting to texture stuff, this anti-mage weapon needs a few more tweaks on the colour and masks (like better spec maps ) but its almost done. Pretty no frills. I thought about putting runes or other details but when in game they just turn into nothing.
The metalness works pretty well on it though after finally getting it to match the originals.
Bitch, im fabulous! =]
nah, look more metal than a lot of other "metal" items in game
This is how metal looks in Dota2. AM blades are even shinier than this.
That looks like shiny mud more than anything else.
Did you match the mask layers to the original?
Ininja, after binding your skeleton in maya,check smooth skins in window>general editors>component editor. When you select a vertex it will show you its bound value (to 100% via .01-.99) on a graph. You can do anything with that in regards to skinning.
I matched the Mask1 to the best of my ability, and mask 2 as well (though I heeded the earlier mention that the shaders guide was inaccurate for mask2 Green, and inverted it to what it was supposed to be. The normals even matches the base. If necessary I can post side-by-side comparisons later of both mine and the provided ones. Here's a video of it which should make it quite obvious what I'm referring to.
[ame="http://www.youtube.com/watch?v=Zlu90S3Hy0U"]http://www.youtube.com/watch?v=Zlu90S3Hy0U[/ame]
Also, I get different specularity on different parts of the set. The back item gets more specularity despite having the same values as the rest. Has anyone had the same problem?
The quality of the items in this thread is pretty high. I really like some of the items you guys have made(crab set especially). Good job, guys and gals!
... :icon3: OH! Value AND Saturation!
Thanks, Anuxi!
Hm. I wonder if there's a way to fix that...
@Saman, thank you.
EDIT: I think I've got it fixed. I learned something new today!
Compare the previous one with:
Looks like I'm gonna have to recomplile my screenshots and re-upload the textures...
I remember OD's provided masks being a bit wrong, but it sounds like you've already figured that out. When you say shine are you referring to specular or the pulsing green glow effect?
The pulsing effect is uv directional, so if it's not showing up correctly try rotating your uv chunks to correct it. If you mean specular, try adding some metalness to the shader to increase the specular effect.
spudnik - nice weapon!
Dress still need some work on its texture, primary masks.
Wings has no material yet, but im planning on making them dark, even though the bright wings looks cool in some way.. they are probertly to sweet for QOP.
Let me know what you think..
Since theres no slot for body, I've attached the dress to shoulder, which is ok, because it looks stupid with shoulders.
but is it okay to do that?