@Vlad
What. The. Fuck. Looks really fucking weird in a good way I agree with the comment that the hair should be yellow though or at least have some yellow accents/tips.
@All UP
Why to play with FBX when you can just import and export smd?
Bones are a bit screwed but they look ok after you reset stretch on them from bone tools window found inside animation drop down.
Vaaaaaaaalve!I had tons of import scale issues with the CK files. The FBX scale is wrong in Max and the provided SMDs are replaced by the new .dmx format which I had no idea what to do with. I ended up using Maya with the .mb and that worked perfectly. I might switch back to Maya for dota items, at least rigging and export.
Not sure whether to upload these on their own or wait until I can finish the rest of a set. I am pretty happy with how cool they look in-game. Not textured at all atm, I just wanted to preview them.
Frump those are looking great! What textures have you applied to it so far as the details look really crisp. Looking forward to seeing the colours!
@All UP
Why to play with FBX when you can just import and export smd?
Bones are a bit screwed but they look ok after you reset stretch on them from bone tools window found inside animation drop down.
Read carefully, there's only fbx files available for ck
Textures still aren't showing up on my model in engine. Well I checked if the textures were the problem on my model but they aren't. If I import another model and apply the wing textures, the textures load just fine. I completely redid everything about the model in Maya and still have the same problem too.
Also, when I export from maya I get this error.
The plug-in has found the following skin definition problems : Unable to find the bind pose for : / Root_0 / Spine_1 / r_wing3_0. No bind poses in the hierarchy containing the object will be exported.
Unable to find the bind pose for : / Root_0 / Spine_1 / r_wing3_0 / r_wing_top4_0. No bind poses in the hierarchy containing the object will be exported.
@MechBgum sorry, started reading from Frump second post. Didn't knew they didn't provided SMD for him. Anyway there was an tutorial showing how-to decompile ingame files to smd... somewhere... oh found it http://wyksblog.com/getting-started-dota-2-cosmetics/
Hey I solved my problem. I don't know exactly what fixed the problem but I think it is that you need a diffuse map assigned to the object in maya when you export.
So this past week (with unstable internet) has me wondering; is there a way to run Dota in offline mode, so that we can test workshop compiles?
It's a serious (temporary) issue that's messing with my workflow =P
EDIT: Managed to get some updated shots (of the full set) in the client. Wings have virtually no texture work, and I tried to implement vlad's advice for the armor. Clicking the pic below is an album of 4 shots of the current status. Willing to trade (up to) 2 Steam Trading Card Keys for feedback!
test your item using the "play with bots" its a local server. you will still need to connect to dota servers but the game itself will run on your machine
I've been very busy these last few weeks, but tonight I thought I'd take a quick break from all the more complated work to work on something a bit more mediative. Helped out Jethro, Nullf, and Sharc with the animations on their netherward cosmetic! Oblivion Metronome!
While I'm posting, would any of you mind giving some feedback on these? Still got quite a bit of work to do on them like proper specular and figuring out the masks.
Also, please disregard the obvious mirroring going on.
Frump those are looking great! What textures have you applied to it so far as the details look really crisp. Looking forward to seeing the colours!
Right there is just a mid grey with occlusion and cavity map. I hadn't done a light bake or any actual texturing yet. Just some flat color mask1, mask2 as well.
Thanks guys for also pointing out the conversion in the fbx importer. I could swear I tried it with no good results before. Either way, I have scaling issues cut out at the source now. The Imperial measurements threat is eliminated, long live Metric!
Just thought id post on here, need a bit of help with the animation. Basically i've finished making my ward for the dota 2 workshop and im having some trouble importing it into the game. When i do the animation which i made in maya is not the one i see within dota for some od reason, the whole ward doesn't animate correctly.
I tried exporting it many ways with maya through FBX Exported. And baking keys etc, but nothing seems to have helped. Just wondering if someone could please help me in the process of getting my ward from maya to ingame in dota succesfully. This is my first ever item for dota 2 workshop as well.
Heres an image below of what im trying to explain!
Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that!
test your item using the "play with bots" its a local server. you will still need to connect to dota servers but the game itself will run on your machine
Just to clarify, I meant without the ability to connect to the DOTA2 network.
And based on my attempts, I think it's safe to say that is not yet implemented. Would love to have the ability to do test-compiles when I don't have a connection though.
Now for a more design-type question; In general, is a smooth color transition better (to prevent noise), or are details better done with sharp edges? I'm noticing that quite a few of the recent submissions have very stark jumps between colors, and this goes against what I did previously.
TL;DR: How do you know when to blur and when not to (for a texture)?
It's a little of both really. Good art is all about contrast, light and dark, large and small, hard and soft. Use bold, crisp details to pop out the parts that you want to show off and accentuate them by leaving the other parts of the design less visually noisy.
Heres an image below of what im trying to explain!
Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that!
adorable windrunner ward! after baking down the keys to the joints, have you tried select by type -> joints to select all the joints, then 'export selected' to fbx?
i was getting a similar-sounding error until i exported just the baked joints to fbx.
If i was to go exported selected whilst only having the joints selected wouldn't that mean that only the skeleton rig would be exported into the fbx? And also another question do i still use the bake animation options whilst im exporting the fbx? or if i have baked them into the model whilst in maya is that option not needed?
Another Problem, i did the daefbx export and than to an fbx export for my windrunner ward. And the problem i have now is that all the skeleton joints in the rig go to the default root location of the skeleton and as a result i get this
Does anyone know how i can resolve this problem?
Thanks
Replies
Lookin' sexy!
@Vlad
What. The. Fuck. Looks really fucking weird in a good way I agree with the comment that the hair should be yellow though or at least have some yellow accents/tips.
Why to play with FBX when you can just import and export smd?
Bones are a bit screwed but they look ok after you reset stretch on them from bone tools window found inside animation drop down.
Frump those are looking great! What textures have you applied to it so far as the details look really crisp. Looking forward to seeing the colours!
Read carefully, there's only fbx files available for ck
Also, when I export from maya I get this error.
http://wyksblog.com/getting-started-dota-2-cosmetics/
test your item using the "play with bots" its a local server. you will still need to connect to dota servers but the game itself will run on your machine
awesome! loved it =]
great Set Zaphk, working really well with naga
Great work! Also, handy tool there!:)
rate up if you like it:D : http://steamcommunity.com/sharedfiles/filedetails/?id=146253291
pics :
Have been looking around for a bit but can't seem to find anything about this
Thanks
Ohh I see, thought you could test before submitting an item. Thanks!
You can! The button that Mr. Snarky up there was talking about is available after you import your item but before you submit it.
The horns look like they're not attached to the main part of the helm
Importing an item does not equals to submitting an item.
All in good fun! :poly129:
While I'm posting, would any of you mind giving some feedback on these? Still got quite a bit of work to do on them like proper specular and figuring out the masks.
Also, please disregard the obvious mirroring going on.
While I'm still finishing my skywrath set, we've finished this for Spectre! C&C are very welcome
http://steamcommunity.com/sharedfiles/filedetails/?id=146382311
streaming some marketing stuff
Right there is just a mid grey with occlusion and cavity map. I hadn't done a light bake or any actual texturing yet. Just some flat color mask1, mask2 as well.
Thanks guys for also pointing out the conversion in the fbx importer. I could swear I tried it with no good results before. Either way, I have scaling issues cut out at the source now. The Imperial measurements threat is eliminated, long live Metric!
I tried exporting it many ways with maya through FBX Exported. And baking keys etc, but nothing seems to have helped. Just wondering if someone could please help me in the process of getting my ward from maya to ingame in dota succesfully. This is my first ever item for dota 2 workshop as well.
Heres an image below of what im trying to explain!
Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that!
model redone. i guess. seen it in wow. crazy stuff you gotta to do to be allowed in china.
Human versions me thinks.
So, I guess it's Mortal Kombat all over again, oil sprays and what not.
Also, low violence textures? What's that like?
Is that all the dislikes? What about good to go stuff?
He looks so much... well... Never mind. Vlad, can you link me the source, please?
Dota 2 client is the source.
Cheers!
link:http://steamcommunity.com/sharedfiles/filedetails/?id=146382311
Just to clarify, I meant without the ability to connect to the DOTA2 network.
And based on my attempts, I think it's safe to say that is not yet implemented. Would love to have the ability to do test-compiles when I don't have a connection though.
Now for a more design-type question; In general, is a smooth color transition better (to prevent noise), or are details better done with sharp edges? I'm noticing that quite a few of the recent submissions have very stark jumps between colors, and this goes against what I did previously.
TL;DR: How do you know when to blur and when not to (for a texture)?
adorable windrunner ward! after baking down the keys to the joints, have you tried select by type -> joints to select all the joints, then 'export selected' to fbx?
i was getting a similar-sounding error until i exported just the baked joints to fbx.
Click here!
I'm pretty new to this so any suggestions or critiques are welcome.
For a new guy, that's pretty awesome. Unlike me. I started with shitty textures.. lol
Does anyone know how i can resolve this problem?
Thanks