How did you made the top 2 images?
and ı think you lost some details after the polypaint.
He didn't, he just switched from red wax.
Overall, your details are either too small or too weak, so you could consider going for bigger ornaments, maybe for something that looks like it has structure, rather than random combination of lines.
Dragon could be detached and polished up a bit too.
Okay I did some bigger refinement but kept the propulsion the same. The only part I don't like is the gold around the tail. I used clipping and it always produces a weird plane making the mesh very difficult for me to deal with.... but anyways.
Changes:
I deepen some cracks and added patterns to the gold/front.
Made the steel weld together (kind of)
Little bit more details on the dragon.
I might make the metal at the tail just a semi-clean metal strip with no decoration.
I made my low poly with UVS. Current 167 tris, with symmetrical detail, its 180 tris. I also tried building the LOD0 first, but it didn't work out. The cylinder has 8 sides so....
i had some issues with my gyro submissions too, 200 polys doesnt seem to be enough for complicated shapes. one thing i could advice on is the edge on the middle, it seems you extruded that part. if you want to save some polys, you could do the following:
it would save you just a few polys, but each one counts.
Another update on my 2nd Gyro Missle. However, I'm at a crossroad. I don't really want to start destroying the mesh with some wear and tear because I think it looks so clean and polished, but since everything isn't perfect I feel like I should give some wear to this model. Can someone give me some advice on what I should do? Either go on with the details, or add wear. Thanks for reading and taking the time to looking at my work .
Help please. I don't know why my rocket is super green. I know its because of the mask, but after endless tweaking, I can't get rid of it. I've been updating the names so its a brand new file.
EDIT: I Labled the masks incorrectly, the top one is mask 2 and the bottom is mask 1.
how you save the mask files?
iits important that the color and normal file are 24-bit tga and the masks both 32-bit tga, otherwise theres a channel missing which causes weird effects in dota
Be sure to paint at least one pixel 100% white on the Alpha channels.
I'm pretty sure this is not the case anymore. I recently was doing lots with flat alphas in my masks, and the importer did not appear to throw out the alphas.
mask 1 r and g should be pure black, the alpha is also not pure black, so you are giving it a glow
mask 2 Your r is black so you are telling it no spec, you have 0 rim lighting from g. You minimal tint by spec color in your b, yet you have a high metal in mask1, and no specular data. and your alpha, your specular highlight is large, but again your other channels are all over the place.
I'm pretty sure this is not the case anymore. I recently was doing lots with flat alphas in my masks, and the importer did not appear to throw out the alphas.
mask 1 r and g should be pure black, the alpha is also not pure black, so you are giving it a glow
mask 2 Your r is black so you are telling it no spec, you have 0 rim lighting from g. You minimal tint by spec color in your b, yet you have a high metal in mask1, and no specular data. and your alpha, your specular highlight is large, but again your other channels are all over the place.
look at the stock masks, start with that
Sorry mistake on my part, the masks are flipped. Top one is mask 2 and the bottom is mask one.
As for the saving tga files, the normal map is handplane's worldspace map and I set the normal map exported to tga directly (On handplane it says 8 bit). The rest should be 32 bit.
About the masks needing 100% white somewhere, does it need to be 100% My A channel (labeled as mask1 but is really mask 2) is grey. So are you saying it didn't read?
EDIT, I check my masks and they are 8 bit, I switched them to 32 bit but it won't let me save the file to tga so I can't do anything about that.
Sorry mistake on my part, the masks are flipped. Top one is mask 2 and the bottom is mask one.
As for the saving tga files, the normal map is handplane's worldspace map and I set the normal map exported to tga directly (On handplane it says 8 bit). The rest should be 32 bit.
About the masks needing 100% white somewhere, does it need to be 100% My A channel (labeled as mask1 but is really mask 2) is grey. So are you saying it didn't read?
The importer would drop alphas if they were 100% black or 100% white, so you would need one pixel of opposite so the alpha was not dropped. In my tests this does not appear to be the case, but i still may be wrong. I would focus on the specular, and try to focus the specular highlight by making alpha of mask2 more white. Can you also post your normal map?
Okay, I tried the alphas by putting a white dot where there are no UVS and I still get the same results.
Here are my normals
This is the orginal baked in xNormal
This one is handplane converted
Now to check if its specular
Edit, about tga files. I saved it as 8 bit. And I just read that each channel represents 8 bits. So RGB is 24 bits and with an alpha channel, it makes it 32 bit. So I did save it correctly. Unless what I'm saying here is wrong.
Here are all the files I am using. I just noticed that there are some artifacts on my handplane map so I'll make sure that I'll be fixing it.
Edit, I didn't see belkun's post until I posted this.
Thanks for telling my that belkun. I'll be sure to fix it. As for now, I'm done for today (its night where I am).
You need to bake an Object Space Normal Map on xNormal instead of a Tangent Space one if you're using Handplane.
This could be the cause of all your issues, as it is trying to read the rbg as tangent data. The idea with Handplane is you take an object space normal, and make this into a tangent normal that is perfect for source engine
Okay, I think it might have had to do with the normal map.
There is no maybe here, this was the issue. The Dota2 Source engine uses tangent space normals, pretty much any model that moes in any engine uses tangent space normals. since you gave it an object space normals it would try to read this as tangent space, and you will get insane lighting issues as you saw
Edit: the black in the in the back of the bomb is off putting. I would give it the sense of there being some sort of ignitions system in there.
Okay I added more to the rocket's end but kind of looks plain. Probably because there are no particles. And the propellers were in the way so the portrait is kind of off where the propellers spin.
I'm thinking to delay submission and make about 5 more gyrocopter bombs and submit as a collection. I already have a couple ideas on 3, so should I? or should I not?
WIP for my next one. I decided that my theme of 6 would be the different attributes. The two about symbolize strength, This one will be symbolizing intelligence since this one is a homing type rocket.
I kind of feel like scrapping this project, what do you guys think? The ingame pick doesn't really have the high texture resolution stuff. I usually test out the item in dota 2 test but I think its broken. It won't let me even let me select a hero.
Replies
and ı think you lost some details after the polypaint.
Overall, your details are either too small or too weak, so you could consider going for bigger ornaments, maybe for something that looks like it has structure, rather than random combination of lines.
Dragon could be detached and polished up a bit too.
Okay I did some bigger refinement but kept the propulsion the same. The only part I don't like is the gold around the tail. I used clipping and it always produces a weird plane making the mesh very difficult for me to deal with.... but anyways.
Changes:
I deepen some cracks and added patterns to the gold/front.
Made the steel weld together (kind of)
Little bit more details on the dragon.
I might make the metal at the tail just a semi-clean metal strip with no decoration.
it would save you just a few polys, but each one counts.
And finished my Dragon Rocket
DragonRocket by GhostDetector
EDIT: I Labled the masks incorrectly, the top one is mask 2 and the bottom is mask 1.
iits important that the color and normal file are 24-bit tga and the masks both 32-bit tga, otherwise theres a channel missing which causes weird effects in dota
I'm pretty sure this is not the case anymore. I recently was doing lots with flat alphas in my masks, and the importer did not appear to throw out the alphas.
mask 1 r and g should be pure black, the alpha is also not pure black, so you are giving it a glow
mask 2 Your r is black so you are telling it no spec, you have 0 rim lighting from g. You minimal tint by spec color in your b, yet you have a high metal in mask1, and no specular data. and your alpha, your specular highlight is large, but again your other channels are all over the place.
look at the stock masks, start with that
Sorry mistake on my part, the masks are flipped. Top one is mask 2 and the bottom is mask one.
As for the saving tga files, the normal map is handplane's worldspace map and I set the normal map exported to tga directly (On handplane it says 8 bit). The rest should be 32 bit.
About the masks needing 100% white somewhere, does it need to be 100% My A channel (labeled as mask1 but is really mask 2) is grey. So are you saying it didn't read?
EDIT, I check my masks and they are 8 bit, I switched them to 32 bit but it won't let me save the file to tga so I can't do anything about that.
The importer would drop alphas if they were 100% black or 100% white, so you would need one pixel of opposite so the alpha was not dropped. In my tests this does not appear to be the case, but i still may be wrong. I would focus on the specular, and try to focus the specular highlight by making alpha of mask2 more white. Can you also post your normal map?
Here are my normals
This is the orginal baked in xNormal
This one is handplane converted
Now to check if its specular
Edit, about tga files. I saved it as 8 bit. And I just read that each channel represents 8 bits. So RGB is 24 bits and with an alpha channel, it makes it 32 bit. So I did save it correctly. Unless what I'm saying here is wrong.
Edit, I didn't see belkun's post until I posted this.
Thanks for telling my that belkun. I'll be sure to fix it. As for now, I'm done for today (its night where I am).
This could be the cause of all your issues, as it is trying to read the rbg as tangent data. The idea with Handplane is you take an object space normal, and make this into a tangent normal that is perfect for source engine
good you remind me with this aswell.. thats why my stuff had that green shimmering on it.. damn i forget this stuff way to fast ^^
And the results
Crits please
There is no maybe here, this was the issue. The Dota2 Source engine uses tangent space normals, pretty much any model that moes in any engine uses tangent space normals. since you gave it an object space normals it would try to read this as tangent space, and you will get insane lighting issues as you saw
Edit: the black in the in the back of the bomb is off putting. I would give it the sense of there being some sort of ignitions system in there.
I'm thinking to delay submission and make about 5 more gyrocopter bombs and submit as a collection. I already have a couple ideas on 3, so should I? or should I not?
you should never use the red mat cap, it will lie to you about depth information. Use a better mat cap, or just standard mat cap grey
Thanks, I'll remember that in the future.
Update on my Powder Keg, I think I'm done with it, unless I'm missing something. 4 more to go.
Any feedback would be appreciated.
Can I get some feedback?
Well, I guess it does match the swords on his back.
Stormcrafter's Axe by Ghostdetector
So I made this slark (dagger?) and its basically a crab/lobster claw on a hilt.
Here's the concept
I added barnacles to add a little texture
Can I get some feed back on this?
2 styles red and blue. Can't figure which one looks best.
Can I get some crits before I proceed to making the texture map.
@NB I decided not to add shell layers on top since its just one piece of the claw.
Any variations I should take out or add?
Thanks to Shock,[NB] Mohsen , and Vovosunt for helping out with the problem (it was the normals )