Hi all, I've been fumbling my way through the dota 2 item creation process over the last couple months. I have two sets complete (although 1 hasn't been approved, and 1 I haven't made public yet).
Here's a link to the Dragon Knight set I submitted a few months ago.
http://steamcommunity.com/workshop/filedetails/?id=187430383
I'll post the Tusk set I have as soon as I push it public.
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My (3DS max) process for exporting has been:
1. Select the skinned mesh and bones and export FBX without animations checked.
2. For the animations I've exported with "bake animations" set to the frame range I want. I've also tried without "bake animations" just to see if that matters. I've tried exporting with just the bones selected, and with bones and mesh selected.
My axis/scale/exporter should be working fine otherwise, as I've successfully made several armor bits for different heroes. I'm assuming I'm doing something wrong within the animation export process.
EDIT: problem solved, I was exporting a frame range of -30 to 0, which it apparently didn't like. I slid the keys over from 0-30 and re-exported and it worked fine.
http://steamcommunity.com/sharedfiles/filedetails/?id=211307245
Anyone know how to add the "spring 2014" tag they mentioned to the item itself? I added it to the collection, but it doesn't seem to come up when you click "view current submissions" for the event.
Here are some zbrush screens of the early stages. The one on the left was my original plan, but I wasn't going to be able to fit it in the target poly count.
and/or the uv layout is so messed, that the texturequality doesnt go through. also i am not sure about lowpoly and the bake.
it anyhow looks like u lost all ur awesome detail from sculpting
sry mate
I know it's not perfect, I didn't really research the ward process well enough beforehand and learned some new things along the way.
Some notes (and perhaps excuses, depending on how you want to look at it :P)
1. Wards don't support normal maps, they are diffuse only (Edit, not true)
2. Don't sculpt in pose, UV's, retop, baking and rigging are all way harder.
This is also the second thing I've ever rigged/animated (the first being probably 10 years ago).
Depending on how I feel, I may go back and correct some of this stuff, but it's so early on in the process I don't know if I have the time or energy to redo it before the 15th deadline. It looks decent from game view, it's all the closeup stuff that doesn't look so nice.
Is it just via naming convention like armor bits? I didn't see any mention of it in the documentation, importer or sample files.
Ok, i'll have to poke around with that tonight after work then. Do you know if it's naming convention that associates them, or do I have to dig deeper into the file format stuff?
So try, "dragonBro_normal.tga".
I may be able to play around a bit on my lunch break and make some improvements.
I hit a little snag where it didn't seem to be noticing the files for import, but it turns out I had to re-select my base texture. doing the "quickload" of import settings was remembering the version that didn't have anything besides diffuse.
My textures and masks need tweaks now, but here's a quick shot of things functioning.
I'm uploading some new animation videos and then will re-do the marketing image that I rushed yesterday.
http://steamcommunity.com/sharedfiles/filedetails/?id=211307245
I made a promo image as well-
Congrats
It's right at 1499 tris (I had to chop out the backfaces from his feet, lower legs and tail) - some of the geo is a little funky but works and I just went with even texel resolution.
In retrospect I should have dropped a loop from the iris of the eyeball (I re-used their eyeball mesh) so I would have room for teeth and a few more shoulder triangles.
Could you collapse the two loops that define the underbelly because that space is barley visible, even zoomed in?
If you want to, you should really get back to your super-clean sculpt (how'd you achieved scales that dense and clean, by the way?), straighten it up, retopo it with horns in minf, bake only the half, this way increasing the resulting texture size and leaving less texture space for the bottom part, since it's hidden anyway, while adding more to the head/horns.
@vlad, @reyne, you are totally right - I didn't preplan this nearly as well as I should have. At this point I'm tired of looking at it so I probably won't go all the way back to fix that. It seems to hold up well enough from game camera angle/distance so I'm ok with it.
@konras I totally didn't know that! Apparently I've done it wrong for two armor sets and this ward, I'll have to make a pass to fix it and see how much it improves things. Thanks for noticing, that's a subtle eye for normal maps right there.
My spring2014 tag showed up! Someone at Valve must be making a pass on that.
http://steamcommunity.com/workshop/f.../?id=187430383
Also, here's a tusk set I haven't made public yet, I'm still waiting on the last bit from the concept artist (Rayph)
Sorry, missed the question before- It was pretty easy, the body started out as a loft in max which had decent generated UV's. I created polygroups for the back and belly, and used noisemaker with those UV's to add the details. After it was looking good I dynameshed it with the arms and head, and sculpted the transitions. This is the scale alpha I used: http://tbelgrave.thecareergamer.com/web/daggerdale/scaleAlpha.jpg
On the other hand, that DK looks absolutely baller. Love the shield.
I feel like the Ice on tusk could be taken a little further somehow.
I also think the 'ice wings' might be breaking his silhouette .
Looks great regardless!
The alpha channel of mask1 should be your glow map-
Another DK sword:
A witch doctor set. I'll probably iterate on the concept a bit and make it:
http://steamcommunity.com/sharedfiles/filedetails/?id=259040489
Here's the sculpt: