1) That's correct, for Dota 2 you will also hear the terms LOD0 and LOD1 (Level of Detail), these refer to the low poly versions of your model that will go ingame. LOD1 is generally your ingame detail so it doesn't need to have so many polys as the LOD0, which is used in the portrait and loadout screens.
2) The term for converting high poly to low poly is texture baking, this is when you take the high poly details and convert them into a normal map for your low poly.
3) Sometimes you can keep the framework, or base mesh, as your low poly but often you will have to make changes to it to make it fit your sculpt for the baking process. I think most people tend to create new low poly models though.
hi man, please u can help me with a little question? how u can upload a model of a hero? i tri upload a venomancer model but I DONT SEE VENOMANCER OPTION or gyrocopter T_T please can u help me? what can you do in this moment? I'm desperate
I have a suggestion, I think that valves official tools in the sourcefilmmaker sdkcontent folder has much better maya plugins. Im actually making an extension script for it right now.
Hey what does everybody use to capture video in game? I'm looking to get some shots of the helmet I made on Spirit breaker. And how to make the footage into a gif...? Any advice?
Just wanted to let you know that I just updated my gradient map script for Maya with a few minor fixes. Not sure if you've seen it, but it simplifies the process of creating a gradient map in Maya.
Just wanted to let you know that I just updated my gradient map script for Maya with a few minor fixes. Not sure if you've seen it, but it simplifies the process of creating a gradient map in Maya.
I don't have maya so I don't think I can use it, but anyways this resource explains the process.
the one with zbrush is simple too, just import your lowpoly into it, subdivide couple time with that SMT option uncheccked and use that zapplink to send to photoshop and paint your gradient
I've been doing the oh so common black outline concepts for far too long and recently started painting concepts instead, recommended painting tips/tutorials would be great.
Hi guys I am new to creating stuff for Dota, I use Maya and could use some help as to what would the best workflow guide.
So I did a test about a week ago to see what the workflow would be and would like to know if this is the process?
0. first I did the GCFScape thing
1. then I installed studio compiler to convert the MDL files to smd
2. then I found a script that imports smd files in Maya and I import the smd file of my character
3. I import my fbx weapon/file into that same scene and tried to match the location of my weapon to the characters original.
4. Then I bound my weapon to the corresponding bones.
(At some point I installed Alien Swarm SDK but I forgot why )
The final result seemed to work when I imported the files in Dota 2 to preview them (though there was an issue with the weapon floating around a little bit), but texturewise its very hard to see what u are doing and I'm referring to the Masks.
Is there a fast way to preview your masks and quickly see the results in Maya? or do I have to publish the textures files each time I make changes to preview them in Dota?
I looked spudniks way but it says its the old way. Is there a new way?
should I follow his?
Compiling model the old way - from maya to compile using a qc and vtm file. really complete and after setup its the quickest way to test your model in game multiple times http://www.polycount.com/forum/showp...&postcount=592
by Spudnik
Quick preview: Either use the Dota 2 Maya Shader (can be a bit inaccurate at times but fantastic for quick previews) or Marmoset Toolbag's Dota 2 shader.
Other than that, the usual workflow nowadays is to make all your assets, export your models as FBX, your textures as TGAs and use the ingame importer. The guide you're referring to was written before the ingame importer existed which can be found ingame under Store -> Workshop -> Publish New Submission.
Hello guys i'd like to get tutorial on how to setup LODs i dont know if i should just export every lods or export them as one model. Any helps are appreciated.
Hi guys, Just started getting into Dota 2.
anybody has a link of tutorials i can use on how to make a blade more metallic?
been playing around with texture and masks. i cant seem to get the metallic look that i want.
for the mettalic look the most important are metalness, specular and specular exponent
use tint by specular on full black, wich means that will use the color of the difuse layer
Yea its a good idea, but is there even a lot of freeware software that can be implemented?
Out of the top of my head:
Blender, Krita, Gimp, Sculptris, Handplane, XNormal.
There's already a pagein the polycount wiki but its pretty bulky.
Thanks baddcog. unfortunately i still need help, how am i going to do hitbox? does it need attach things or? and how am i going to export it?
From what I know, hitbox is just a bone that you've defined. All you have to do is assign where the hit box is (ie. head, hand, torso). You should be exporting the files in the supported formats such as FBX and SMD.
From what I know, hitbox is just a bone that you've defined. All you have to do is assign where the hit box is (ie. head, hand, torso). You should be exporting the files in the supported formats such as FBX and SMD.
Thanks for the help, though could you explain it more? im still a bit confused here around the set up, what and how do you mean by assigning them where they are?
When you rigg the item and import it into the client, they make you input the name of the bone where you want the hitbox to be, its as simple as that.
Say for example, you what the head to contain the hitbox. You just put the head's bone name in the input field, and that's where the hitbox will be.
Yea its a good idea, but is there even a lot of freeware software that can be implemented?
Out of the top of my head:
Blender, Krita, Gimp, Sculptris, Handplane, XNormal.
There's already a pagein the polycount wiki but its pretty bulky.
Some of them are already on the thread, do you think big ones like Blender should fit well too?
im just worried of being information that are not that useful (because a lot of people knows about blender) and it may take a little the importance of the others like xnormals or handplane
Some of them are already on the thread, do you think big ones like Blender should fit well too?
im just worried of being information that are not that useful (because a lot of people knows about blender) and it may take a little the importance of the others like xnormals or handplane
Well, having that information out there won't hurt anyone. I just don't think you need an entire thread for it. Maybe just a single post would do (since its just a list). If it were to expand on the free software such as tutorials and basic usage (information that everyone should know). Then it would need its own thread. But a list by itself, wouldn't really be "thread worthy"
textured, bind and exported to fbx. When i imported it to the engine and it says "import successful" but I cant see the textured mesh. I can only see the particles.
I loaded my 1st weapon and it worked just fine. I used the same workflow btw
Hey!
not sure if this is the right thread but I'll just go ahead:
There is a free software called alchemy which might be interesting for everyone doing concepts.
You can mirrror what you paint, which is great for creating helmets or headpieces. You can also generate random shapes, which is great to quickly create interesting silhouettes. Or it basically can just inspire you and spark a great idea by generating random forms on your screen.
Replies
THX!
http://www.workshophatemachine.com/2013/07/28/vertex-based-particle-import/
Thank you so much!
I am using max 2014 and using Wall Worm to export here are my settings:
if anyone can please help me it would be so awesome and greatly appreciated.
http://www.polycount.com/forum/showpost.php?p=1975020&postcount=11068
Error says:
Could not find a hero that uses the currently loaded model.
Any ideas?
I followed this guide for the model viewer.
http://www.cyborgmatt.com/2013/11/dota-2-model-viewer-guide/
https://www.youtube.com/watch?v=Yivgq1cTYJw
Otherwise Tvidotto, plz make one! I will support u for the time u spend on it
Or maybe just a short overview of the work u do to get something like the Wraith Knight sword u made!
If you think something could be improved about this image, just toss me a PM and I'll make the change you requested.
Just wanted to let you know that I just updated my gradient map script for Maya with a few minor fixes. Not sure if you've seen it, but it simplifies the process of creating a gradient map in Maya.
http://www.youtube.com/watch?v=R52kclEBa8E
Get it here: http://www.kostas.se/?p=343
Cheers!
really?? awesome! since i discovered your script its a must have on my maya
cheers!
Andy, im planning to do some tutorials probably on the next week and this one is alrready on the list
i will try some quick tutorials and see if they are usefull
http://www.polycount.com/forum/showthread.php?t=101248
you should try that script, is REALLY usefull
i used that techinique before, then went to zbrush, but the script is the quickest way
I don't have maya so I don't think I can use it, but anyways this resource explains the process.
the one with zbrush is simple too, just import your lowpoly into it, subdivide couple time with that SMT option uncheccked and use that zapplink to send to photoshop and paint your gradient
It´s a Open Source Painting program similar to photoshop. Take a look.
http://krita.org/item/220-krita-2-8-0-released
So I did a test about a week ago to see what the workflow would be and would like to know if this is the process?
0. first I did the GCFScape thing
1. then I installed studio compiler to convert the MDL files to smd
2. then I found a script that imports smd files in Maya and I import the smd file of my character
3. I import my fbx weapon/file into that same scene and tried to match the location of my weapon to the characters original.
4. Then I bound my weapon to the corresponding bones.
(At some point I installed Alien Swarm SDK but I forgot why )
The final result seemed to work when I imported the files in Dota 2 to preview them (though there was an issue with the weapon floating around a little bit), but texturewise its very hard to see what u are doing and I'm referring to the Masks.
Is there a fast way to preview your masks and quickly see the results in Maya? or do I have to publish the textures files each time I make changes to preview them in Dota?
I looked spudniks way but it says its the old way. Is there a new way?
should I follow his?
Thanks in advance
Other than that, the usual workflow nowadays is to make all your assets, export your models as FBX, your textures as TGAs and use the ingame importer. The guide you're referring to was written before the ingame importer existed which can be found ingame under Store -> Workshop -> Publish New Submission.
I wish I knew about this before learning all that stuff
Each Lod is a separate model rigged to the bones by itself.
If you look at the import tool in Dota it will guide you through everything you need (some models need anims (wards), etc..)
http://www.blendswap.com/blends/view/72035
it was missclick
anybody has a link of tutorials i can use on how to make a blade more metallic?
been playing around with texture and masks. i cant seem to get the metallic look that i want.
use tint by specular on full black, wich means that will use the color of the difuse layer
Out of the top of my head:
Blender, Krita, Gimp, Sculptris, Handplane, XNormal.
There's already a pagein the polycount wiki but its pretty bulky.
From what I know, hitbox is just a bone that you've defined. All you have to do is assign where the hit box is (ie. head, hand, torso). You should be exporting the files in the supported formats such as FBX and SMD.
Say for example, you what the head to contain the hitbox. You just put the head's bone name in the input field, and that's where the hitbox will be.
Some of them are already on the thread, do you think big ones like Blender should fit well too?
im just worried of being information that are not that useful (because a lot of people knows about blender) and it may take a little the importance of the others like xnormals or handplane
Well, having that information out there won't hurt anyone. I just don't think you need an entire thread for it. Maybe just a single post would do (since its just a list). If it were to expand on the free software such as tutorials and basic usage (information that everyone should know). Then it would need its own thread. But a list by itself, wouldn't really be "thread worthy"
Shock asked for a guide on making turntable gifs
[ame="http://www.youtube.com/watch?v=iAw_SR9gY0M"]How to make Dota 2 Workshop GIF turntables - YouTube[/ame]
so I made one
I am new to making Dota 2 weapons
I need some help please.
So I made my 2nd weapon for dota 2.
textured, bind and exported to fbx. When i imported it to the engine and it says "import successful" but I cant see the textured mesh. I can only see the particles.
I loaded my 1st weapon and it worked just fine. I used the same workflow btw
Oh I am using Maya.
Please help.
Thanks guys.
not sure if this is the right thread but I'll just go ahead:
There is a free software called alchemy which might be interesting for everyone doing concepts.
You can mirrror what you paint, which is great for creating helmets or headpieces. You can also generate random shapes, which is great to quickly create interesting silhouettes. Or it basically can just inspire you and spark a great idea by generating random forms on your screen.
http://al.chemy.org/
a video which demonstrates how it works: [ame="http://www.youtube.com/watch?v=gEdxf2CqkNo"]Alchemy speed drawing - YouTube[/ame]
hope this helps someone!