An update for my set. I am planning on re-doing the sword and then resubmitting everything. When I re-do the weapon, the only pieces that will be the same from when I submitted for the contest will be the pauldrons and tail.
I don't know man, the workshop is getting increasily hostile. You can't submit anything without getting massive downvotes in less than 5 minutes and now this happens.
Well, I'll post here if anything happens.
Dude thats totally fucked up. steam support should be able to sort it out, hopefully. Prolly some kind of troll cause I can't see any kind of infringement.
I have been noticing an early downvote on my items but I just assumed it was reddit trolls cause it usually happens after I post it there. I guess reddit can be a double edged sword in that case haha. But Good or bad exposure as long as its out there helps either way. Have faith in your items and always know you are still around to make more. They can't take that away from you, no matter how many downvotes they try to muster.
Does anyone know whats up with Spirit Breaker's pfx/shader? It seems that any sort of metalness (even matched the original's metalness) on my weapon makes the spec super blown out and solid white despite my specular color. I'm not sure if the pfx are causing it. I don't think so since they don't cast light (or am I wrong?). Also, the pfx aren't showing up in the in-game test at all. Da fuq yo
Looks great, on the bow maybe a bit less of a painted highlight on the gems and a bit more self-illum to compensate. I love that you can see the woodgrain from that distance!
To be fair, I don't think he stole anything. The execution is entirely different and the idea itself isn't so far fetched that two people couldn't easily come up with it on their own.
I'm still new to this, but have made some tf2 items before. Until now, I've never encountered 2:1 UVs, and have been struggling to figure out how to create a 256x128 map. Tried keeping everything in the bottom or top half and cropping in Photoshop, but that doesn't seem to do the trick.
Any help would be greatly appreciated. Thanks :poly121:
Anyone else had this problem? Doeas that mean I cnat add anymore stufs on the workshop ? I know some other guys have way more than 120 items in the workshop.
Hey, can anyone help me. When i bake polypaint, my AO gets all dark, so i have to do two bakes. Anyone knows why this is happening?
You have to enable "ignore per-vertex-color" in the high poly tab when baking occlusion.
Only disable it when baking vertex paint. It's a bug on xnormal:)
You have to enable "ignore per-vertex-color" in the high poly tab when baking occlusion.
Only disable it when baking vertex paint. It's a bug on xnormal:)
Edit: Assuming you are baking in xnormal
That's how i do it, was thinking there's a fix for that.
Thank you all for good word. I am most happy that you like our QoP set
@Neox this is one crazy sculpt. You zbrush work is top notch. It could be the best KOT'n'L mount so far!!! I am a bit worried thought about the size of those horns. Of course all depends how they will look in game view.
@Spud Having Spu't'nik as a nickname no wonder why you are a wards master Terrific job with that observer/sentinel. Sweet promo!!
@mihalceanu Those textures rocks! Nice attention to detail. Also I really like the presentation! You could think about adding video to your collection/items tab. It will probably attract more people
@Vlad
I think you need a bit more variation in the size of those boils, they look a bit too 'placed' right now. Also, break up the edges of the boils with a touch of alpha.
Dvonio Love the maw part of that ward but I feel the spikes could use a bit more visual interest to them, slightly more exaggerated shapes. Looks good though!
^^ Would have been my comment.
The dog looks awesome, Neox - Regarding his flying animation, perhaps make his legs work in double-time so it looks less like he's walking and more like he's trying to swim in the sky.
sorry this took so long, i just got back from a little vacation to Colorado, its so damn nice there this time of year.
how did u get the scrolling UV's and color change to work on a weapon?
@Pale-Face
Vlad answered your question pretty accurately, I'm not sure if I can do a much better job answering.
All I did was add some mask info to the detail map channel of the texture and DOTA did the rest of the work.
The tileabe texture is predefined by the game, I believe your UV rotations may have an effect the direction it tiles (from left to right or top to bottom, how ever it scrolls). But I honestly dont know for certain.
I was surprised when I tested the sword in game that my blue shifted to red with out me doing anything, I thought that was pretty awesome. I assume it just automatically shifts anything blue to red, because my detail mask is just defining where the yellow tile texture goes.
wow thanks guys, I never really thought there was anything special about my textures, there is so much awesome work all over this thread. I guess i'll run through how I do my UV's... see if I can come up with any useful info.
Ok so, to maximize my texel density I do a number of things.
I mirror the crap out of everything.... thats a pretty obvious one.
Make sure the most important elements take up as much space as they can, other less important elements can be scaled down and shoved in between them. Some very minor uv chunks only take up enough space to be have basic color fill read well.
I tend to square out my Uvs after I relax them, it makes it easier to pack them more tightly. This might cause a bit of texel wobbling internally, BUT painting in 3d with 3dcoat corrects that as you paint, so no real problem there for me. It also makes reduction along that geo not cause texture problems.
I only I paint at double res, although this may be a personal preference I feel any more than double you are just making it easier for yourself to waste time on details that wont show up anyway, and I have a bad enough problem with that as it is, so I don't work over double.
Then the rest is just packing the UV s as tight as I can, leaving enough space in between to prevent texture bleed when it scales down in game. Sometimes I push them a bit close, but if they are the same color, then a little bleed from the uvs next door is not to bad if its bleeding over the same color anyway.
Also, since I paint in 3d I dont care about UV rotation, just maximizing my texture usage.
I do very little actual painting in photoshop
I do a quick AO and normal map bake at resolution and I will re UV and re bake things down if my first pass at UVs didnt work out so well.
Hope that helps... i'm not so good at words.
here is the sven sword texture and UVs:
you can probably gather more info just by looking at it than I can by trying to explain.
Super informative Jeremy, could you explain a bit more as to why 3d coat fixes texel wobbling when you work that way?
here is a quick and dirty visual example of crap uvs and painting in 3d:
As you draw a line or circle on the mesh in 3d across the mesh, in real time the 3d painting program projects the data on to the texture where it needs to be in order for it to look correct when displayed on the mesh. it also draws across seams, a real nice bonus
the flight anim will be totally different, it looks too much like he's walking
Wow great work on the courier, turned out great, also love the hole kotl idea. Only the front legs of the deer look kinda weird now..
Now I finished my Chaos Knight set, which isn't doing to well on the workshop unfortunatly. Sometimes I'm wondering why a lot of ppl do like blurry textures with a lot of detail which don't even turn up ingame, more that basic and clean textures. Oh well maybe I need to put in some more effort..
For now I'm working on my witch doctor set again. Now that the alpha maps are for all heroes, I can finially finish up things. Remoddeled the belt and added a potion and ritual knife to it. Still need to think of something for the back slot and maybe a sommon as well.
The dog looks awesome, Neox - Regarding his flying animation, perhaps make his legs work in double-time so it looks less like he's walking and more like he's trying to swim in the sky.
he now moves all limbs pretty much in synch and uses the tail as a rotor
Sorry for jumping in here and asking questions like a complete noob:
How easy it it to create items with Max and not Maya? Obviously modelling and texturing doesn't matter.
Is the tricky part when you have to paint the skinning weights? Or can that be done in Max?
Sorry for jumping in here and asking questions like a complete noob:
How easy it it to create items with Max and not Maya? Obviously modelling and texturing doesn't matter.
Is the tricky part when you have to paint the skinning weights? Or can that be done in Max?
I recently started dabbling with skinning in max and frankly, doesn't seem to be hard the moment you know your way around.
I'd love to get some feedback on this Spectre set concept.
it's kinda hard to judge Spectre items, because her design is so complicated, but i like this one. You may want to trade the blues for something else, to differentiate from the set already ingame.
also if you can, i'd try to change the values of the individual parts slightly so they read better from a distance right now it's all mushing together pretty much when scaled down
The presentation is horrible, the thunmbnails are low-res textures. You got those super-nice bakes, do nice renders with them!
No loadout or portrait images, creepy smile on the thumbnails, not to mention broken anatomy (that's because of the way WR modelled, but nonetheless)
The promo image is muddy, the bow and the arrow point at different directions, there's no movement in the picture, the arrow is glued to the bow, so WR just released the string and it's still there. You may want to either depict "before" or "after" to show some action.
Part that you need:
"Classical art tends to imply the energy and movement of characters by putting them in poses of dynamic tension, or by depicting the flow of hair or drapery to suggest motion"
Replies
Yes, this can be set by users. The problem is that I get a lot of downvotes if everyone can see that. I thought it was just me
Dude thats totally fucked up. steam support should be able to sort it out, hopefully. Prolly some kind of troll cause I can't see any kind of infringement.
I have been noticing an early downvote on my items but I just assumed it was reddit trolls cause it usually happens after I post it there. I guess reddit can be a double edged sword in that case haha. But Good or bad exposure as long as its out there helps either way. Have faith in your items and always know you are still around to make more. They can't take that away from you, no matter how many downvotes they try to muster.
Today i got to the first color pass on these shoulders, any feedback from you pros is appreciated.
Amazing work, dude. Such care to details, love it!
here is my in progress for the keeper of the northlight
so far everythign works with the original set as well phew
[ame="http://www.youtube.com/watch?v=lBSrRXKbxWY"]ward_skywrath_mage_demo - YouTube[/ame]
Spudnik: Cute ward! The animation has a lot of personality to it
Soul's Calamity by Vextrakt
Concept by SLIMEface
http://steamcommunity.com/sharedfiles/filedetails/?id=158250174&searchtext=
EDIT: I summon thee DashXero!
To be fair, I don't think he stole anything. The execution is entirely different and the idea itself isn't so far fetched that two people couldn't easily come up with it on their own.
And already the reviews are glowing!
"generic and childish with bad textures."
I'm still new to this, but have made some tf2 items before. Until now, I've never encountered 2:1 UVs, and have been struggling to figure out how to create a 256x128 map. Tried keeping everything in the bottom or top half and cropping in Photoshop, but that doesn't seem to do the trick.
Any help would be greatly appreciated. Thanks :poly121:
edit : just added the set
workshop link: http://steamcommunity.com/profiles/76561198026621056/myworkshopfiles/?section=collections&appid=570
Had the same happen, just reduce the submission size below 100mb and it should work.
lots of bugs still, but it is a start
the flight anim will be totally different, it looks too much like he's walking
You have to enable "ignore per-vertex-color" in the high poly tab when baking occlusion.
Only disable it when baking vertex paint. It's a bug on xnormal:)
Edit: Assuming you are baking in xnormal
thats the fix, it sucks
@Neox this is one crazy sculpt. You zbrush work is top notch. It could be the best KOT'n'L mount so far!!! I am a bit worried thought about the size of those horns. Of course all depends how they will look in game view.
@Spud Having Spu't'nik as a nickname no wonder why you are a wards master Terrific job with that observer/sentinel. Sweet promo!!
@mihalceanu Those textures rocks! Nice attention to detail. Also I really like the presentation! You could think about adding video to your collection/items tab. It will probably attract more people
I think you need a bit more variation in the size of those boils, they look a bit too 'placed' right now. Also, break up the edges of the boils with a touch of alpha.
Link to the workshop (also in the image )
I hope you guys like it! (and to valve fix the particle in the next patch as they told :D)
^^ Would have been my comment.
The dog looks awesome, Neox - Regarding his flying animation, perhaps make his legs work in double-time so it looks less like he's walking and more like he's trying to swim in the sky.
In other news:
Vlad answered your question pretty accurately, I'm not sure if I can do a much better job answering.
All I did was add some mask info to the detail map channel of the texture and DOTA did the rest of the work.
The tileabe texture is predefined by the game, I believe your UV rotations may have an effect the direction it tiles (from left to right or top to bottom, how ever it scrolls). But I honestly dont know for certain.
I was surprised when I tested the sword in game that my blue shifted to red with out me doing anything, I thought that was pretty awesome. I assume it just automatically shifts anything blue to red, because my detail mask is just defining where the yellow tile texture goes.
@Spudnik, Prophet9, Acap
wow thanks guys, I never really thought there was anything special about my textures, there is so much awesome work all over this thread. I guess i'll run through how I do my UV's... see if I can come up with any useful info.
Ok so, to maximize my texel density I do a number of things.
I mirror the crap out of everything.... thats a pretty obvious one.
Make sure the most important elements take up as much space as they can, other less important elements can be scaled down and shoved in between them. Some very minor uv chunks only take up enough space to be have basic color fill read well.
I tend to square out my Uvs after I relax them, it makes it easier to pack them more tightly. This might cause a bit of texel wobbling internally, BUT painting in 3d with 3dcoat corrects that as you paint, so no real problem there for me. It also makes reduction along that geo not cause texture problems.
I only I paint at double res, although this may be a personal preference I feel any more than double you are just making it easier for yourself to waste time on details that wont show up anyway, and I have a bad enough problem with that as it is, so I don't work over double.
Then the rest is just packing the UV s as tight as I can, leaving enough space in between to prevent texture bleed when it scales down in game. Sometimes I push them a bit close, but if they are the same color, then a little bleed from the uvs next door is not to bad if its bleeding over the same color anyway.
Also, since I paint in 3d I dont care about UV rotation, just maximizing my texture usage.
I do very little actual painting in photoshop
I do a quick AO and normal map bake at resolution and I will re UV and re bake things down if my first pass at UVs didnt work out so well.
Hope that helps... i'm not so good at words.
here is the sven sword texture and UVs:
you can probably gather more info just by looking at it than I can by trying to explain.
here is a quick and dirty visual example of crap uvs and painting in 3d:
As you draw a line or circle on the mesh in 3d across the mesh, in real time the 3d painting program projects the data on to the texture where it needs to be in order for it to look correct when displayed on the mesh. it also draws across seams, a real nice bonus
Wow great work on the courier, turned out great, also love the hole kotl idea. Only the front legs of the deer look kinda weird now..
Now I finished my Chaos Knight set, which isn't doing to well on the workshop unfortunatly. Sometimes I'm wondering why a lot of ppl do like blurry textures with a lot of detail which don't even turn up ingame, more that basic and clean textures. Oh well maybe I need to put in some more effort..
For now I'm working on my witch doctor set again. Now that the alpha maps are for all heroes, I can finially finish up things. Remoddeled the belt and added a potion and ritual knife to it. Still need to think of something for the back slot and maybe a sommon as well.
Woo nice!
Have a concept quite similar, but luckily quite different as well, good to see the details around the idea being quite visible in-game
he now moves all limbs pretty much in synch and uses the tail as a rotor
How easy it it to create items with Max and not Maya? Obviously modelling and texturing doesn't matter.
Is the tricky part when you have to paint the skinning weights? Or can that be done in Max?
I recently started dabbling with skinning in max and frankly, doesn't seem to be hard the moment you know your way around.
finished my two weapons
http://steamcommunity.com/sharedfiles/filedetails/?id=158077427
http://steamcommunity.com/sharedfiles/filedetails/?id=158607351
I would like to get some criticism for this headgear.
Thanx
workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=157634809
GAH!
What's up with the creepy smile?
The presentation is horrible, the thunmbnails are low-res textures. You got those super-nice bakes, do nice renders with them!
No loadout or portrait images, creepy smile on the thumbnails, not to mention broken anatomy (that's because of the way WR modelled, but nonetheless)
The promo image is muddy, the bow and the arrow point at different directions, there's no movement in the picture, the arrow is glued to the bow, so WR just released the string and it's still there. You may want to either depict "before" or "after" to show some action.
You may read up on this here or here
Part that you need:
"Classical art tends to imply the energy and movement of characters by putting them in poses of dynamic tension, or by depicting the flow of hair or drapery to suggest motion"