Thank you for your response. I have read most of the valve stuff, but i cant claim i understood all of it. Anyway.
I wanted to see how Valve does their textures and downloaded KotL's model+textures, because his staff does glow and illuminate its surroundings (ground etc).
According to the ShaderMask guide his Mask1-Alpha Channel should indicate self-illumination, but his Mask1-Alpha channel is completly black :-O.
So there must be something more that that to create really glowing Objects.
Any more thoughts?
I think the colors are fine looking from a distance, and you've dealt with the seams properly. You may want to add some detail like rust etc to the metal part for the close up view.
is anyone else getting this? I want to test my model
apaologies for the MASSIVE image!
Maybe because of textures getting pixilated and stretched etc, mysteriously in the dota test client workshop. I notice the big difference when uploading in the main and the test. I really don't know why the Main workshop has crispier texture.
Ok now i'm asking for help I went to my friend's house to use his maya (and may i say he was no help), i deleted the rig and remade it, and it used this page for help and no dice.
So at this point i'm asking can someone send me a tutorial more geared for dota2 item making or just do the rig for me. (i don't even care for the money i just want to fell the high of having something I have made in a game)
Edit: it's just the items that use more then 1-2 bones that i'm having a problem with
some ingame tests of the shoulders and the axe, very pleased with the turnout
I'll probably need to add more spec intensity contrast between the metal and paint so they contrast more, if that isn't enough I'll just bright the paint some more until it contrasts well enough
Coyo.Te
Cool idea for a weapon, the only changes I would make are to keep the pointy end of the anchor worn/shiny like it's been used a fair bit as a weapon and I would make the rest of the metal darker/less reflective to appear rough..would need some normal mapping there?. maybe some green where it's been sitting and rusting away.
I tried to have it rusty but it just doesnt seem to fit, in my opinion. From what I got out of the last weeks is, that rust is a pain to get right texture wise in connection with shaders and stuff. If i made it less shiny it appeared not fitting to the char kinda, seemed off. But I am not done yet, I am still playing around with textures and shaders a bit.
I think the colors are fine looking from a distance, and you've dealt with the seams properly. You may want to add some detail like rust etc to the metal part for the close up view.
Tried that, still gonna try more, the more details I add the more unrest is created, I dont wanna make it too noisy in the mainpart of the weapon. I think the color of the seaweed is better than the bright green, but as said, still gonna work on it.
Coyo.Te, have you tried taking a rest from it for like a day and THEN taking another look at it? It may sound totally asinine, but sometimes not thinking about something for a little bit will help.
C-c-c-c-crosspost. With my thread...
Trying to keep it simple this time. I'm thinking of making another dual-character set. Crits? Concerns? Great thoughts? I'd like to hear 'em.
Working on some Spirit Breaker horns. I think they came out pretty nice, and am thinking of some ideas for a set. I still need to add the skin for where it attaches. Any critiques?
@DashXero
I'm digging Ursa's bracers and Jugg's mask.
Maybe because of textures getting pixilated and stretched etc, mysteriously in the dota test client workshop. I notice the big difference when uploading in the main and the test. I really don't know why the Main workshop has crispier texture.
How we will use ingame testing now?
Usually I have published items in dota 2 test, then copyed some files to models/heroes and thats all. What should we do now?
Coyo.Te, have you tried taking a rest from it for like a day and THEN taking another look at it? It may sound totally asinine, but sometimes not thinking about something for a little bit will help.
^^ I just did that, it does help. Thats why I always have a couple of projects I work on.
I like your set concepts. the ursa looks awesome, which doesnt mean juggernaut is not, but the ursa sticks out to me
@Hawt
I think the different colors on the design on the shoulder need a couple of tweaks, the specularity seems very even which makes it hard to see the green design. Some more material definition should really make that green pop out a bit more. The axe and the rest look fantastic, great job!
Wow guys, thanks for good word about our Lich set
It really cheers me up when i read that you like it However I am a bit worried that steam community will not be so excited
Thank you for kind words
Hey guys n girls! I've got a question for anyone using Maya and exporting to fbx for item creation.
At the moment I have been having issues with binding the hand correctly to the bone so that it animates properly. So far I have been getting it to preview mostly correctly, but the fingers are all static when they shouldn't be.
I've been trying to work out what I am missing for a while now, so any help would be appreciated.
Thanks!
Having a problem with textures for my wolf, dont know how to make good ones
Can any one give me some turorial or something
Also having problem with bones...
Iam so bad at texturing
I think your working to hard on your textures they look to real, smiplefiy them a little, and plus me and you are in the same boat with the bone problems
Besides did you unwrap your faces properly? Make sure you don't forget where the texture parts are linked. That will help you to create a better transition (Take a look at the transition from the legs to the body)
I think your working to hard on your textures they look to real, smiplefiy them a little, and plus me and you are in the same boat with the bone problems
I find a real texture of wolf,in this case,and put on oil filter from photoshop...it gives a fur look, but u say its to real and I really dont know how to make a decent texture with brushes.
Is there some good tutorial on youtube on that? I only need this
Step 1: You need to do some hand painted texture practice. Get a photo of something cool, like an iceburg or a truck or a house, make it black and white, then open up a blank canvas, get hard round pressure sensitive brush and try to replicate the photo as best you can with only that brush and 0 layers and 100% opacity.
Step 2: Do this every day with a new photo for 6 months.
Step 1: You need to do some hand painted texture practice. Get a photo of something cool, like an iceburg or a truck or a house, make it black and white, then open up a blank canvas, get hard round pressure sensitive brush and try to replicate the photo as best you can with only that brush and 0 layers and 100% opacity.
Step 2: Do this every day with a new photo for 6 months.
Step ???: Profit.
Its easy for u to say after all your experience Iam good hand painter and think of myself as creative guy who can get some good ideas..but its so damn hard to put them in 3d world :cry,cry,cry:
Well ill rty to paint some hand made textures now on, thank you
Damm that ice looks nice! I'd love to see the masks you made to get it like that!
This ice isn't anything special, it has simple maps I was really surprised how well it came out.
Here are the maps.
Most maps that gave him that look were self illumination and metalness, because of that he shines nice, and don't catch much shadow as things around him. However Lich maps are somehow limited and they don't affect his look the way we have expected, so those maps could produce really bizarre effects on other characters.
Anyway I hope that will be any help to you
Tvidotto Fantastic work as always! You pick most challenging topics in my opinion of doing mount/companion/ward/courier stuff, however they always turn out really great. Best luck in getting him ingame!
Hey all, I'm thinking about giving one of my friends a small share of an item as a token of gratitude (he was very supportive). What is the smallest percentage? Is it 1%?
taking my first steps into Dota - heres an idea for a courier > theres a bit more in my sketchbook thread (link in my sig), so if anyone has any feedback i'm all ears...!
Replies
Thank you for your response. I have read most of the valve stuff, but i cant claim i understood all of it. Anyway.
I wanted to see how Valve does their textures and downloaded KotL's model+textures, because his staff does glow and illuminate its surroundings (ground etc).
According to the ShaderMask guide his Mask1-Alpha Channel should indicate self-illumination, but his Mask1-Alpha channel is completly black :-O.
So there must be something more that that to create really glowing Objects.
Any more thoughts?
I believe the glow on kotl is particle effects. The texture glow doesn't affect suroundings (don't quote me on that).
This may help: https://developer.valvesoftware.com/wiki/Attachment
I think the colors are fine looking from a distance, and you've dealt with the seams properly. You may want to add some detail like rust etc to the metal part for the close up view.
Hmm... Is anyone aware of any guides or tutorials on that matter?
It looks a bit too code-y for me to just wrap my mind around it :P.
Ok now i'm asking for help I went to my friend's house to use his maya (and may i say he was no help), i deleted the rig and remade it, and it used this page for help and no dice.
So at this point i'm asking can someone send me a tutorial more geared for dota2 item making or just do the rig for me. (i don't even care for the money i just want to fell the high of having something I have made in a game)
Edit: it's just the items that use more then 1-2 bones that i'm having a problem with
some ingame tests of the shoulders and the axe, very pleased with the turnout
I'll probably need to add more spec intensity contrast between the metal and paint so they contrast more, if that isn't enough I'll just bright the paint some more until it contrasts well enough
I tried to have it rusty but it just doesnt seem to fit, in my opinion. From what I got out of the last weeks is, that rust is a pain to get right texture wise in connection with shaders and stuff. If i made it less shiny it appeared not fitting to the char kinda, seemed off. But I am not done yet, I am still playing around with textures and shaders a bit.
Tried that, still gonna try more, the more details I add the more unrest is created, I dont wanna make it too noisy in the mainpart of the weapon. I think the color of the seaweed is better than the bright green, but as said, still gonna work on it.
Feedback greatly appreciated, thx guys
C-c-c-c-crosspost. With my thread...
Trying to keep it simple this time. I'm thinking of making another dual-character set. Crits? Concerns? Great thoughts? I'd like to hear 'em.
@DashXero
I'm digging Ursa's bracers and Jugg's mask.
I had some time before Konras was publishing so I drawn specially for this set detailed Lich portrait
This is awesome! Love this set! :thumbup:
Looks like i'm going to have to add some more money to my steamwallet.
How we will use ingame testing now?
Usually I have published items in dota 2 test, then copyed some files to models/heroes and thats all. What should we do now?
^^ I just did that, it does help. Thats why I always have a couple of projects I work on.
I like your set concepts. the ursa looks awesome, which doesnt mean juggernaut is not, but the ursa sticks out to me
WOW!!!! That looks amazing, another great set which would defenetly get in the game! It's going to be my first Lich set
I think the different colors on the design on the shoulder need a couple of tweaks, the specularity seems very even which makes it hard to see the green design. Some more material definition should really make that green pop out a bit more. The axe and the rest look fantastic, great job!
It really cheers me up when i read that you like it However I am a bit worried that steam community will not be so excited
Thank you for kind words
At the moment I have been having issues with binding the hand correctly to the bone so that it animates properly. So far I have been getting it to preview mostly correctly, but the fingers are all static when they shouldn't be.
I've been trying to work out what I am missing for a while now, so any help would be appreciated.
Thanks!
not sure about the colors and still got some baking problems as you can see
In the end, I laid out the red ... (all set, head, weapon, back)
That's a scary message!
Just been through all my workshop items, all ok. Have you tried a restart? Hopefully it's a glitch?
Can any one give me some turorial or something
Also having problem with bones...
Iam so bad at texturing
I think your working to hard on your textures they look to real, smiplefiy them a little, and plus me and you are in the same boat with the bone problems
Your wolf will rely heavily on surface structure. With the right painting brushes it can be possible to create a fur look. Do you know about UV maps (ambient occlusion) and how to import and export these to and from blender?
[ame="http://www.youtube.com/watch?v=y8OWy1QJN9c"]http://www.youtube.com/watch?v=y8OWy1QJN9c[/ame] The helljumper made me understand the basics. Also check out valve's guide on texturing.
Besides did you unwrap your faces properly? Make sure you don't forget where the texture parts are linked. That will help you to create a better transition (Take a look at the transition from the legs to the body)
When you are done with the color map, don't forget to check out valve's guide for the masks.
Im no expert on the matter but I hope I could help you a little.
rare_idle
spawn
progress on Hunter-Killers Tinkerbot!
That's really a nice set there. I'd go with red too.
Damm that ice looks nice! I'd love to see the masks you made to get it like that!
Does anyone see the difference because i don't
I find a real texture of wolf,in this case,and put on oil filter from photoshop...it gives a fur look, but u say its to real and I really dont know how to make a decent texture with brushes.
Is there some good tutorial on youtube on that? I only need this
Step 2: Do this every day with a new photo for 6 months.
Step ???: Profit.
Its easy for u to say after all your experience Iam good hand painter and think of myself as creative guy who can get some good ideas..but its so damn hard to put them in 3d world :cry,cry,cry:
Well ill rty to paint some hand made textures now on, thank you
the highest in the game, Zeus deserves an item!
Item submitted here:
http://steamcommunity.com/sharedfiles/filedetails/?id=132434750&searchtext=
http://steamcommunity.com/workshop/filedetails/?id=132456797
loved the lich and naix sets and that massive axe from anuxi =]
and great work with that courier detective Helenek
----
i took some time to rework an old model and i feel ashamed that i submited the first one, its so ugly!
its a boar for the beastmaster, now i finally like it after remaking 2 times =]
http://steamcommunity.com/sharedfiles/filedetails/?id=132464837
and that is the first version from couple months ago
hope you guys like the new version
btw, as usual i made a new rig with new animations, because im a masochistic =]
[ame="http://www.youtube.com/watch?v=uw_7KBwNFC8"]Beastmaster Wild Boar - custom character - YouTube[/ame]
This ice isn't anything special, it has simple maps I was really surprised how well it came out.
Here are the maps.
Most maps that gave him that look were self illumination and metalness, because of that he shines nice, and don't catch much shadow as things around him. However Lich maps are somehow limited and they don't affect his look the way we have expected, so those maps could produce really bizarre effects on other characters.
Anyway I hope that will be any help to you
Tvidotto Fantastic work as always! You pick most challenging topics in my opinion of doing mount/companion/ward/courier stuff, however they always turn out really great. Best luck in getting him ingame!
yay! thank you guys
i cant believe that i used to like the old version...
based on what i remember its a lot better then now! great improvement