Hey guys! It has been a some time since I posted something here, and also some time without modelling something on a computer, so I'm picking stuff up again. I'm finishing up that CK set I've started some time ago with Stefco, with only the shoulders left now. I would love to get some feedback on the overall shape, since I'm kinda rusting on doing items for Dota. Suggestions are also very welcome.
I'm getting started on some sculpting, but I'm just trying some stuff out to get an idea of how everything is going to look in the end.
Has anyone had problems with textures when publishing, mine look fine in 3ds max but once uploaded they are back to front have weird shadows on them and look terrible and i haven't got a clue what's causing it
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
You can and should mirror uvs before baking. Just offset the copy a full UV square over and make sure you using the same copy for the object space bake as the tangent space conversion (just dont shuffle things back and forth)
Also, to clarify this section of the documentation:
"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"
That automatic shell offset function is totally unnecessary. Every other game dev workflow involves manually offsetting overlapping copies of the UVs. Also, leaving the UVs on top of eachother and letting the engine offset them is inviting problems with baking AO and other accessory maps. Its also a confusing quote intruction. Certainly do weld the two halves of your model (it's only referring to welding uvs) and you can decide if you want a hard edge between them or not.
It's not the masks, i have tweaked them 50 times and nothing changes the texture is showing up backwards in game, like hilt texture is appearing on the end of the sword and vice versa but in max the texture and uvs are fine :S
I like it, but I think the walking and flying versions are too similar (they're identical actually!).
I also think that the walking death and rare idle could be improved a bit.
Great job!
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
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
Thanks Jalcober! just check out all your works in the workshop. Holy moly! super cool stuff I love the asymetry of that Death Prophet! keep goin! Ide say overall just make sure you have nice S curves. i see in some places like the cloth on the chest where the s curve is broken a little on the boob.
This is really starting to take the piss! I fixed all my texture problems but now import keeps failing with CtargetMDL compile failed error even tho i used the exact same export settings that were working just a few hours ago WTF :S
I think you could make something to cover the bottom end of that strange purple gradient on her breasts, unless there's a way of removing it from the base model.
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
@Rubus
Thanks for the comments, I was thinking about getting rid of the purple however i was reluctant because I don't know if Valve might categorize that as too risque or obscene, but I might just e-mail and ask.
hey guys, running into a really annoying problem, if anyone has any advice that'd be great.
All of a sudden none of my exporting seems to be working right - stuff that was working fine before now exports rotated 90 degrees from the origin. For my weapons normally at origin this means they are just sitting at 0 rotated 90 degrees. for stuff like my helmet it's rotated 90 degrees but it's the distance away from the origin as it would be translated upwards near the head. It's really, really frustrating and I've tried all my normal workarounds including a clean file and loading in a reference model. It's just very confusing to me because this stuff was working yesterday. Any ideas?
EDIT:
So apparently it's because I didn't have the bones selected at the same time as the object when I exported. I've never had to select them before, I don't know why it started behaving differently now. Cost me 4 hours but at least I have another way to troubleshoot.
Had to take my mind off my pumpkin spear for a while, the unwraps were garbage, and the in game model is trash, so lots of work on that. While mucking around i made this Ghost Scepter inspired spear, lots of texture work to do:
alright, the set is done! just need to do all the craploads of presentation stuff we have to do if we want to get any attention XD. thumbnails, screenshots, videos, and a banner will hopefully be ready sometime tomorrow night. Hope you guys dig it!
alright, the set is done! just need to do all the craploads of presentation stuff we have to do if we want to get any attention XD. thumbnails, screenshots, videos, and a banner will hopefully be ready sometime tomorrow night. Hope you guys dig it!
That BH set looks brilliant! Love the green accents.
Would love some feedback on the sculpt. I don't want to exaggerate on details since it's going to be seen from a distance in-game and Stefco will be painting the textures.
Is anyone having problems with the Particle Placement in the Dota previewer? Trying to change the particle location in a Skywrath Staff I'm working on but nothing seems to change. It keeps showing the default ones instead of the ones I'm importing.
I'm guessing it's an importer problem because, if I am importing a my own ones, logic thing should be that it either works fine, or they appear somewhere else they shouldn't, or don't appear at all, but It definetely shouldn't show me the default ones, right?
@ T_Vidotto - I think a scythe would look pretty awesome on her, as long as her animations are conductive to it.. or maybe they would give her new ones?
@ Soldeus - I had a similar issue, where some of my particle fx meshes are appearing offset from the actual mesh. It didn't seem like where I placed and froze them mattered for 2 out of the 3 I made. On that note, I also wish there was a way to toggle the particles on or off, since for some heroes the particles only turn on occasionally. I haven't seen any of the original particle fx mesh show over my items though.. damn I don't think that was helpful at all. sorry!!
Prosomogy, how did you get the Skywrath staff particles working? Do you mind giving me a small step-by-step in how you did it? I'm not sure in which one am I failing xD
Really nice modeling and texturing improvement, btw
Prosomogy, how did you get the Skywrath staff particles working? Do you mind giving me a small step-by-step in how you did it? I'm not sure in which one am I failing xD
Really nice modeling and texturing improvement, btw
Doing a concept for PA trying to take off that helmet =]
Do you guys think an scythe is too much of a change for her?
Are those feathers on her head / shoulder? If you greyscale it all the shoulder / head looks like something windrunner, and the scythe is probably the most PA like.
It looks quality, just not a fan of feathers for mortred.
@ T_Vidotto - I think a scythe would look pretty awesome on her, as long as her animations are conductive to it.. or maybe they would give her new ones?
hhmhm thats pretty too much necrolyte style .. but how about a double sided scythe ?
hmm, maybe is a good idea, worth the try
it is sad on necrolite that he doesnt uses his scythe, could be anything else and still work to shoot magic balls =]
Are those feathers on her head / shoulder? If you greyscale it all the shoulder / head looks like something windrunner, and the scythe is probably the most PA like.
It looks quality, just not a fan of feathers for mortred.
The idea of the feather is kind of they are trying to hide the blades on the sholder and maybe on the hair (didnt decide if im going with blade for the hair too)
The original model its all dark and have that torn cape, i wanted to make something less used in battle, like she is some kind of high class assassin, maybe an assassin queen.
Ah, i also moved the daggers from the hip, that is not a good place to have naked daggers if you are running around =]
Replies
nice one very creative ! but axe? come on thats some kind of morning star?!
is that possible on every character?! that jiggle ? i would love to add some hanging stuff to my crap
I'm getting started on some sculpting, but I'm just trying some stuff out to get an idea of how everything is going to look in the end.
You can and should mirror uvs before baking. Just offset the copy a full UV square over and make sure you using the same copy for the object space bake as the tangent space conversion (just dont shuffle things back and forth)
Also, to clarify this section of the documentation:
"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"
That automatic shell offset function is totally unnecessary. Every other game dev workflow involves manually offsetting overlapping copies of the UVs. Also, leaving the UVs on top of eachother and letting the engine offset them is inviting problems with baking AO and other accessory maps. Its also a confusing quote intruction. Certainly do weld the two halves of your model (it's only referring to welding uvs) and you can decide if you want a hard edge between them or not.
My first guess is that your mask files are messed up somehow.
I also think that the walking death and rare idle could be improved a bit.
Great job!
Howdy folks! Sam Noone here been lurking on the count for about 3 year This is my first real post. Been working with Bounchfx on a bounty hunter set! here is the concept I did. There were a few minor changes to fit the rig a little better. look for updates soon! we will be texturing this weekend. His bakes came out really clean XD
looking forward to learning more about this process and maybe even trying my hand at some 3d assets soon
maybe im wrong .. but there is no need to use bent normal maps?! im not even sure if source supports them?!
just use xnormal tobake ambient occlusion / world normalmap and base color & for zbrush users highpoly vertex colors
then translate the world normal using handplane to a source optimized tangent normalmap
thats doing it ?!
greetings
Looks like baking with symmetry?
Lovely concepts!
I've always wondered why Jalcober, Nikey and some more have Avatars with the same style if anyone could help me jejeje
cheers guys!!
Thanks!
Robo made them for us.
cheers!!
Still not sure if i can push the normals on the engraving to be actually shiny, or maybe i should fakepaint the shiny highlights, huh.
Anyone know whats causing this CTargetmdl error?
Looking fantastic!
I think you could make something to cover the bottom end of that strange purple gradient on her breasts, unless there's a way of removing it from the base model.
Otherwise, it's looking damn smexy.
@Vlad:
I really liked the sights, and the overall shape of the rifle, but the barrel feels too empty.
Maybe try adding some parallel creases, nothing too fancy, just to break the eveness of the texture.
Soulstone Blade
gorgeous concepts
Thanks for input!
@Rubus
Thanks for the comments, I was thinking about getting rid of the purple however i was reluctant because I don't know if Valve might categorize that as too risque or obscene, but I might just e-mail and ask.
All of a sudden none of my exporting seems to be working right - stuff that was working fine before now exports rotated 90 degrees from the origin. For my weapons normally at origin this means they are just sitting at 0 rotated 90 degrees. for stuff like my helmet it's rotated 90 degrees but it's the distance away from the origin as it would be translated upwards near the head. It's really, really frustrating and I've tried all my normal workarounds including a clean file and loading in a reference model. It's just very confusing to me because this stuff was working yesterday. Any ideas?
EDIT:
So apparently it's because I didn't have the bones selected at the same time as the object when I exported. I've never had to select them before, I don't know why it started behaving differently now. Cost me 4 hours but at least I have another way to troubleshoot.
back to texturing..
Handplane did a good job on the normal bake
he looks really badass with it
good job!
Finally finished this set, been working on for quite some time now.
http://steamcommunity.com/sharedfiles/filedetails/?id=185931350
So here is the set I am designing at the moment. I will also redo staff, when I will finalise character to a point where I am happy.
That BH set looks brilliant! Love the green accents.
Doing a concept for PA trying to take off that helmet =]
Do you guys think an scythe is too much of a change for her?
I'm guessing it's an importer problem because, if I am importing a my own ones, logic thing should be that it either works fine, or they appear somewhere else they shouldn't, or don't appear at all, but It definetely shouldn't show me the default ones, right?
Here is the staff, hope you like it ^^
@ T_Vidotto - I think a scythe would look pretty awesome on her, as long as her animations are conductive to it.. or maybe they would give her new ones?
@ Soldeus - I had a similar issue, where some of my particle fx meshes are appearing offset from the actual mesh. It didn't seem like where I placed and froze them mattered for 2 out of the 3 I made. On that note, I also wish there was a way to toggle the particles on or off, since for some heroes the particles only turn on occasionally. I haven't seen any of the original particle fx mesh show over my items though.. damn I don't think that was helpful at all. sorry!!
Get fun with gifts
Really nice modeling and texturing improvement, btw
http://steamcommunity.com/id/prostomogy/
It's working now, I just had to use Dota 2 Test instead of normal Dota to import, thanks to prosomogy for pointing it out to me
link is: http://steamcommunity.com/sharedfiles/filedetails/?id=184481545
Thanks!
Are those feathers on her head / shoulder? If you greyscale it all the shoulder / head looks like something windrunner, and the scythe is probably the most PA like.
It looks quality, just not a fan of feathers for mortred.
Well, it was a long journey, but the alchemist set for alliance mr. scrake and I made is finally in the workshop .
hhmhm thats pretty too much necrolyte style .. but how about a double sided scythe ?
hmhm on the other hand no risk no fun?
that is the idea =]
This staff is looking amazing!
hmm, maybe is a good idea, worth the try
it is sad on necrolite that he doesnt uses his scythe, could be anything else and still work to shoot magic balls =]
The idea of the feather is kind of they are trying to hide the blades on the sholder and maybe on the hair (didnt decide if im going with blade for the hair too)
The original model its all dark and have that torn cape, i wanted to make something less used in battle, like she is some kind of high class assassin, maybe an assassin queen.
Ah, i also moved the daggers from the hip, that is not a good place to have naked daggers if you are running around =]