
http://www.youtube.com/watch?v=HI9GSeM6Rwo"]http://www.youtube.com/watch?v=HI9GSeM6Rwo[/ame]
http://www.youtube.com/watch?v=fx4hmWV5GVA"]http://www.youtube.com/watch?v=fx4hmWV5GVA[/ame]
http://www.youtube.com/watch?v=XXQFxwmiJXo"]http://www.youtube.com/watch?v=XXQFxwmiJXo[/ame]
Replies
Which hat? There's two variants (though given the size it's a bit hard to tell). (Will edit this with an in-progress pic once Imgur is working)
The way you would do fire is adding a texturescroll variable to the VMT. You can't edit the VMT and every item uses the same VMT on game load. If there isn't a scrolling texture for the hero you plan on doing you can't add it to your item.
TextureScroll { texturescrollvar $detail1texturetransform texturescrollrate "0.2" texturescrollangle 55 }But if there is, you need you paint where it will go in your detail mask which is Red channel on Mask1. Wherever you paint a value of 1 (White/255 Red) is where the detail mask will be visible.
Doom Bringer uses the VTF "doom_burninating" as a scrolling texture where his detail mask dictates.
And regarding the concept, please don't give him a hat. Change his horns or something creative, but don't make him into a cartoon character or gumpshoe bringer.
I am confused if you're trying to say that there IS a VTF already, or if there isn't one. Also I'm starting to understand the bit about the hat; I'll rethink the helmet and delay it for now. Update on the shoulders below (low poly). The highpoly ended up being just under the maximum, and I was forced to cut the chains (179 poly) for the Low. If I want to re-add them, it'll have to be as a plane.
aww yeah, now THAT is an awesome helmet. I love it.
Which one? The Trihorn, or the Flamer? Also this is my progress for the day. Went from concept to most of the modeling completed in a day. Now just to decide on how to proceed and detail the models a bit more.
As far as progress, modeled the low-poly of the helmet (still adding details and such). Also set up bones for when I do manage to set up the cloth (in an attempt to recreate Mark's success in the main thread). For comparison, in the helmet pic, there is a smoothing modifier applied to half (but I am unsure if that modifier compiles into any of the allowed formats).
we can add the bone? Are you sure?
The original workshop thread is also where I got the idea to include cloth. Originally it was planned to stay as normal geometry.
1) The Lone Demon
2) Garb of the Red Star
3) Order by Chaos
4) The Fire's Light
5) Vindicator's Vestments
6) The Exiled Armaments
Also, would love some feedback on the names from above.
Just in case I can't get the cloth or particles to work, I ended up polishing up and texturing the tail model I made. Decided to try and adhere to the western style as much as possible, so I styled it after the good ole' fashioned Rattler. You can also see developments on my coat tails texture (which I am trying to design as leather, but still working on it). Best case scenario: I can add the fire particle from the sword to the tail tip (as original desired). Guys, Really could use some feedback now, as I am starting to get to the final phase of polishing the texture work!
sorry for not appearing earlier
that is amazing, i loved the asymmetrical sholders, and looking forward for this tail, i would like to see it in game
i always think that the doom bringer is really well made but the sillhouette over dota´s camera angle are not good, that probably will add to a better one =]
The one tiny thing that bothered me (it bothered me in my own design too) was the ambient occlusion of the chain that's baked onto the base body.
If you can find a way to put something there, it would definitely patch that area up.
And, unless Valve wants to be Bros, they won't alter the base texture. While it is a problem to have that baked shadow there, I believe that keeping that there restricts your options (and mandates you reserve polys for something to cast the shadow).
I won't be changing my design; but I hope there's a solution for this.
I believe this might either be a fix, or I was encountering a bug.
In either case, at this point I'm just going to submit the geometry with notes about what I was prevented from doing (or something).
Going to try and design a better helmet, arms, and weapon this weekend, since it seems either this won't be done in time, or I will just be submitting the raw geometry and models with the label "Some Coding Required". =/
you could try to compile the old way!
Anyway, gonna try to come up with some hat designs tonight. Came up with a preliminary sword and arms concept, arms seemed to fit so went ahead and made geometry for that (damned 250 budget is terrible!) NOTE: The hat shown below is not the concept anymore; only the sword and arms are new. Sword needs a little tweaking, and hat needs to start from scratch.
EDIT: Came up with a helmet composite, and re-touched the sword. This is my semi-final concept, going to block out the helmet from my existing helmet.
Mind you, the sword still needs mask1, 2 and the normals map, so currently it looks weird (will update this picture later tonight if I can get basic versions of those done). And to clarify: there appears to be a lighting issue with the horns. I am currently trying to tackle that, but I have a feeling that issue is limited to this preview only.
Picture 1 is a shot of the sword in the compiler, and I feel that the existing glow on the slot actually detracts from the sword itself. The second picture is a shot of the full set with my custom helmet, and with the original base helmet. I want to do a mini-poll as to whether the new helmet should be completed (low poly model shown), or if I should pass on that and commit to just refining the sword?
EDIT: It appears that, in-game, the glow stays on the tail, but the fire effect jumps to the sword again. Going to try isolating it to the tail next to see if that helps any. Wish I could get the cloth to work, but one thing at a time I guess.
Though I am somewhat worried about getting enough votes to keep up with the other entries; most any of my items have gotten so far is shy over 700.
Thanks to everyone who helped!