Hey, done painting and sculpting, unfortunately these bakes are getting a couple annoying artifacts so I'll have to rub this proverbial cheese grater against my forehead.
Cross spamming from my workshop thread and other places. I've made three shiny new Legion Commander blades for anyone that wants/has time to churn out another item before the month's up
*edit*
Figured it might be good to number them for clarity's sake.
I think this competition is about the competition first and foremost, and the Workshop secondly. Of course it goes hand in hand, but since there will have to be a theme somehow to better judge the items, then flooding is just about what will happen.
I think I'm almost ready to get this thing submitted.
Since my last update I shrunk down and lengthened the mace head a little bit, and increased the pole width as well to make it appear sturdier. I also worked on the masks and managed to get it imported (above).
I've also been working on the thumbnail image for when I publish it:
Got the high res for the shark propeller done. I'll be working on the game textures tonight.
I did try pushing the shark head back over the chassis but that was causing some other issues like clipping into the hands so I would have had to change the shape quite a bit. The angle from the propeller joint to the edge of the chassis is also quite steep. I think it works ok as a truncated shape.
Well, guess it's time to start wrapping this up so I re-read the rules and got my submission in order...
So this is it, final Submission. Remember everyone to post the finals correctly!
Constant battle is Hell on weapons. Wraith King dug deep into his stash and pulled out this old favorite, his Spine Hacker. Realizing that bones are only temporary he has accepted the fact that this blade itself will perish, and where better than on the battlefield.
*switching back and forth between accounts, the new one always fails, the old one submits every time...so no idea what sort of bug that is, but its eaten up more than a few hours trying to work around it.
*switching back and forth between accounts, the new one always fails, the old one submits every time...so no idea what sort of bug that is, but its eaten up more than a few hours trying to work around it.
That's weird but if one is working and has your submissions I'd always use it.
If you get two accounts with items accepted it could complicate the tax process. Not sure really.
Alrighty! Been a strange ride working on this item. Not only was it daring in terms of sillhoutte, but we added a floaty gem in the middle of it, the watcher's eye. Added a custom load out animation. Nothing too fancy but we believe it is better than the default one. Tweaked some of the animations that were clipping the weapon or had the weapon clipping the floor a bit. Finally, attempted to add a particle effect but found out that it requires a bit too much effort since LC doesn't have particles enabled by default as her default weapon doesn't even have it. So decided to show how it will look with a simple particle and if people like it, hopefully Valve can easily add it.
Hi everyone,
Because of support from workshop artists we are able to make handplane a freeware tool. The downside of this is that we no longer have commercial licenses we can offer into the monthly competitions. Anyone who wants a commercial license can grab one off of the handplane site. Everyone is a winner! I am going to talk with Thiago and I will try and come up with something else handplane can offer to incentivise and reward participation.
We also have a new build coming with improvements for workshop artists. I am hoping that is only 2-3 weeks away.
Hi everyone,
Because of support from workshop artists we are able to make handplane a freeware tool. The downside of this is that we no longer have commercial licenses we can offer into the monthly competitions. Anyone who wants a commercial license can grab one off of the handplane site. Everyone is a winner! I am going to talk with Thiago and I will try and come up with something else handplane can offer to incentivise and reward participation.
We also have a new build coming with improvements for workshop artists. I am hoping that is only 2-3 weeks away.
Awesome news!
This has really become an essential part of every workflow. I don't see any downside to this news
Hi everyone,
Because of support from workshop artists we are able to make handplane a freeware tool. The downside of this is that we no longer have commercial licenses we can offer into the monthly competitions. Anyone who wants a commercial license can grab one off of the handplane site. Everyone is a winner! I am going to talk with Thiago and I will try and come up with something else handplane can offer to incentivise and reward participation.
We also have a new build coming with improvements for workshop artists. I am hoping that is only 2-3 weeks away.
Great news! Thanks Alec can't wait for the new build
Hi everyone,
Because of support from workshop artists we are able to make handplane a freeware tool. The downside of this is that we no longer have commercial licenses we can offer into the monthly competitions. Anyone who wants a commercial license can grab one off of the handplane site. Everyone is a winner! I am going to talk with Thiago and I will try and come up with something else handplane can offer to incentivise and reward participation.
We also have a new build coming with improvements for workshop artists. I am hoping that is only 2-3 weeks away.
Handplane is being great to us those days, im glad that is now a freeware =]
Workshop Link
Description:
Aurel never forgot being shot down from the skies on his maiden voyage. To that end he set to crafting a propeller enhancement that would strike fear into the hearts and minds of assailants before raining down sweet vengeance upon those who once mocked his lofty endeavors.
I've been getting some funky results with handplane.
maybe that help you, on the left is the object space normals, and on the right is he output from Handplane
also dont forget to add the lowpoly as an imput too
---
guy, wrapping up the month, im going to add everyone to the first posts and let you guys know when its ready. i will get some people to judge that not participated on this month. Do you guys think we should open for public voting and add that as another judge?
---
also, for the next month we are going for single items for the new heroes, so if you guys want to start there is no need to wait
I've been getting some funky results with handplane.
I recently had some odd handplane issues, my problems were mainly from my exports jacking up my low poly. My solution to all my problems was to set my fbx export to z-up. Bad results could also come from your unwrap, if your symmerty and reuse is bad, then your output tangents will be bad, so seeing your unwarp and the baking models with the obj space map will help
Could you post up the Object Space that you are inputting and the 'funky' Tangent space you are getting back out?
Or an image of the funky results?
Unless funky means good in this context...then ignore me.
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
Hmm, this is interesting Just a few things to check I guess:
-Are you baking the OS Normals with the exact same low poly mesh that you are putting through Handplane?
-Are all the normals pointing out the right way on the .obj mesh that you put through handplane? (exporting error maybe)
-Is there any sneaky doubled up geometry?
Just some suggestions, I am sure there are some much more experienced users that might have a better idea then me.
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
What do the smoothing groups look like? If a hard edge is the solution my guess would be a smoothing error
What do the smoothing groups look like? If a hard edge is the solution my guess would be a smoothing error
Initially there were no smoothing groups (hard edges) and that's what gave me the dark areas on the ouput normal map. Once I added a hard edge to the meshes that got rid of that error. I'll have to experiment a bit more with it and see if I can narrow down the problem.
Hmm, this is interesting Just a few things to check I guess:
-Are you baking the OS Normals with the exact same low poly mesh that you are putting through Handplane?
-Are all the normals pointing out the right way on the .obj mesh that you put through handplane? (exporting error maybe)
-Is there any sneaky doubled up geometry?
Just some suggestions, I am sure there are some much more experienced users that might have a better idea then me.
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
So, I wasn't going to post in here again, but since this thread is still stickied and a thread for March hasn't cropped up, here is my finished item for Legion Commander. I hope you guys like it as I feel that I am getting the hand of making stuff for Dota 2 a bit more. Anyways, if you like it, please click the link and give me a thumbs up on Steam. :thumbup:
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
Hm, could you try just baking a TS Normal map in Xnormal/Maya to see if it is actually handplane causing the issue? As far as I am aware, you shouldn't need hard edges n a mesh like that, especially when using handplane.
To me it still looks like there are two verticies in the same location. I could easily be wrong. I wish you the best of luck trying to solve this problem
Replies
*edit*
Figured it might be good to number them for clarity's sake.
Since my last update I shrunk down and lengthened the mace head a little bit, and increased the pole width as well to make it appear sturdier. I also worked on the masks and managed to get it imported (above).
I've also been working on the thumbnail image for when I publish it:
*Workshop is giving me this error right now - "Sorry!
An error was encountered while processing your request:
That item does not exist. It may have been removed by the author."
Will update with workshop link when/if things start working*
Got the high res for the shark propeller done. I'll be working on the game textures tonight.
I did try pushing the shark head back over the chassis but that was causing some other issues like clipping into the hands so I would have had to change the shape quite a bit. The angle from the propeller joint to the edge of the chassis is also quite steep. I think it works ok as a truncated shape.
Looking sweet, but the in game model needs some color around the nostrils, it's just a yellow blob atm. The other one has great color around there.
could you update with the 200px thumbnail? so i can use on the finished entries as soon as the month ends?
had this problem too, it seems to appear from time to time, just try it later
So this is it, final Submission. Remember everyone to post the finals correctly!
Wraith's Spine Hacker by Voodoo (aka Baddcog)
http://steamcommunity.com/sharedfiles/filedetails/?id=231921520
Constant battle is Hell on weapons. Wraith King dug deep into his stash and pulled out this old favorite, his Spine Hacker. Realizing that bones are only temporary he has accepted the fact that this blade itself will perish, and where better than on the battlefield.
waited more than 2 hours, and still getting that error - going to have to call it a night, and hope that things are working by tomorrow evening...!
Warhog by Pixelherder
*switching back and forth between accounts, the new one always fails, the old one submits every time...so no idea what sort of bug that is, but its eaten up more than a few hours trying to work around it.
Crown of Agony by Pierate
Prosperous Morning Star by Ben.HCT (aka Volken)
Here's to the ongoing quest for knowledge.
A bit of fun that could go with any set
That's weird but if one is working and has your submissions I'd always use it.
If you get two accounts with items accepted it could complicate the tax process. Not sure really.
Super pleased with how it turned out in-game, enjoy!
Done!
Without further adieu...
The Watcher by Vayne and Stefco
(Link on Thumb Image)
..and that boar. I think everyone likes the boar. That's just silly fun.
collab with LuckCosta and Chiniara
ty for feedback.
Maw of the Eternal Hunger
yay
Edit: updated thumbnail 200px.
Just as a reminder, if someone is trying to finish an item (like me) today is the last day!
This reminds me so much of Lemmy from MotorHead. Good job.
Because of support from workshop artists we are able to make handplane a freeware tool. The downside of this is that we no longer have commercial licenses we can offer into the monthly competitions. Anyone who wants a commercial license can grab one off of the handplane site. Everyone is a winner! I am going to talk with Thiago and I will try and come up with something else handplane can offer to incentivise and reward participation.
We also have a new build coming with improvements for workshop artists. I am hoping that is only 2-3 weeks away.
Awesome news!
This has really become an essential part of every workflow. I don't see any downside to this news
Great news! Thanks Alec can't wait for the new build
Handplane is being great to us those days, im glad that is now a freeware =]
---
finally finished this guy
War Banner Weapon by T_Vidotto
Thats great, would love to see this one as an extra style :thumbup:
Did you weight some verticies to the flags on her back?
Did you consider using a particle effect like the one on tusk/storm spirit's hats?
Either way, ths is great
PS. whooo Handplane guys are great!
Workshop Link
Description:
Aurel never forgot being shot down from the skies on his maiden voyage. To that end he set to crafting a propeller enhancement that would strike fear into the hearts and minds of assailants before raining down sweet vengeance upon those who once mocked his lofty endeavors.
Could you post up the Object Space that you are inputting and the 'funky' Tangent space you are getting back out?
Or an image of the funky results?
Unless funky means good in this context...then ignore me.
=]]
a not so subtle green tooth appears
nop, i made 4 new bones and bind the flag to it, created a cloth file a made a lot of tests to get on this result, A LOT!!
maybe that help you, on the left is the object space normals, and on the right is he output from Handplane
also dont forget to add the lowpoly as an imput too
---
guy, wrapping up the month, im going to add everyone to the first posts and let you guys know when its ready. i will get some people to judge that not participated on this month. Do you guys think we should open for public voting and add that as another judge?
---
also, for the next month we are going for single items for the new heroes, so if you guys want to start there is no need to wait
I recently had some odd handplane issues, my problems were mainly from my exports jacking up my low poly. My solution to all my problems was to set my fbx export to z-up. Bad results could also come from your unwrap, if your symmerty and reuse is bad, then your output tangents will be bad, so seeing your unwarp and the baking models with the obj space map will help
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
Hmm, this is interesting Just a few things to check I guess:
-Are you baking the OS Normals with the exact same low poly mesh that you are putting through Handplane?
-Are all the normals pointing out the right way on the .obj mesh that you put through handplane? (exporting error maybe)
-Is there any sneaky doubled up geometry?
Just some suggestions, I am sure there are some much more experienced users that might have a better idea then me.
What do the smoothing groups look like? If a hard edge is the solution my guess would be a smoothing error
Initially there were no smoothing groups (hard edges) and that's what gave me the dark areas on the ouput normal map. Once I added a hard edge to the meshes that got rid of that error. I'll have to experiment a bit more with it and see if I can narrow down the problem.
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
Hm, could you try just baking a TS Normal map in Xnormal/Maya to see if it is actually handplane causing the issue? As far as I am aware, you shouldn't need hard edges n a mesh like that, especially when using handplane.
To me it still looks like there are two verticies in the same location. I could easily be wrong. I wish you the best of luck trying to solve this problem