i thought that too but i checked on the beta client and they dont disappear, at least on this version, but im almost sure that one day it disapeared =]
I wasn't convinced the shoulder replacement would be possible but this is looking really promising, looking forward to seeing your progress!
Thanks Lenny, that is really nice of you =]
i dont know if i said here, what im going to do for the shoulder is:
build the model with the border vertices matching the body´s
tweak by hand the vertices normals to match the body´s (i did that 3 years ago, i think its still possible)
match the pixel size on the texture
match all the maps channel on mudbox to the original ones
match exactlly the skinning on the border vertices
here is a rought model and a rought uv matching the pixel size of the original texture, im taking in consideration that the body uses a 512x512 and the shoulder uses 256x256 px. fortunatellly the models on dota 2 use a lot of the resolution on the face, so the body wasnt really big and i could get the size of it and still put the axe on the same uv
i still need to model the high poly of the axe, later i will refine the uv, for now is a little messy
damn looks great, I can't believe you are trying to replace the skin! Thats crazy. But very cool! everythings coming together nicely.
really thanks
its been harder then i thought but i think it will work, im having some difficulties painting on the edge of the model in the mudbox that i need to discover how to solve... unfortunatelly im new to mudbox
the bird design looks awesome! xP
and the axe on his back is looking a bit too simple to my taste
you mean the colors or the model? the colors are a little proxy but i think i know what you mean, its too "common" the axe, i should think on something more original
thanks =]
---
OFFTOPIC
guys i need to share with everyone, totally offtopic but finally came the day that one of my couriers entered the game =]]]
its on the test client, i dont know when its going to enter the main client but that made my day =]]
fantastic! I started reading about that on the developer page and workshop NPC page. Can you point me/us to the best place to learn? (or just say keep reading the developer page Did you just read the developer pages and work out how to do this all? I'm kinda impressed. The information is a bit scattered about.
edit: so you're using the Source SDK? There isn't much documentation on dota with it. I guess I should ask where to find out more about dota2 and the sdk, or did you just learn it over time since you've made a few curriers before. Sorry if I'm asking too much. You just seem to know a lot about this already.
fantastic! I started reading about that on the developer page and workshop NPC page. Can you point me/us to the best place to learn? (or just say keep reading the developer page Did you just read the developer pages and work out how to do this all? I'm kinda impressed. The information is a bit scattered about.
edit: so you're using the Source SDK? There isn't much documentation on dota with it. I guess I should ask where to find out more about dota2 and the sdk, or did you just learn it over time since you've made a few curriers before. Sorry if I'm asking too much. You just seem to know a lot about this already.
dont worry with questions, i really like to help =]
ok, lets try to answer in parts
1 - best place to learn, there isnt one. for a courier you will need to learn how to compile the old way (not the ingame compiler) create some hitboxes and attachments (valves wiki)
on the npc page there is a maya file with the donkey, there is a good start.
Basically i learned with some scatered info on google and valves wiki and by trial and error. Even the valve´s wiki have some errors that was hard to discover the right way.
An animator from valve asked me how he could make a better documentation and corrected some error that i made on the qc file
every information is there and are commented for a better understanding
if you have time, you can read the dota workshop thead here on polycount, i passed for a lot of problems and its all commented there so you can avoid it
2 - the programs i use are:
dota test client
source film maker maya plugins for smd export
alien swarm sdk for model viewing
vtfedit for texture compressing
guistudiocompiler to compile everything
notepad ++ to edit the qc
gcfscape to extract the dota files from the vpk files
Thanks a lot for that post! I will go back and start reading the polycount dota2 thread later today at work. From my research I already gathered a few points of what you said, but good to know that is the way. Like I found the donkey and .qc file figured out how that explains things. Altho there are still things in there I don't know like extra numbers but I'll figure that out when the time comes.
But I'm seeing that when you do things the old school way you need to compress your own textures, why you said vtfedit.
gcfscape is b/c you need to see what the character/npc already has.
I'll have to get the alien swarm viewer, maybe thats the way to see all your own animations and such.
Thanks again. As I read I kept having more questions and didn't think the solution was fully on the docs yet. I have more questions but let me first see what's on the dota2 thread here today.
Thanks a lot for that post! I will go back and start reading the polycount dota2 thread later today at work. From my research I already gathered a few points of what you said, but good to know that is the way. Like I found the donkey and .qc file figured out how that explains things. Altho there are still things in there I don't know like extra numbers but I'll figure that out when the time comes.
But I'm seeing that when you do things the old school way you need to compress your own textures, why you said vtfedit.
gcfscape is b/c you need to see what the character/npc already has.
I'll have to get the alien swarm viewer, maybe thats the way to see all your own animations and such.
Thanks again. As I read I kept having more questions and didn't think the solution was fully on the docs yet. I have more questions but let me first see what's on the dota2 thread here today.
yes, the way without using the ingame compiler is harder but you will have more option
good luck on that =] any questions just let me know
Looks great so far Maybe consider making the upper tusks shorter and give them a smooth curve. Right now I feel like they are obscuring the lower tusks but maybe its just the angle of the screenshot.
Think I need to start looking into compiling my models for ingame tests. I wont ask cause I know you posted how you do it somewhere
Is there a tutorial on how to get models on the alien swarm model viewer? I just can't get it working, how to you make the .mdl Files? Is it possible you might post a little workflow?
Looks great so far Maybe consider making the upper tusks shorter and give them a smooth curve. Right now I feel like they are obscuring the lower tusks but maybe its just the angle of the screenshot.
Think I need to start looking into compiling my models for ingame tests. I wont ask cause I know you posted how you do it somewhere
thanks man
you will find how to do that on the workshop thread here in polycount, it will take some time to read =], but there i explain all the parts that i passed to compile it
Is there a tutorial on how to get models on the alien swarm model viewer? I just can't get it working, how to you make the .mdl Files? Is it possible you might post a little workflow?
the modelviewer is a bit trick, the cyborgmatt has a good one but its not complete, you can read the workshop thread here in polycount, there you will find more info
----
update on the animations, a little test in game with the run, idle, spawn and attack animations
thanks man, keep the good work on your set
---
some update on the bird.
thanks for all the suggestion on the head
the body i based on some brazilian birds, especially the tail
i blocked the values on the left image and the right is with the color test that i liked most
the direction for the colors is that this new model should not give advantage nor disvantage compareced to the default model. My first concept was too colored and would be easier to see in the screen, so i planned something with less saturated colors
This is an inspiring and insightful thread. I came here by looking at your thread history. Is this model finished yet, or do you still want input on the item designs?
This is an inspiring and insightful thread. I came here by looking at your thread history. Is this model finished yet, or do you still want input on the item designs?
thanks for the kind words guys, that is really inspiring =]
i should have updated it more
ok, here is a video with the bird animations, still some tweaks to do but the major parts are done
Replies
i thought that too but i checked on the beta client and they dont disappear, at least on this version, but im almost sure that one day it disapeared =]
thanks Spudnik =]
that said by an animator make me really motivated =] thanks Helenek
its nice to see you face on the avatar, now i feel that i know you better =]
great! thanks man, i was trying to achieve that =]
Managor is right, im replacing the original models, thanks for the help =]
rebuilding the missing torso parts
later i will need to match the vertex normals on the border and the maps color
Thanks Lenny, that is really nice of you =]
i dont know if i said here, what im going to do for the shoulder is:
here is a rought model and a rought uv matching the pixel size of the original texture, im taking in consideration that the body uses a 512x512 and the shoulder uses 256x256 px. fortunatellly the models on dota 2 use a lot of the resolution on the face, so the body wasnt really big and i could get the size of it and still put the axe on the same uv
i still need to model the high poly of the axe, later i will refine the uv, for now is a little messy
The concepts I like most is helmet 7, belt 1, axe 5, boar 4 and shoulders 6
Keep it up man!
ok, to the next try...
there is a lot to do on the textures to fix the seams, but that will be by tomorrow
and the axe on his back is looking a bit too simple to my taste
The barbarian was my favorite char =] thanks =]
really thanks
its been harder then i thought but i think it will work, im having some difficulties painting on the edge of the model in the mudbox that i need to discover how to solve... unfortunatelly im new to mudbox
you mean the colors or the model? the colors are a little proxy but i think i know what you mean, its too "common" the axe, i should think on something more original
thanks =]
---
OFFTOPIC
guys i need to share with everyone, totally offtopic but finally came the day that one of my couriers entered the game =]]]
its on the test client, i dont know when its going to enter the main client but that made my day =]]
yay!
1 down, two to go!
massive grats on the dragon
im letting the should part aside and return to the summons
here are some ideas for the hawk
here is another update on the boar
the #2 halk look good to me, and well done on the boar
3158 tris with the limit to 4000 to lod0 and 2000 to lod1
i will still tweak some parts of the normal on photoshop and the mesh could change a little after some proxy animations
time to start the rig! =]
Looking great, almost has a lions mane which isn't bad.
thanks nz
you are right about the triangles, i still need to clean up the mesh for the lod1, i will wait for some proxy animations and take of some triangles =]
new rig and new animations =], i was working on the rig today
edit: so you're using the Source SDK? There isn't much documentation on dota with it. I guess I should ask where to find out more about dota2 and the sdk, or did you just learn it over time since you've made a few curriers before. Sorry if I'm asking too much. You just seem to know a lot about this already.
dont worry with questions, i really like to help =]
ok, lets try to answer in parts
1 - best place to learn, there isnt one. for a courier you will need to learn how to compile the old way (not the ingame compiler) create some hitboxes and attachments (valves wiki)
on the npc page there is a maya file with the donkey, there is a good start.
Basically i learned with some scatered info on google and valves wiki and by trial and error. Even the valve´s wiki have some errors that was hard to discover the right way.
An animator from valve asked me how he could make a better documentation and corrected some error that i made on the qc file
i uploaded my .qc file for everyone who wants to learn about the process over compiling a courier
https://docs.google.com/document/d/1tIW2Ck0LPaOf9zAQ6KJpy6rsB1xfmMdE39ZCM_YlcqI/edit
its based on the donkeys, my trial and errors and some help from valve
every information is there and are commented for a better understanding
if you have time, you can read the dota workshop thead here on polycount, i passed for a lot of problems and its all commented there so you can avoid it
2 - the programs i use are:
and feel free to ask =]
But I'm seeing that when you do things the old school way you need to compress your own textures, why you said vtfedit.
gcfscape is b/c you need to see what the character/npc already has.
I'll have to get the alien swarm viewer, maybe thats the way to see all your own animations and such.
Thanks again. As I read I kept having more questions and didn't think the solution was fully on the docs yet. I have more questions but let me first see what's on the dota2 thread here today.
yes, the way without using the ingame compiler is harder but you will have more option
good luck on that =] any questions just let me know
ignore the seam on the texture, that occlusion was just to get a better feeling of the shape
Think I need to start looking into compiling my models for ingame tests. I wont ask cause I know you posted how you do it somewhere
Don't know if I will make any but if I ever do I know who to bug.
Nice can't wait to see some textures.
Is there a tutorial on how to get models on the alien swarm model viewer? I just can't get it working, how to you make the .mdl Files? Is it possible you might post a little workflow?
thanks man
you will find how to do that on the workshop thread here in polycount, it will take some time to read =], but there i explain all the parts that i passed to compile it
thanks! and feel free to ask, the only thing that i ask in return is to help someone else in the future =]
the modelviewer is a bit trick, the cyborgmatt has a good one but its not complete, you can read the workshop thread here in polycount, there you will find more info
----
update on the animations, a little test in game with the run, idle, spawn and attack animations
http://youtu.be/Gh2477G5R_M
[ame="http://www.youtube.com/watch?v=Gh2477G5R_M"]Beast Master custom Boar first anims - YouTube[/ame]
--- yay worked now =]
awesome guys, that is really motivating =]]]
forget to post the rig
thanks man, keep the good work on your set
---
some update on the bird.
thanks for all the suggestion on the head
the body i based on some brazilian birds, especially the tail
i blocked the values on the left image and the right is with the color test that i liked most
the direction for the colors is that this new model should not give advantage nor disvantage compareced to the default model. My first concept was too colored and would be easier to see in the screen, so i planned something with less saturated colors
thanks for the kind words guys, that is really inspiring =]
i should have updated it more
ok, here is a video with the bird animations, still some tweaks to do but the major parts are done
[ame="http://www.youtube.com/watch?v=GCmloH--GgU"]bird first anims - YouTube[/ame]
Animations
Attachments