@Tvidotto @bewsii
Thanks for the feedback guys! I definitely see what you mean by the small detail.
Seems like knowing how to utilise the masks properly makes a big difference too. I kept on improving on my mask2 quite a few times from where it started but I never rly played around enough with the mask1.
Also, there's something I wanted to ask about the LOD1 and LOD0 models.
For this entry I only ended up creating the lower detail LOD1 model after running into some issues when adding more geo to break up the silhouette bit more.
I just ended up making a mess of how my normal and texture maps showed up on the model (unaligned UV's), and in the end I just couldn't be arsed anymore
Is there any "easy" techniques to add more geo/detail without having to bake out completely new maps, or do I just need to suck it up and get on with it?
Just wanted to post this link here as well. I'm sure many of you guys know about it already (since the support is found here in polycount too), but I found the nDo plugin to be a great help when creating some detail maps Will most likely end up investing into it after it comes out of beta! http://quixel.se/
@whatever
I thought the attack animations looked quite cool can add couple of gifs to the workshop page after the weekend.
Is there any "easy" techniques to add more geo/detail without having to bake out completely new maps, or do I just need to suck it up and get on with it?
.
In a situation like this you should always rebake your normal map. When you are adding geo you are adding more tangents, and normals to the mesh, so for the best quality you should rebake so you have the proper normal map for that specific mesh. As far as baking xNormal with the Handplane plugin is wicked fast for perfect normals. Hope this helps :poly124:
Put together a quick video showcasing the Brewmaster Ancestral Army set.(Not uploaded yet, working on thumbnails etc.) Also blocked out a clockwerk set i've been thinking about for a while. Still not sure about his weapon and chest area though. Tentative name would be Clock Rocket, heyooo.
Hey folks! I don't know if this is the right place to ask, but I'm looking for a good tutorial / guide / anything to learn how to draw textures. I currently only draw concepts, and many modelers would like me to do textures, which is a fair request.
After some hickups, we are proud to present Oathbreaker's Armaments, a set for Sven. Complete with custom ability icons, loading screen and a custom particle for the head item. Thanks for Egor-Ursus for the concept, loading screen and ability icons and to Automedic for his custom particle effect.
P.S. Special thanks to Robo for his translation work as Egor doesn't speak english.
Why does everyone upload on mondays? Last week it was like 3-4 sets this week it was like 5. That being said, Lots of cools sets going up! Just kinda unfortunate that they are all going up on the same days. Some day we'll have a compressed Workshop. Someday.
Do you plan on leaving it that color? If so, there's absolutely no coherency with his overall design. I understand it's based on an item that's red [as it's a heart], but having things flow nicely is important.
I thought about default Sven's color for helmet, and red like heart when he turnes on his ultimate.
Btw Drow ranger has Mania's Mask and it looks good with red.
I'll try to tune this color.
Had some free time, so LC single hair up for grabs! Considering this as one single since I'm just experimenting the style options, let me know if you're interested!
@Cotton Those look amazing, I think the metal helmet from the last one along with the hair with the first look the best.
WIP on my aegis ward. Can somebody comment on the model? I'm not very confident in my 3d modelling.
The idea is cool, but look at it from the isometric view, can you even see the eyeball? That's the question you need to always ask yourself while youre working on wards. If the eye isn't visible, you have a problem.
I think the set is super nice. But I HATE the Empire logo being plastered on there.
Agreed. The set looks great, but I'm not a fan of how the logo was just inserted there, it doesn't make a lot of sense. If you're going to add team logos to sets, I think you have to design the set around the logo, and not the other way around, because it just looks tacked on.
I'm having an issue that I can't understand, much less solve on my own. I'm making a Doom set, and I'm currently working on the weapon. It has a particle mesh, and it works perfectly as long as the sword is the only thing loaded in the importer as seen in the left hand screenshots.
However, as soon as I start importing other parts of the set, weirdness ensues! When importing the back slot, the sword's particles move to his arm, and when loading the arm slot, the particles move to his chest... as seen in the top right screenshot. It doesn't seem consistent either, as sometimes at random it'll appear somewhere else. :poly122:
While testing with that issue in the game, however, the particles appear where they should but not quite right according to the particle mesh, since there's a bright line down the center of the sword where there are no vertices. And to top it off, the strength/layers of the particles is multiplied by each additional equipment slot that is imported, as seen below on the right.
I don't understand why his particles are somehow attached to other parts of him that should have no particles, or how they end up on his sword in game, or in random places on the importer.
Any help would be greatly appreciated!
Hey guys does anyone know if the phantom lancer model from the website is bugged? When ever i try rigging it, it always get misplaced by a rotation. Yes I have froze all transformations and rotations but the problem still persists. Any help?
Awesome work, Cotton! I'd gladly take it off your hands, but I'm already committed to a couple sets atm. But I'm sure you'll have no troubles finding a good modeler to do it
@Andrew - yea I noticed, that I tried to make a neck area so when its hovering a bit, it can move its head a lot.
I've asked before and my results were that the eye on the head was the best looking one. So maybe I have to add a second eye hovering over its back.
I think the set is super nice. But I HATE the Empire logo being plastered on there.
Agreed. The set looks great, but I'm not a fan of how the logo was just inserted there, it doesn't make a lot of sense. If you're going to add team logos to sets, I think you have to design the set around the logo, and not the other way around, because it just looks tacked on.
The closest hero the empire than can take its logo is KOTL or Chaos Knight.
@NB- just decompile the model if its not accurate. If its a rotation problem, have you been exporting it correctly?
I don't understand why his particles are somehow attached to other parts of him that should have no particles, or how they end up on his sword in game, or in random places on the importer.
Any help would be greatly appreciated!
That's just a common importer/loadout issue. It's occurs with all heroes that allow particle imports. If you try it on AM, importing one side of his blade it works fine; Add the other one into the same loadout and it bugs. Same with BH etc.
I work around it by making promo images for particles using only that single imported item.
That's just a common importer/loadout issue. It's occurs with all heroes that allow particle imports. If you try it on AM, importing one side of his blade it works fine; Add the other one into the same loadout and it bugs. Same with BH etc.
I work around it by making promo images for particles using only that single imported item.
I can see how that would work, but what if he needs in-game shots of the entire set in-game?
Hey guys! So I had an interesting doto game last night after I decided to give out a free bundle for my Gyro set. In the end the set went to someone who has a genuine interest in the workshop community and the people behind the scenes, and doing things to help promote artists and allow the doto community to better connect with us. They may ask some of you to do some individual interviews or group interviews. This was an impromptu interview they wrote up based on our chat after the game: http://dota2melderv.wordpress.com/
My blog is rather new and for now it's focusing on Dota, starting with the workshop.
So yeah, I've contacted five people and so far two (one of which is kite) have agreed to do an interview with me. I'm hoping at least four will chime in. I have a lot of questions (some basic, some in-depth, some very personal ones).
If there are topics that are hot that you'd like our best artists to talk about, that'd be great. I know there are some stuff you'd like to share with us common, boring people!
Replies
@bewsii
Thanks for the feedback guys! I definitely see what you mean by the small detail.
Seems like knowing how to utilise the masks properly makes a big difference too. I kept on improving on my mask2 quite a few times from where it started but I never rly played around enough with the mask1.
Also, there's something I wanted to ask about the LOD1 and LOD0 models.
For this entry I only ended up creating the lower detail LOD1 model after running into some issues when adding more geo to break up the silhouette bit more.
I just ended up making a mess of how my normal and texture maps showed up on the model (unaligned UV's), and in the end I just couldn't be arsed anymore
Is there any "easy" techniques to add more geo/detail without having to bake out completely new maps, or do I just need to suck it up and get on with it?
Just wanted to post this link here as well. I'm sure many of you guys know about it already (since the support is found here in polycount too), but I found the nDo plugin to be a great help when creating some detail maps Will most likely end up investing into it after it comes out of beta!
http://quixel.se/
@whatever
I thought the attack animations looked quite cool can add couple of gifs to the workshop page after the weekend.
In a situation like this you should always rebake your normal map. When you are adding geo you are adding more tangents, and normals to the mesh, so for the best quality you should rebake so you have the proper normal map for that specific mesh. As far as baking xNormal with the Handplane plugin is wicked fast for perfect normals. Hope this helps :poly124:
http://steamcommunity.com/sharedfiles/filedetails/?id=304415052
and
http://steamcommunity.com/sharedfiles/filedetails/?id=304416104
Thanks guys, hopefully I'll join you guys with the 3D stuff too before too long.
may be try to make it longer? like thiz
Oakenthorne by Stuburrito
Thought I'd post a few concepts that I've been working on.
Please add me on steam if you wish to claim/work on anything.
and a bonus assortment of facial hair and horns.
cheers mate, I had a little read through on Handplane. Will have to give it a go now
Brew Set turntable
[ame="http://www.youtube.com/watch?v=Zg1x9S8gTH8"]http://www.youtube.com/watch?v=Zg1x9S8gTH8[/ame]
Quick Clock Rocket Set blockout
http://steamcommunity.com/workshop/filedetails/?id=304049474
This is the concept:
This image has been resized. Click this bar to view the full image. The original image is sized 1844x1493.
Feel free to comment.
Thanks in advance for any help!
http://steamcommunity.com/sharedfiles/filedetails/?id=305545505
plz leave us a vote if u like our work
greetings!
http://steamcommunity.com/workshop/filedetails/?id=305591759
P.S. Special thanks to Robo for his translation work as Egor doesn't speak english.
[ame="http://www.youtube.com/watch?v=aTskJWIRX40"]Oathbreaker's Armaments - Sven Set - YouTube[/ame]
(Links in thumbs)
PS: 2 Celths, This set for Clikz is awesome, I rly like it.
Btw Drow ranger has Mania's Mask and it looks good with red.
I'll try to tune this color.
:thumbup: I dont really get heart of tarrasque from this. I think heart would make more sense as badass pauldrons than a helmet
WIP on my aegis ward. Can somebody comment on the model? I'm not very confident in my 3d modelling.
The idea is cool, but look at it from the isometric view, can you even see the eyeball? That's the question you need to always ask yourself while youre working on wards. If the eye isn't visible, you have a problem.
I think the set is super nice. But I HATE the Empire logo being plastered on there.
Agreed. The set looks great, but I'm not a fan of how the logo was just inserted there, it doesn't make a lot of sense. If you're going to add team logos to sets, I think you have to design the set around the logo, and not the other way around, because it just looks tacked on.
However, as soon as I start importing other parts of the set, weirdness ensues! When importing the back slot, the sword's particles move to his arm, and when loading the arm slot, the particles move to his chest... as seen in the top right screenshot. It doesn't seem consistent either, as sometimes at random it'll appear somewhere else. :poly122:
While testing with that issue in the game, however, the particles appear where they should but not quite right according to the particle mesh, since there's a bright line down the center of the sword where there are no vertices. And to top it off, the strength/layers of the particles is multiplied by each additional equipment slot that is imported, as seen below on the right.
I don't understand why his particles are somehow attached to other parts of him that should have no particles, or how they end up on his sword in game, or in random places on the importer.
Any help would be greatly appreciated!
okay back to cave craving some cave stickman and UFO drawings.
I've asked before and my results were that the eye on the head was the best looking one. So maybe I have to add a second eye hovering over its back.
The closest hero the empire than can take its logo is KOTL or Chaos Knight.
@NB- just decompile the model if its not accurate. If its a rotation problem, have you been exporting it correctly?
it wasn't me :smokin:
That's what you always say XD
That's just a common importer/loadout issue. It's occurs with all heroes that allow particle imports. If you try it on AM, importing one side of his blade it works fine; Add the other one into the same loadout and it bugs. Same with BH etc.
I work around it by making promo images for particles using only that single imported item.
I can see how that would work, but what if he needs in-game shots of the entire set in-game?
http://dota2melderv.wordpress.com/
My blog is rather new and for now it's focusing on Dota, starting with the workshop.
So yeah, I've contacted five people and so far two (one of which is kite) have agreed to do an interview with me. I'm hoping at least four will chime in. I have a lot of questions (some basic, some in-depth, some very personal ones).
If there are topics that are hot that you'd like our best artists to talk about, that'd be great. I know there are some stuff you'd like to share with us common, boring people!