Hello, i made my first item for Dota 2. I uploaded it in game, and for some reason it looks strange, it have some blue glowing on it (See pic. below) If you have any idea why my item looks like this, please help me
I'm not to familiar with that particular hero but check the detail map mask (red channel) of mask 1 is black. Also some weapons can have particle effects tied to them with/when a special mesh is submitted indicating particle emitting verticies, does she require one?
I'm not to familiar with that particular hero but check the detail map mask (red channel) of mask 1 is black. Also some weapons can have particle effects tied to them with/when a special mesh is submitted indicating particle emitting verticies, does she require one?
Thanks for the reply,
I checked my detail mask (red channel on mask1), it was 1,1,1 color, i made it into 0,0,0 but unfortunately it did not solve my problem. My item doesn't have any particle effect, I tried to do something simple to start, without particles
Try toning down the specular in your mask 2. You have it full white along those edges, and the shape of your mesh is probably creating those reflections. Hope that helps.
Also, you might want to tone down rimlight on the metal as well.
I had this problem just yesterday. When you export your item make sure in the FBX options that the file format is NOT the 2014 version (looks like this with 2013)
Try toning down the specular in your mask 2. You have it full white along those edges, and the shape of your mesh is probably creating those reflections. Hope that helps.
Also, you might want to tone down rimlight on the metal as well.
I tried to play with this values a little, but it did not help. It turned out Silei is right:
I had this problem just yesterday. When you export your item make sure in the FBX options that the file format is NOT the 2014 version (looks like this with 2013)
I tried to export in 2013 version and it worked out. No strange blue glow now Thank for the reply guys, thanks Silei.
Pudge weapon requirements say texture should be 128H x 256W. How do I make a rectangular UV's in Maya? All I only found information about making it in Max, I could not find anything specific about the Maya.
You can basically just make them square and then resize them before importing, keeping in mind that they'll be stretched in the respective direction whilst you're unwrapping.
Here is my pudge cleaver (I followed Lennyagony's tutorial)
I do not really understtood the process of making rectangular UV's, but it seems my final result was decent. For the baking stage i used half of the UV space, but it didnt worked in game, so i stretched them to fill the whole UV space.
I also had big in game shading problems with Harden and Soften Edge features from Maya. I do not know what caused them, I could not get rid of them by tools inside Maya. I had to load the model in 3Ds Max and use Max smoothing groups to get rid of shading problems.
Hello there . I encountered a problem. Turns out Pugna's Nether Ward requires it's own animations. I thought that the model will use the default Nether Ward animation, but it proved to be wrong. I do not know how I should address the issue, where should I start? Perhaps there is some sort of tutorial showing the process of creating animation for Dota 2?
And I noticed that a avaliable polygon budget in game and on the requirements page does not match. What do you think, which of the two options is correct?
Also, i updated my weapon. I made it symmetrical and improved silhouette (I think so )
I think its not the case. First I tried to soften all the edges on the mesh - no positive effect. Then i tried to harden all the edges - it did not helped.
Also I checked if it can be shadow of some sort - this is 100% not shadow from the neck collar.
If there are only flat normals loaded, and the whole model shares one smoothing group I can only guess a few things. Other people will probably know more than me but some possibilities are:
In the modelling program you have a quad and the invisible edge is forming a ridge between two vertices but when you export the model it triangulates and puts in the other edge option for an edge, forming a valley.
Other than that, I'm not sure. Unwelded (or duplicate) vertices? The result of distortion from animations if you have done some rigging?
Hope I could help. If not I'm sure someone here has the answer
Replies
Thanks for the reply,
I checked my detail mask (red channel on mask1), it was 1,1,1 color, i made it into 0,0,0 but unfortunately it did not solve my problem. My item doesn't have any particle effect, I tried to do something simple to start, without particles
Also, you might want to tone down rimlight on the metal as well.
I tried to play with this values a little, but it did not help. It turned out Silei is right:
I tried to export in 2013 version and it worked out. No strange blue glow now Thank for the reply guys, thanks Silei.
Pudge weapon requirements say texture should be 128H x 256W. How do I make a rectangular UV's in Maya? All I only found information about making it in Max, I could not find anything specific about the Maya.
Thank you!
I do not really understtood the process of making rectangular UV's, but it seems my final result was decent. For the baking stage i used half of the UV space, but it didnt worked in game, so i stretched them to fill the whole UV space.
I also had big in game shading problems with Harden and Soften Edge features from Maya. I do not know what caused them, I could not get rid of them by tools inside Maya. I had to load the model in 3Ds Max and use Max smoothing groups to get rid of shading problems.
Appreciate any comments!
And I noticed that a avaliable polygon budget in game and on the requirements page does not match. What do you think, which of the two options is correct?
Also, i updated my weapon. I made it symmetrical and improved silhouette (I think so )
Also I checked if it can be shadow of some sort - this is 100% not shadow from the neck collar.
In the modelling program you have a quad and the invisible edge is forming a ridge between two vertices but when you export the model it triangulates and puts in the other edge option for an edge, forming a valley.
Other than that, I'm not sure. Unwelded (or duplicate) vertices? The result of distortion from animations if you have done some rigging?
Hope I could help. If not I'm sure someone here has the answer