If I missed this, please delete my post. The most recent Warlock files downloaded from the Workshop site have mask1 and mask2 named as xxx_masks1.tga and xxx_masks2.tga, whereas the DOTA2 compiler requires _mask1 and _mask2 (no 's'). It won't really matter so long as we name our files correctly, but it may be misleading for some that are using those supplied files as reference for their own name scheme.
While I understand that the acceptable formats are .SMD (Valve's SDK I believe), .FBX (Autodesk) and .DMX (unfamiliar with this one), I was curious as to if there was an easy way to convert these so I can use the program Blender in order to create for this contest. I have been unable to find appropriate file converters for those file extensions in order to open and manipulate the files given by Valve. If anyone knows a workaround right off the top, or of another free program that can be used with these appropriate file extensions, please let me know as I am looking forward to submitting something. Thanks!
If I missed this, please delete my post. The most recent Warlock files downloaded from the Workshop site have mask1 and mask2 named as xxx_masks1.tga and xxx_masks2.tga, whereas the DOTA2 compiler requires _mask1 and _mask2 (no 's'). It won't really matter so long as we name our files correctly, but it may be misleading for some that are using those supplied files as reference for their own name scheme.
Yes, this frustrated me when I was previewing a submission as a test- I didn't know why it wouldn't find my files until I noticed the dumb "s".
I read all of the questions so far, and I don't think that mine has been covered. So, I'll ask:
Is it okay to treat an item set for two characters as the same item set? I ask because I just got a dynamite idea for an item set that two closely-related characters would "share". And, considering that they're closely related, it would work best with both of them.
Could I work on them both in the same thread, or will I have to make separate threads for each of them?
EDIT: By "share" I mean that the items for each character would be different respectively, but they'd have the same "theme" in common.
There's some weird skinning issues on the Templar Assassin. I've not looked at the submitting form yet, do we just submit the pieces we make seperatey, or the whole model? If so, should I just fix the skin problems?
(example, you move the left arm and the Left thigh has a few verts that move.)
These tutorial video's are great but they all have to do with importing and exporting smd files. However you can download the fbx files from the dota 2 website as well as uploading fbx files directly into dota2. I
I'm just wondering why everyone keeps using this complicated workflow instead of just using fbx files?
I ended up with a bunch of errors on testing when i used the supplied FBX files. Import SMD and export FBX just worked for me, so i didnt end up looking into the FBX problem (could simply be my import options). Also if you extract the game files from the client your working with SMD files so it seemed reasonable to go with them.
The tech page says they create their textures at 4x the res of the in game textures. Just double checking to see if we should all be doing this as well?
I think what they mean is paint at 4x and then downsize when compiling. It's all about what gives you best results, so if the compiler's automatic downsizing give you good results, go with it.
I think what they mean is paint at 4x and then downsize when compiling. It's all about what gives you best results, so if the compiler's automatic downsizing give you good results, go with it.
The compiler doesn't have to do the downsizing. Downsizing is just a good practice, when you paint it gives you more control over your tiny details and when you downscale it it makes it look better than if you painted it at it's 1x scale.
Also you'll have a 4k map that you can use for renders or p3d uploads.
@Quiggalo
I think you misunderstood. I was saying, paint at whatever resolution you prefer (usually x4) and then either downsize directly in your painting app to w/e the appropriate size is for that item or save it at full resolution and let the compiler downsize it to the correct resolution (only works if the large scale image has the same aspect ratio) for when you compile it to preview ingame.
Really? I've been baking my maps at x4 so I can go into Photoshop and fix minor errors. So do you bake it at x1 resolution and just work on that same resolution (if it needs any work that is). I gotta check that out and see if I get better results, thanks for the tip
Yeah, that's why I went to x4 with my normals, so that when I create a normal from a color map (xNormal plugin, NDo2), I got the extra details that the color had in the normal as well.
I am relatively new to using any of these programs for modeling, but wanted to know if any of the Polycount community know of ways to convert the three available file formats (.smd, .dmx, . fbx) into a Blender file to allow for me to size new models appropriately. I've tried the converter on Autodesk's website and didn't have much luck, although since I'm new, it may have been user error. If anyone was able to let me know, that'd be fantastic as this is a great way to motivate people new to modeling and 3D applications. Thanks, and have a great day!
Hi people from PC i know this site for a while now but never registered because i thought i could not be part of this super designer form XD. I started to day playing dota 2 after waiting for ages on an invite to play. Anyway so i dont know much about the chars and there items.
Oke so here is my real question i want to make something for the char: Outworld Destroyer but don't know what i can make for it? I checked in DOta if it had any armor packs put there was only one thing and that's a weapon.
So can i only make a weapon for this char?
I see alot of people starting threads here that have no content yet and are just kind of "securing" threads. Is there a reason for this? Is there a deadline to start a thread?
I can only speak for myself but actually starting a thread may give you the impetus to actually start work and not just think about it, at least for me. Plus it gives you the ability to get VERY early feedback on your idea. If you make a thread saying "I'll make a Batman set for Nightstalker, just reserving this" then you're very quickly gonna get feedback that you probably shouldn't pursue this idea.
Furthermore, say you have a really cool idea for a hero set and you want to make sure that nobody else does something too similar, you can just post up with one line of text explaining the basic gist of it. Anybody else who posts after you with a VERY similar idea will be seen as just ripping off your concept even if they are not, because this IS the internet So you wanna be the first person in this example, not the second, just to be sure.
Update your WIP thread as much as you can! Showing your progress is very important. You cannot simply sign up today and then post your final submission 6 weeks from now. Showing your progress will not only motivate you to finish, but it will allow the community to offer words of wisdom. That, and it will show the guys & gals at Valve that you truly did make your entry for this contest and didnt have it tucked away on your hard-drive somewhere collecting dust waiting for the opportune time to cash in.
How do I find out if I can use alpha transparency in my item set? It isn't on the technical requirements page, and I think someone mentioned checking some source file for a particular tag but I don't know what file I'm looking for
How do I find out if I can use alpha transparency in my item set? It isn't on the technical requirements page, and I think someone mentioned checking some source file for a particular tag but I don't know what file I'm looking for
In the future they might add it to everyone, but for now you go into the VPKs for the game in Steam\steamapps\common\dota 2 beta\dota (Open pak01_dir.vpk with GCFscape) and check in Materials/Models/Heroes/{hero name} and the name of the ffile you're looking for isn't always the same, but it's usually obvious. It's something like {Hero Name}_body_color.VMT vmt and body are important. Open it as a text file and look for $alphatest 1
Ok something I still haven't figured out is the poly or tricount of the models, everybody says something different! The model I download from Valve itself has got for the Skeleton King a head model of 598 tricount?
The info page says the head model can be 300 poly's for the LOD_0 version and a 128Hx256W texture. My current head model is 584 tricount. Is this Ok or do I need to change it to 300 tricount?
Also the texture size which you can ddl is W1024x512H, why is that?
As for Valve I don't think they really did a good job letting ppl understand the real limits. Why do they put down poly's instead of tricount, that would be a lot easier to understand!
Back to the modeling again Was hoping that I almost finished my first model, but now I can go back for the LOD_0 and LOD_1 version :S
By the way, one last question, so the LOD_1 will only be seen from the top right? So all the faces looking down can be romoved?
Mistook the back limit for the arm limit. That's not really that high then, I have pretty much hit my "limit" already then. My ideas just got crushed.
I thought if it were poly's it was allready low, but with tricount it's rediculous. It's almost impossible to get some nice model work into it. I deleted almost every face that I could without screwing up my model and im still at 380 tri's :S
I'm also really getting discouraged by this :S If I see al those great concepts here, it's almost impossible to get them as detailed as many of them want too with these limits..
It's possible, it highly depends on your modeling technique. Utilize the normal map as much as possible. And model with the lowest LOD in mind, always.
Guys, sorry for stupid question, but try to ask. I made sort of creachure for venomancer, retopology it, but now i worry if it looks too lowpoly because polycount is 1300. Here are some pictures. Is everything ok? I have a paranoya and need help. Thanks.
Replies
Nice, so CMYK isn't only for printing anymore?
Any info on what's up with this would be great.:thumbup:
Helpful pages found by "Mark.N"
http://www.polycount.com/forum/showpost.php?p=1660693&postcount=1401
How to export your items right by "Lennyagony"
http://www.polycount.com/forum/showpost.php?p=1666576&postcount=1542
All of these links will help you greatly
I Just joined a small dota2 workshop group and it has been great so far.
[ame="http://www.youtube.com/watch?v=BNKKTMt6xG8&feature=plcp"]DOTA2 Workshop Tutorial 1 - Importing to Blender - YouTube[/ame]
That link shows how to import into Blender with a few free programs.
I am brand new and they have been a super help. I recommend anyone starting from scratch to join up too!
How much should we alter these?
I know the silhouette is important, but how about the original colors etc?
For instance, Can I change a tan SK into a volcanic black and red with some tan sand?
Can I alter the color on the head and back? Can I also add new skull features such as a mini volcano?
Edit: Managed to find a quick yet informative import/export tutorial.
[ame="http://www.youtube.com/watch?v=_ohMu9YhRtY"]From 3ds Max to Dota 2[/ame]
Yes, this frustrated me when I was previewing a submission as a test- I didn't know why it wouldn't find my files until I noticed the dumb "s".
Is it okay to treat an item set for two characters as the same item set? I ask because I just got a dynamite idea for an item set that two closely-related characters would "share". And, considering that they're closely related, it would work best with both of them.
Could I work on them both in the same thread, or will I have to make separate threads for each of them?
EDIT: By "share" I mean that the items for each character would be different respectively, but they'd have the same "theme" in common.
(example, you move the left arm and the Left thigh has a few verts that move.)
Answer: You submit the items you've made.
I'm just wondering why everyone keeps using this complicated workflow instead of just using fbx files?
Thanks!
Best regards,
Eduardo
Thanks!
Best regards,
Eduardo
Qwiggalo posted it earlier in this thread
http://www.polycount.com/forum/showpost.php?p=1680851&postcount=56
http://dev.dota2.com/showthread.php?t=58136&page=2&p=365439&viewfull=1#post365439
The compiler doesn't have to do the downsizing. Downsizing is just a good practice, when you paint it gives you more control over your tiny details and when you downscale it it makes it look better than if you painted it at it's 1x scale.
Also you'll have a 4k map that you can use for renders or p3d uploads.
I think you misunderstood. I was saying, paint at whatever resolution you prefer (usually x4) and then either downsize directly in your painting app to w/e the appropriate size is for that item or save it at full resolution and let the compiler downsize it to the correct resolution (only works if the large scale image has the same aspect ratio) for when you compile it to preview ingame.
https://developer.valvesoftware.com/wiki/Blender_SMD_Tools
Oke so here is my real question i want to make something for the char: Outworld Destroyer but don't know what i can make for it? I checked in DOta if it had any armor packs put there was only one thing and that's a weapon.
So can i only make a weapon for this char?
http://www.dota2.com/workshop/requirements/Outworld_Destroyer
"JohnM
Valve Developer
The intent is triangles, however it appears that the tool is allowing "faces". We will be fixing this soon."
EDIT: Just noticed Spudnik already posted this on the page before this one!
Furthermore, say you have a really cool idea for a hero set and you want to make sure that nobody else does something too similar, you can just post up with one line of text explaining the basic gist of it. Anybody else who posts after you with a VERY similar idea will be seen as just ripping off your concept even if they are not, because this IS the internet So you wanna be the first person in this example, not the second, just to be sure.
Also from the contest info page:
When I open the current shoulder textures in Photoshop they're 1024 x 1024.
Is there something I'm missing or do we just have a smaller budget?
In the future they might add it to everyone, but for now you go into the VPKs for the game in Steam\steamapps\common\dota 2 beta\dota (Open pak01_dir.vpk with GCFscape) and check in Materials/Models/Heroes/{hero name} and the name of the ffile you're looking for isn't always the same, but it's usually obvious. It's something like {Hero Name}_body_color.VMT vmt and body are important. Open it as a text file and look for $alphatest 1
The info page says the head model can be 300 poly's for the LOD_0 version and a 128Hx256W texture. My current head model is 584 tricount. Is this Ok or do I need to change it to 300 tricount?
Also the texture size which you can ddl is W1024x512H, why is that?
As for tris vs. quads vs. faces, check here
Hmm thank you, your very helpfull
As for Valve I don't think they really did a good job letting ppl understand the real limits. Why do they put down poly's instead of tricount, that would be a lot easier to understand!
Back to the modeling again Was hoping that I almost finished my first model, but now I can go back for the LOD_0 and LOD_1 version :S
By the way, one last question, so the LOD_1 will only be seen from the top right? So all the faces looking down can be romoved?
So, for example let's take Crystal Maiden. I only got 350 tris to work with on her arms and not 350 polys?
You have 500 Tri's for the arms in LOD_0 and the ingame model LOD_1 should be 300 tri's
By the way, one last question, so the LOD_1 will only be seen from the top right? So all the faces (tri's) looking down can be romoved?
Mistook the back limit for the arm limit. That's not really that high then, I have pretty much hit my "limit" already then. My ideas just got crushed.
I thought if it were poly's it was allready low, but with tricount it's rediculous. It's almost impossible to get some nice model work into it. I deleted almost every face that I could without screwing up my model and im still at 380 tri's :S
I'm also really getting discouraged by this :S If I see al those great concepts here, it's almost impossible to get them as detailed as many of them want too with these limits..