Are you sure? I think I saw some people a while ago doing items where they would have extra bones for particular items they would do, so that they become dynamic. Please correct me if I'm wrong.
That is really coming along well, Kraken! It looks great. My one suggestion would be to change the color of the bag - it's pretty visually similar to the broom. Maybe a green color would make it stand out more
I missed working on some hardsurface item, basically a sharp weapon, and so I picked up this Abaddon sword concept by Mango and this is the progress of the blockout. Should be able to finish it within the next two days and get back to the big stuff.
How do you guys get the entire hero models to pose and take those awesome screenshots with your items?
Import the models to the 3d editing software of your choice, pose the model, set up lights, materials & camera and make a render.
Some people use the Source Filmmaker to do this, as it can use Dota 2 shaders, and I think one of Valve's SDKs can import Dota 2 models as well, but I never used them.
Import the models to the 3d editing software of your choice, pose the model, set up lights, materials & camera and make a render.
Some people use the Source Filmmaker to do this, as it can use Dota 2 shaders, and I think one of Valve's SDKs can import Dota 2 models as well, but I never used them.
Thanks for the reply
where do I find the models to import tho? :PP
There is far too much awesome going on here! it is out of control! Vlad I enjoyed your Void stream today! First bake pass at my Lod0. Got some stuff to rebake, Handplane has been fun, crushing this down to 350 is going to kinda suck, may need to retopo for a second time :poly122: :poly142:
Edit: I am pretty sure this Lod0 is going to be redone again, must optimize!
Well well would you look at that! :P
I always downloaded the models and just went straight for the weapons... guess I need to pay more attention to stuff :P
Thanks a lot man!
Well well would you look at that! :P
I always downloaded the models and just went straight for the weapons... guess I need to pay more attention to stuff :P
Thanks a lot man!
those files are totally outdated ! i would not use them again
you should unpack the vpk files with gcfscape and decompile the models with studiocompiler
btw i could really need some crits on my first set try
those files are totally outdated ! i would not use them again
you should unpack the vpk files with gcfscape
If you have TF2 installed you can also unpack vpk's with vpk.exe. I copy the files to my DOTA working dir, and you simply drag the pak01_dir.vpk onto vpk.exe and it will extract everything!
I'm having MASSIVE trouble trying to get a sword in game for dragon knight. I haven't used the workshop tools for about a year, and I haven't done it with dragon knight before...
Well, here's what it looks like in 3dsmax, right with his default sword:
And this is what it looks like in game:
I've tried so much to fix it, resetting transform, scaling it down, rigging it on odd angles (the angles work, scale doesn't). Sometimes it crashes dota, sometimes it just doesn't render at all. I'm so confused, it seems so inconsistent.
This has probably been asked but there's so many pages to this thread I'd really have no idea where to start.
If someone can walk me through how to actually rig this and export it properly, I'd be extremely grateful, I seem to be doing so much wrong.
Eleryn : when you import the FBX ( if thats the case here) dont forget to allways use centimeters in the UNITS dropdown pannel . This is probbably the problem here .
kite212 : I would use a long pumpkin instead of the rounder one you are using , to make the spear a little thinner . Now it gives the imppresion that its a nature prophet staff insteaf of a spear(from what I remember , it is a enchantress spear right? )
Arg, that didn't seem to work. I fiddled with it a bit, now the game is just giving me "Import failed" when it tries to compile the model. I can't figure out why it's failing, it offers no explanation as to why, just "Error: compile failed".
Is there a tutorial I can follow on how to take a model through the whole process? Because clearly I'm doing a lot wrong.
EDIT: Now I can't seem to get it to import into the game at all.
I've tried exporting it from a new file with fresh imports, tried just importing it with no skinning, tried resetting xform, etc etc, no luck, always fails to import.
This is hard, how does everyone manage to do this all the time?
so i´ve had problems with fbx in the past.
the solution for me was to only import and export smd´s. since i´ve been using smd´s i never had any problems.
now if your model always fails to import, try exporting a cube, skinned to one of the bones, if that works, there is something wrong with your model.
finding the problem here can be realy hard, because it could be anything, maby you should start a thread and show us some specifics.
so i´ve had problems with fbx in the past.
the solution for me was to only import and export smd´s. since i´ve been using smd´s i never had any problems.
It worked perfectly when I exported it to a SMD. The scale is correct, and it imported fine.
So, working with the feedback from Vlad I made a few changes. I increased the shoulder size and got rid of the eyes (something he mentioned on hangout). The gun does still look similar to the original - but I consider that a plus (my first two guns did not fit the DOTA style very well).
So, working with the feedback from Vlad I made a few changes. I increased the shoulder size and got rid of the eyes (something he mentioned on hangout). The gun does still look similar to the original - but I consider that a plus (my first two guns did not fit the DOTA style very well).
My nigga, those bug-eyes are awesome and good work on the shoulders. I still think that the weapon is too similar to the default, maybe you could work on that gold and bring it out more, highlight that it's a fancy rifle. Maybe you could add a scope or maybe something like this
I don't like the shape of the horns, and the light blue part.
I think I'll make the horns bigger and replace the big blue block with some kind of curvy line design.
kite212 : I would use a long pumpkin instead of the rounder one you are using , to make the spear a little thinner . Now it gives the imppresion that its a nature prophet staff insteaf of a spear(from what I remember , it is a enchantress spear right? )
cheers
Yeah this is an Enchantress spear for now. I probably won't rework it much as I have spent way too long on it so far, but this will really depend on how it looks in game with her holding it. With the shape though I am really considering modifying a version and making it into a Nature's staff.
So much inspirational stuff in this thread! I put my Riki set on ice for a bit. Working on a Blade for Axe which he will actually use as an axe.
Pretty happy with the results so far. Although i'm struggling with the normal maps and baking. Hoping to fix last normal map issues tomorrow, and finish the whole thing up by the end of the weekend Crits are welcome! Must sleeeeeeeep.
Pretty happy with the results so far. Although i'm struggling with the normal maps and baking. Hoping to fix last normal map issues tomorrow, and finish the whole thing up by the end of the weekend Crits are welcome! Must sleeeeeeeep.
Bake an object space normal in xNormal and then run that and your low poly through Handplane. Amazing results. :thumbup:
Bake an object space normal in xNormal and then run that and your low poly through Handplane. Amazing results. :thumbup:
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. Anyway, i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction!
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
Finished my quick project before going back to the monthly competition. Amazing concept by Mango and here is the finished item. Another Abaddon sword! YES!
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. [strike]Anyway i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction![/strike]
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
Your sculpts are so clean and polished! Gives me something to work towards. Looking great!
Adorable!
you have overlapping mirrored UV´s. you need to select all the uv´s from one side of the model and move them exactly 1 UV-space to the right.
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
I still think that the weapon is too similar to the default, maybe you could work on that gold and bring it out more, highlight that it's a fancy rifle.
Replies
maybe im alone but isnt that a bit lot yellow?:P it feels not balanced
Import the models to the 3d editing software of your choice, pose the model, set up lights, materials & camera and make a render.
Some people use the Source Filmmaker to do this, as it can use Dota 2 shaders, and I think one of Valve's SDKs can import Dota 2 models as well, but I never used them.
Thanks for the reply
where do I find the models to import tho? :PP
Edit: I am pretty sure this Lod0 is going to be redone again, must optimize!
Well well would you look at that! :P
I always downloaded the models and just went straight for the weapons... guess I need to pay more attention to stuff :P
Thanks a lot man!
those files are totally outdated ! i would not use them again
you should unpack the vpk files with gcfscape and decompile the models with studiocompiler
btw i could really need some crits on my first set try
here are some ingame tests (lod1)
If you have TF2 installed you can also unpack vpk's with vpk.exe. I copy the files to my DOTA working dir, and you simply drag the pak01_dir.vpk onto vpk.exe and it will extract everything!
I'm having MASSIVE trouble trying to get a sword in game for dragon knight. I haven't used the workshop tools for about a year, and I haven't done it with dragon knight before...
Well, here's what it looks like in 3dsmax, right with his default sword:
And this is what it looks like in game:
I've tried so much to fix it, resetting transform, scaling it down, rigging it on odd angles (the angles work, scale doesn't). Sometimes it crashes dota, sometimes it just doesn't render at all. I'm so confused, it seems so inconsistent.
This has probably been asked but there's so many pages to this thread I'd really have no idea where to start.
If someone can walk me through how to actually rig this and export it properly, I'd be extremely grateful, I seem to be doing so much wrong.
Thanks, Eleryn
kite212 : I would use a long pumpkin instead of the rounder one you are using , to make the spear a little thinner . Now it gives the imppresion that its a nature prophet staff insteaf of a spear(from what I remember , it is a enchantress spear right? )
cheers
Is there a tutorial I can follow on how to take a model through the whole process? Because clearly I'm doing a lot wrong.
EDIT: Now I can't seem to get it to import into the game at all.
I've tried exporting it from a new file with fresh imports, tried just importing it with no skinning, tried resetting xform, etc etc, no luck, always fails to import.
This is hard, how does everyone manage to do this all the time?
the solution for me was to only import and export smd´s. since i´ve been using smd´s i never had any problems.
now if your model always fails to import, try exporting a cube, skinned to one of the bones, if that works, there is something wrong with your model.
finding the problem here can be realy hard, because it could be anything, maby you should start a thread and show us some specifics.
here's the rest of BH's head, still in sculpt form, low poly and bakes tomorrow:
that makes for all the 'pieces' being ready to texture, minus some rigging tests and fiddling to see if I can fit more neat stuff in the set.
sleep now
It worked perfectly when I exported it to a SMD. The scale is correct, and it imported fine.
Thank you!
Sleep is overrated anyway
I don't like the shape of the horns, and the light blue part.
I think I'll make the horns bigger and replace the big blue block with some kind of curvy line design.
Yeah this is an Enchantress spear for now. I probably won't rework it much as I have spent way too long on it so far, but this will really depend on how it looks in game with her holding it. With the shape though I am really considering modifying a version and making it into a Nature's staff.
Godnes hammer
Starting work with another item.
Pretty happy with the results so far. Although i'm struggling with the normal maps and baking. Hoping to fix last normal map issues tomorrow, and finish the whole thing up by the end of the weekend Crits are welcome! Must sleeeeeeeep.
Bake an object space normal in xNormal and then run that and your low poly through Handplane. Amazing results. :thumbup:
I think he took offense in the word bug-eye. You know, he seems to wear glasses judging from his avatar.
Upvote if you like it:)
http://steamcommunity.com/sharedfiles/filedetails/?id=185312631
I've tried handplane and it's giving me some weird results. However i'm pretty sure it's got nothing to do with handplane. I've got random hard seams running through the bake everything cross the seams looks inverted. I'm suspecting it's my UVs or maybe something in my export setting that i'm overlooking. Anyway, i'v been tinkering for hours, if anyone recognises what i'm doing wrong, please point me in the right direction!
EDIT: BINGO! Apparently it's a bad idea to mirror UVs before you bake. Good to know
Your sculpts are so clean and polished! Gives me something to work towards. Looking great!
Adorable!
Mistborn by Vayne and Mango
Hope you like it! Hitting those 300 tris with this design was challenging.
you have overlapping mirrored UV´s. you need to select all the uv´s from one side of the model and move them exactly 1 UV-space to the right.
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
// oops too slow
That was it, worked like a charm. Thanks!
better?