If that's true, Maya LT for $50 is a freaking good price. Interested to see the limitations.
This would be insane. LT currently is 800, I wonder if it would be the same LT? and if not, that might be confusing?
either way, excited. it's very smart of them to make it super accessible
edit: whoa, from the steam page: "The current version of Maya LT on Steam is based on the Maya LT 2015 release. It is not restricted to working within Steam game workshops and can be used to create 3D assets for full commercial games."
I believe the 50$ is the monthly subscription price with the full package coming in at around 800 from memory. I had a friend in the beta testing of LT, I would like to get her opinions because that ISNA pretty decent price for a streamlined package like LT.
Details on the pricing are in that article but basically $50/mo subscription (same as what we offer for month-to-month pricing on Maya LT through Autodesk's site). The choice was to not do a license restricted version that could only be used for Workshop stuff and instead open it up so all game devs could use it but access it via Steam.
Oh jeez, some super swell stuff for Clockwerk recently, especially Oni and Hawf Need to get my grubby hands on Toolbag 2. And that OD set looks great, SLIMEface! Props to you and Nannou
Got my Abaddon set down to low poly and have begun texturing. The furry parts are still too saturated, need to tone those down
I've submitted a Tidehunter weapon onto the workshop. The weapon is constructed out of a crab claw and driftwood binded by rope. The workshop link is below.
Guys! I have backface cull problem with WR cape. Does anyone knows is this ok? I tried a default one but it has the same issue. However i saw WR sets without that problem in workshop.
need help:(
@Kraken, could you just bring the edges towards her a bit? Faking depth? I guess at this point you just have to "hide" it as much as possible, so I'd probably just make the cape be more crescent shaped then plane, and hope that the ingame angle hides the problems. Hope it helps?
C'mon guys here is the original WR cape . It has only one side There's a line on the VMT to allow that, which I believe only Valve can use. So yeah, you need geo there.
that's not good((
I've started the blockout on the lycan concept I posted months ago... I want to change the face and eyes a little. Does anyone have any experience doing this? Can I just cover up existing polygons? I'm afraid I might break the blink animation.
I'm curious whether it's better to use geo or alpha for wear and tear on clothing. It's most of valves models use geo.
I'm also wondering if it's worth it to do wolves and an ult. I've got a bunch of free time, but i'm a little worried that if I make it too big it's never going to be finished. Anyways, here's the blockout, crits and comments are welcome!
"Please note that Dota 2 does not support double-sided materials; you will need to create geometry where a backside is needed."
This is correct. The engine 100% supports double sided geometry, they just don't want you to use it for budget reasons. They can activate it on their models through the VMT file but we need to fit it into the budget by duplicating the geometry and flipping it.
@Onilolz thats just epic!!! I'll definitely try the new marmoset! @Delmo: very cool crab hook! @cottonwings try to clean the history and freeze all axis transformations before skinning (if you are using maya). It seems the center of the object isn't itself, or it's axis are not 0 :P
Well, me and Magno are doing a set for DR! Still very wip, so please let me know what you think!
@Onilolz thats just epic!!! I'll definitely try the new marmoset! @Delmo: very cool crab hook! @cottonwings try to clean the history and freeze all axis transformations before skinning (if you are using maya). It seems the center of the object isn't itself, or it's axis are not 0 :P
Well, me and Magno are doing a set for DR! Still very wip, so please let me know what you think!
Looking super nice, can;t wait to see the final ;3
Replies
This would be insane. LT currently is 800, I wonder if it would be the same LT? and if not, that might be confusing?
either way, excited. it's very smart of them to make it super accessible
edit: whoa, from the steam page: "The current version of Maya LT on Steam is based on the Maya LT 2015 release. It is not restricted to working within Steam game workshops and can be used to create 3D assets for full commercial games."
urg. good point.
;(
giff me plox
http://www.polycount.com/forum/showpost.php?p=2046661&postcount=379
Oh well, too good to be true ):
GESUS FUCK YOU AUTODESK! Why couldn't this be around 12 months ago? lol
But awesome price point. It's just want this industry needs.
Spaceballs the Dota 2 set
They're getting finished off being animated right now so they should be ready for promo vids/ banners etc. soooooooooon...
Please rate, comment e share if you like it:
http://steamcommunity.com/sharedfiles/filedetails/?id=249425866
This blade looks good im Max.
Now, look at this...
You have the same Cintiq, keyboard and mousepad as me. I like you.
Nannou and I just finished reworking this old OD set, we decided to add some particles and icons too!
now that is fan-fuckin-tastic!!!!!! :thumbup:
Ok so, yeah, I need to learn marmoset better. OO;
Got my Abaddon set down to low poly and have begun texturing. The furry parts are still too saturated, need to tone those down
amazing set guys =]
Just one reaction!
http://steamcommunity.com/sharedfiles//filedetails?id=249484064
that looks awesome!
Everyone keeps saying this... Just settle down. There will be single item chests in the future.
Wait. I knew it wasn't for sure but you are now making a confirmation.
need help:(
Dota 2 source engine does not support 2-sided materials. If you want backface you need to use geo
There's a line on the VMT to allow that, which I believe only Valve can use. So yeah, you need geo there.
There's a line on the VMT to allow that, which I believe only Valve can use. So yeah, you need geo there.
that's not good((
So Valve never plays by their rules, but it is clearly stated:
http://www.dota2.com/workshop/requirements
"Please note that Dota 2 does not support double-sided materials; you will need to create geometry where a backside is needed."
I'm curious whether it's better to use geo or alpha for wear and tear on clothing. It's most of valves models use geo.
I'm also wondering if it's worth it to do wolves and an ult. I've got a bunch of free time, but i'm a little worried that if I make it too big it's never going to be finished. Anyways, here's the blockout, crits and comments are welcome!
This is correct. The engine 100% supports double sided geometry, they just don't want you to use it for budget reasons. They can activate it on their models through the VMT file but we need to fit it into the budget by duplicating the geometry and flipping it.
@Delmo: very cool crab hook!
@cottonwings try to clean the history and freeze all axis transformations before skinning (if you are using maya). It seems the center of the object isn't itself, or it's axis are not 0 :P
Well, me and Magno are doing a set for DR! Still very wip, so please let me know what you think!
Looking super nice, can;t wait to see the final ;3
Looking great! Can't wait to see it progress
Also in an excuse to do more flexes and a vain attempt to make invoker look good with facial hair, I decided to try the Kenneth Branagh approach
not done the hair but it should be fun to try and match flexes as opposed to making them from scratch.
EDIT: Bonus image