The grey gallant seems to do this, But i'm not sure if it was just modeled on top of the original beard and hair, I remember a bug where the original beard would stick out.
Which sets do you mean? As far as I know only Arcana items change base skins.
Well, I was sort of thinking about the ice and fire variants of Tiny and how the blades of Voth Domosh for Legion Commander make her armor red. Are those what you're talking about?
Well, I was sort of thinking about the ice and fire variants of Tiny and how the blades of Voth Domosh for Legion Commander make her armor red. Are those what you're talking about?
Hmmmm Tiny might be a bit different because I think you must replace all parts of him outright. The Blades of Voth are an Arcana item, and were made by Valve.
Hi guys, posted this in the wrong thread I think so ill post here^^,
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).
Im also having trouble rebinding the hair whilst keeping the animation fluid, I assume the armature has some use but I cant seem to get the right configuration, any good tutorials on this? Any help really appreciated
Hi guys, posted this in the wrong thread I think so ill post here^^,
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).
Im also having trouble rebinding the hair whilst keeping the animation fluid, I assume the armature has some use but I cant seem to get the right configuration, any good tutorials on this? Any help really appreciated
If you extracted the models the old way go ahead and delete that mess. Download the models through Valves page and use the fbx files they provide. If you want to continue with the older method look for the LOD. Just download it through Valves Hero Requirement page it's a lot easier. Then just attach the textures though the materials function blender has. I use Maya so I can't help you there. If it means anything you really don't need to put the texture on the hero to model something for it. You're going to hide the default items a lot of the time.
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
Hello everyone, I'm new;) Who can explain or give a link to guide how I can import custom animation, particles for my item, and how to make several styles? regards animations and particles ... as I understand it is negotiated with the valve when the item / set will be adopted? or all the same I can do it at the time of import? I apologize for my English if I made a mistake;) Thanks in advance for your help and understanding;)
U have a problem uploading my item. How do you get rid of the default item? I have made an armor for Death Prophet. Uploading the item works well but the default scarf of the character is visible. How can I make that disappear ? I want to upload my armor item only. Here it is.
I also want to see how the whole set(armor,skirt,hood,etc) looks like. how do you upload multiple item in the workshop?
@TIMU Yes, I did. My Item name is just "Armor" and the name of the default item is scarf. I want to get rid of that scarf so that the Armor is the only item that will appear. just like the image of DP on the right.
Careful, Source 1 had an inverted Green channel
but I believe Source 2 does not. There is an option in the importer to
convert Source 1 normals into Source 2 format.
Someone else can confirm this possibly?
You are correct. I suppose it doesn't matter which way it faces so long as you know how you baked it.
Careful, Source 1 had an inverted Green channel but I believe Source 2 does not. There is an option in the importer to convert Source 1 normals into Source 2 format.
Hey guys, just wanted to let you know that the latest release of Substance Painter has a Dota 2 template that allows you to work on all the masks at once or separately while previewing the final result with the Dota shader in the viewport. It also does all the packing at export time.
JERC Yeah saw this some time ago. I will definitely try it on my next set. I just wonder who is normal map baking in Substance synced to dota2, but I will test it out haha
Hey guys, just wanted to let you know that the latest release of Substance Painter has a Dota 2 template that allows you to work on all the masks at once or separately while previewing the final result with the Dota shader in the viewport. It also does all the packing at export time.
How does it work? I asume you have to have the shadow map and normals from the high poly baked onto the low poly model prior to importing it into the program correct?
How does it work? I asume you have to have the shadow map and normals from the high poly baked onto the low poly model prior to importing it into the program correct?
You can bake on your own into Substance painter, and you can also bake by mesh name which is a great feature that I am still trying to learn how to use it accordingly
Here is a set I am working on
all baked in substance. The handpainted texture was doin in photoshop and 3dcoat but all the masks were done into substance
The dota shader is good, but not perfect since each hero have a different shading properties it will never be exact The metal doesnt works the same as in dota (darkening the model and making it more reflective) and the tint by specular color is inverted like all dota shaders =] (they alreayd know this issue and may fix in the future)
Careful, Source 1 had an inverted Green channel but I believe Source 2 does not. There is an option in the importer to convert Source 1 normals into Source 2 format.
Someone else can confirm this possibly?
exactly, source 2 does not use inverted normals and you can use the importer to convert the old normal map style
How I can make a transparent layer? I have a rope texture, which instead of being transparent (as there is nothing on the part of the layer) turns black.
Also, how do I test my item ingame? I cant seem to find the right tutorial for it.
Please help, Just want to ask something. How you import particle in workshop/dota 2 set? I try to search but can't find how to import particle so I can test and view the particle in game. Thanks before..
Anyone have a good resource/tutorial for learning blocking out your set shapes before you bring them into a sculpting program? Compared to what I've seen other workshop artists here producing in terms of block outs, my current block out style is extremely rudimentary and not that helpful for building a hi poly sculpt onto. I would really like to improve in that area with my next set to make the planning process more fruitful and the sculpting process easier to transition to, so any tips or resources on this would be extremely helpful.
How I can make a transparent layer? I have a rope texture, which instead of being transparent (as there is nothing on the part of the layer) turns black.
Also, how do I test my item ingame? I cant seem to find the right tutorial for it.
Cheers
Just erase the black color for transparent texture.
As for submitting, you need to have DotA 2 Workshop tools downloaded. The tools are very straight forward. Just select the item that you want to upload. For example, for ward, submit your item under the category "Ward"
I have finally recreated everything explained in TVIDOTTO's tutorial available in one click instead of several hours of work in a modified version of Blender. i have created a script that does the retopology, unfold the UVs, optimize the texel density by unfolding half of the model, create an envelop of the high poly, bake the AO, normal, bent, color ramp, volume lighting, cavity map. It will create all your lod at your desired polycount. It saves all your maps, then it applies a shader on your generated game asset, load your maps and setup a lighting. Every settings are the same as Thiago's workflow. You will have access to gradient effects to color your greyscale. There is also a tons of grayscale presets to create your texture easily. If you are not working with Blender, you can import your ZBrush sculpture with the .obj file format.
You can paint the specularity in real time, the metalness, self illumination and haswell the colors. Also there is guidelines on the camera to position your asset:
And that's not all you will have a compositing effect in one node, just plug your image on the Quick Compositing node:
Hi guys, just wanna ask something. Can I rig dota 2 courier in 3ds max? Any tutorial about that? *especially about how to export it from 3ds max to dota 2 reborn.
@.leshiy Thanks a lot for sharing this! I have been looking for a texture export script for a while since the last one I used is no longer supported. I'll have to give this script a try on my next set.
So, I have a quick question that may or may not have been asked before, but it seems if it has, it's been unanswered. So I'm making (and have been for longer than I care to admit) a DK set. I've searched for tutorials that mainly deal with the skinning and weight painting of wearable items, but it seems that all the tutorials I find mainly just rig weapons, which obviously is a much simpler process since it typically deals with a single bone. It's been eons since I've even touched the skinning modifier in max, so I'm basically at square one again. Anyone have a really good tutorial to point me in the right direction?
Replies
Check the shader guide if it continues. Might be something you missed.
http://www.dota2.com/store/itemdetails/20787?r=258
Well, I was sort of thinking about the ice and fire variants of Tiny and how the blades of Voth Domosh for Legion Commander make her armor red. Are those what you're talking about?
Hmmmm Tiny might be a bit different because I think you must replace all parts of him outright. The Blades of Voth are an Arcana item, and were made by Valve.
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).
Im also having trouble rebinding the hair whilst keeping the animation fluid, I assume the armature has some use but I cant seem to get the right configuration, any good tutorials on this? Any help really appreciated
If you extracted the models the old way go ahead and delete that mess. Download the models through Valves page and use the fbx files they provide. If you want to continue with the older method look for the LOD. Just download it through Valves Hero Requirement page it's a lot easier. Then just attach the textures though the materials function blender has. I use Maya so I can't help you there. If it means anything you really don't need to put the texture on the hero to model something for it. You're going to hide the default items a lot of the time.
I really need your help!
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I dont know what to do anymore. HELP PLEASE!
Thank you guys!
regards animations and particles ... as I understand it is negotiated with the valve when the item / set will be adopted? or all the same I can do it at the time of import?
I apologize for my English if I made a mistake;) Thanks in advance for your help and understanding;)
U have a problem uploading my item. How do you get rid of the default item?
I have made an armor for Death Prophet. Uploading the item works well but the default scarf of the character is visible. How can I make that disappear ? I want to upload my armor item only.
Here it is.
I also want to see how the whole set(armor,skirt,hood,etc) looks like. how do you upload multiple item in the workshop?
Please help. Thank you
Anybody here knows how to change the color and form of the particles to match the shape of the weapon?
Please help. Thank you.
You are correct. I suppose it doesn't matter which way it faces so long as you know how you baked it.
Someone else can confirm this possibly?
Here is a set I am working on
all baked in substance. The handpainted texture was doin in photoshop and 3dcoat but all the masks were done into substance
The dota shader is good, but not perfect since each hero have a different shading properties it will never be exact
The metal doesnt works the same as in dota (darkening the model and making it more reflective) and the tint by specular color is inverted like all dota shaders =] (they alreayd know this issue and may fix in the future)
exactly, source 2 does not use inverted normals and you can use the importer to convert the old normal map style
I'l give it a world. Thanks=)
How I can make a transparent layer? I have a rope texture, which instead of being transparent (as there is nothing on the part of the layer) turns black.
Also, how do I test my item ingame? I cant seem to find the right tutorial for it.
Cheers
How you import particle in workshop/dota 2 set?
I try to search but can't find how to import particle so I can test and view the particle in game.
Thanks before..
As for submitting, you need to have DotA 2 Workshop tools downloaded. The tools are very straight forward. Just select the item that you want to upload. For example, for ward, submit your item under the category "Ward"
Official topic: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
I have finally recreated everything explained in TVIDOTTO's tutorial available in one click instead of several hours of work in a modified version of Blender.
i have created a script that does the retopology, unfold the UVs, optimize the texel density by unfolding half of the model, create an envelop of the high poly, bake the AO, normal, bent, color ramp, volume lighting, cavity map. It will create all your lod at your desired polycount. It saves all your maps, then it applies a shader on your generated game asset, load your maps and setup a lighting. Every settings are the same as Thiago's workflow. You will have access to gradient effects to color your greyscale. There is also a tons of grayscale presets to create your texture easily.
If you are not working with Blender, you can import your ZBrush sculpture with the .obj file format.
You can paint the specularity in real time, the metalness, self illumination and haswell the colors.
Also there is guidelines on the camera to position your asset:
And that's not all you will have a compositing effect in one node, just plug your image on the Quick Compositing node:
You can generate a cool hard surface model by enabling Generate HP, here is the source:
http://blenderartists.org/forum/attachment.php?attachmentid=426802&d=1457297593
And the result after running the Game Asset Generator and using the gradient map preset:
http://blenderartists.org/forum/attachment.php?attachmentid=426799&d=1457297139
Can I rig dota 2 courier in 3ds max?
Any tutorial about that?
*especially about how to export it from 3ds max to dota 2 reborn.
Thanks guys.
Dark Blender tutorial - High Poly to Dota Game Asset in 5 minutes
I have made a tutorial on how to go from a ZBrush sculpt to a Dota asset in 5 minutes instead of 5 hours before:http://polycount.com/discussion/173096/glsl-viewport-shader-for-blender#latest
https://www.youtube.com/watch?v=SSCLoHebT88
What is propper way to finnish and load my model when now I have My Lod1 object and all textuers to it completed?
I would appreciate all advices.