Hey guys I have a problem with bones for my weapon, I tried skinning on weapon and root but still get the same problem. The weapon is huge and is in different place.
Is there any guids on how to skin for Dota 2 ? Coz I cant find anything.
HELP PLZ!!!
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Edit
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OK, I found out what is the problem and how to rescale the weapon. It looks like I am exporting the FBX incorrectly. my Right side view is actually my Top side view. Any ideas what am I doing wrong ?
Anyone have any tips on MAKING the mask1/2 textures? I know what the color channels do and thought that I knew how to make them, but when I ported it in it wasn't shiny/showing the effects of masks at all.
Using valves mask1 made it look much better but It's not really gonna work out to submit an item without a custom mask.
If someone could walk me through the process of making the mask from your color map (or is it from the color map I don't even know) or point me in the direction of a tutorial on how to edit the channels correctly I'd love you forever.
To the ones who get the weapon in the wrong position or huge and so on
My problem was that I was using 3ds Max 2012, i dont know why but the export from there works bad, really bad.
Did the same process on 2011 and 2013 and works fine.
And for huge problems the scale of your weapon has to be 100, if you need to scale your weapon, enter on edit poly mode, and select element, then scale it from there.
Attempted to upload my headpiece into the client; got an error of: "Skeleton Error: can't find joint 59". Seems like I have more than just material issues now.
Below is my concept drawing, along with imgur links to the current status (done modeling and rigging).
hey guys, just wanted to drop by and say that ive been lurking on this forum for a long time, this thread helped immensely when i was trying to start working with the dota models.
guys im kinda confused. Ive been doing a lot of reading for making items. They have emphasized that lod1 shouldn't go over 4k triangles. Yet, when I open the models inside maya and select the geos, most of them, if not all, go over their intended budget. For example right now I have Axe's model open. The tris count is 5.9k. Can anyone clear this up for me?
i noticed that too, some couriers also pass the budget
my bet is that they are letting those "details" when they decide the characters, some of them are still changing like the new pudge now
Hey guys, first post here. I've been working on a set for OD for the past week and before I start texturing, I have to ask; do I need to do anything special for a particle system? For example, I'm trying to add a glow effect similar to wisp, but I am unsure whether to just use the standard particle system given (using 3ds Max 2010).
a glow effect can be achieved with the self ilumination on the texture
Hi all, please, can someone tell me how in Maya i can create Uv with size 2048x1024, instead of 2048x2048. If in UV snapshot i changing the aspect ratio on the 2048x1024 grid simply compressed.
Hi all, please, can someone tell me how in Maya i can create Uv with size 2048x1024, instead of 2048x2048. If in UV snapshot i changing the aspect ratio on the 2048x1024 grid simply compressed.
just dont care about the uv size and fill just half of the height
To get started on your particle systems you'll want to launch HL2 with the "-tools" launch condition. This will boot into tools mode. Go from the top menu Tools>Particle editor.
If you're familiar with Maya dynamics most of these properties should be easy to understand. Create a new particle system, assign it a sprite renderer, an emitter, and initializers to customize it.
You can create multiple systems to be the child of other systems to create more interesting effects. Once you're done save it as a .pcs and include it in your submission to valve.
To view it in game I believe you can add the .pcs file to the dota 2 test client particle manifest .txt however, I am unclear where to specify the attachment of the file to the item itself. It may be in the QC at compiling or it could be specified elsewhere.
Hi all, please, can someone tell me how in Maya i can create Uv with size 2048x1024, instead of 2048x2048. If in UV snapshot i changing the aspect ratio on the 2048x1024 grid simply compressed.
Work at 1x1 ratio till you're ready to submit to Valve, simply make sure when you're setting up your UVs you only use one half of the area.
When your textures are finalized and you're ready to preview change your canvase size to 1:0.5 and export your maps.
Also I would strongly advise against using anything over 1024 for your source textures. You will be resampling down to 256x in most cases and your UV borders can bleed badly when coming down from such a high resolution. 1024 might even be too high, but that has worked well for me so far.
***The above may cause your UVs to be offset. If this is the case, take your source texture document with your UVs in the upper half and make a copy of that UV layer. Select that half image and stretch it across the whole of the canvas. Export this stretched black and white UV now and apply it to the color channel of your model. In the UV editor match your models UVs with this image now, by selecting all the UVs and scaling them in that axis till they line up. Export this model and use it with your 256x128 textures now, the UVs will align properly. ***
Hey guys I have a problem with bones for my weapon, I tried skinning on weapon and root but still get the same problem. The weapon is huge and is in different place.
Is there any guids on how to skin for Dota 2 ? Coz I cant find anything.
HELP PLZ!!!
----
Edit
----
OK, I found out what is the problem and how to rescale the weapon. It looks like I am exporting the FBX incorrectly. my Right side view is actually my Top side view. Any ideas what am I doing wrong ?
Make sure you're deleting history and **Freezing transformations** before exporting your fbx file. Use the provided source models for the character to help you with scaling the item.
i've been reading up on this thread on how to get my items inside the dota 2 test build,
but for some reason my hero keeps displaying without a weapon in his hand.
I've seen that feracon had this problem as well, but I don't know if it got solved, I can't see the solution anywhere.
can anyone help me with this?
i unpacked the .vtf file to the corresponding directory, and renamed the vtf afterward, so the engine is loading the default items fine (except for the sword, i'm thinking the .smd isn't working), but as I said, the sword isn't displaying.
the source files from the sword I took from the .zip file the workshop compiler created when I submitted my item, so they presumably should work, so why don't they?
i've been reading up on this thread on how to get my items inside the dota 2 test build,
but for some reason my hero keeps displaying without a weapon in his hand.
I've seen that feracon had this problem as well, but I don't know if it got solved, I can't see the solution anywhere.
can anyone help me with this?
i unpacked the .vtf file to the corresponding directory, and renamed the vtf afterward, so the engine is loading the default items fine (except for the sword, i'm thinking the .smd isn't working), but as I said, the sword isn't displaying.
the source files from the sword I took from the .zip file the workshop compiler created when I submitted my item, so they presumably should work, so why don't they?
did you test on the model viewer? can be from source sdk or alienswarm sdk or sfm sdk
alien swarm is the best for now
the problem can be alot of things, a wrong path on the qc, a wrong compiling for example
how is you qc file? or the compiler from game creates his own and you dont have access to it?
i tried to add feathers to the owl´s wings with a lot of different tecniques but i decided to do that on photoshop later with the help of the ndo2 plugin
the fur was hard too, i was looking for the style of the juggernaut dog´s fur and took a long time to get the result that i wanted
i also tested the retopology on the zbrush, my backpack was made of almost 10 parts and i was going to transform in just 3, the retopology is awesome but painful...
i wasnt sure if it was my lack of experience so i decided to do the retopology again on the cat and it was worse hahaha
my lowpoly is almost there, i need to have 3500 tris to the lod0 and 3000 to lod1, im with 3824 for now, a couple more and im done
anyone knows if the engine supports blend shapes? i want to animate better the face on the portrait and im almost sure that the dota characters uses blend shapes
i've been reading up on this thread on how to get my items inside the dota 2 test build,
but for some reason my hero keeps displaying without a weapon in his hand.
I've seen that feracon had this problem as well, but I don't know if it got solved, I can't see the solution anywhere.
can anyone help me with this?
i unpacked the .vtf file to the corresponding directory, and renamed the vtf afterward, so the engine is loading the default items fine (except for the sword, i'm thinking the .smd isn't working), but as I said, the sword isn't displaying.
the source files from the sword I took from the .zip file the workshop compiler created when I submitted my item, so they presumably should work, so why don't they?
I've tried this with both a DK and Kunkka sword i made, both cases the characters appear empty handed. No clue how to fix it. These are the compiled files being submitted to valve im using they should be fine considering they also preview upon submission just fine.
Continued work on a blade i had been working on, taking into account suggestions from HoodedSniper @Emporium (Thanks); And have now made a weapon for Phantom Lancer. Low (Should be) & high poly ready.
I'm still slightly new to the process, so; whats the next step in reaching the submission to the workshop.
I have been fiddling with an Axe set, which is a mostly a study in understanding some of the processes involved in compiling assets for Dota 2 and to help lay down a basic pipeline for future assets.
Im not 100% satisfied with a few areas but i have spent way more time than im comfortable with and feel i need to wrap this guy up. Would love some feedback before i submit, so if anything jumps out at you please let me know
This first image is a straight screen grab from max of the lod1 mesh and 256x256 textures. I wasnt able to find a good way of previewing the entire set at once within source that supported all the masks and attachments.
and individually in the in game previewer
Weapon
Belt
Helm
Armor
I ran into a few issues with Axe, mostly i found inconsistency's in the package supplied on the workshop website and the assets extracted from the game files.
The obvious one of the textures being packed differently wasn't to much of a stretch, but i did find myself doing multiple tests due to the green/red channels being switched on the normal maps. The extracted versions looked to work correctly.
The rig was also offset in the downloaded package with the extracted version looking to match up with the in game previewer.
Also listed on the website for Axe item slots you have, head, armor, weapon, belt and misc. However on preview in game there is a section for shoulder armor (300tri) and armor (400tri). Doesnt seem like a big deal untill your testing a mostly wrapped up shoulder asset for the first time :poly124:
Solution: Now you must made the maps and then make a texture(color map). Do you know how? I can help if you want. And the texturing, I am interested doing it, but I am not THAT good. But can I try it? ^^
Lennyagony: The axe looks a-mazing! Very nice work.
DimakSerpg : If you are using the 3dsmax, why you just dont import valve model first, then put yours and then move it on the old valve model with xform reseted. And then add bones.
DimakSerpg : If you are using the 3dsmax, why you just dont import valve model first, then put yours and then move it on the old valve model with xform reseted. And then add bones. This doenst work?
yes, I do an import of original model, I do an import of the model, I delete the original, and I attach bones to the subject
I have been fiddling with an Axe set, which is a mostly a study in understanding some of the processes involved in compiling assets for Dota 2 and to help lay down a basic pipeline for future assets.
awesome set!
i really like how you can see then by thr sillhouette. the shoulder is the best one =]
The problem is, that with this technique you will need to do the skin thingy every time you change something on the model. Thats why you must create the texture first so you know where are the problems. If you will need help with textures, pm me, we can make some deal with renevue share. The model is not bad, but there are some things you need to repair. I maybe make it too big. And another thing, if the spike things near his hand stay, you need to change bone envelopes too. Its kind of glitch out right now. http://www.sendspace.com/file/kacjrm
You started badly. Firstly, I reseted rotation of your model to 0,0,0 and then reseted the xform. THen I exported is as .obj. Then I imported valve old model .obj and after it your new .obj, move it right into the old model and add the bones. After it I exported is as .FBX and then I started a new max to try if everything is allright and then I imported it to the preview window. Its never right in his hand so you need to tweak it out in 3dsmax and always turning off and on dota to test a new version. But this is working pretty well.
i tried to add feathers to the owl´s wings with a lot of different tecniques but i decided to do that on photoshop later with the help of the ndo2 plugin
the fur was hard too, i was looking for the style of the juggernaut dog´s fur and took a long time to get the result that i wanted
i also tested the retopology on the zbrush, my backpack was made of almost 10 parts and i was going to transform in just 3, the retopology is awesome but painful...
i wasnt sure if it was my lack of experience so i decided to do the retopology again on the cat and it was worse hahaha
my lowpoly is almost there, i need to have 3500 tris to the lod0 and 3000 to lod1, im with 3824 for now, a couple more and im done
anyone knows if the engine supports blend shapes? i want to animate better the face on the portrait and im almost sure that the dota characters uses blend shapes
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update
3488 tris
yay!
Absolutely awesome work man, great design. Way to not go overboard with the normal map sculpt, looks very professional . I'm fairly sure they support blend shapes, if you load a character up in the SDK model viewer you can see a list of them and move the bars to create facial expressions etc.
However, I havent a clue as to how to get them set up so the engine recognizes them . Sorry.
So I've made some changes to my staff. Primarily making it longer so the skull won't look huge when scaled to the size of his old staff.
Quick question.
This might just be me doing it wrong but I can't seem to decompile any lod1 files. There's 2 files that's called lod1 but they are the same as the other files and I'm pretty sure it's all lod0. Is it even possible ?
did you test on the model viewer? can be from source sdk or alienswarm sdk or sfm sdk
alien swarm is the best for now
the problem can be alot of things, a wrong path on the qc, a wrong compiling for example
how is you qc file? or the compiler from game creates his own and you dont have access to it?
the qc file I edited myself to the appropriate directory, but as there are no other qc files in the dota 2 test folder, I am not sure where to place it.
I tried placing it in the scripts folder and in the models/heroes/juggernaut folder, but none of both worked
i tried following the general structure of the rest of the items by simply overwriting the three files already present with my compiled ones, but that didn't work
I have narrowed down my problem to the .mdl files though; the default model loads, with my textures applied to it.
my guess is that the .MDL files hold a reference to another file in some directory, which causes the file to stop working properly once you move it; I noticed the directory in the .qc file generated by the engine has a relative file path, so i'm guessing the .MDL files do as well.
I have sent a support request to valve about this since it seems to be a general issue, and I have not been able to find anyone who has actually managed to make it work. (not even on the dota 2 dev forum)
Use the outliner for skin binding. Just navigate to the bone you want (and you cant miss it there, its named sword_1 or something like this). Duplicate, unparent and smooth bind with your mesh.
Replies
Is there any guids on how to skin for Dota 2 ? Coz I cant find anything.
HELP PLZ!!!
----
Edit
----
OK, I found out what is the problem and how to rescale the weapon. It looks like I am exporting the FBX incorrectly. my Right side view is actually my Top side view. Any ideas what am I doing wrong ?
Using valves mask1 made it look much better but It's not really gonna work out to submit an item without a custom mask.
If someone could walk me through the process of making the mask from your color map (or is it from the color map I don't even know) or point me in the direction of a tutorial on how to edit the channels correctly I'd love you forever.
My problem was that I was using 3ds Max 2012, i dont know why but the export from there works bad, really bad.
Did the same process on 2011 and 2013 and works fine.
And for huge problems the scale of your weapon has to be 100, if you need to scale your weapon, enter on edit poly mode, and select element, then scale it from there.
Hope it helps !
Attempted to upload my headpiece into the client; got an error of: "Skeleton Error: can't find joint 59". Seems like I have more than just material issues now.
Below is my concept drawing, along with imgur links to the current status (done modeling and rigging).
http://imgur.com/No5KC
http://imgur.com/fmTQL
http://steamcommunity.com/sharedfiles/filedetails/?id=90267786
http://p3d.in/jDPvb
3ds? use x force, collapse, attach to bone. Worked for me.
ERROR: c:\users\desktop\lifestealer\exp\mdldecompiler.qc(7): - Unknown replace model 'life_stealer_model'
ERROR: Aborted Processing on 'heroes/life_stealer/life_stealer.mdl'
Can someone tech me how to set up all the folders and the QC file ?
Should I post a Video of my Workflow and u can see whats wrong ?
PS: Delete if you can. Bad reply. Thanks.
also, heres a courier im working on:
this is probably a wrong path on the qc for the model, you could post your qc file so we can see it better a try to find the error
its no flat how i was thinking, i really like the idea =]
saying like that appears to be easy =]
i noticed that too, some couriers also pass the budget
my bet is that they are letting those "details" when they decide the characters, some of them are still changing like the new pudge now
a glow effect can be achieved with the self ilumination on the texture
you can check it on my dragon on the pink tail end or the eyes
http://steamcommunity.com/sharedfiles/filedetails/?id=84991947
better to show what i was thinking
that what i meant with the thirds
for me it have a better appeal =]
fill from 0 to 0,5
´
If you're familiar with Maya dynamics most of these properties should be easy to understand. Create a new particle system, assign it a sprite renderer, an emitter, and initializers to customize it.
You can create multiple systems to be the child of other systems to create more interesting effects. Once you're done save it as a .pcs and include it in your submission to valve.
To view it in game I believe you can add the .pcs file to the dota 2 test client particle manifest .txt however, I am unclear where to specify the attachment of the file to the item itself. It may be in the QC at compiling or it could be specified elsewhere.
That's all I know on particles so far.
Work at 1x1 ratio till you're ready to submit to Valve, simply make sure when you're setting up your UVs you only use one half of the area.
When your textures are finalized and you're ready to preview change your canvase size to 1:0.5 and export your maps.
Also I would strongly advise against using anything over 1024 for your source textures. You will be resampling down to 256x in most cases and your UV borders can bleed badly when coming down from such a high resolution. 1024 might even be too high, but that has worked well for me so far.
***The above may cause your UVs to be offset. If this is the case, take your source texture document with your UVs in the upper half and make a copy of that UV layer. Select that half image and stretch it across the whole of the canvas. Export this stretched black and white UV now and apply it to the color channel of your model. In the UV editor match your models UVs with this image now, by selecting all the UVs and scaling them in that axis till they line up. Export this model and use it with your 256x128 textures now, the UVs will align properly. ***
It might be better to just use the in game compiler, GUIstudio is a pain in the ass.
Make sure you're deleting history and **Freezing transformations** before exporting your fbx file. Use the provided source models for the character to help you with scaling the item.
Amen
awesome texture!
i've been reading up on this thread on how to get my items inside the dota 2 test build,
but for some reason my hero keeps displaying without a weapon in his hand.
I've seen that feracon had this problem as well, but I don't know if it got solved, I can't see the solution anywhere.
can anyone help me with this?
i unpacked the .vtf file to the corresponding directory, and renamed the vtf afterward, so the engine is loading the default items fine (except for the sword, i'm thinking the .smd isn't working), but as I said, the sword isn't displaying.
the source files from the sword I took from the .zip file the workshop compiler created when I submitted my item, so they presumably should work, so why don't they?
did you test on the model viewer? can be from source sdk or alienswarm sdk or sfm sdk
alien swarm is the best for now
the problem can be alot of things, a wrong path on the qc, a wrong compiling for example
how is you qc file? or the compiler from game creates his own and you dont have access to it?
updates on my new courier
i tried to add feathers to the owl´s wings with a lot of different tecniques but i decided to do that on photoshop later with the help of the ndo2 plugin
the fur was hard too, i was looking for the style of the juggernaut dog´s fur and took a long time to get the result that i wanted
i also tested the retopology on the zbrush, my backpack was made of almost 10 parts and i was going to transform in just 3, the retopology is awesome but painful...
i wasnt sure if it was my lack of experience so i decided to do the retopology again on the cat and it was worse hahaha
my lowpoly is almost there, i need to have 3500 tris to the lod0 and 3000 to lod1, im with 3824 for now, a couple more and im done
anyone knows if the engine supports blend shapes? i want to animate better the face on the portrait and im almost sure that the dota characters uses blend shapes
---
update
3488 tris
yay!
If I could make any suggestion, and this isn't needed (It'd just be neat) if you changed that axe into a Battle Fury
I have no idea if the engine supports blend shapes. Sorry
GREAT IDEA! =]
i still have some triangles to spare
I've tried this with both a DK and Kunkka sword i made, both cases the characters appear empty handed. No clue how to fix it. These are the compiled files being submitted to valve im using they should be fine considering they also preview upon submission just fine.
I'm still slightly new to the process, so; whats the next step in reaching the submission to the workshop.
Is anyone interested in texturing this?
Im not 100% satisfied with a few areas but i have spent way more time than im comfortable with and feel i need to wrap this guy up. Would love some feedback before i submit, so if anything jumps out at you please let me know
This first image is a straight screen grab from max of the lod1 mesh and 256x256 textures. I wasnt able to find a good way of previewing the entire set at once within source that supported all the masks and attachments.
and individually in the in game previewer
Weapon
Belt
Helm
Armor
I ran into a few issues with Axe, mostly i found inconsistency's in the package supplied on the workshop website and the assets extracted from the game files.
The obvious one of the textures being packed differently wasn't to much of a stretch, but i did find myself doing multiple tests due to the green/red channels being switched on the normal maps. The extracted versions looked to work correctly.
The rig was also offset in the downloaded package with the extracted version looking to match up with the in game previewer.
Also listed on the website for Axe item slots you have, head, armor, weapon, belt and misc. However on preview in game there is a section for shoulder armor (300tri) and armor (400tri). Doesnt seem like a big deal untill your testing a mostly wrapped up shoulder asset for the first time :poly124:
Lennyagony: The axe looks a-mazing! Very nice work.
I have such problem
The subject didn't change in the size
Bones adhered
I have never had problem with this technique.
yes, I do an import of original model, I do an import of the model, I delete the original, and I attach bones to the subject
simply as though model small
used topogun for retopology
And also used zbrush
Excuse, i badly know English:(
If you dont solve it send me it I will try to make it work.
awesome set!
i really like how you can see then by thr sillhouette. the shoulder is the best one =]
great job
as at once "import failed"
Therefore only .fbx
http://www20.zippyshare.com/v/85634965/file.html
Okay so,
The problem is, that with this technique you will need to do the skin thingy every time you change something on the model. Thats why you must create the texture first so you know where are the problems. If you will need help with textures, pm me, we can make some deal with renevue share. The model is not bad, but there are some things you need to repair. I maybe make it too big. And another thing, if the spike things near his hand stay, you need to change bone envelopes too. Its kind of glitch out right now.
http://www.sendspace.com/file/kacjrm
After all everything works
Absolutely awesome work man, great design. Way to not go overboard with the normal map sculpt, looks very professional . I'm fairly sure they support blend shapes, if you load a character up in the SDK model viewer you can see a list of them and move the bars to create facial expressions etc.
However, I havent a clue as to how to get them set up so the engine recognizes them . Sorry.
Quick question.
This might just be me doing it wrong but I can't seem to decompile any lod1 files. There's 2 files that's called lod1 but they are the same as the other files and I'm pretty sure it's all lod0. Is it even possible ?
the qc file I edited myself to the appropriate directory, but as there are no other qc files in the dota 2 test folder, I am not sure where to place it.
I tried placing it in the scripts folder and in the models/heroes/juggernaut folder, but none of both worked
i tried following the general structure of the rest of the items by simply overwriting the three files already present with my compiled ones, but that didn't work
I have narrowed down my problem to the .mdl files though; the default model loads, with my textures applied to it.
my guess is that the .MDL files hold a reference to another file in some directory, which causes the file to stop working properly once you move it; I noticed the directory in the .qc file generated by the engine has a relative file path, so i'm guessing the .MDL files do as well.
I have sent a support request to valve about this since it seems to be a general issue, and I have not been able to find anyone who has actually managed to make it work. (not even on the dota 2 dev forum)
Epic! Very nice, is there a low?
[ame="http://www.youtube.com/watch?v=wrDs4s7kgNs"]Skinning Problem - YouTube[/ame]
Trying to attach the bone to my sword
Here's finished shoulder btw )