Soooo in regards to the maya 2014 crash I was getting almost every time when exporting models out to FBX i THINK i found a solution. Its weird it makes no sense but if you experiencing the same thing ... try activating the paint skin weights tool on your mesh and then export selection. Ever since doing this it exports fine every time so far!
I also have a making of VOD on Twitch, It's a little over two hours long but it's start to finish of the whole animation and it's implemention in game. I plan on editing it into something shorter with some voice overs from me that explains what I'm doing as a tutorial for doing custom Kinetic Gem animations. That is, assuming Kinetic gems will have workshop support. I'm surely pushing for it though!
Contributing a bit more to Neox's No-Shave November Collection. I'm busy turning Anti-Mage into MANti-Mage ..aaaaaand I just saw the poly limit for his head slot....welp this will be interesting
to save on poly count and to look generally more manly I'd say lose the bangs
other than that it looks great
thanks guys for the comments
apart from obvious things like checking the integrity of the cache, updating drivers etc, i have only one idea. I had a weird bug where the in game preview would incorrectly display the specular. the thing that fixed it was changing the display settings to window mode.
Thing is, it doesn't crash in normal situations, it only happens with the Workshop in-game preview.
About your suggestion it didn't work, but anyway, thanks for the reply
one new beard and the one of the lone druid more upclose
will be in the wokshop as soon as i have the lore
Neox, your beards look awesome. I'm also in the process of doing a beard at the moment, well, it's a beard that's part of a helmet, but anyway. One thing that's worrying me is the lip sync.
Are you doing blendshapes, or I think they're called flex animations, for your beards? Or just leaving it up to Valve?
Such a big patch this time!
Looks like everyone wants to make a beard in november )
I was working on my Ursa set for some time, and now i am returning to beastmaster again. After your comments i desided to go with 2 these variants. I decreased also size of the the skull horns a bit. Please comment which helm fits better.
If this is your color palette, I feel it falls more in Skyrim world than in DotA 2 world. Maybe make it more saturated? As for helmet, I prefer the first one.
Managed to get the golem ingame, pretty simple in the end : rigged my golem on the source skeleton> export to fbx then load fbx directly in Dota > then load source animation in .smd and voil
My TA sets coming along pretty well, I really want to get it finished up this weekend, but I've been insanely busy with work. Heres the bake components on the low res model (I need to manually tweak some areas such as the cavity). I'm working on polypaint and the diffuse which is the made area I need to finish. As always would be great to hear peoples thoughts.
unfortunately I couldn't find any information regarding my question in the official guidelines from valve and so I'd like to ask it here.
So I'm wondering how to add custom bones/joints to an existing skeleton of a character. Let's say you'd like to modify the hairstyle of a female character like the Windrunner and turn it into a ponytail instead of the default low hanging hair like in the attached picture:
Adding some custom joints to the already existing skeleton and weighting the new geometry is not the problem because that's what I do in my daily work. But the question is: Where are the animations stored? In the orignal FBX files that you can download from valve's workshop homepage there are no animations included and I'm wondering how to animate the custom bones?!
I think I finished with the sculpt of the first variant of the axe. Placed some base paint. Crits please.
I like the shapes. It's very interesting, but I'm not so sure about the internal blades about having that kind of damage. I mean, all the direction of damage are coming from outside, so I guess the blade which would have more damage its the external one, and then, the other would have less and different kind of cracks and damage.
Finally! After a bit of a break to focus on some other, non-game related things, finally got round to finishing up this long gestating courier!
Probably be the last one for a while - great fun to do, but so much time needed!
And thats one thing i just dont have enough of right now
Finally! After a bit of a break to focus on some other, non-game related things, finally got round to finishing up this long gestating courier!
Probably be the last one for a while - great fun to do, but so much time needed!
And thats one thing i just dont have enough of right now
I like the shapes. It's very interesting, but I'm not so sure about the internal blades about having that kind of damage. I mean, all the direction of damage are coming from outside, so I guess the blade which would have more damage its the external one, and then, the other would have less and different kind of cracks and damage.
Well, I can answer your concern in two ways; I can try to justify those inner damage or just say I am following the concept too closely. Sorry if I sounded rude, as that was/is not my intention. I had the exact same concern you mentioned before I started, so I justified using it as it is by having an answer in the middle of my two justifications.
Finally! After a bit of a break to focus on some other, non-game related things, finally got round to finishing up this long gestating courier!
Probably be the last one for a while - great fun to do, but so much time needed!
And thats one thing i just dont have enough of right now
Chemical Alia told me to post this on her behalf because she has a new adorable puppy and can't take time away from all the "oooing" and "aaahing" while it barely manages to poop in the right place.
Also, that faun courier. So smart, so awesome, great job!!!
Thanks for the suggestion about the anti-beard Hawf, I had retopoed the old version and I couldn't get it to the target poly count without completely destroying it, hopefully getting rid of the bangs will help.
Thanks for that suggestion Boonta! I actually put a comment in the Private Developer Comment section asking Valve to add the American Cancer Society as a service provider in the event any of the beards get accepted into the game
Guys does anyone know if set rating is considered when ranking a single item from the set? I can see several set items on the front page with a relatively small amount of votes. Its a bit odd when there is items on the second page which have more votes and were submitted later.
i like character and animation, but imo u should add a bit more contrast to textures
"Props" as they say, to the amazing Bamberwolf for such sterling work on the animations .as for the contrast, yup - this has been mentioned a few times now, so will definitely look into it!
And it is in the game. Showcase sure is awesome. Still need to add gradient map and make some light changes to the colors. Should be up by tomorrow. With that said, we decided not to do the inverse axe since it will just not flow well with his motion and it will cut through his arm as he rotates it.
Does anyone know if we can socket self made items? I want to put ethereal flames on them
Question about self made items, does the ethereal gem give it a particle effect? I can't find anyone documenting if self made items get their own aura, if it does I'd love to see a screencap.
Working slave labor on a drow set i had on the backburner for too long.. thought i'd share some gifcam of the current stage, bow is just basemesh testing the shapeand front is at basecolor/mask stage.. momevmer momvember
So, I bought myself a tablet last week and it arrived in my house today, and naturally, the first thing I did was trying to make some concepts for Dota 2.
Since I'm still really terrible at it, I decided to post here so I can get some feedback and tips on how to get better at drawing/painting (if I'm posting this in the wrong place please let me know). I'd say that the two areas where I had the most trouble on are Cloths and Hair, so tips and feedback directed to those areas would be greatly appreciated.
Anyways, I think that I'm done with introductions and I hope that over time I can get good enough to get a item in the game and do some collab work with you guys!
I really liked the design of the pieces so far, it really stands out of the box, specially that mask/hair.
Problem is I think the color scheme you chose doesn't highlight the good details enough, as the most apparent thing are those white seams.
Maybe adding some other color and some wear to the straps, along with some metallic details such as buckles, lockets and/or brooches could do the trick.
Replies
getting to work on some of these
odd....
@Helenek - awesome animation sir, you did improve A LOT man! loved your doom ulti
and congrats to everyone that got items in game, i was missing that for a long time =]
i didnt had time to post it before, i think i should spend more time here
those are the finished artworks made with my friend Cesar Sampedro
this is the Phantom assassin set with some new animations
and this is the Antimage set
hope you guys like it =]
that would actually be really great!
haha guys you are killing it sweet beards
I also have a making of VOD on Twitch, It's a little over two hours long but it's start to finish of the whole animation and it's implemention in game. I plan on editing it into something shorter with some voice overs from me that explains what I'm doing as a tutorial for doing custom Kinetic Gem animations. That is, assuming Kinetic gems will have workshop support. I'm surely pushing for it though!
You can see the VOD here!
If you already understand how the whole decompile/compile process then most of it is self explainatory.
to save on poly count and to look generally more manly I'd say lose the bangs
other than that it looks great
Thing is, it doesn't crash in normal situations, it only happens with the Workshop in-game preview.
About your suggestion it didn't work, but anyway, thanks for the reply
I'm digging those moustaches
WIP head for Sand King. C&C are very welcome!
Are you doing blendshapes, or I think they're called flex animations, for your beards? Or just leaving it up to Valve?
just some base colours
far from finished
Looks like everyone wants to make a beard in november )
I was working on my Ursa set for some time, and now i am returning to beastmaster again. After your comments i desided to go with 2 these variants. I decreased also size of the the skull horns a bit. Please comment which helm fits better.
As for palette, this is not the final colors. Thats just a preview with some toning.
link:http://steamcommunity.com/sharedfiles/filedetails/?id=195427969
like if you like it:D
Armaments of Khan for Axe
Unnecessarily epic music inbound!
[ame]www.youtube.com/watch?v=bq3V-w_0-UI[/ame]
Makes me wanna see how my own golem looks like with the particles! Even I've not seen them in place yet.
No idea about the shader though, not had that happen to me before.
I think I finished with the sculpt of the first variant of the axe. Placed some base paint. Crits please.
unfortunately I couldn't find any information regarding my question in the official guidelines from valve and so I'd like to ask it here.
So I'm wondering how to add custom bones/joints to an existing skeleton of a character. Let's say you'd like to modify the hairstyle of a female character like the Windrunner and turn it into a ponytail instead of the default low hanging hair like in the attached picture:
Adding some custom joints to the already existing skeleton and weighting the new geometry is not the problem because that's what I do in my daily work. But the question is: Where are the animations stored? In the orignal FBX files that you can download from valve's workshop homepage there are no animations included and I'm wondering how to animate the custom bones?!
Thanks in advance and best regards,
polydon
I like the shapes. It's very interesting, but I'm not so sure about the internal blades about having that kind of damage. I mean, all the direction of damage are coming from outside, so I guess the blade which would have more damage its the external one, and then, the other would have less and different kind of cracks and damage.
Probably be the last one for a while - great fun to do, but so much time needed!
And thats one thing i just dont have enough of right now
WORKSHOP LINK!
http://steamcommunity.com/sharedfiles/filedetails/?id=195537975
[ame="http://www.youtube.com/watch?v=quxASjvF1RA"]Forest Faun - Toot - Courier[/ame]
Wow, looking great. also great idea on the flying version
Only some ingame shots would be nice!
Btw finially got notification that my items made it ingame, so I hoped of having them myself but apperantly this also takes time..
Does any of you guys got their own models yet?
Well, I can answer your concern in two ways; I can try to justify those inner damage or just say I am following the concept too closely. Sorry if I sounded rude, as that was/is not my intention. I had the exact same concern you mentioned before I started, so I justified using it as it is by having an answer in the middle of my two justifications.
Thanks for the feedback. Greatly appreciate it.
i like character and animation, but imo u should add a bit more contrast to textures
Pauldron of the Archmage
http://steamcommunity.com/sharedfiles/filedetails/?id=195589495
Also, that faun courier. So smart, so awesome, great job!!!
Thanks for that suggestion Boonta! I actually put a comment in the Private Developer Comment section asking Valve to add the American Cancer Society as a service provider in the event any of the beards get accepted into the game
http://steamcommunity.com/sharedfiles/filedetails/?id=195733491
Coming up with a way to make bagpipes into a suitable flying vehicle was probably the hardest thing about this...and ingame shots added!
"Props" as they say, to the amazing Bamberwolf for such sterling work on the animations .as for the contrast, yup - this has been mentioned a few times now, so will definitely look into it!
thanks!
I cant say i've had that reaction too often, so cheers!
Heisenberg! Well.. close enough
Bambrew by Ghostdetector (blue)
http://steamcommunity.com/sharedfiles/filedetails/?id=195902067&searchtext=
(shameless crosspost incoming)
Bounty hunter's Slasher(tnx to vlad for decompiled files ) :
link : http://steamcommunity.com/sharedfiles/filedetails/?id=195973865
Mask of the Inforcer:
link : http://steamcommunity.com/sharedfiles/filedetails/?id=195981305
cheers
Question about self made items, does the ethereal gem give it a particle effect? I can't find anyone documenting if self made items get their own aura, if it does I'd love to see a screencap.
Since I'm still really terrible at it, I decided to post here so I can get some feedback and tips on how to get better at drawing/painting (if I'm posting this in the wrong place please let me know). I'd say that the two areas where I had the most trouble on are Cloths and Hair, so tips and feedback directed to those areas would be greatly appreciated.
Anyways, I think that I'm done with introductions and I hope that over time I can get good enough to get a item in the game and do some collab work with you guys!
I really liked the design of the pieces so far, it really stands out of the box, specially that mask/hair.
Problem is I think the color scheme you chose doesn't highlight the good details enough, as the most apparent thing are those white seams.
Maybe adding some other color and some wear to the straps, along with some metallic details such as buckles, lockets and/or brooches could do the trick.
You can, I already deck out my chicken!
Hexakill Axe by Vayne and Hawf
http://steamcommunity.com/sharedfiles/filedetails/?id=196089186