Redone the textures on my Slark dagger. Still not entirely happy with them but its an improvement. Might come back to it and finish them later but for now I think I'm just gonna leave it and move on to something new.
I'm doing a pugna ward, and whatever I do the particle is sticked to the ground in one direction instead of being upwards like the default one.
the ward is skinned to Root like the default one and in the settings to the bone it uses to fix the particle I wrote Root.
Anyone can help me? :d
edit: its a little hard to notice in a pic, but its in the ground, you can see the small dots touching the ground when they have to be upwards to the air
@Hawt Probably someone responsible for visuals just googled Slark and was sure it was art made by Valve So in that way you can be proud! However yeah no one cares about artists those days... they can you can just google stuff and take it...
I showed my item set to a friend of mine, and he mistook the cloth at the bottom of the shoulder piece for leaves, which was not my intention at all. And I was thinking I didn't like how much green there was in the set, so I made a few variations, and was hoping for feedback on which one you guys like the best.
Wow some really great work is being posted. @Popcorn: that nature set is great. Those mushrooms are just too funny
I'm getting close to finishing up my CK set, all the parts are done but unfortunatly I need to redo the head because in the portrait view it looked bad :S I'm yelous of the ppl who finish there sets so fast, It is taking me ages to get some progress on this one. I hope it will be worth it!
Comments are really welcome, so I can still change those things if necessary!
Jeremy - nice work from you and rayph! popcorn - cool NP set! makes me wanna make some treants too haha zaphk - awesome progress on your bat set so far! I like that head!
I just finished uploading a Bloodseeker set today. Hope you guys like it!
Jeremy - nice work from you and rayph! popcorn - cool NP set! makes me wanna make some treants too haha zaphk - awesome progress on your bat set so far! I like that head!
I just finished uploading a Bloodseeker set today. Hope you guys like it!
In other words, I was just wondering, how much time do you guys actually spend playing the game you make items for? I watched my stats and realized I put Dota2 599 hours of my life . . My items are just ideas though. Feels Silly.:poly142:
Hey Guys, finally getting back into item making. I sketched alot of concepts for Invoker, but nothing really felt good for me except for my forge spirit concepts, so I decided to just try and shoot for releasing the forge spirit by itself rather than attaching it to a set.
Here's the basic mesh I made for the sculpting phase:
I'm pretty happy with the results so far, enjoying pushing the silhouette out a bit more.
Question though:
I wanted to try and see how it worked in game at the very base mesh level. Is there a option for the compiler to use the default animations? Will I have to rip the animations out from the game and import them that way? I'm pretty sure I don't need custom animations for the design (though I may add some later, animations could probably give the flame mullet some more character.).
Btw Huntr that set is epic I feel the weapon is kinda lacking a bit compared to the rest of the set in game because of the mipping of the texture just turns it into a red and white shape. But I really like the set
Nice fist kraken!
Got my pose for drow done! Oh and textures. Fuck I finished making the skin all nice then I realized I needed to clamp the bones per vertex... and it broke it all!
Great set, HntrLuc.
Items looks like they always were there. Only one bad thing i have noticed.
Seemed like your weapon's textures were done in two stages: Zb, and PS later.
Decor looks nice, it is supported by normals as well, but your blood stripes looks a bit messy, as they were made with round brush.
The rest items are fantastic.
And I think your promo image will be better without paper ps filter.
I'm doing a pugna ward, and whatever I do the particle is sticked to the ground in one direction instead of being upwards like the default one.
the ward is skinned to Root like the default one and in the settings to the bone it uses to fix the particle I wrote Root.
Anyone can help me? :d
edit: its a little hard to notice in a pic, but its in the ground, you can see the small dots touching the ground when they have to be upwards to the air
Still no one knows why this is happening? help please!!
Where is the model? Show us the rig. How do you import?
The geometry is not visible (all alpha xD) so you can see the problem in the particle, the item is rigged 100% influence to the Root bone (as the default ward) everything works fine except the default particle, there is a space to put the reference bone to the particle and I wrote root (tried with a lot of others too and rigging to others and still not working).
I import with the ability tool, there is a place for pugna nether ward ability and asks you for 3 animations, a reference bone for the particle.
But still cant make the particle work properly, the root bone in fbx model is ok, but in the smd file is rotated 90º degrees but rotating it and all didnt seem to change the particle going to north of the map.
Btw Huntr that set is epic I feel the weapon is kinda lacking a bit compared to the rest of the set in game because of the mipping of the texture just turns it into a red and white shape. But I really like the set
Nice fist kraken!
Got my pose for drow done! Oh and textures. Fuck I finished making the skin all nice then I realized I needed to clamp the bones per vertex... and it broke it all!
Niiice. The orange highlights really sell it!
I'll have to go back and watch your streams for this, I missed most of the progress while I was away.
Jeremy - nice work from you and rayph! popcorn - cool NP set! makes me wanna make some treants too haha zaphk - awesome progress on your bat set so far! I like that head!
I just finished uploading a Bloodseeker set today. Hope you guys like it!
That is some OniLolz/Zaphk level illustration, really nice! As for the set itself, I like that it's a lot more conservative and really utilities the already established design to the maximum. Really nicely done, my favorite BS set to date! I'm guessing the promo images are Xoliul shader?
The geometry is not visible (all alpha xD) so you can see the problem in the particle, the item is rigged 100% influence to the Root bone (as the default ward) everything works fine except the default particle, there is a space to put the reference bone to the particle and I wrote root (tried with a lot of others too and rigging to others and still not working).
I import with the ability tool, there is a place for pugna nether ward ability and asks you for 3 animations, a reference bone for the particle.
But still cant make the particle work properly, the root bone in fbx model is ok, but in the smd file is rotated 90º degrees but rotating it and all didnt seem to change the particle going to north of the map.
thanks!
It is not the reference bone for the particle, it's the hitbone location. Load up your model, assign the hit location to the topmost bone and post back.
It is not the reference bone for the particle, it's the hitbone location. Load up your model, assign the hit location to the topmost bone and post back.
Yeah the hit works ok, and everything is ok except that particle
(all wip)
you can see there the particle is in the ground instead of in the middle of the 3 spikes (like the default one)
and you can see there http://puu.sh/3trhr/30b3a4590a.png (no insert because is long) how the rig is, all to the root bone (like the default one)
So I dont know whats happening or If I can leave it that way and if valve likes it they can fix the particle or something
Upload and leave a dev comment. Then head out to dev.dota2.com and leave a comment here.
Or the other way around.
I'd upload first, and report the bug later, because they can take forever to fix it, and if your model will be popular they will fix it faster.
Thanks, I already posted on dev.dota on a particle bug thread that anuxi created yesterday, but will upload it when its finished and leave a dev comment and look trought dev.dota thank you man.
Just a quick question guys How do you now test your items in game with actual game going on with bots and creeps. Before there was possibility to preview your items after upload I tested it by replacing items manually with default ones that was a bit complicated. Is there a faster method now?
Just a quick question guys How do you now test your items in game with actual game going on with bots and creeps. Before there was possibility to preview your items after upload I tested it by replacing items manually with default ones that was a bit complicated. Is there a faster method now?
There is now a button to test your items inside the game, you just have to press the dota2 icon button inside the importer here:
you can open multiple items with the additional item buttons at the left then press the dota button and all your items will be there
@Dvonio yes, however map is empty, no other heroes, no creep. I would like to take some video footage with some kills/skill usage. Or is there any console/chat command to actually start a game?
@Dvonio yes, however map is empty, no other heroes, no creep. I would like to take some video footage with some kills/skill usage. Or is there any console/chat command to actually start a game?
just write in chat: "-startgame" or "-spawncreeps"
Replies
the ward is skinned to Root like the default one and in the settings to the bone it uses to fix the particle I wrote Root.
Anyone can help me? :d
edit: its a little hard to notice in a pic, but its in the ground, you can see the small dots touching the ground when they have to be upwards to the air
turns out Navi used my splash art for my slark set for one of their shorts.
the least could have done was credit me.
@Popcorn: that nature set is great. Those mushrooms are just too funny
I'm getting close to finishing up my CK set, all the parts are done but unfortunatly I need to redo the head because in the portrait view it looked bad :S I'm yelous of the ppl who finish there sets so fast, It is taking me ages to get some progress on this one. I hope it will be worth it!
Comments are really welcome, so I can still change those things if necessary!
Highpoly done!
popcorn - cool NP set! makes me wanna make some treants too haha
zaphk - awesome progress on your bat set so far! I like that head!
I just finished uploading a Bloodseeker set today. Hope you guys like it!
I am really hoping that they get this in!
as a happy sniper player this gun is tits and a little extra.
great work.
Oh wow, so many awesome bat rider stuff in the works.
http://steamcommunity.com/sharedfiles/filedetails/?id=157085228
That set is sick.
In other words, I was just wondering, how much time do you guys actually spend playing the game you make items for? I watched my stats and realized I put Dota2 599 hours of my life
http://dev.dota2.com/showthread.php?t=95453&p=640574#post640574
Here's the basic mesh I made for the sculpting phase:
I'm pretty happy with the results so far, enjoying pushing the silhouette out a bit more.
Question though:
I wanted to try and see how it worked in game at the very base mesh level. Is there a option for the compiler to use the default animations? Will I have to rip the animations out from the game and import them that way? I'm pretty sure I don't need custom animations for the design (though I may add some later, animations could probably give the flame mullet some more character.).
Nice fist kraken!
Got my pose for drow done! Oh and textures. Fuck I finished making the skin all nice then I realized I needed to clamp the bones per vertex... and it broke it all!
Items looks like they always were there. Only one bad thing i have noticed.
Seemed like your weapon's textures were done in two stages: Zb, and PS later.
Decor looks nice, it is supported by normals as well, but your blood stripes looks a bit messy, as they were made with round brush.
The rest items are fantastic.
And I think your promo image will be better without paper ps filter.
Still no one knows why this is happening? help please!!
The geometry is not visible (all alpha xD) so you can see the problem in the particle, the item is rigged 100% influence to the Root bone (as the default ward) everything works fine except the default particle, there is a space to put the reference bone to the particle and I wrote root (tried with a lot of others too and rigging to others and still not working).
I import with the ability tool, there is a place for pugna nether ward ability and asks you for 3 animations, a reference bone for the particle.
But still cant make the particle work properly, the root bone in fbx model is ok, but in the smd file is rotated 90º degrees but rotating it and all didnt seem to change the particle going to north of the map.
thanks!
Niiice. The orange highlights really sell it!
I'll have to go back and watch your streams for this, I missed most of the progress while I was away.
That is some OniLolz/Zaphk level illustration, really nice! As for the set itself, I like that it's a lot more conservative and really utilities the already established design to the maximum. Really nicely done, my favorite BS set to date! I'm guessing the promo images are Xoliul shader?
Doneeeeee, though its hard for me to tell if im just being noob or its broken. ^_^
Oh, thx vlad. Thought it was live for all heroes. That explains why it's not present on Chen
Yeah the hit works ok, and everything is ok except that particle
you can see there the particle is in the ground instead of in the middle of the 3 spikes (like the default one)
and you can see there http://puu.sh/3trhr/30b3a4590a.png (no insert because is long) how the rig is, all to the root bone (like the default one)
So I dont know whats happening or If I can leave it that way and if valve likes it they can fix the particle or something
thank you so much, so what do I do now, wait for them to fix or upload without the fix and hope they fix later?
anyone had experience with this?
thanks vlad!
Or the other way around.
I'd upload first, and report the bug later, because they can take forever to fix it, and if your model will be popular they will fix it faster.
Thanks, I already posted on dev.dota on a particle bug thread that anuxi created yesterday, but will upload it when its finished and leave a dev comment and look trought dev.dota thank you man.
There is now a button to test your items inside the game, you just have to press the dota2 icon button inside the importer here:
you can open multiple items with the additional item buttons at the left then press the dota button and all your items will be there
just write in chat: "-startgame" or "-spawncreeps"
The texture is mostly just base colors except for the helm
cheers:0