Damn didnt got a pudge courier after 45 keys :<. Well thats all from me keys wise:)
The funny think its that you can find it for 15 bucks :)in the market , and I spent around 60 euros and still didnt got it . Lesson learnd
cottonwings: looking awsome so far , gl with the set
Noblebatterfly = the spikes are a bit repetitive on your design IMO, maybe you could do someting for his head and shoulder to make it less so
Yeah i figured out the rigging part but i can only import one weapon at a time for some reason. There are even 2 source files for terrorblade's weapons; 1 for right and 1 for left. So, it makes me wonder a bit
i decided to take a break from UE4 and make some dota stuff again!
Oh you're not thinking of going to support the new free Unreal title are you?
I was thinking I might wanted to start looking at UE4 as well, maybe do some mods or models for the new Unreal title.
They are probably going to make something like the workshops on steam.
For now I just stick to dota workshop, but if it's going as bad as the last half year I might think of searching for a new challenge.
Yeah i figured out the rigging part but i can only import one weapon at a time for some reason. There are even 2 source files for terrorblade's weapons; 1 for right and 1 for left. So, it makes me wonder a bit
@reverendK
Ingrown horn is a serious health issue among Magnataurs, many of them are very self conscious about that kind of thing. Not sure if Magnus is happy with you putting it out in the open like that.
Anyone here using Marmoset Toolbag for promo images?
My 30 day Trail was over so I bought it, and installed the new version immediatly.
Now I'm a bit bumped because I can't find the possibility to change the background to one single color, without changing the sky light preferences. normally it was under Render and there was a checkbox use background color, but now it's gone
Also contacted the support, but waiting for an answer, I thought maybe someone here had the same issues.
@reverendK
Ingrown horn is a serious health issue among Magnataurs, many of them are very self conscious about that kind of thing. Not sure if Magnus is happy with you putting it out in the open like that.
magnus is very comfortable with his horn. Nobody dares tell him it's deficient in any dimension less they find themselves on the receiving end.
Valve has 2 different files for terrorblade's weapons, but i can only import 1 file only
Are you Valve? Terrorblade needs both weapons under the poly budget set by valve, then select both, export out, and bingo bango, you got yourself come custom weapons. :thumbup:
My English is not pretty good.could you explained that issues I meant.
Skinning
items should be skinned to the referenced hero skeleton from his _model maya file. This is done in order for us to easily integrate and export the item file into our file structure
additional bones can be added for the items as long as they share root with one of the joints in the hero skeleton - TBD example/tutorial
cloth simulation is available on joints - TBD example/tutorial
what is TBD meaning ,where could find TBD example/ tutorials?
So I tried importing my blades into the game and all seems well. I made a quick temporary particle which has vertices only at the hilt. Yet I still get this forced flame along the blade, which can clearly be seen on the Offhand weapon. The mainhand doesn't show this issue after I clicked "Additional Items" and picked it from there as I loaded it before. Ofc, mainhand also has a particle file attached and with this other method, it just doesn't shot it at all.
Well, I got it to work. All that needs to be done is the promo image.
But I'll be honest, I dont thing It will get in because Valve has been accepting too many sets lately, haven't seen a single item being accepted aside from a loading screen
It looks too thick to be a Terrorblade weapon, his style is very sharp and angular but those blades are so thick at the points where it should be sharp. Try to thin the edges out to give a sharper look.
It looks too thick to be a Terrorblade weapon, his style is very sharp and angular but those blades are so thick at the points where it should be sharp. Try to thin the edges out to give a sharper look.
You're right, those blade tips need to come to a point... If you tried to stab someone with a one-inch thick point(which is technically not even a point) it's not going to penetrate anything.
Added a new section to the character rig dump guide, guess you can't really call it that anymore though. New section is a tutorial on rigging a ward, at least my process on it. I plan on doing something similar for each individual animation for that ward. More to come, I'll update again once I get to that.
Added a new section to the character rig dump guide, guess you can't really call it that anymore though. New section is a tutorial on rigging a ward, at least my process on it. I plan on doing something similar for each individual animation for that ward. More to come, I'll update again once I get to that.
Hmm, does anyone know which channel that controls the change of color on Svens ulti? From blue to red. If i recall correctly I have seen someone here do some experimenting with it before.
Hmm, does anyone know which channel that controls the change of color on Svens ulti? From blue to red. If i recall correctly I have seen someone here do some experimenting with it before.
Maybe it's detail map mask (texture_mask1.tga, Red channel)?
Yeah, that's what i thought first but mine is all black and it's still changing color. I suspect it's the metallness but I figured I would save some time and ask here
Our Rubick courier is about ready for animation and particles if anyone is interested. Cross-posting this here and in my workshop thread where you can see the flying form and more detail on what we need.
Edit: We have found our animator, hayes87
Edit2: We have a particle artist, Automedic
Hi guys, I have created a dagger for Bounty Hunter's off-hand, however, I have a problem with particles for it - i would like to use the particles already included in the game, which activate an orange glow only when the Bounty Hunter uses its Jinada ability and in no other cases. I have unpacked the files using GCFScape, however all particles for each hero are combined into a single .pcf file.
Does anyone know how to address this problem, or can perhaps direct me to an older thread since I am pretty knew in all of this?
Replies
The funny think its that you can find it for 15 bucks :)in the market , and I spent around 60 euros and still didnt got it . Lesson learnd
cottonwings: looking awsome so far , gl with the set
Noblebatterfly = the spikes are a bit repetitive on your design IMO, maybe you could do someting for his head and shoulder to make it less so
Look at the technical page, or look at the stock rig
This model should primarily be bound to the bone: RightWeapon0_JNT and LeftWeapon0_JNT
Note that that sculpt snapshot uses the dotamat. So some detail aren't showing up due to the bloom/light intensity.
Oh you're not thinking of going to support the new free Unreal title are you?
I was thinking I might wanted to start looking at UE4 as well, maybe do some mods or models for the new Unreal title.
They are probably going to make something like the workshops on steam.
For now I just stick to dota workshop, but if it's going as bad as the last half year I might think of searching for a new challenge.
Edit: do what everyone else is saying
Ingrown horn is a serious health issue among Magnataurs, many of them are very self conscious about that kind of thing. Not sure if Magnus is happy with you putting it out in the open like that.
My 30 day Trail was over so I bought it, and installed the new version immediatly.
Now I'm a bit bumped because I can't find the possibility to change the background to one single color, without changing the sky light preferences. normally it was under Render and there was a checkbox use background color, but now it's gone
Also contacted the support, but waiting for an answer, I thought maybe someone here had the same issues.
export both meshes at the same time. :thumbup:
here is some of my (our) own spam to defile the forum.
Well, that's the thing. I cant export both at the same time becuase the tri count will be too high
You need to optimize them then.
magnus is very comfortable with his horn. Nobody dares tell him it's deficient in any dimension less they find themselves on the receiving end.
No pls you dont under stand...
Valve has 2 different files for terrorblade's weapons, but i can only import 1 file only
Are you Valve? Terrorblade needs both weapons under the poly budget set by valve, then select both, export out, and bingo bango, you got yourself come custom weapons. :thumbup:
So yeah, it looks as though you need to upload one complete model for both sides.
It has a poly budget of 1000 tris which is pretty high for weapons. 500 tris each is still a decent budget.
What's so hard about reading the requirements page before doing the models?
It's clear that there is meant to be only a weapon slot, pretty simple.
More shots of the whole set over at my thread.
Thanks mates!
My English is not pretty good.could you explained that issues I meant.
Skinning
items should be skinned to the referenced hero skeleton from his _model maya file. This is done in order for us to easily integrate and export the item file into our file structure
additional bones can be added for the items as long as they share root with one of the joints in the hero skeleton - TBD example/tutorial
cloth simulation is available on joints - TBD example/tutorial
what is TBD meaning ,where could find TBD example/ tutorials?
Suggestions?
But I'll be honest, I dont thing It will get in because Valve has been accepting too many sets lately, haven't seen a single item being accepted aside from a loading screen
You're right, those blade tips need to come to a point... If you tried to stab someone with a one-inch thick point(which is technically not even a point) it's not going to penetrate anything.
Here's a new DK sword I made, hopefully I'll get something in someday.
http://steamcommunity.com/sharedfiles/filedetails/?id=259040489
Side note: they really need to clean up his base item set. There are a ton of shader/material issues with it.
Also, here's the sculpt:
Last update.
http://www.joindota.com/en/news/18053-top-5-workshop-items-of-the-week-9
Dota 2 Workshop - The go-to Guide for Anything Animated in Dota 2
So I made this with Psyke and theCommie. Sort of industrial set. Click for workshop link. Hope you like it.
Cheers AndrewHelenek, a lot of people will appreciate that guide =]
Maybe it's detail map mask (texture_mask1.tga, Red channel)?
Our Rubick courier is about ready for animation and particles if anyone is interested. Cross-posting this here and in my workshop thread where you can see the flying form and more detail on what we need.
Edit: We have found our animator, hayes87
Edit2: We have a particle artist, Automedic
The Chibi Windrunner T-shirt
If you like it please give support and share to your friends on this link
I'm still working on ability icons, hopefully I'll get those submitted today cause it's been a looooooooong week.
Crappy turnaround!
Ice armor shot!
Yeah
Does anyone know how to address this problem, or can perhaps direct me to an older thread since I am pretty knew in all of this?
Thanks in advance!