My Bounty Hunter mask got accepted into the game and it's 340 quads with a limit of 350 polygons.
In fact out of my whole Bounty Hunter set which was accepted into the game every piece gets close to the given limit while going way over with triangles. If it goes a single quad over (and I've tried) it won't work inside the importer, I'll get the error saying the polycount is too high.
Unless I've done something magical with the importer it seems to be quads; I've done it with my items for Doombringer, Pudge, Naga and Bounty Hunter and they all work fine.
Accepted into the workshop or accepted into the store?
All I was saying is that the importer accepts up to X quads, but the technical requirements page claims the limit is actually X triangles. There's a contradiction there.
If someone has an item actually in the store that used a quad limit instead of a triangle limit then that would prove they're fine with the tris going over the poly limit... until then I think I'm going to play it safe.
Accepted into the workshop or accepted into the store?
All I was saying is that the importer accepts up to X quads, but the technical requirements page claims the limit is actually X triangles. There's a contradiction there.
If someone has an item actually in the store that used a quad limit instead of a triangle limit then that would prove they're fine with the tris going over the poly limit... until then I think I'm going to play it safe.
Yep, accepted into the store (not actually in yet but they're all listed on the item schema for the next big store update).
I'm going to revert for triangles, though, no point in continuing to use quads since chances are my items got through just because of the way the importer is currently built instead of Valve's own limit on triangles.
Hi guys, i'm getting into Dota 2 modding too...
After checking many links i still have quite a few doubts in my mind...
Let's say i want to make a new Shuriken for Bounty Hunter.
I go to Dota Workshop and i download their ref model of BH.
I open the OBJs in max and it has 2 versions: V1 with all the objects on the ground in 0,0,0; V2 with the Shuriken in his backpack and the other items in 0,0,0.
I imagine one is for the actual weapon when it's tossed, and the other one it's for visualizasion while doing other actions.
So which one i should modify? and once i finished, which one should i submit?
Do they require to be skinned to the main model?
On a more generic base, all weapons should be in 0,0,0 when you modify them?
Items to wear and cosmetics should be directly on the character? Do they need skinning?
*EDIT: one more question: i read that the shading on a model (and so on it's items) cannot be changed. So if i need to do an object with some emissive glow, how does it work? is it emissive in one of the 2 masks textures?
Hi guys, i'm getting into Dota 2 modding too...
After checking many links i still have quite a few doubts in my mind...
Let's say i want to make a new Shuriken for Bounty Hunter.
I go to Dota Workshop and i download their ref model of BH.
I open the OBJs in max and it has 2 versions: V1 with all the objects on the ground in 0,0,0; V2 with the Shuriken in his backpack and the other items in 0,0,0.
I imagine one is for the actual weapon when it's tossed, and the other one it's for visualizasion while doing other actions.
So which one i should modify? and once i finished, which one should i submit?
Do they require to be skinned to the main model?
On a more generic base, all weapons should be in 0,0,0 when you modify them?
Items to wear and cosmetics should be directly on the character? Do they need skinning?
*EDIT: one more question: i read that the shading on a model (and so on it's items) cannot be changed. So if i need to do an object with some emissive glow, how does it work? is it emissive in one of the 2 masks textures?
Thanks and sorry if the questions are silly
The emissive is in one of the masks, I think mask_1 alpha
@Ex4000 - your axe is looking nice in game. Its hard to tell when its not in motion but the green channel might be flipped on your normal map? One thing i noticed was the normal maps in the source files were not correct, not sure if they have been updated yet.
@KingUNREAL - really like your style, the in game screenshots even better
@crazyone - technically these look great, and i like the painterly style. Not sure about the pharaoh style choice for pudge though.
@BrontoThunder - i like em, fit the character well and nice to hear about the masks. Im finding some characters are much more agreeable than others in the shader department.
@Ex4000 - your axe is looking nice in game. Its hard to tell when its not in motion but the green channel might be flipped on your normal map? One thing i noticed was the normal maps in the source files were not correct, not sure if they have been updated yet.
@KingUNREAL - really like your style, the in game screenshots even better
@crazyone - technically these look great, and i like the painterly style. Not sure about the pharaoh style choice for pudge though.
@BrontoThunder - i like em, fit the character well and nice to hear about the masks. Im finding some characters are much more agreeable than others in the shader department.
I fixed the problem it was just a bad normal map, Going to try and get some zbrush knowledge so I can get baked normal/light maps for my next item, I used crazy bump for this one.
On a set that I've been working on for a while now (read: I don't know where the original bones came from), when I did a new item I had to bind it in Y-up space while the other items have to be bound in Z-up space (both in the same scene) to work properly. Both skeletons don't have any groups with offsets as parent or anything like that. For now, I'm kinda puzzled but I guess it also kinda works *shrugs*
Same issue here. Which skeleton are you using for reference, the decompiled one from the game or the one from the website? Also, Z up or Y up?
I am using the right hand weapon skeleton for bouny hunter, and skinning it only to the joint labelled "rhand". Y UP axis. It is the decompiled one from the game, using GCFScape.
So which one i should modify? and once i finished, which one should i submit?
You should have it placed where it is on the actual model (unless the joint is placed away from the model) scaled to an appropriate size and then smooth bound to the joint that controls the shuriken.
Do they require to be skinned to the main model?
Yes, smooth bound to the appropriate joint(s)(make sure no joints are taking control when they shouldn't).
On a more generic base, all weapons should be in 0,0,0 when you modify them?
If you want to, always preference on where to begin your modeling.
Items to wear and cosmetics should be directly on the character? Do they need skinning? Items need to always be (when finished and ready to import) moved into place and bound to the appropriate joint on the models rig.
So if i need to do an object with some emissive glow, how does it work? is it emissive in one of the 2 masks textures?
a lot of good works since my last visit =] congrats guys
----
updates on the courier
normal map on both models ready and started to skecth some texture in it
later i post the winged version
any suggestion?
Alot of wear and tear on the creature, I see it as a fighter.
Spear for huskar with its incomplete base texture and no masks
Currently having issues with cliping on the spear with the third finger, its an easy fix but it also occur on some animations on valves dagger so is it ment to be like that?
In regards to motenai,
So which one i should modify? and once i finished, which one should i submit?
You should have it placed where it is on the actual model (unless the joint is placed away from the model) scaled to an appropriate size and then smooth bound to the joint that controls the shuriken.
Thank for the answer KingUnreal.
I quoted the answer that still i don't understand. I'll try to make it more clear... Bounty Hunter comes with 2 different geometry files in the non-maya version, one with the shuriken on the ground in 0,0,0 and one with the shuriken in the back pack, both bound to different bones.
Do i have to submit a file with shuriken in both positions? or 2 different files? or one is enough?
Finally got my weapon properly scaled and skinned to the bone. This is what it looks like without any of the mask files tampered with. Any suggestions to make it more interesting? This is my first weapon that I have ever made (that wasn't for a school assignment). The normal map was made with crazybump.
Ok I am nearly at my breaking point on this whole transparency thing. If anyone is very good with textures I'd be willing to PM them, but the core issue remains the same; Main coloration of the wings (which is the original color sourced) is invisible / transparent no matter what I alter it with.
In alternate news, here's a geometry shot of the armor pre-materials. It still needs a proper normal map, but I feel the concept is expressed.
Ok I am nearly at my breaking point on this whole transparency thing. If anyone is very good with textures I'd be willing to PM them, but the core issue remains the same; Main coloration of the wings (which is the original color sourced) is invisible / transparent no matter what I alter it with.
In alternate news, here's a geometry shot of the armor pre-materials. It still needs a proper normal map, but I feel the concept is expressed.
If you have masks what are they like? Because theres somethings in there which can cause transparency.
hi guys, tnx for the feedback we fixed it, but now i have problem with the normal mask, its coming out too flat, how can i increase its whole volume, ive made the height 12 but its not doing a lot just bigger dents,
and bad result
The main reason you got such a poor result is because you filtered the texture map through a normal map filter. If you want to get the best results, you should do it manually, using a grey as a background. This will make every thing flat. Then yoi will use white to raise an area in a 3d perspective and black to lower it. Using gradients will help you get smooth results. Then you put it through a normal map filter and voila. Epic normal map.
The main reason you got such a poor result is because you filtered the texture map through a normal map filter. If you want to get the best results, you should do it manually, using a grey as a background. This will make every thing flat. Then yoi will use white to raise an area in a 3d perspective and black to lower it. Using gradients will help you get smooth results. Then you put it through a normal map filter and voila. Epic normal map.
my suggestion is to create a high poly model and get the normalmap the traditional way =]
(Hyperlinked to save on space and load times for others)
Also, is there a way to actually animate the tail with a new bone attached to the skeleton? or is that a no-no?
Thank you for the kind words. Is your drawing supposed to tell me that the handle is correct or that it needs to be changed? Metalness mask would be used soley on the blade I am assuming yeah? Thanks again!
Thank you for the kind words. Is your drawing supposed to tell me that the handle is correct or that it needs to be changed? Metalness mask would be used soley on the blade I am assuming yeah? Thanks again!
sorry, should have be more direct
i drawn some lines to show you that the handle is a little strange
can be some uv or texture problems, the lines that i draw should be more even
(Hyperlinked to save on space and load times for others)
Also, is there a way to actually animate the tail with a new bone attached to the skeleton? or is that a no-no?
Its hard to tell from looking at the masks but check each channel and make sure nothing is wrong with them, this video explains each mask @2.40
@ex4000 : That's what I've been using since day 1. It doesn't seem to address the issue, nor even acknowledge it.
HOWEVER, I now feel really stupid, as I found that my alphas were goobered up on every single map, including the color.
Link to the finished submission: http://steamcommunity.com/sharedfiles/filedetails/?id=99026767
In the end, I felt that making it busier and more cluttered would make the model less distinguishable in a fast-paced environment. It may not be as "Beautiful" as the original wings, but I felt that overall it fit better thematically with the rest of the set.
Also, I had a basic idea for a Doom weapon, but as it would not meet the style of him, I am unsure if I should even try to design it in a working color scheme.
I finished my Shoulder Armor for the beastmaster.
Than i deleted all files except the shoulder Armor and
saved it as a .Obj data and converted it with MilkShape 3D
to a MLD
Pretty new to modeling, this is actually my first "proper" model. It's a torch and is intended to replace the ward, and I'm planning on making a set of custom particles.
Right now I'm thinking that the model is looking a little boring. Anybody have any thoughts on it?
I think you did a good job creating the helmet, but it looks too sci-face space to me and so doesn't seem like it fits this theme. The black metal and emissive red 'lights' are the main cause of this. Maybe if you changed the material to look more like metal instead of the fiberglassy look, and replaced the X-Man X with a ruby?
Love the axe!!
@Bronto - Very nice beard you got there. The chin area between his 'stache and the beard look more like a fat lip right now, and not the skin leading to a chin. I think that's because we don't see his mouth at all. Maybe model in some bottom lip? Love the wavy beard look.
I know I want books to be the theme for my staff and replacement lantern. Now I'm a little stuck though..
Option 1: Black Grimoire lantern replacement, and a stack of books on the podium for a staff
Option 2: Stack of books for a lantern replacement, and the Black Black Grimoire bound to the staff
Option 3: Black Grimoire lantern replacement, and a different styled staff.
This is the Warlocks own Black Grimoire, and with so much arcane knowledge, that sucker's gotta be big. I'm using the Pirata Codex from Pirates of the Carribean as the basis for the size. See it at http://www.empireonline.com/images/image_index/original/49611.jpg
Here's the concept I'm using for the Black Grimoire as of right now with some PS filters thrown on. Colors are temporary. The eyeball is bulging out of the front cover, and the front cover is ripped open. The orange curve above the eye leading into the cover reinforcements is meant to follow the shape of his robes leading from the eye on his chest up to his neck. I think the craggy skin texture will be changed to match the scaley black around they eye on his current robe.
This staff is the same height and top-heavy dimensions of his original staff. Here are the proxy models I'm working off.
LiselottePulva That set is ballin' but my only issue is that it looks like the X-men logo is on it haha.
Here's my first piece of a set I'm doing for Sniper
Saw this on the workshop awesome as hell, I think you need to contact Valve though and ask them if they can fix snipers eyes, Im sure if your item gets popular they might consider it.
ex4000,that looks more like a staff rather than a mace.
Those curves are way too wide for them to give out a feeling of a melee weapon.
At least for me
ex4000,that looks more like a staff rather than a mace.
Those curves are way too wide for them to give out a feeling of a melee weapon.
At least for me
Think of them like horns, Like I said I might rotate it around to he will hit from the front rather than the side of the 2 front parts
Replies
Some new Pudge weapons, rates and opinions appreciated!
Accepted into the workshop or accepted into the store?
All I was saying is that the importer accepts up to X quads, but the technical requirements page claims the limit is actually X triangles. There's a contradiction there.
If someone has an item actually in the store that used a quad limit instead of a triangle limit then that would prove they're fine with the tris going over the poly limit... until then I think I'm going to play it safe.
Very nice, what do they look like in game?
Thanks! If you click on the images, it'll direct you to their workshop page and you'll see a couple more pictures with in-game view.
here's some my stuff for pudge
Yep, accepted into the store (not actually in yet but they're all listed on the item schema for the next big store update).
I'm going to revert for triangles, though, no point in continuing to use quads since chances are my items got through just because of the way the importer is currently built instead of Valve's own limit on triangles.
Still, it's an interesting topic for sure.
After checking many links i still have quite a few doubts in my mind...
Let's say i want to make a new Shuriken for Bounty Hunter.
I go to Dota Workshop and i download their ref model of BH.
I open the OBJs in max and it has 2 versions: V1 with all the objects on the ground in 0,0,0; V2 with the Shuriken in his backpack and the other items in 0,0,0.
I imagine one is for the actual weapon when it's tossed, and the other one it's for visualizasion while doing other actions.
So which one i should modify? and once i finished, which one should i submit?
Do they require to be skinned to the main model?
On a more generic base, all weapons should be in 0,0,0 when you modify them?
Items to wear and cosmetics should be directly on the character? Do they need skinning?
*EDIT: one more question: i read that the shading on a model (and so on it's items) cannot be changed. So if i need to do an object with some emissive glow, how does it work? is it emissive in one of the 2 masks textures?
Thanks and sorry if the questions are silly
Veno stingers done!
Might make a set of these if people like them.
Fun fact; Veno's masks are easy as shit to do haha.
The emissive is in one of the masks, I think mask_1 alpha
This vid goes through them @2:40
[ame="http://www.youtube.com/watch?v=6_pTAxfvKwc&t=2m40s"]From Maya to Dota 2 - YouTube[/ame]
@KingUNREAL - really like your style, the in game screenshots even better
@crazyone - technically these look great, and i like the painterly style. Not sure about the pharaoh style choice for pudge though.
@BrontoThunder - i like em, fit the character well and nice to hear about the masks. Im finding some characters are much more agreeable than others in the shader department.
I fixed the problem it was just a bad normal map, Going to try and get some zbrush knowledge so I can get baked normal/light maps for my next item, I used crazy bump for this one.
On a set that I've been working on for a while now (read: I don't know where the original bones came from), when I did a new item I had to bind it in Y-up space while the other items have to be bound in Z-up space (both in the same scene) to work properly. Both skeletons don't have any groups with offsets as parent or anything like that. For now, I'm kinda puzzled but I guess it also kinda works *shrugs*
I am using the right hand weapon skeleton for bouny hunter, and skinning it only to the joint labelled "rhand". Y UP axis. It is the decompiled one from the game, using GCFScape.
Anyways click the image to vote if you like it
----
updates on the courier
normal map on both models ready and started to skecth some texture in it
later i post the winged version
any suggestion?
Alot of wear and tear on the creature, I see it as a fighter.
Spear for huskar with its incomplete base texture and no masks
Currently having issues with cliping on the spear with the third finger, its an easy fix but it also occur on some animations on valves dagger so is it ment to be like that?
I think It'd be better if you lose the skull, something about chaos knight and skulls just doesn't seem right to me.
Chaos Knight has more of a Mordor look to him than an undead one.
Like this Axe for Chaos Knight, Its really awesome but doesn't fit with him, it would suit SK way way more
http://steamcommunity.com/sharedfiles/filedetails/?id=86728317&searchtext=
Thank for the answer KingUnreal.
I quoted the answer that still i don't understand. I'll try to make it more clear... Bounty Hunter comes with 2 different geometry files in the non-maya version, one with the shuriken on the ground in 0,0,0 and one with the shuriken in the back pack, both bound to different bones.
Do i have to submit a file with shuriken in both positions? or 2 different files? or one is enough?
are you using the metalness on the mask?
keep doing, it improved a lot
In alternate news, here's a geometry shot of the armor pre-materials. It still needs a proper normal map, but I feel the concept is expressed.
If you have masks what are they like? Because theres somethings in there which can cause transparency.
I managed to complete something with no time at all. Thanks for the feedback.
The main reason you got such a poor result is because you filtered the texture map through a normal map filter. If you want to get the best results, you should do it manually, using a grey as a background. This will make every thing flat. Then yoi will use white to raise an area in a 3d perspective and black to lower it. Using gradients will help you get smooth results. Then you put it through a normal map filter and voila. Epic normal map.
my suggestion is to create a high poly model and get the normalmap the traditional way =]
then you get one like this
http://i.imgur.com/rSMED.png
http://i.imgur.com/9h0kH.png
(Hyperlinked to save on space and load times for others)
Also, is there a way to actually animate the tail with a new bone attached to the skeleton? or is that a no-no?
Thank you for the kind words. Is your drawing supposed to tell me that the handle is correct or that it needs to be changed? Metalness mask would be used soley on the blade I am assuming yeah? Thanks again!
sorry, should have be more direct
i drawn some lines to show you that the handle is a little strange
can be some uv or texture problems, the lines that i draw should be more even
yours is a little jagged
Its hard to tell from looking at the masks but check each channel and make sure nothing is wrong with them, this video explains each mask @2.40
[ame="http://www.youtube.com/watch?v=6_pTAxfvKwc&t=2m40s"]From Maya to Dota 2 - YouTube[/ame]
Started working on a weapon for void, Im unsure about it at the moment. It looks "off".
Ok thanks! I'll see what I can do.
c&c would be nice! cause im also working on it.
First time making high polys, Hopefully I can get the bakes done tomorrow.
Sick.
Any criticism on my Blank masked texture?
HOWEVER, I now feel really stupid, as I found that my alphas were goobered up on every single map, including the color.
Link to the finished submission: http://steamcommunity.com/sharedfiles/filedetails/?id=99026767
In the end, I felt that making it busier and more cluttered would make the model less distinguishable in a fast-paced environment. It may not be as "Beautiful" as the original wings, but I felt that overall it fit better thematically with the rest of the set.
Also, I had a basic idea for a Doom weapon, but as it would not meet the style of him, I am unsure if I should even try to design it in a working color scheme.
its not that hard, if you want some help just ask =]
wich program are you going to use?
the red rope is a red rope?
i think this particular detail is a little out from you design
i dont see how a rope could fix the tip of the spear, you could take it out and will be increase the overall quality of you model =]
Here's my first piece of a set I'm doing for Sniper
Than i deleted all files except the shoulder Armor and
saved it as a .Obj data and converted it with MilkShape 3D
to a MLD
Right now I'm thinking that the model is looking a little boring. Anybody have any thoughts on it?
Awesome axe!! Can we get some closer shots?
I think you did a good job creating the helmet, but it looks too sci-face space to me and so doesn't seem like it fits this theme. The black metal and emissive red 'lights' are the main cause of this. Maybe if you changed the material to look more like metal instead of the fiberglassy look, and replaced the X-Man X with a ruby?
Love the axe!!
@Bronto - Very nice beard you got there. The chin area between his 'stache and the beard look more like a fat lip right now, and not the skin leading to a chin. I think that's because we don't see his mouth at all. Maybe model in some bottom lip? Love the wavy beard look.
I know I want books to be the theme for my staff and replacement lantern. Now I'm a little stuck though..
Option 1: Black Grimoire lantern replacement, and a stack of books on the podium for a staff
Option 2: Stack of books for a lantern replacement, and the Black Black Grimoire bound to the staff
Option 3: Black Grimoire lantern replacement, and a different styled staff.
This is the Warlocks own Black Grimoire, and with so much arcane knowledge, that sucker's gotta be big. I'm using the Pirata Codex from Pirates of the Carribean as the basis for the size. See it at http://www.empireonline.com/images/image_index/original/49611.jpg
Here's the concept I'm using for the Black Grimoire as of right now with some PS filters thrown on. Colors are temporary. The eyeball is bulging out of the front cover, and the front cover is ripped open. The orange curve above the eye leading into the cover reinforcements is meant to follow the shape of his robes leading from the eye on his chest up to his neck. I think the craggy skin texture will be changed to match the scaley black around they eye on his current robe.
This staff is the same height and top-heavy dimensions of his original staff. Here are the proxy models I'm working off.
Saw this on the workshop awesome as hell, I think you need to contact Valve though and ask them if they can fix snipers eyes, Im sure if your item gets popular they might consider it.
And change the voice actor!
Haha, you're right - it looks like X-Men. I never seen this movie and the logo.
SO thats nasty.
yeah rik ! I will try a skull or a gem variation. For 3 items i will cost alot of time
Mamorset
°jmt
cool weapon - hope we can see some textures soon.
°rik
cool idea but try to me more creative with the order of the books. He is a mage - The books order can be more messy.
I paint something for you:
°bro
Y - sniper need some items - keep going. The hood can be a litte bit more exciting.
I got the bakes done lighting took me awhile though (couldn't find the right way to disable my low polys shadows for awhile) just picking colours now.
Not sure if I should rotate it or not.
Those curves are way too wide for them to give out a feeling of a melee weapon.
At least for me
Think of them like horns, Like I said I might rotate it around to he will hit from the front rather than the side of the 2 front parts
loved the staff! =]