Hey polycount people; I'm pretty exited about this contest im gonna try to do my best here. Ill be working with a co-worker of mine who is making the concepts for the item set we had in mine while i work with everything else.
The idea behind this armor set: He broke the seventh seal of the end of days, and as a results the lives of all sinners were absorbed into him. He is a walking apocalypse and wears the broken seals to send a message to his mutilators in heaven that nothing can stop him.
posting more updates to the concepts real soon.
Replies
Your shoulders are awesome, just add a bit more of red =}
probably gonna start on the helm next or start testing on the binding so i know it loads in game alright. also any advise for the uploading process is greatly appreciated since its my first time actually trying it out hopefully it wont be too difficult. Have a nice day.
Someone posted a helpful guide in the pimping part of the DOTA2 Workshop thread.
Basically just get the SMD importer here:
1. wunderboy PROPS!
2. Import as you normally would then xform scale your object to fix back into place
3. reset your Pivot to 0,0,0
4. Skin to bones you need, export both shoulder/pauldrons and the bones you skinned them to .fbx
5. selecting options:
[x]smooth groups
[x]tangents and
[x]triangulate
Export button, DOTA2 process.
I'll also post the direct link to how i got it to work from the original poster.
Here it is:
http://www.polycount.com/forum/showpost.php?p=1666576&postcount=1542
Good luck.
\/ thanks but the original founder of the process deserves all the credit.
$!nz oh wow this is awesome info you just shared, thanks for that! Really cool of you helping a fellow comrade in need!
@DanBe and @KICKER thanks for the advise guys. I thought this might be a problems so its gonna take me a while to rework the details on the texture but at least add the base colors of it for now.
unfortunately i made some mistakes with the poly count so i need to rework geometry since i was looking at face count and not tri count *epic facepalm. Really hope i make it to the deadline though
Maya to DOTA2
http://www.youtube.com/watch?v=6_pTAxfvKwc
This is the final look of the actual concept but some of the smaller details might get omitted since it might not appear because of the small texture sizes
Shoulder
Bracer
Heres my error with the belt
Appreciate any help.
collapse
set pivot 0,0,0
re-skin
export with bone
Give that a shot, looks good btw, your using maya, so alternative from max, I don't know what those would be.
If you reset and then move the pivot, the reset is pointless.
ok, thnx.
Sry man tried to help i wouldn't know what the prob is, happen to my shoulder but somehow it fixed It's self. Maybe try Star's process? I'm out of it this week so, sry I couldnt help.
I tweaked a few fbx export settings and it fixed itself right up actually used the settings from this link.
http://agentfx.blogspot.com/2012/11/dota2-simple-riggingimporting-tutorial.html
I liked the original design (post 1) because it was great styling while adhering to the base colors. Personally, I would use a higher saturation and brighter shade on the super-dark red and keep the rest as is. But currently the metal styling is lost to the lack of contrast with the material beneath it.
Happy with how its turning out.
As for the belt, does the hanging piece of cloth move?
here's my doodle:
http://steamcommunity.com/profiles/76561197994561633/myworkshopfiles/?appid=570
I really enjoyed working on this project and had a lot of fun with it, hope to work on more in the future