This is looking freakin' awesome so far man, great job! The weapon looks bad ass and I like the spikes on the shoulder pad - they echo his hair really nice.
Sculpt is looking great. I wonder if mirroring back the shoulder would be better. He attacks with his Left side so thats why this shoulder pad is on his left, left side forward.
Great work!
If its not too much to ask, and if you are free, could you please write a guide about your workflow? I have started working on 3d models on 3dsmax and have also released 2 weapons. But I do not understand how to translate a high poly model on to a low poly model that will be able to capture all the details and be able to work in Dota 2.
Guys i need your help!
I've made a texture and a low poly for lance but i've got wierd issue while exporting to Dota2.
I've placed lance on the same place as in original file and and skined it to a proper bone.
However it didn't work:
But then i exported lance from original file and it had the same problem. (however if take original .FBX file without exporting it - it works and match perfectly)
Does anybody knows why such thing can happend?
Maybe something wrong with FBX export or I simply don't know some details?
As for the lance not matching up, it could be a few things.
Are you using 3dsmax? if you are try importing the bones from the .smd, i have issues with floating items if i import the rig from a .fbx.
I also had a similar problem with the Axe rig downloaded from the dota2 website not matching the in game version. I found extracting the .smd rig from the client gave me a better match.
I've finally made it. You wouldn't belive but what i should do it's to change the position of weapon. Because if to put it like in a original file it won't work!
I have to concur that you will probably want to mirror this design so that the armored shoulder is the shoulder facing forward. This will also make your beautiful shoulder guard design more visible in game too I think
looking good! The blue horns feel a little out of place. The blue doesn't mesh as well as it did, for some reason, on the spear. Maybe make the shape right above the belt blue and the horns gold?
Thats looking really nice in game mate! Make sure to check the values and the gradation by slapping a black and white adjustment layer on the top of your texture and viewing it on the model. That shit is so helpful I canny recommend doing that enough
Replies
The jaggedness works well and It looks brutal.
Does anybody know is it allowed to use alpha/transparency for Phantom lancer?
This is looking freakin' awesome so far man, great job! The weapon looks bad ass and I like the spikes on the shoulder pad - they echo his hair really nice.
Maybe you could try to cut the bottom spike of the head to make it look more like a spear/lance.
Managor I'll think about it, thx.
Here is fresh update, almost finished with armour:
If its not too much to ask, and if you are free, could you please write a guide about your workflow? I have started working on 3d models on 3dsmax and have also released 2 weapons. But I do not understand how to translate a high poly model on to a low poly model that will be able to capture all the details and be able to work in Dota 2.
I've made a texture and a low poly for lance but i've got wierd issue while exporting to Dota2.
I've placed lance on the same place as in original file and and skined it to a proper bone.
However it didn't work:
But then i exported lance from original file and it had the same problem. (however if take original .FBX file without exporting it - it works and match perfectly)
Does anybody knows why such thing can happend?
Maybe something wrong with FBX export or I simply don't know some details?
Thanks!
also that is a really, really, really classy texture
As for the lance not matching up, it could be a few things.
Are you using 3dsmax? if you are try importing the bones from the .smd, i have issues with floating items if i import the rig from a .fbx.
I also had a similar problem with the Axe rig downloaded from the dota2 website not matching the in game version. I found extracting the .smd rig from the client gave me a better match.
Quite tired in the end:)
P.S. Texture looks terribly compressed
Regarding the texture compression, make sure your in-game graphics settings are maxed-out
Made textures for shoulders and belt armor, probably it's not final variant:
ingame shoots will come soon..