Hi everyone,
Because of support from workshop artists we are able to make handplane a freeware tool. The downside of this is that we no longer have commercial licenses we can offer into the monthly competitions. Anyone who wants a commercial license can grab one off of the handplane site. Everyone is a winner! I am going to talk with Thiago and I will try and come up with something else handplane can offer to incentivise and reward participation.
We also have a new build coming with improvements for workshop artists. I am hoping that is only 2-3 weeks away.
Handplane is being great to us those days, im glad that is now a freeware =]
Workshop Link
Description:
Aurel never forgot being shot down from the skies on his maiden voyage. To that end he set to crafting a propeller enhancement that would strike fear into the hearts and minds of assailants before raining down sweet vengeance upon those who once mocked his lofty endeavors.
I've been getting some funky results with handplane.
maybe that help you, on the left is the object space normals, and on the right is he output from Handplane
also dont forget to add the lowpoly as an imput too
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guy, wrapping up the month, im going to add everyone to the first posts and let you guys know when its ready. i will get some people to judge that not participated on this month. Do you guys think we should open for public voting and add that as another judge?
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also, for the next month we are going for single items for the new heroes, so if you guys want to start there is no need to wait
I've been getting some funky results with handplane.
I recently had some odd handplane issues, my problems were mainly from my exports jacking up my low poly. My solution to all my problems was to set my fbx export to z-up. Bad results could also come from your unwrap, if your symmerty and reuse is bad, then your output tangents will be bad, so seeing your unwarp and the baking models with the obj space map will help
Could you post up the Object Space that you are inputting and the 'funky' Tangent space you are getting back out?
Or an image of the funky results?
Unless funky means good in this context...then ignore me.
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
Hmm, this is interesting Just a few things to check I guess:
-Are you baking the OS Normals with the exact same low poly mesh that you are putting through Handplane?
-Are all the normals pointing out the right way on the .obj mesh that you put through handplane? (exporting error maybe)
-Is there any sneaky doubled up geometry?
Just some suggestions, I am sure there are some much more experienced users that might have a better idea then me.
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
What do the smoothing groups look like? If a hard edge is the solution my guess would be a smoothing error
What do the smoothing groups look like? If a hard edge is the solution my guess would be a smoothing error
Initially there were no smoothing groups (hard edges) and that's what gave me the dark areas on the ouput normal map. Once I added a hard edge to the meshes that got rid of that error. I'll have to experiment a bit more with it and see if I can narrow down the problem.
Hmm, this is interesting Just a few things to check I guess:
-Are you baking the OS Normals with the exact same low poly mesh that you are putting through Handplane?
-Are all the normals pointing out the right way on the .obj mesh that you put through handplane? (exporting error maybe)
-Is there any sneaky doubled up geometry?
Just some suggestions, I am sure there are some much more experienced users that might have a better idea then me.
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
So, I wasn't going to post in here again, but since this thread is still stickied and a thread for March hasn't cropped up, here is my finished item for Legion Commander. I hope you guys like it as I feel that I am getting the hand of making stuff for Dota 2 a bit more. Anyways, if you like it, please click the link and give me a thumbs up on Steam. :thumbup:
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
Hm, could you try just baking a TS Normal map in Xnormal/Maya to see if it is actually handplane causing the issue? As far as I am aware, you shouldn't need hard edges n a mesh like that, especially when using handplane.
To me it still looks like there are two verticies in the same location. I could easily be wrong. I wish you the best of luck trying to solve this problem
Hey, sorry for the slow response on this. I don't check PC as much on the weekend. That looks like the same bug that was found recently. We should have a beta build with a fix for it in the next few weeks. You can fix the issue by not smoothing around extremely accute angles. Obviously in the long term that is not good enough, there will be a patch to prevent this from happening.
Also, if anyone finds an issue with their normal map output and they go to the trouble to do some testing and can't figure out the cause- just shoot me an email so I can take a look. alecmoody@gmail.com
Hey, sorry for the slow response on this. I don't check PC as much on the weekend. That looks like the same bug that was found recently. We should have a beta build with a fix for it in the next few weeks. You can fix the issue by not smoothing around extremely accute angles. Obviously in the long term that is not good enough, there will be a patch to prevent this from happening.
Also, if anyone finds an issue with their normal map output and they go to the trouble to do some testing and can't figure out the cause- just shoot me an email so I can take a look. alecmoody@gmail.com
Well it looks like I was wrong.
Really good of you to be helping people out Alec and thanks for making Handplane freeware. You're a great guy!
Hey, sorry for the slow response on this. I don't check PC as much on the weekend. That looks like the same bug that was found recently. We should have a beta build with a fix for it in the next few weeks. You can fix the issue by not smoothing around extremely accute angles. Obviously in the long term that is not good enough, there will be a patch to prevent this from happening.
Also, if anyone finds an issue with their normal map output and they go to the trouble to do some testing and can't figure out the cause- just shoot me an email so I can take a look. alecmoody@gmail.com
im going to add every finished entry on the first posts and go for the judges. Just to keep it clear, for this month we are getting one of that mighty polycount trophy for the winner but we are keeping the top 5 feature as usual.
We are also getting an official post on polycount about the first 3 winners.
Also, we may have an extra prize but i will let you guys know as everything is defined
thanks for everyone that used the thumbnail on the correct size!! i think i need to be more direct about using the 200px size thumbnail, takes a lot of time going on the workshop pages just to get the link
i will make the new month thread at night because i already spent more time then i should on the forum
Let me know if i forget anyone, you guys have one day to check then i will get the guys to judge
yeah look like that the gyrobomp and 4 items above the last one at #2, the first and second one at #3, the first and the third one at #4 havent got the item and/or creator names yet
Here's a list of submissions that need correction, I formatted them and put the links in so all you need to do is copypaste into their respective spot (the corrections are in order from top of the page to the bottom). All images are resized, and the last one is a submission that was missed so I just put everything there. Thanks!
Here's a list of submissions that need correction, I formatted them and put the links in so all you need to do is copypaste into their respective spot (the corrections are in order from top of the page to the bottom). All images are resized, and the last one is a submission that was missed so I just put everything there. Thanks!
Huge thanks sir!
that was totally unexpected =]
@ike, sorry for missing yours, i remember that i added it on the thread but maybe i copied another over it, thanks for pointing that out
Congrats everyone that won and entered the contest, the main idea of the contest is to help improve our skills and i hope everyone won on that subject
Greentooth Trophy
And as promised we are going to get a Greentooth trophy for the winner! And as i organize the contest would be fair if I win so it goes to Bronto Thunder !
Congrats Benjamin, you submitted some really nice items this month and deserved the mighty Greentooth.
Replies
Handplane is being great to us those days, im glad that is now a freeware =]
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finally finished this guy
War Banner Weapon by T_Vidotto
Thats great, would love to see this one as an extra style :thumbup:
Did you weight some verticies to the flags on her back?
Did you consider using a particle effect like the one on tusk/storm spirit's hats?
Either way, ths is great
PS. whooo Handplane guys are great!
Workshop Link
Description:
Aurel never forgot being shot down from the skies on his maiden voyage. To that end he set to crafting a propeller enhancement that would strike fear into the hearts and minds of assailants before raining down sweet vengeance upon those who once mocked his lofty endeavors.
Could you post up the Object Space that you are inputting and the 'funky' Tangent space you are getting back out?
Or an image of the funky results?
Unless funky means good in this context...then ignore me.
=]]
a not so subtle green tooth appears
nop, i made 4 new bones and bind the flag to it, created a cloth file a made a lot of tests to get on this result, A LOT!!
maybe that help you, on the left is the object space normals, and on the right is he output from Handplane
also dont forget to add the lowpoly as an imput too
---
guy, wrapping up the month, im going to add everyone to the first posts and let you guys know when its ready. i will get some people to judge that not participated on this month. Do you guys think we should open for public voting and add that as another judge?
---
also, for the next month we are going for single items for the new heroes, so if you guys want to start there is no need to wait
I recently had some odd handplane issues, my problems were mainly from my exports jacking up my low poly. My solution to all my problems was to set my fbx export to z-up. Bad results could also come from your unwrap, if your symmerty and reuse is bad, then your output tangents will be bad, so seeing your unwarp and the baking models with the obj space map will help
Sure thing. Here is an example. What is strange is it only happens on some pieces. For instance, I got these dark areas on the head and the nose whereas the rest of the normals output correctly. I added hard edges to the mesh and it no longer output the dark areas. Maybe I'm doing something wrong?
Hmm, this is interesting Just a few things to check I guess:
-Are you baking the OS Normals with the exact same low poly mesh that you are putting through Handplane?
-Are all the normals pointing out the right way on the .obj mesh that you put through handplane? (exporting error maybe)
-Is there any sneaky doubled up geometry?
Just some suggestions, I am sure there are some much more experienced users that might have a better idea then me.
What do the smoothing groups look like? If a hard edge is the solution my guess would be a smoothing error
Initially there were no smoothing groups (hard edges) and that's what gave me the dark areas on the ouput normal map. Once I added a hard edge to the meshes that got rid of that error. I'll have to experiment a bit more with it and see if I can narrow down the problem.
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
Hm, could you try just baking a TS Normal map in Xnormal/Maya to see if it is actually handplane causing the issue? As far as I am aware, you shouldn't need hard edges n a mesh like that, especially when using handplane.
To me it still looks like there are two verticies in the same location. I could easily be wrong. I wish you the best of luck trying to solve this problem
Also, if anyone finds an issue with their normal map output and they go to the trouble to do some testing and can't figure out the cause- just shoot me an email so I can take a look. alecmoody@gmail.com
Well it looks like I was wrong.
Really good of you to be helping people out Alec and thanks for making Handplane freeware. You're a great guy!
Oh that's great!
did you also check if you dont have an overlapping uv? what i usually do is move all the repeated parts to the left so it doesn mess my bake.
im going to add every finished entry on the first posts and go for the judges. Just to keep it clear, for this month we are getting one of that mighty polycount trophy for the winner but we are keeping the top 5 feature as usual.
We are also getting an official post on polycount about the first 3 winners.
Also, we may have an extra prize but i will let you guys know as everything is defined
Cheers!
i will make the new month thread at night because i already spent more time then i should on the forum
Let me know if i forget anyone, you guys have one day to check then i will get the guys to judge
cheers!
http://www.polycount.com/forum/showpost.php?p=2010276&postcount=309
Firey Cask by multitud3 [Red Moon] and Kraken
Narcissus Edge by Frohike
Great Blade of Eren by Deadman and ultimatec
Cursed Reaper by Oroboros [Red Moon] and Kraken
Obsidian Great Blade by motenai and Ken
Blood Votive Blade by Chiniara and BladeofEvil'sBane
Pauldron of the Eternal King by Nickel Beer
(resized image)
(resized image)
Shark G-70 by PatoRadioativo, Chiniara, and LuckCosta
Maw of Eternal Hunger by vikk0 and Mango
Weathered Windsock by ike_ike
Huge thanks sir!
that was totally unexpected =]
@ike, sorry for missing yours, i remember that i added it on the thread but maybe i copied another over it, thanks for pointing that out
@quackhanhlk thanks for remembering me
and with a nice layout =]
Cheers!
Ballistic Goggles by Prophet9 and SLIMEFace
omg you are right, i think that post was on the limit of images, i will post on the next one, thanks for warning me
http://www.reddit.com/r/DotA2/comments/20br6r/polycount_monthly_dota_2_community_contest_voting/
good luck everyone!
our judges are:
Tobywan from JoinDota
Bruno Carlucci from the GD studio
Adam Bromell form Polycount and Ubisoft
Alec Mody from Handplane
Sorry for the delay, since we had a physical prize this time we had to be sure if that everything fine and fair to everyone.
As i said we had some Dota personalities judging this month along with game artists not direct related to Dota.
Judges
Tobywan from JoinDota
Bruno Carlucci from the GD studio
Adam Bromell form Polycount and Ubisoft
Alec Moody from Handplane
We also had a public voting to act as the 5th judge.
and the Winners for this month are:
Winners
1st Place - Relic Sword by T_Vidotto
2nd Place - Stechhelm by BrontoThunder
3rd Place - Black King Banner by rocket and shock
4th Place - Rocketeer's Cap by Frump
5th Place - Cursed Reaper by Oroboros [Red Moon] and Kraken
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Congrats everyone that won and entered the contest, the main idea of the contest is to help improve our skills and i hope everyone won on that subject
Greentooth Trophy
And as promised we are going to get a Greentooth trophy for the winner! And as i organize the contest would be fair if I win so it goes to Bronto Thunder !
Congrats Benjamin, you submitted some really nice items this month and deserved the mighty Greentooth.
and no, its not April fools
I will need your address later for the shipping
Grats to the other fellows that placed! 5 slots barely seems like enough.