Hm. Looks like everyone's been busy working on awesome stuff... Situation Normal there.
Finally got some time to resume work on this one. I managed to get my bake on and add a bit more geometry. What you see up there is normals and diffuse at target resolution (512x512 - not working size). Tossed 'em into Marmoset to see how they'd look. There are a few kinks to work out, but they seem doable.
I guess I have to start working on the masks next.
Hey guys~ this is my second item. I have re-uploaded it yesterday due to some bugs.
Haha I know it may not be the best one out there, since im still pretty beginner for 3D modeling etc.. so, Any feedbacks?
Hey Archie, Looking really good. Quite impressed as you claim to be just a beginner with 3D xD
First off, is it just the Spear? it's not clear in your post if its a full set or not. I think however it's just the spear.
The spear looks nice, but all the faces of the model look hard, are you using smoothing groups/smooth edges/smooth normals? (for Max, Maya and Blender)
Texture looks very nice, is there a normal map being used? I feel like there could be a little more depth on your gold trims.
I like the design. Good work on keeping to the colour scheme
Hey guys, looking for some feedback on my Lina Set.
So far I am pretty happy with it, however I was thinking I should redo the hair as it's looking pretty blobbby atm.
Also, should I make sure every item has a LOD0 mesh? I haven't bothered so far but I think it could really help in the portrait view.
On Lina I have managed to cause a panning glowy fire effect on her hair, I suspect it happened in one of the masks but I am unsure, has anyone else encountered this?
Thanks in advance for any tips you guys can give I hope to submit the set soon.
yes, to be honest, i am really beginner with 3d modelling XD
Yes, it is a spear only. I am not sure if it is a good or bad thing, as I wanted my spear shape to be some kind of hard and rigid feel, instead of those curvey and smooth elegant blade. (dont want it become some naginata or samurai blade for jugg..)
hmm, there isnt normal map used for the patterns, but i tuned the mask so the patterns will reflect lights more. Dont forget to upvote it also!! HAHA
Ur lina's clothes looks shiney, like those girls who goes to club wear them haha.
However, I am not quite sure with ur lina hair though, it kind of look a bit weird? Maybye the orange is a bit too bright by looking at the ingame preview.
To me, i think is necessary to make Lod0 mesh for those items that will be shown in the portrait?
Just discovered I had Mask 1 for my hair with self illum maxed out.
also the glowy fire effect was created by the detail mask in the same texture, tweaked as well
Finally managed to import my item, and've been trying to figure out the masks over the weekend. Been having really weird results, even when trying to mimic other similar items textures.
Here I've just applied Snipers head textures to my item, and I still get these errors with everything being bright. Also, the item behaves differently on it's mirrored side (different differences(...) on portrait and in-game).
Could you try throwing a flat color onto the model? Just a grey or something, it's a little hard to see what's going on there. Did you also upload snipers masks?
Ah, now i get what bugs about this cat, besides rectangular fur.
That sticking tooth seems to be completely out of place. I realise that you won't be changing it now, but you may want to remember it next time.
Yeah, D2 uses all 4 channels on color, mask1 and mask2, so never delete them or fill with full blacks
Yeah, I have been using alphas atleast for the masks all this time. Tried setting up alphas for the color and normal aswell, but got the same results as before
This is the best result I've got so far, but it still sticks out very much. Also, the differences in the mirroring is still there.
Yeah, I have been using alphas atleast for the masks all this time. Tried setting up alphas for the color and normal aswell, but got the same results as before
This is the best result I've got so far, but it still sticks out very much. Also, the differences in the mirroring is still there.
The lighting is all over the place, can you show us your masks?
@DashXero
I'd really suggest adding some more color contrast to the texture, so far it all looks very 'even' and it's gonna be hard to pull the shapes apart at game res. The Backpack, belt and body all blend into each other. I'd suggest making the gradient for the body towards the ground stronger and playing wit the colors for the accessories.
@Callebo You need to flip/invert green channel in this normalmap. nDO2 generate normals that have green-up, dota2 has green-down. Maybe that will help.
@Callebo You need to flip/invert green channel in this normalmap. nDO2 generate normals that have green-up, dota2 has green-down. Maybe that will help.
Alright, I tried it. It made no change. Perhaps the normal isn't very visible at all due to the other issues going on?
Try loading your model with flat textures:
Color: 127, 127, 127, 255
Normal: 127, 127, 255
Mask1: 0,0,0,0
Mask2: 127,0,0,127
Check if there are some bugs. if no replace flat normalmap with your file and see if there are no bugs. There is a possibility that you have something wrong with your vertex normals. If you use 3dsmax apply edit_normals modifier to your mesh and show how it looks, maybe they are messed up on mirrored part.
Think in some extra feature to add character to it.
What do you plan to make in the flying version?
its just a very first sketch, of course there are tons of things missing, items, potions, a crate, brezeln, the usual stuff a german dachshund carries around :P
the slate is somewhat limited when it comes to modelling, so so far everything is done in zbrush, usually i prefer creating simple proxymeshes to work with - so next update will show quaite a bit of change, now that i'm on a real machine ^^
Try loading your model with flat textures:
Color: 127, 127, 127, 255
Normal: 127, 127, 255
Mask1: 0,0,0,0
Mask2: 127,0,0,127
Check if there are some bugs. if no replace flat normalmap with your file and see if there are no bugs. There is a possibility that you have something wrong with your vertex normals. If you use 3dsmax apply edit_normals modifier to your mesh and show how it looks, maybe they are messed up on mirrored part.
Yup, probably something wrong with my vertex normals
@Neox
The Dachshund riding the line of being too comical pretty closely. For reference, this got pulled from the store after a huge community backlash. Die Deutschen Outfits sind halt nicht so beliebt ^^
@callebo
Try Maya 2012 if you have it, 2014 changed something about how vertex weights work if I remember correctly.
@Neox
The Dachshund riding the line of being too comical pretty closely. For reference, this got pulled from the store after a huge community backlash. Die Deutschen Outfits sind halt nicht so beliebt ^^
@callebo
Try Maya 2012 if you have it, 2014 changed something about how vertex weights work if I remember correctly.
I GUESS this doesn't apply as much to the couriers, because pretty much all of them are funny, cute characters with crazy ideas behind them.
Hmmm- this may be a related issue to what you're experiencing callebo....
Has anyone else run into any issues on their characters head piece where it's showing up at full bright/ masks aren't displaying? (you can tell the full bright in the in game preview, not loading the game up, but the mini preview... and you can tell the masks issue in portrait view)
So basically, I set Maya 2014 to export out using the 2012 fbx plugin. Works fine now.
A thousand times thanks, to everyone!
Cool that you solved the issue!
However, do you really need the indents on the glasses in the lowpoly? i'd rather bake those details in and use the polies to make the silhouette of those things rounder than 8sided
even with 8sided, with baked on highres it will appear way rounder, than with what you have at the moment.
@Neox I love your dog courier, however please consider changing his hat to something more fantasy generic. It can be for example a leather hat/cap with goggles (batrider/gyrocopter like). Personally I don't have anything against how it looks right now, but I am 99% sure that you will encounter allot downvotes because unexplained hatred of troll armies. Anyway wish you best of luck with it
However, do you really need the indents on the glasses in the lowpoly? i'd rather bake those details in and use the polies to make the silhouette of those things rounder than 8sided
even with 8sided, with baked on highres it will appear way rounder, than with what you have at the moment.
That's a good idea. Never really liked the middle lens, and got some polys to spare actually. Thanks.
hmm konras, maybe you are right, but i don't know a cap with googles feels ultra random and would also not suit the overall design, mabe changing it more into a robin hoodish direction, with a feather instead of the goats beard but putting a pilot cap on top of his hanging ears, i don't know man i dom't think it fits
His concepts for the Dota 2 Environments are so goddamn gorgeous! Perfectly showing off the art side and the layout at the same time, so cool. And the style is so great! /stops gushing about it
i agree. i love how with a few simple values/colors he's able to get so much character into his concepts. definitely something to aspire to as a conceptor.
Replies
http://steamcommunity.com/workshop/filedetails/?id=151644636
simply AMAZING again! I'll leave the town for this hahahah!! Congratulations
beautiful!!!!!
I finished mine and let this be a good idea on what not to do for those wanting to push the boundaries and/or add butterflys
http://steamcommunity.com/workshop/filedetails/?id=151731601
Just wanted to say both of these sets are incredible, thumbs up all around from this camper.
Finally got some time to resume work on this one. I managed to get my bake on and add a bit more geometry. What you see up there is normals and diffuse at target resolution (512x512 - not working size). Tossed 'em into Marmoset to see how they'd look. There are a few kinks to work out, but they seem doable.
I guess I have to start working on the masks next.
I'm considering adding whiskers...
Haha I know it may not be the best one out there, since im still pretty beginner for 3D modeling etc.. so, Any feedbacks?
http://steamcommunity.com/sharedfiles/filedetails/?id=151800332
First off, is it just the Spear? it's not clear in your post if its a full set or not. I think however it's just the spear.
The spear looks nice, but all the faces of the model look hard, are you using smoothing groups/smooth edges/smooth normals? (for Max, Maya and Blender)
Texture looks very nice, is there a normal map being used? I feel like there could be a little more depth on your gold trims.
I like the design. Good work on keeping to the colour scheme
So far I am pretty happy with it, however I was thinking I should redo the hair as it's looking pretty blobbby atm.
Also, should I make sure every item has a LOD0 mesh? I haven't bothered so far but I think it could really help in the portrait view.
On Lina I have managed to cause a panning glowy fire effect on her hair, I suspect it happened in one of the masks but I am unsure, has anyone else encountered this?
Thanks in advance for any tips you guys can give I hope to submit the set soon.
Yes, it is a spear only. I am not sure if it is a good or bad thing, as I wanted my spear shape to be some kind of hard and rigid feel, instead of those curvey and smooth elegant blade. (dont want it become some naginata or samurai blade for jugg..)
hmm, there isnt normal map used for the patterns, but i tuned the mask so the patterns will reflect lights more. Dont forget to upvote it also!! HAHA
Ur lina's clothes looks shiney, like those girls who goes to club wear them haha.
However, I am not quite sure with ur lina hair though, it kind of look a bit weird? Maybye the orange is a bit too bright by looking at the ingame preview.
To me, i think is necessary to make Lod0 mesh for those items that will be shown in the portrait?
also the glowy fire effect was created by the detail mask in the same texture, tweaked as well
Here I've just applied Snipers head textures to my item, and I still get these errors with everything being bright. Also, the item behaves differently on it's mirrored side (different differences(...) on portrait and in-game).
These are with all my textures, but the masks have been saved out as 24bit targas... So no alphas. Appears that kills the specular.
What do you mean upload snipers masks? I used Snipers textures from Valve, only thing I changed was image size.
I think he meant that you should assign one smoothing group to the whole shaft, so there wouldn't be sharp shadow
Ah, now i get what bugs about this cat, besides rectangular fur.
That sticking tooth seems to be completely out of place. I realise that you won't be changing it now, but you may want to remember it next time.
Yeah, I have been using alphas atleast for the masks all this time. Tried setting up alphas for the color and normal aswell, but got the same results as before
This is the best result I've got so far, but it still sticks out very much. Also, the differences in the mirroring is still there.
Mask1 Alpha
Mask1 Red and Green are almost completely black (#020202)
Mask2 Red
Mask2 Green
Mask2 Blue
Mask2 Alpha
Many of these are placeholders, just want it to work properly first.
I'd really suggest adding some more color contrast to the texture, so far it all looks very 'even' and it's gonna be hard to pull the shapes apart at game res. The Backpack, belt and body all blend into each other. I'd suggest making the gradient for the body towards the ground stronger and playing wit the colors for the accessories.
however, may i introduce Waldi the Dachshund, a true dog of duty
worked on this on 2 trainrides from and to berlin, still a lot of stuff missing
I baked them in Maya and used NDo for additional details.
By the way, sorry for filling this thread up with tons of boring images.
Color: 127, 127, 127, 255
Normal: 127, 127, 255
Mask1: 0,0,0,0
Mask2: 127,0,0,127
Check if there are some bugs. if no replace flat normalmap with your file and see if there are no bugs. There is a possibility that you have something wrong with your vertex normals. If you use 3dsmax apply edit_normals modifier to your mesh and show how it looks, maybe they are messed up on mirrored part.
Sehr schön.
Think in some extra feature to add character to it.
What do you plan to make in the flying version?
its just a very first sketch, of course there are tons of things missing, items, potions, a crate, brezeln, the usual stuff a german dachshund carries around :P
the slate is somewhat limited when it comes to modelling, so so far everything is done in zbrush, usually i prefer creating simple proxymeshes to work with - so next update will show quaite a bit of change, now that i'm on a real machine ^^
Yup, probably something wrong with my vertex normals
I'm using Maya though, sure I'll find a way
Hardening or softening edges doesn't seem to change anything. Am I missing some option?
The Dachshund riding the line of being too comical pretty closely. For reference, this got pulled from the store after a huge community backlash. Die Deutschen Outfits sind halt nicht so beliebt ^^
@callebo
Try Maya 2012 if you have it, 2014 changed something about how vertex weights work if I remember correctly.
I GUESS this doesn't apply as much to the couriers, because pretty much all of them are funny, cute characters with crazy ideas behind them.
Has anyone else run into any issues on their characters head piece where it's showing up at full bright/ masks aren't displaying? (you can tell the full bright in the in game preview, not loading the game up, but the mini preview... and you can tell the masks issue in portrait view)
however a bit further in
Well would you look at that
So basically, I set Maya 2014 to export out using the 2012 fbx plugin. Works fine now.
A thousand times thanks, to everyone!
Vlad, thank you! I'll remember it next time
Neox Hahaha that's adorable! Love the idea and it's so well done!
Cool that you solved the issue!
However, do you really need the indents on the glasses in the lowpoly? i'd rather bake those details in and use the polies to make the silhouette of those things rounder than 8sided
even with 8sided, with baked on highres it will appear way rounder, than with what you have at the moment.
That's a good idea. Never really liked the middle lens, and got some polys to spare actually. Thanks.
This is relevant to nothing, just a thought.
Luna looks hot with PA's helm. I am definitely #teamdarkhair for Luna.
Seriously though, I think it's mostly a problem with hats, they make everything look modern-ish, a lot of people dislike that.
The idea of a triangular robin hood cap can be a good solution to that.
Check it out! It's early concepts! I don't know about you but I find that stuff super interesting
thanks for sharing! been drooling over his work for the past couple of days.
http://steamcommunity.com/sharedfiles/filedetails/?id=152212293