If someone want to make a sword based on Valves concept he need to agree that the same concept could and will be used by other people. No Radiance for Doom was accepted yet, so the game is still on I guess Anyway that is really fantastic looking sword Tviddoto, especially I like the heat "glow" on the blade.
hey!! thanks Konras!
and man, i need to say, those particles are the default from doom, wasnt hard at all to set them and by far is the best i saw on a weapon till now, much better then antimage or phantom assassin.
its just sad that the fire are made by sprites and look a little fake with the sword moving, but everything else is great.
Doom is a great character and i never noticed, i want to play him more now =]
SFM Round 2, starting to get a feel for it! Mac Burrowington is almost ready for the workshop!
hahaha someone is doing some sick sfm works =] great one!
its sad that my notebook crashed sfm with dota maps, im almost buying a new one just to play a little more on sfm, im tired of that tf map that i use =]
guys, im going to organize better the tutorials thread, so if you guys have any suggestion of things to put there just let me know, can post on the thread there
guys, im going to organize better the tutorials thread, so if you guys have any suggestion of things to put there just let me know, can post on the thread there
I don't have any links, but info on how people are doing custom particles and custom abilities (like the DK ulti) would be amazing.
****
Just letting you guys know there is an update coming VERY soon This release should be super close to the in game shader!
(Orge Magi of course!)
Specular Warp!
Here's a list of current changes. List will be modified
Changes in Version 2.3 ( as of 1/23/2014 )
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space.
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolorwarp **
-Added: Specular warp
-Added: Detail blend mode ( more options come soon )
-Added: Option to set the alpha map location as normal map alpha or diffuse map alpha
I don't have any links, but info on how people are doing custom particles and custom abilities (like the DK ulti) would be amazing.
im not good doing tutorials but if there is more people interested i could open a stream just to show those custom things. it may be long and boring =]
****
Just letting you guys know there is an update coming VERY soon This release should be super close to the in game shader!
(Orge Magi of course!)
Specular Warp!
Here's a list of current changes. List will be modified
Changes in Version 2.3 ( as of 1/23/2014 )
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space.
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolorwarp **
-Added: Specular warp
-Added: Detail blend mode ( more options come soon )
-Added: Option to set the alpha map location as normal map alpha or diffuse map alpha
woah! great news!
and btw, everytime i see orgy mage i keep wondering why he have a champignon on the arm band
im not good doing tutorials but if there is more people interested i could open a stream just to show those custom things. it may be long and boring =]
That would be great! If that can be recorded, it would help educate the community and someone else could do a write-up on process.
I modeled my model with symmetry on the x and y axis that can be tiled seamlessly to each other. How should I unwrap it? Should I just keep it how it is unwrapped right now or just mirror it from only 1 axis rather than 2.
The black lines indicate where the object mirrors. The front/back part of the mesh was asymmetric but if you look at the rim, it has symmetry.
I don't really think this fits the hero's style or her lore really well. Sure ravens are associated with death, but that's really it. and why take away the sexy?
I don't really think this fits the hero's style or her lore really well. Sure ravens are associated with death, but that's really it. and why take away the sexy?
If only this was mentioned in his WIP thread before he submitted to the work..
I think its a really unique set, and its well executed. Good work. I hope you can get the ghost working soon. Id help troubleshoot but away from comps all weekend
If only this was mentioned in his WIP thread before he submitted to the work..
Well if I would have seen the thread I would have said something then, but I don't get to see all the threads Since it was posted here I provided my feedback here
My only suggestion is to have more of the top-down gradient thing. Right now the forms of each item slot isn't very recognizable from the in-game camera.
My only suggestion is to have more of the top-down gradient thing. Right now the forms of each item slot isn't very recognizable from the in-game camera.
This for sure is lacking the value gradient/adjustment. I can't be the only person that thinks this does not fit her, and not only that I don't really see these pieces going with other items in the game http://dota-trade.com/death-prophet-items
I could be completely off here, and that would not be the first time :poly142:
It's well made, especially for a first submission, I just feel it should fit the hero, her lore, and existing items better
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
I really enjoy this concept. If I did not have so much in my pipeline right now I would have liked to take a go at this
That's a known bug, it happens with all of her halberd style weapons (not sure about the voth domosh). Something on Valve's end that's causing the animations to be incorrectly positioned.
@Drew that's looking great! Can't wait for the new release.
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
The open hood concept's incredible! The silhouette is nice and I like the full fabric approach in the design, just the pattern needs to be thicker else it doesn't show up in-game. I'd enjoy it better if the golden parts are more visible. Personally I feel the scope colour gives me a sci-fi feel to it, if you can carry over some golden shades to it that'd be great!
Hey all - so, whilst sketching out some ideas for new items, I was looking at the comments on my set in the Workshop and the one item I got the most mixed responses on, was the sword, with some loving it and others hating it.
In response to this, I've just added a NEW, alternate weapon to the set. Both weapons will be available in the set, giving the player more choice in how they deal out death! More choice... more weapons!
Done color map , I still dono how to make a metal point light . Gona rely 100% on metal map
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
I'd be interested in making some particles for this if someone picks up modeling it. Specifically particles for his wand.
I've got a fresh new version for you guys!2.3!
This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P
What's new in version 2.3
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space
-Bug: Fixed some issues with diffuse warp, and other warps. UVW Adresses were not set to "CLAMP" causing artifacts to show ( 3DS Max )
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolowarp **
-Added: Specular warp
-Added: Detail tiling/scale
-Added: Option to toggle on Mask 1 and Mask 2, with ideal default values
-Known Issues: Weird issue with diffuse warp( Maya ), strange lines on the model when using IBL cubemap( Maya )
Orge Magi displayed with Version 2.3
Nyx displayed with version 2.3 ( Now with specular warp! )
Custom content shown with Version 2.3(Courtesy of Fewes and Buntcake)
* Things to note *
-For proper Specular, Fresnel and Rim terms you MUST load the included "fresnelranges.tga" texture.
-You can specify a custom "Fresnel Warp" texture that your hero uses.
-3DS Max users can auto load this texture by placing it into your "maps" folder of your install. Example: "YourDrive\Program Files\Autodesk\3ds Max 2010\maps"
Hope you guys enjoy! And report back here with bugs, issues and requests.
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
1)will relying only map will bring down the quality ??
2)HAHAHAHAHA , thxx for ur suggestion , I am still a newbie
1)will relying only map will bring down the quality ??
2)HAHAHAHAHA , thxx for ur suggestion , I am still a newbie
I think you are still looking at this the wrong way. The idea of a point light map is to bake out lighting information, highlights and shadow, and you use this to enhance the quality of your color map. There are other ways to get this information as well. For instance I bake out Prt maps, bent normals, ambient occlusion, and a cavity map. You can then use wizard magic in your photo manipulation software to use this for lighting information. This guide details a process similar to what I do, and this is a great place to start: http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19243
So I am planning to make a set for Wraith King. When looking at his poly limits, LoD1 is 250 and LoD0 is 400. But when I downloaded the model and looked at it, LoD0 is 1255 tris and LoD1 is 924. With a 250 limit it makes it kinda hard to make something work as nicely as the default...
Is this correct and they just stretch the limits on the default models?
Replies
hey!! thanks Konras!
and man, i need to say, those particles are the default from doom, wasnt hard at all to set them and by far is the best i saw on a weapon till now, much better then antimage or phantom assassin.
its just sad that the fire are made by sprites and look a little fake with the sword moving, but everything else is great.
Doom is a great character and i never noticed, i want to play him more now =]
hahaha someone is doing some sick sfm works =] great one!
its sad that my notebook crashed sfm with dota maps, im almost buying a new one just to play a little more on sfm, im tired of that tf map that i use =]
This is my first submission to the workshop ever !
Please review it and support me ..
Thanks in advance and just tell me what do u think so that i can get better at this !
http://steamcommunity.com/sharedfiles/filedetails/?id=219459219
I don't have any links, but info on how people are doing custom particles and custom abilities (like the DK ulti) would be amazing.
Yes, it would be amazing. I can get as far as making the particle effect but I got completely stumped when it came to testing it in-game
****
Just letting you guys know there is an update coming VERY soon This release should be super close to the in game shader!
(Orge Magi of course!)
Specular Warp!
Here's a list of current changes. List will be modified
Changes in Version 2.3 ( as of 1/23/2014 )
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space.
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolorwarp **
-Added: Specular warp
-Added: Detail blend mode ( more options come soon )
-Added: Option to set the alpha map location as normal map alpha or diffuse map alpha
Amazing concept drawing, love your drawing style
If you ever are in need of a modeler, let em know!
im not good doing tutorials but if there is more people interested i could open a stream just to show those custom things. it may be long and boring =]
woah! great news!
and btw, everytime i see orgy mage i keep wondering why he have a champignon on the arm band
That would be great! If that can be recorded, it would help educate the community and someone else could do a write-up on process.
The black lines indicate where the object mirrors. The front/back part of the mesh was asymmetric but if you look at the rim, it has symmetry.
The side is OK because you can never see all sides at once.
Did the ghost + its animation already, but having some serious issues with getting it imported in the game. It keeps failing. =/
I don't really think this fits the hero's style or her lore really well. Sure ravens are associated with death, but that's really it. and why take away the sexy?
If only this was mentioned in his WIP thread before he submitted to the work..
I think its a really unique set, and its well executed. Good work. I hope you can get the ghost working soon. Id help troubleshoot but away from comps all weekend
Well if I would have seen the thread I would have said something then, but I don't get to see all the threads Since it was posted here I provided my feedback here
My only suggestion is to have more of the top-down gradient thing. Right now the forms of each item slot isn't very recognizable from the in-game camera.
This for sure is lacking the value gradient/adjustment. I can't be the only person that thinks this does not fit her, and not only that I don't really see these pieces going with other items in the game
http://dota-trade.com/death-prophet-items
I could be completely off here, and that would not be the first time :poly142:
It's well made, especially for a first submission, I just feel it should fit the hero, her lore, and existing items better
I really enjoy this concept. If I did not have so much in my pipeline right now I would have liked to take a go at this
@Drew that's looking great! Can't wait for the new release.
The open hood concept's incredible! The silhouette is nice and I like the full fabric approach in the design, just the pattern needs to be thicker else it doesn't show up in-game. I'd enjoy it better if the golden parts are more visible. Personally I feel the scope colour gives me a sci-fi feel to it, if you can carry over some golden shades to it that'd be great!
I think you hit your monthly submission quota.
any likes/comments are apreciated
http://steamcommunity.com/sharedfiles/filedetails/?id=220555979
In response to this, I've just added a NEW, alternate weapon to the set. Both weapons will be available in the set, giving the player more choice in how they deal out death! More choice... more weapons!
You can check it out here:
http://steamcommunity.com/sharedfiles/filedetails/?id=220572663&tscn=1390655359
Can I re-upload to the same submission once it's fixed? Or should I delete this one and wait for the fix?
Done color map , I still dono how to make a metal point light . Gona rely 100% on metal map
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
I looks like recent submissions are showing a valid file size, try updating your item now
I'd be interested in making some particles for this if someone picks up modeling it. Specifically particles for his wand.
This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P
What's new in version 2.3
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space
-Bug: Fixed some issues with diffuse warp, and other warps. UVW Adresses were not set to "CLAMP" causing artifacts to show ( 3DS Max )
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolowarp **
-Added: Specular warp
-Added: Detail tiling/scale
-Added: Option to toggle on Mask 1 and Mask 2, with ideal default values
-Known Issues: Weird issue with diffuse warp( Maya ), strange lines on the model when using IBL cubemap( Maya )
Orge Magi displayed with Version 2.3
Nyx displayed with version 2.3 ( Now with specular warp! )
Custom content shown with Version 2.3(Courtesy of Fewes and Buntcake)
Grab it here!
https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.3/Dota2Hero_Shader_2.3.zip
* Things to note *
-For proper Specular, Fresnel and Rim terms you MUST load the included "fresnelranges.tga" texture.
-You can specify a custom "Fresnel Warp" texture that your hero uses.
-3DS Max users can auto load this texture by placing it into your "maps" folder of your install. Example: "YourDrive\Program Files\Autodesk\3ds Max 2010\maps"
Hope you guys enjoy! And report back here with bugs, issues and requests.
Main thread http://www.polycount.com/forum/showthread.php?t=110022
Original post http://www.polycount.com/forum/showpost.php?p=1995162&postcount=197
I love you :poly136:
Thanks a bunch!
1)will relying only map will bring down the quality ??
2)HAHAHAHAHA , thxx for ur suggestion , I am still a newbie
I think you are still looking at this the wrong way. The idea of a point light map is to bake out lighting information, highlights and shadow, and you use this to enhance the quality of your color map. There are other ways to get this information as well. For instance I bake out Prt maps, bent normals, ambient occlusion, and a cavity map. You can then use wizard magic in your photo manipulation software to use this for lighting information. This guide details a process similar to what I do, and this is a great place to start:
http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19243
This guide details baking out a point light map:
http://steamcommunity.com/sharedfiles/filedetails/?id=183672148#
Is this correct and they just stretch the limits on the default models?