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Dota 2 Monthly Community Competition #12 - February

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  • Rowinish
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    Rowinish polycounter lvl 8
    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.

    12782367393_161d5a3d04_b.jpg
  • Sayanora
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    Sayanora polycounter lvl 11
    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.

    moncomp_%2312.png
  • two_larsens
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    two_larsens polycounter lvl 6
    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.
  • Ben.HCT
    I think I'm almost ready to get this thing submitted.

    7a9ge_zps9d7d0f81.jpg

    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:

    preview_zps0838c184.jpg
  • Tamarin
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    Tamarin polycounter lvl 17
    Aerialist Wings by Tamarin

    200.jpg
  • QuadWrangler
    warhog_promo1.jpg

    warhog_turntable.gif

    *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*
  • EtotheRic
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    EtotheRic polycounter lvl 20
    Haha, nice flying pigbomb.

    Got the high res for the shark propeller done. I'll be working on the game textures tonight.
    gyrocopter_sharkhead_zrenders_900.jpg
    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.
  • Baddcog
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    Baddcog polycounter lvl 9
    warhog_promo1.jpg

    warhog_turntable.gif

    *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*

    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.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Tamarin wrote: »
    Aerialist Wings by Tamarin

    could you update with the 200px thumbnail? so i can use on the finished entries as soon as the month ends?
    warhog_promo1.jpg

    warhog_turntable.gif

    *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*

    had this problem too, it seems to appear from time to time, just try it later
  • Baddcog
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    Baddcog polycounter lvl 9
    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!


    Wraith's Spine Hacker by Voodoo (aka Baddcog)

    200x200.resizedimage
    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.


    637x358.resizedimage
  • QuadWrangler
    Tvidotto wrote: »
    had this problem too, it seems to appear from time to time, just try it later

    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...!
  • pixelherder
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    pixelherder polycounter lvl 18
    Still unable to submit - so had to revert back to old account, which submits fine*

    Warhog by Pixelherder

    200x200.resizedimage

    *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.
  • Pierate
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    Pierate polycounter lvl 15
    Finished and submitted.

    Crown of Agony by Pierate

    AgonyPreview200.jpg
  • Ben.HCT
    Right, going to call that it on this one (<3).

    Prosperous Morning Star by Ben.HCT (aka Volken)

    preview2_zps20428a2a.jpg

    Here's to the ongoing quest for knowledge.
  • reallymadmaveric
    Flying Bombardier Trophy Hat by reallymadmaveric

    KzwkEI6.jpg

    A bit of fun that could go with any set
  • Baddcog
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    Baddcog polycounter lvl 9

    *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.
  • Rowinish
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    Rowinish polycounter lvl 8
    Tyrfing by Rowinish

    268x268.resizedimage

    Super pleased with how it turned out in-game, enjoy!
  • polarbear
    The King's Voracity by polarbear

    VzKKIpF.jpg


    Done! =)

  • Vayne4800
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    Vayne4800 polycounter lvl 3
    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.

    Without further adieu...

    The Watcher by Vayne and Stefco

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    (Link on Thumb Image)

    bCsK76W.jpg
    ZIfWblB.jpg
    rST4Zev.gif
  • tso
    Man I forgot all about this competition, but I learned zbrush well enough, so I'm pretty pleased with myself.

    ..and that boar. I think everyone likes the boar. That's just silly fun.
  • PatoRadioativo
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    PatoRadioativo polycounter lvl 6
    hey guys we made that.
    collab with LuckCosta and Chiniara
    ty for feedback.

    KE56Me7.jpg
  • praetus
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    praetus interpolator
    Trying to work out some of the lumps before I start painting

    Legionnaire_Concepts_003.jpg
  • kite212
  • MagnoHusein
    Finished entry by Mango(me >.>) and vikk0!

    Maw of the Eternal Hunger

    UyVAC3k.png

    yay

    Edit: updated thumbnail 200px.
  • Frump
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    Frump polycounter lvl 12
    Rocketeer's Cap by Frump

    200x200.resizedimage
  • Tvidotto
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    Tvidotto polycounter lvl 9
    we have a lot of finished entries already, congrats for everyone.

    Just as a reminder, if someone is trying to finish an item (like me) today is the last day!
  • Joker_47
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    Joker_47 polycounter lvl 6
    So many great items, i hope next month won't be less productive :)
  • Tamarin
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    Tamarin polycounter lvl 17
    Frump wrote: »
    Rocketeer's Cap by Frump

    200x200.resizedimage

    This reminds me so much of Lemmy from MotorHead. Good job.
  • AlecMoody
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    AlecMoody ngon master
    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.
  • Tamarin
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    Tamarin polycounter lvl 17
    AlecMoody wrote: »
    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 :)
  • kite212
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    kite212 polycounter lvl 16
    AlecMoody wrote: »
    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 :)
  • Tvidotto
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    Tvidotto polycounter lvl 9
    AlecMoody wrote: »
    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 =]

    ---

    finally finished this guy

    War Banner Weapon by T_Vidotto

    200x200.resizedimage

    JLIkHa0.jpg

    21E8F48CBF5485D12D5AA0F9FCD36B8EF5DD7617

    K92RVyg.gif
  • kite212
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    kite212 polycounter lvl 16
    Tvidotto wrote: »
    K92RVyg.gif

    Thats great, would love to see this one as an extra style :thumbup:
  • Reyne
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    Reyne polycounter lvl 6
    @Tvidotto: That is pretty cool! Really clever idea. The painting is also quite clever.

    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 :3

    PS. whooo Handplane guys are great!
  • RunForest
  • praetus
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    praetus interpolator
    So, I won't finish this within the night but here is what I had for the polypaint so far. I'll post this in the regular Dota thread from now on.

    Legionnaire_Concepts_004.jpg
  • EtotheRic
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    EtotheRic polycounter lvl 20
    Aurel's Revenge by EtotheRic (Maki Attack)

    gyro_shark_prop_preview_200.jpg

    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.
  • EtotheRic
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    EtotheRic polycounter lvl 20
    I've been getting some funky results with handplane.
  • Reyne
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    Reyne polycounter lvl 6
    EtotheRic wrote: »
    I've been getting some funky results with handplane.

    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.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    kite212 wrote: »
    Thats great, would love to see this one as an extra style :thumbup:

    =]]
    a not so subtle green tooth appears
    Reyne wrote: »
    @Tvidotto: That is pretty cool! Really clever idea. The painting is also quite clever.

    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 :3

    PS. whooo Handplane guys are great!

    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!!
    EtotheRic wrote: »
    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

    7eICU.jpg

    ---

    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
  • Reyne
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    Reyne polycounter lvl 6
    Cool! Thanks Tvidotto. I wasn't even aware you could add new bones.
  • kite212
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    kite212 polycounter lvl 16
    EtotheRic wrote: »
    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
  • EtotheRic
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    EtotheRic polycounter lvl 20
    Reyne wrote: »
    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?
    handplane_edges.jpg
  • Reyne
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    Reyne polycounter lvl 6
    EtotheRic wrote: »
    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?
    handplane_edges.jpg


    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.
  • kite212
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    kite212 polycounter lvl 16
    EtotheRic wrote: »
    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
  • pixelherder
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    pixelherder polycounter lvl 18
    {whoops - wrong thread!}
  • EtotheRic
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    EtotheRic polycounter lvl 20
    kite212 wrote: »
    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.
  • EtotheRic
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    EtotheRic polycounter lvl 20
    Reyne wrote: »
    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.
  • praetus
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    praetus interpolator
    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:

    Valkyrie_Thumb.jpg
  • Reyne
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    Reyne polycounter lvl 6
    EtotheRic wrote: »
    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 :D
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