Although i failed for a week to rig the tail to Sand King i published my set last night, without the tail though. But since it was my first whole sculpt/retopo/texture/dota masks project, I'm pretty happy with the outcome. Apparently according to SUNSfan from DotaCinema i just made the "pedophile scorpion"..
Wow I really dig the artwork, one of the best I've seen!
I think the headpiece makes it look a lot like juggernaut, but it really looks greta ingame guys, great work! upvoted
Got some small progress on my CK mount, it's ingame but it still has a few skinning issues. But they are easy to fix, for now I'm done for today..
I just got a stack of emails from steam that i was getting items accepted! I'm crazy excited it says i need to verify my payment information, though - And i can't decide if they're just talking about the revenue share options or something else i'm missing. Can any of you veterans direct me in the right direction, or at least tell me to stop freaking out?
I also need to do the tax information, too...needs to look that up in this thread somewhere.
The payment information is your bank details etc. You can find the link to it on your workshop page. It's on the right hand side, above the View Legal Agreement link. You don't have to stress to much, they will hold onto your money until you fill out the information.
Vlad that set is boss! I love the way you handled the textures, it really looks like nice polished metal
Busy working away on the axe. No mask2 texture applied yet
But I'm getting this weird shading issue on the back side of the axe. The axe is mirrored so the UVs are stacked but I've done that before with my Void set and never got those weird shading issues. Anyone know whats up? Is it a normal map issue? Since it does not seem to be applied in the previewer.
EDIT* Reversed the green channel and the normal map seemed to be applied correctly. Still got that weird shading issue, however it really only shows up on the idle/portrait but not the run and pretty much everything else. Must be a weird lighting issue then?
it looks like it might be a smoothing group problem -- but it's not consistent enough to be certain. I was going to tell you your normals were reversed before i saw the edit...
if you've got the tri's you might try even just putting a supporting loop in and spreading out the opposing faces a bit.
also double check that the overlapping UV islands aren't stitched together anywhere.
Also if anyone has some constructive feedback they want to share then please pop over to my thread and leave some! I'm very interested in getting some, learning more and getting better.
I really liked the cowl idea, and it's a solid looking set.
I feel you could've done something more ambitious for the hair, would help it stand out a bit more.
I really feel like it's the weakest part of the set and I had the most trouble with it apart from the chest armor. I suck at hair a lot and it's an area I need a lot of improvement with. Thanks for the advice.
How does the new particle stuff works? Are you supposed to add a vert somewhere, where the particle is going to be attached? Can anyone shed a light on this?
I'm trying to move CK's weapon default particle, so it doesn't get stuck inside the mesh.
It seems like Templar Assassin has been kind of overlooked in terms of the dota store and workshop. Working on a new set in collaboration with DoubleLeaf, who provided some excellent concept art.
How does the new particle stuff works? Are you supposed to add a vert somewhere, where the particle is going to be attached? Can anyone shed a light on this?
I'm trying to move CK's weapon default particle, so it doesn't get stuck inside the mesh.
I was playing around with it today for a short time to get it on my Antimage weapons and while I can't really confirm this for you definitively until I at least spend a little longer with it, I might be able to help.
When an item requires particles (the antimage weapons specifically require you to set out particles for them now, otherwise you can't import) there's a second page to the import window (lod1, lod0, textures and then a next page button) where you specify the file to import for particles. When it imports this file it creates a particle emitter on each vertex and possibly one between each vertex (something I need to look into more, it seemed like it was but I might have misjudged it).
Unfortunately I don't have the files on this computer to show you what I did and how it turned out but it was actually quite easy to set up so I don't think you guys will have problems.
I was playing around with it today for a short time to get it on my Antimage weapons and while I can't really confirm this for you definitively until I at least spend a little longer with it, I might be able to help.
When an item requires particles (the antimage weapons specifically require you to set out particles for them now, otherwise you can't import) there's a second page to the import window (lod1, lod0, textures and then a next page button) where you specify the file to import for particles. When it imports this file it creates a particle emitter on each vertex and possibly one between each vertex (something I need to look into more, it seemed like it was but I might have misjudged it).
Unfortunately I don't have the files on this computer to show you what I did and how it turned out but it was actually quite easy to set up so I don't think you guys will have problems.
I saw that second page, but I'm not sure what I'm supposed to add there. Is it the default model (the same used for lod0/1) or is it a special one? CK's particle is a bit different from Anti-Mage's, so it may also be different how it is applied.
There's a Particle Guide link (or something like that) on the importer, however, there's still no guide on the website. The best we can hope for is for Valve to post something up.
When I first saw it I just put in the LoD1 model and it made particles all over about half of it. I think that it might have some kind of limit set internally.
I'm not sure how the CK particles are but with the antimage ones they only go along the front edge of the blade (or are meant to traditionally). I made a new mesh which was basically a strip of polygons with all of the verticies moves into a line along the blade. I couldn't really think of a better way to do it in the short time I had but it seems to have worked okay.
If you look closely (its easier on the default model because it's spread out better) you can see the circles in the center of the particles which happens to be where the verticies lie. But I believe that at least in this case it put particles between my verticies too, so there's more than I actually had. The possibly wrong way that I did my particles means that theres an edge that basically runs from the outmost vertex all the way to the middle vertex, but there doesnt seem to be any visible particle coming from inside the blade.
Also I don't know about the LoD1/0 thing because I only ever imported an LoD1 weapon as it is never seen in the portrait, but I think it's safe to assume it would just apply to both (or perhaps its set to only work on LoD1).
sadly i have no control whatsoever over mask2 mask1 does work, self illu and metalness, but i have no control over specular or the rimlight
so i had to bake and paint in way more specular than usual
That weiner is huuuge!
Regarding the mask, it is obvious that it works, just looks at the amount of rimlight. it's just courier material is so different from most of the heroes, the spec is not that bright and rimlightis really intense. You may also want to check blue channel for specular by color texture and alpha for the specular sharpness.
But if you want something shiny, use metalness.
Regarding the mask, it is obvious that it works, just looks at the amount of rimlight. it's just courier material is so different from most of the heroes, the spec is not that bright and rimlightis really intense. You may also want to check blue channel for specular by color texture and alpha for the specular sharpness.
But if you want something shiny, use metalness.
thanks for the reply man!
it obviously does not work as the normal shader.
It is a known problem anuxi and others ran into the same issue.
The only way to get something like specular is either removing the tinting entirely, which makes the specular completely purpleish. I could load up a working mask setup from any weapon and it doesn't work on the courier.
Now if i remove the tinting and have that purple specular it doesn't get touched by the glossyness at all.
I tried back and forth, removing the rim for instance or making it 100% it doesn't work like the other assets so far, so is there any type of documentation to see how the masks are used?
okay lets try to dig deeper, on Mask1 metalness works, selfillu does as well, the other 2 channels are not needed in this case.
My Selfillu is 0 my metallness like 10%.
Mask 2 does pretty much nothing, well it does stuff, but lets show you
first of all my current test masks, its obviously not a final texture but i'm constantly playing around with the values, so until i know how it works i keep it messy. As said, even maps from working assets don't work at all on a courier.
here are my masks:
So the spec is high at places, the Rim is 0 besides on small white pixel to not mess with the compiler, the Tint is also 0 besides one pixel and the gloss is semisharp with sharp areas here and there
the current result
the result, Now lets invert the rim
no change whatsoever, the green channel is completely white besides a bit of black, obviously as it is inverted.
now lets invert the tinting
oh nice, purple spec, not white as on all other assets.
Okay lets try to make it sharper at places, with tuning the glossiness, his thigh is a good place to test this
current status of mask2
The result, no change at all - now lets ramp up the spec at places
you see a difference? yeah me neither, okay lets try something else, lets remove the spec entirely.
I don't understand those ppl. Why steal concepts while they could cooperate with so many talented concept artists here... Other thing is that ... stealing from top 10 dominance war entries is like stealing logo from coca cola... everyone just will know it was stolen...
@Neox: Ah, that would explain why I couldn't get what I wanted either I spent hours doing tests and nothing was changing. Is it alpha on the feather of his hat? I couldn't get the alpha working myself.
I see what you mean. There are two things, actually.
First of all, check out the grillhound
Material is exactly the same along with the purple spec and hard rimlight everywhere, even where it's black on the mask. Shiny parts are only the ones with metalness mask, and so on.
The second thing is, loadout view and ingame view is two different color spaces, how it looks in the loadout preview can be completely different from the thing you see ingame (see Slardar, Ursa and so on), this comes from the lighting setups, partly because loadout preview is a bunch of spotlights while ingame is more complex, with sun/night, dire/radiant lighting setups.
What i suggest is, make out your masks as you think they should be and try testing it out ingame.
The specular works fine (you can test it with really-really dark texture), except that it's faint purple and it's really hard to see. So i think you should check it out ingame (not the day/night view, but full-on testmap) and work within the confines of the material.
You can test the masks not by changing the masks, but first by testing the texture.
so is there any type of documentation to see how the masks are used?
of course i know this one, but i meant how they are intepreted by the couriers shader, because they are obviously not working as described in this document
of course i know this one, but i meant how they are intepreted by the couriers shader, because they are obviously not working as described in this document
They're all the same, so the material works fine, it's just the way it is and you should work in the confinements of the material. Make your color map solid dark color and test the maps around.
Kraken - Like your Lion set and sculpt
Frump - Slick TA set, nice sculpting!
Neox - Haha, he's looking cute! Weiner balloon might be tad too big IMO but nice work for sure
however, besides the bugged rimlight i think the baked in spec works just fine, of course its not the same as a proper one, but with the somewhat static lighting it looks good ingame.
Hey guys, how do you go about making your LODs for the helm? I mean, if you start from LOD0 and then take away from that to get LOD1, its gonna mess up your UVs. One does not simply alter the geometry after the textures are baked. Or do you just ignore whatever warping that occurs as a result of messing up the silhouette?
Hey guys, how do you go about making your LODs for the helm? I mean, if you start from LOD0 and then take away from that to get LOD1, its gonna mess up your UVs. One does not simply alter the geometry after the textures are baked. Or do you just ignore whatever warping that occurs as a result of messing up the silhouette?
if you plan out your uvs well enough from start you if course can create the lod1 from lod0, what software are you using? in max turn on preserve uvs and most things will be just fine. however i prefer to do it the other way around, do the ingame asset first and make it rounder afterwards. besides hats it doesn't matter for the portrait anyways.
Replies
I want to hear your opinion
STEAMWORSHOP
You can show it some love over here http://steamcommunity.com/sharedfiles/filedetails/?id=153995231
http://steamcommunity.com/sharedfiles/filedetails/?id=154170398
Bloody fantastic. Voted.
I like this set for Juggernaut!
Nonsense, that is clearly a Dragon Knight set
Awesome promo art
Wow I really dig the artwork, one of the best I've seen!
I think the headpiece makes it look a lot like juggernaut, but it really looks greta ingame guys, great work! upvoted
Got some small progress on my CK mount, it's ingame but it still has a few skinning issues. But they are easy to fix, for now I'm done for today..
I also need to do the tax information, too...needs to look that up in this thread somewhere.
!!!!
Oh, and congrats!:)
Busy working away on the axe. No mask2 texture applied yet
But I'm getting this weird shading issue on the back side of the axe. The axe is mirrored so the UVs are stacked but I've done that before with my Void set and never got those weird shading issues. Anyone know whats up? Is it a normal map issue? Since it does not seem to be applied in the previewer.
EDIT* Reversed the green channel and the normal map seemed to be applied correctly. Still got that weird shading issue, however it really only shows up on the idle/portrait but not the run and pretty much everything else. Must be a weird lighting issue then?
if you've got the tri's you might try even just putting a supporting loop in and spreading out the opposing faces a bit.
also double check that the overlapping UV islands aren't stitched together anywhere.
Love it! :thumbup:
(Not pictured: new particles)
steamcommunity.com/sharedfiles/filedetails/?id=153697780
Also if anyone has some constructive feedback they want to share then please pop over to my thread and leave some! I'm very interested in getting some, learning more and getting better.
Looking good. Curious to see what you'll do with the textures.
@Aumbra:
I really liked the cowl idea, and it's a solid looking set.
I feel you could've done something more ambitious for the hair, would help it stand out a bit more.
I really feel like it's the weakest part of the set and I had the most trouble with it apart from the chest armor. I suck at hair a lot and it's an area I need a lot of improvement with. Thanks for the advice.
I'm trying to move CK's weapon default particle, so it doesn't get stuck inside the mesh.
I was playing around with it today for a short time to get it on my Antimage weapons and while I can't really confirm this for you definitively until I at least spend a little longer with it, I might be able to help.
When an item requires particles (the antimage weapons specifically require you to set out particles for them now, otherwise you can't import) there's a second page to the import window (lod1, lod0, textures and then a next page button) where you specify the file to import for particles. When it imports this file it creates a particle emitter on each vertex and possibly one between each vertex (something I need to look into more, it seemed like it was but I might have misjudged it).
Unfortunately I don't have the files on this computer to show you what I did and how it turned out but it was actually quite easy to set up so I don't think you guys will have problems.
I saw that second page, but I'm not sure what I'm supposed to add there. Is it the default model (the same used for lod0/1) or is it a special one? CK's particle is a bit different from Anti-Mage's, so it may also be different how it is applied.
There's a Particle Guide link (or something like that) on the importer, however, there's still no guide on the website. The best we can hope for is for Valve to post something up.
I'm not sure how the CK particles are but with the antimage ones they only go along the front edge of the blade (or are meant to traditionally). I made a new mesh which was basically a strip of polygons with all of the verticies moves into a line along the blade. I couldn't really think of a better way to do it in the short time I had but it seems to have worked okay.
If you look closely (its easier on the default model because it's spread out better) you can see the circles in the center of the particles which happens to be where the verticies lie. But I believe that at least in this case it put particles between my verticies too, so there's more than I actually had. The possibly wrong way that I did my particles means that theres an edge that basically runs from the outmost vertex all the way to the middle vertex, but there doesnt seem to be any visible particle coming from inside the blade.
Also I don't know about the LoD1/0 thing because I only ever imported an LoD1 weapon as it is never seen in the portrait, but I think it's safe to assume it would just apply to both (or perhaps its set to only work on LoD1).
CK have only one small particle, that kinda acts like a glowing ball on the original weapon, and looks really out of place on mine.
Here's a picture I took recently:
They probably behave differently. On AM they are several emitters going along the edge, while on CK it's just one.
I'll try some stuff and see if I can work it out as soon as I get home, thanks for the help!
sadly i have no control whatsoever over mask2 mask1 does work, self illu and metalness, but i have no control over specular or the rimlight
so i had to bake and paint in way more specular than usual
Regarding the mask, it is obvious that it works, just looks at the amount of rimlight. it's just courier material is so different from most of the heroes, the spec is not that bright and rimlightis really intense. You may also want to check blue channel for specular by color texture and alpha for the specular sharpness.
But if you want something shiny, use metalness.
thanks for the reply man!
it obviously does not work as the normal shader.
It is a known problem anuxi and others ran into the same issue.
The only way to get something like specular is either removing the tinting entirely, which makes the specular completely purpleish. I could load up a working mask setup from any weapon and it doesn't work on the courier.
Now if i remove the tinting and have that purple specular it doesn't get touched by the glossyness at all.
I tried back and forth, removing the rim for instance or making it 100% it doesn't work like the other assets so far, so is there any type of documentation to see how the masks are used?
okay lets try to dig deeper, on Mask1 metalness works, selfillu does as well, the other 2 channels are not needed in this case.
My Selfillu is 0 my metallness like 10%.
Mask 2 does pretty much nothing, well it does stuff, but lets show you
first of all my current test masks, its obviously not a final texture but i'm constantly playing around with the values, so until i know how it works i keep it messy. As said, even maps from working assets don't work at all on a courier.
here are my masks:
So the spec is high at places, the Rim is 0 besides on small white pixel to not mess with the compiler, the Tint is also 0 besides one pixel and the gloss is semisharp with sharp areas here and there
the current result
the result, Now lets invert the rim
no change whatsoever, the green channel is completely white besides a bit of black, obviously as it is inverted.
now lets invert the tinting
oh nice, purple spec, not white as on all other assets.
Okay lets try to make it sharper at places, with tuning the glossiness, his thigh is a good place to test this
current status of mask2
The result, no change at all - now lets ramp up the spec at places
you see a difference? yeah me neither, okay lets try something else, lets remove the spec entirely.
not a single F* was given.
Please report his ass
this dudes "ch weapon" :
http://steamcommunity.com/sharedfiles/filedetails/?id=154154708
dominance war one :
http://www.gameartisans.org/dominancewar/images/Support/imrod.jpg
This guy had almost 0 work to come up with this, as the author made the model and texture downloadable in his site.
First of all, check out the grillhound
Material is exactly the same along with the purple spec and hard rimlight everywhere, even where it's black on the mask. Shiny parts are only the ones with metalness mask, and so on.
The second thing is, loadout view and ingame view is two different color spaces, how it looks in the loadout preview can be completely different from the thing you see ingame (see Slardar, Ursa and so on), this comes from the lighting setups, partly because loadout preview is a bunch of spotlights while ingame is more complex, with sun/night, dire/radiant lighting setups.
What i suggest is, make out your masks as you think they should be and try testing it out ingame.
The specular works fine (you can test it with really-really dark texture), except that it's faint purple and it's really hard to see. So i think you should check it out ingame (not the day/night view, but full-on testmap) and work within the confines of the material.
You can test the masks not by changing the masks, but first by testing the texture.
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
Now it's manly time! Not sure how am i going to retopo all of this
of course i know this one, but i meant how they are intepreted by the couriers shader, because they are obviously not working as described in this document
aaaaand nice beard
Take a look, El gato materials
IG dragon material
Shitty bear material
They're all the same, so the material works fine, it's just the way it is and you should work in the confinements of the material. Make your color map solid dark color and test the maps around.
Progress so far:
You should post this on the dev forum and see what they have to say.
The case may be that we just have to work with it like Vlad says or maybe it's another major overlooked bug.
http://dev.dota2.com/forumdisplay.php?f=407
Frump - Slick TA set, nice sculpting!
Neox - Haha, he's looking cute! Weiner balloon might be tad too big IMO but nice work for sure
yup i did, maybe wrong forum
http://dev.dota2.com/showthread.php?t=93308
however, besides the bugged rimlight i think the baked in spec works just fine, of course its not the same as a proper one, but with the somewhat static lighting it looks good ingame.
if you plan out your uvs well enough from start you if course can create the lod1 from lod0, what software are you using? in max turn on preserve uvs and most things will be just fine. however i prefer to do it the other way around, do the ingame asset first and make it rounder afterwards. besides hats it doesn't matter for the portrait anyways.