Hook arm-
It is an arm/hook.
Can be separated.
Custom animation (similar to shooting a cannon, but a hook)
Hooks can be either of two ways, inside the barrel (for the hooks that are rigged like that) or the existing hooks, rigged to the top of the arm.
I'm looking for collaboration because this is too much for me.
Yeah, gratz too, but people are raging about valve gives them "hats" instead of Diretide, so i dont know if getting into the game at this time is good or bad :poly124:
Yeah, gratz too, but people are raging about valve gives them "hats" instead of Diretide, so i dont know if getting into the game at this time is good or bad :poly124:
it's frustrating that they assume valve is putting all their time into hats when it's the community that's making them. Then they get mad at hats, which has nothing to really do with why valve isn't updating.
Grats everyone though! Some fantastic stuff in this week!!
Has anyone experienced crashes when saving out a skinned model to FBX using maya 2014 SP2?
I get random crashes regardless of what FBX version Im saving out.
options selected in FBX:
smoothing groups
tangents and binomials
force fbx version 2012
are there any guides around that go through how to edit and submit custom animations with an item? I think i have a general idea of what it would take but if there's a good guide or anyone willing to explain their process that would be cool to hear.
Has anyone experienced crashes when saving out a skinned model to FBX using maya 2014 SP2?
I get random crashes regardless of what FBX version Im saving out.
options selected in FBX:
smoothing groups
tangents and binomials
force fbx version 2012
my fbx export screws up fairly often but it works after i delete all unknown nodes and non-deformer history.
Hey Guys, I want to be sure about something: Is there a way to tune the values of the material or its all map given? I mean, can i change the self illumination material value or its all coming from the texture value?
Should I export to fbx with the same material as the valve examples? Right now Im exporting them with the maya lambert standar material.
I changed to maya as I was getting random errors in Max. No errors in Maya so far, never. I use 2013 sp2 and I use your same options BUT I export in 2010 FBX format (not 2012). I always select the geometry and then the whole skeleton (the parent node).
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hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
I think it's awesome, but the set changes her silhouette and stance A LOT, which might not be a good idea since the game relies heavily on those two for hero recognition.
Would someone care to show 3DS Max's version of material properties that would replicate Dota 2's visual appearance using the Slate Material Editor? This is what I could achieve in max:
I know there is a Dota 2 Direct X Shader for this purpose, I'm just curious how it would be put together in max as a material.
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hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
I think it's awesome, but the set changes her silhouette and stance A LOT, which might not be a good idea since the game relies heavily on those two for hero recognition.
i agree with you, i tried to make the animations give the same feeling of the default one to try to minimize the diferences
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
The phantom reaper!
Edit: also you should tone down the shine. I feel like there is too much contrast due to the shine. And maybe desaturate the armor until the saturation is closer towards the chest plate.
its not 1:1 with the icon but the changes i made were to give it a more solid look.
It's gonna be part of a bristleback flail to go along with the medallion that we finished yesterday
Edit: also you should tone down the shine. I feel like there is too much contrast due to the shine. And maybe desaturate the armor until the saturation is closer towards the chest plate.
The idea is awesome TviDotto, like others have mentioned though I wonder if changing the stance altogether might result in confusion. If this works though it could definitely inspire people to experiment with new weapon types for heroes. That would be really cool.
Tvidotto
Can u create some WD's sets or items. It could be great to see new WD's items. Thx :poly121:
Im busy creating WD items right now ... Let T_vidotto do his job of being awesome !
btw, the PA reaper is a superb idea, but i think its a but too far into silhouette change. As a dota 2 player, i doubt that i would recognize "that hero" if i suddenly saw her in the game.
EDIT: Is the technical requirements page malfunctioning for you guys too ? there are no names for heroes and their pages are in-accessible. Can anyone confirm ?
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hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
That headpiece is soooo pretttyyyy! Great work! From what I can see I think she still looks sufficiently like PA, but I'd need to see more footage to decide I think.
hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
awesome
@.@ next level phantom assassin and also remind me with anuxi set style
not fan of her head coz she looks too pretty for a badaas scythe assassin
hope she has custom awesome attack animation when she proc the 1000 dmg crit
Your idea is cool, TVidotto. Not sure about the blade but the head is awesome.
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
Your idea is cool, TVidotto. Not sure about the blade but the head is awesome.
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
Yeah... honestly if you go with that helmet/horn design you're going to get bombarded on the workshop with skyrim copyright rage. That design is iconic to Skyrim, and its the first thing pretty much anyone is going to think of.
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
Nice, if everybody is complaining about the horns, maybe change the angle? Face it back or to the sky?
Reworking my old item and practicing my sculpting. What do you think?
I know most of the detail will be lost importing, but I need to practice
Thanks guys )
I think i am gonna to publish this stuff to reddit or something to see some more statistics and check the Skyrim aspect. Never seen skyrim so, i dont wanna to make same mistake like in Anuwrath set for PL (people compared that to LOL hero, game I never seen for that moment).
@ Uliss: The model is coming great! I really like your sculpting.
About Skyrim, if you go with helmet 1 or 4 you're not gonna have any problem in my opinion, 2 and 3 could be too near though.
Replies
Okay so here is my wip for a Doom Bringer set.
It is an arm/hook.
Can be separated.
Custom animation (similar to shooting a cannon, but a hook)
Hooks can be either of two ways, inside the barrel (for the hooks that are rigged like that) or the existing hooks, rigged to the top of the arm.
I'm looking for collaboration because this is too much for me.
If anyone is interested pm me.
Please vote if you like
link: http://steamcommunity.com/sharedfiles/filedetails/?id=191089284
Cheers!
Medallion of Courage for bristleback:
Weak promo. You should choose another foreshortening, or make orb behind the head less brighter
Yeah, gratz too, but people are raging about valve gives them "hats" instead of Diretide, so i dont know if getting into the game at this time is good or bad :poly124:
༼ つ ◕_◕ ༽つ Give DIRETIDE
it's frustrating that they assume valve is putting all their time into hats when it's the community that's making them. Then they get mad at hats, which has nothing to really do with why valve isn't updating.
Grats everyone though! Some fantastic stuff in this week!!
Awesome job on the medallion, but you can barely see it on Bristle. Maybe try it on some other guys or work it into a bigger item.
u see most of it in the main avatar slot the whole game!
I get random crashes regardless of what FBX version Im saving out.
options selected in FBX:
smoothing groups
tangents and binomials
force fbx version 2012
my fbx export screws up fairly often but it works after i delete all unknown nodes and non-deformer history.
Should I export to fbx with the same material as the valve examples? Right now Im exporting them with the maya lambert standar material.
Thanks!
I changed to maya as I was getting random errors in Max. No errors in Maya so far, never. I use 2013 sp2 and I use your same options BUT I export in 2010 FBX format (not 2012). I always select the geometry and then the whole skeleton (the parent node).
Hope it helps.
---
hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
[ame="http://www.youtube.com/watch?v=VTDkNIbFkI4"]in game[/ame]
I know there is a Dota 2 Direct X Shader for this purpose, I'm just curious how it would be put together in max as a material.
With those last hits, Na`vi.Tvidotto is just a dream haha looks amazing man love the idea!
i agree with you, i tried to make the animations give the same feeling of the default one to try to minimize the diferences
hahaha maybe i should change the cape into 2 flags
I KNEW iT! when i missed that last hit i though "someone is going to notice how noob i am, maybe i should record again"
and never recorded again...
and thanks! =]
The phantom reaper!
Edit: also you should tone down the shine. I feel like there is too much contrast due to the shine. And maybe desaturate the armor until the saturation is closer towards the chest plate.
awesome ! i really hope valve adds that .. the 0815 weapon styles are so fucking boring
[SKETCHFAB]f299770280364702a16055d4a3f340c8[/SKETCHFAB]
its not 1:1 with the icon but the changes i made were to give it a more solid look.
It's gonna be part of a bristleback flail to go along with the medallion that we finished yesterday
awesome suggestion guys, going to tone the specular down
i think i got too much time watching the in game test that i got used i didnt notice all the shine, now it bothers me =]
Can u create some WD's sets or items. It could be great to see new WD's items. Thx :poly121:
Im busy creating WD items right now ... Let T_vidotto do his job of being awesome !
btw, the PA reaper is a superb idea, but i think its a but too far into silhouette change. As a dota 2 player, i doubt that i would recognize "that hero" if i suddenly saw her in the game.
EDIT: Is the technical requirements page malfunctioning for you guys too ? there are no names for heroes and their pages are in-accessible. Can anyone confirm ?
hopefully i'll get the sculpt done tomorrow
That headpiece is soooo pretttyyyy! Great work! From what I can see I think she still looks sufficiently like PA, but I'd need to see more footage to decide I think.
@.@ next level phantom assassin and also remind me with anuxi set style
not fan of her head coz she looks too pretty for a badaas scythe assassin
hope she has custom awesome attack animation when she proc the 1000 dmg crit
I really love the headpiece~ amazing
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
i'd go with #2
Nice, if everybody is complaining about the horns, maybe change the angle? Face it back or to the sky?
Reworking my old item and practicing my sculpting. What do you think?
I know most of the detail will be lost importing, but I need to practice
I think i am gonna to publish this stuff to reddit or something to see some more statistics and check the Skyrim aspect. Never seen skyrim so, i dont wanna to make same mistake like in Anuwrath set for PL (people compared that to LOL hero, game I never seen for that moment).
About Skyrim, if you go with helmet 1 or 4 you're not gonna have any problem in my opinion, 2 and 3 could be too near though.