Thanks a bunch, that means a lot. The cape has a section of check pattern material on the side that you can't really see in that shot but looking at it now it coud do with a bit more going on. I agree that the colour doesn't really fit and that the yellow trim on the eyes constrasts a bit too heavily with teh lens and the helmet. I think I'm going to change the colour of the face mask subtley so its distinguishable from the helmet, and I'll rebalance the goggles against it.
hey guys! I am trying to change the death ward look for my new witch doctor set. I export the files like usual through the dota client, the mesh and animations is working but no particles. My plan was not to change any particles from the original death ward so wanted to keep the skull and glowing orbs but they are gone. Does anyone know how I can test them all together?
I have a question. There are some wierd shadows on my model (on tip of the blade. see attachment). Can anyone tell me what could cause this? It acts that way only ingame. Topology is fine (i think), you can see it on sketchfab and all was fine in marmoset toolbag with dota2 shader.
@Ashot: as far as I can tell your normals are not hard on the edges, meaning the game tries to smooth them and produces that shadow. And it's in the turntable as well, just not so prominent.
@TriggerHappyPuppy: The workshop preview sometimes strips out particles for items if it has the possibility of looking bad with clipping etc. If you want to see it with the particles compiling it and overwriting the default model works most of the time. Then you can take screenshots or whatever you need to do in a locally hosted game. If you don't know how to do that add me on Steam and i'll talk you through it if i'm around.
@Baddcogg: Hellrider Batrider? Fuck yeah! Oh how I wish that it would be possible to add custom materials to items... Maybe you could add some particles thought.
And I would remove or make more prominent the tiny teeth because I really don't think anyone will see them in game. In dota less but bigger > more but smaller
It took a month, but I made some progress on my Divine Bow:
This is the high poly model, I think some light wood material would work, with a slightly glowing gem maybe. I don't know if I should try to sculpt some detail on this or the texture is enough.
The low poly model is also done, 448 tri (450 was the limit for lod1). Unfortunately the model is quite asymmetric so I can't really cheat with the UV mapping.
I'm sorry for blocking the front row. Tiny has just too many slots. 4 x 4 + weapon.
I hope one day Valve will come up with a smart way to merge those items into less thumbnails.
I still have to post 9 assets till tiny is complete
Hey everyone, been working on my Riki dagger on and off for the past week-and-a-half and pretty much finished it. But as I imported, it seems I hit a roadblock:
As you can see, it shows up as mostly untextured (you can see a bit of the color map on the right of the handle). Not sure why this is happening as I have the proper texture proportions for the weapon (128x256) and the texture's UVs are fine in Modo. Any help is appreciated!
@vovo, thanks, yeah no that you mention it they do seems small. Already have the lods broken down so no worried about that. But they are looking pretty small now
Probably it's a weird interaction of the metalness mask with the specular ones, try messing around with their values and see if something happens.
Hm.. it's definitely not metalness, since it seems the whole color map (and normal map, possibly the other 2 masks as well) has been scrunched up into the handle area. Not sure if the grey solid color is due to one of the masks or not but I know that untextured areas appear invisible, not grey (so it could be a mask, but I can't really tell). I resized the source texture from a square 2048x2048 image to the final 256x128 TGA (exporting to Dota 2 through Modo, and Modo doesn't allow higher-resolution textures to be exported than what the requirements ask for) before importing it.
Tried reassigning the textures to the model. Even checked the VMT which was created with the import, found nothing out of the ordinary; no luck.
Edit: it may very well be something to do with the texture resizing or assignment. Currently finding ways to fix it.
Toyoka, select the obj in Modo and check the lists tab> fbx normals. If you used the base mesh in anyway the fbx normals can be transfered over and you'll get weird results.
--
A couple of menu shots:
(I did increase the size of the teeth a bit, still small but staying i think.
I have a question regarding Drow Ranger. She has an arrow by her hand in the base model but I don't know what texture map it should be in. It doesn't seem to be included in any of the textures of the items and i don't know if the geometry should be included with the bow, quiver or what. I've made my own arrow but now I need to know which uv-map to put it in :P
Help me!
I have a question regarding Drow Ranger. She has an arrow by her hand in the base model but I don't know what texture map it should be in. It doesn't seem to be included in any of the textures of the items and i don't know if the geometry should be included with the bow, quiver or what. I've made my own arrow but now I need to know which uv-map to put it in :P
Help me!
I haven't looked to be sure but it's probably models/projectiles/drow_arrow.mdl
Toyoka, select the obj in Modo and check the lists tab> fbx normals. If you used the base mesh in anyway the fbx normals can be transfered over and you'll get weird results.
--
I managed to fix it. I created a new scene and carried over the mesh and materials. It seems that it may have been something I had done to the scene/transformers that may have screwed up the model. Thanks anyways!
I got some great feedback about improving the design of the cape, which is what I've been mainly focusing on, I've also been tweaking some of the colour values and generally noodling with the textures. I have most of the masks finished now so I'm just going to focus on getting the best results out of the colour maps.
After some health issues, I'm finially back into making Workshop items again. I managed to get something up on the workshop again together with penor. Penor did the animation and video, I did the rest.
The idea for the ward is to have custom banners, so ppl can support their favorite Team or Tournament. Of course the idea can be extended with maybe cutsom banners for players, if Valve makes that possible I hope you guys like the idea and any support or vote would be appreciated!
For some reason there are still some workshop issues because of the new digital Tax information :S But I hope that will get sorted by Valve
Hey everyone, first post here! I used to be only a 2D artist, but since I started doing my own 3D items I thought I might join polycount. So here I am saying hello and showing my very first own item. Was more like a practice piece to get used to the item creation pipeline. Gonna do one or 2 more before I'll start with a set, I think. http://steamcommunity.com/sharedfiles/filedetails/?id=324050774&searchtext=
i still thinking want to continue or not lol... no idea for back slot XDDD
thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
i still thinking want to continue or not lol... no idea for back slot XDDD
thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
I think this looks rly good. Also there are perhaps ways to create something which is similar to the circle of symbols which ppl will recognize the link, but not the exact same, for instance like in pokemon there are these guys:
Just the circular shape is enough for me to know that it is the same effect that they went for. and I think it works well being unique to them at the same time
If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of I really like the concept, looks refreshing!
I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.
Oh God I love the mini hero couriers. I like the hood version because I think it'll inject some color and separation from standard Bounty Hunter from the isometric view.
Hi all, quick question about Low Violence version submissions.
I'm working on a Pudge set that has blood, a skull and an exposed bone that could need a low violence version (model/texture).
Should a low violence version of a set be submitted at the same time as the full version, or it is something best left off the workshop until Valve asks for it?
Replies
Thanks a bunch, that means a lot. The cape has a section of check pattern material on the side that you can't really see in that shot but looking at it now it coud do with a bit more going on. I agree that the colour doesn't really fit and that the yellow trim on the eyes constrasts a bit too heavily with teh lens and the helmet. I think I'm going to change the colour of the face mask subtley so its distinguishable from the helmet, and I'll rebalance the goggles against it.
fiddling with colors
here is how it´s looks right now:
...
and the loadingscreen for the set:
...
hope you guys can help me.
Uploaded Level3 Tiny, jsut two more
Here is my very first submission: http://steamcommunity.com/sharedfiles/filedetails/?id=322772834
sketchfab: https://skfb.ly/Bwqq
I have a question. There are some wierd shadows on my model (on tip of the blade. see attachment). Can anyone tell me what could cause this? It acts that way only ingame. Topology is fine (i think), you can see it on sketchfab and all was fine in marmoset toolbag with dota2 shader.
Contact me on steam if you want to join our team.
That's one badass Tiny, very curious to see the lesser level versions :q
And I would remove or make more prominent the tiny teeth because I really don't think anyone will see them in game. In dota less but bigger > more but smaller
This is the high poly model, I think some light wood material would work, with a slightly glowing gem maybe. I don't know if I should try to sculpt some detail on this or the texture is enough.
The low poly model is also done, 448 tri (450 was the limit for lod1). Unfortunately the model is quite asymmetric so I can't really cheat with the UV mapping.
I'm sorry for blocking the front row. Tiny has just too many slots. 4 x 4 + weapon.
I hope one day Valve will come up with a smart way to merge those items into less thumbnails.
I still have to post 9 assets till tiny is complete
As you can see, it shows up as mostly untextured (you can see a bit of the color map on the right of the handle). Not sure why this is happening as I have the proper texture proportions for the weapon (128x256) and the texture's UVs are fine in Modo. Any help is appreciated!
Edit: PAGE 666!
Probably it's a weird interaction of the metalness mask with the specular ones, try messing around with their values and see if something happens.
Hm.. it's definitely not metalness, since it seems the whole color map (and normal map, possibly the other 2 masks as well) has been scrunched up into the handle area. Not sure if the grey solid color is due to one of the masks or not but I know that untextured areas appear invisible, not grey (so it could be a mask, but I can't really tell). I resized the source texture from a square 2048x2048 image to the final 256x128 TGA (exporting to Dota 2 through Modo, and Modo doesn't allow higher-resolution textures to be exported than what the requirements ask for) before importing it.
Tried reassigning the textures to the model. Even checked the VMT which was created with the import, found nothing out of the ordinary; no luck.
Edit: it may very well be something to do with the texture resizing or assignment. Currently finding ways to fix it.
--
A couple of menu shots:
(I did increase the size of the teeth a bit, still small but staying i think.
Would love to find someone to do particles.
Help me!
I haven't looked to be sure but it's probably models/projectiles/drow_arrow.mdl
I managed to fix it. I created a new scene and carried over the mesh and materials. It seems that it may have been something I had done to the scene/transformers that may have screwed up the model. Thanks anyways!
Crown of the Myst by mihalceanu
Helmet of Nocturnal Liquidator by MugenMcFugen
After some health issues, I'm finially back into making Workshop items again. I managed to get something up on the workshop again together with penor. Penor did the animation and video, I did the rest.
The idea for the ward is to have custom banners, so ppl can support their favorite Team or Tournament. Of course the idea can be extended with maybe cutsom banners for players, if Valve makes that possible I hope you guys like the idea and any support or vote would be appreciated!
For some reason there are still some workshop issues because of the new digital Tax information :S But I hope that will get sorted by Valve
Malefic by ncparvu
[IMG][/img]
Snorkel by ncparvu
[IMG][/img]
No colors on it yet..Any thoughts?
Cool stuff, Blossomalex! Mine is for PA, too
i still thinking want to continue or not lol... no idea for back slot XDDD
thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....
http://i.imgur.com/gvdpa.png
Anyway, good job everyone! I found really amazing works in this thread.
We just realised or set for kunkka! Check it, thumbs up :thumbup: appriciated
I think this looks rly good. Also there are perhaps ways to create something which is similar to the circle of symbols which ppl will recognize the link, but not the exact same, for instance like in pokemon there are these guys:
Just the circular shape is enough for me to know that it is the same effect that they went for. and I think it works well being unique to them at the same time
Convince me to make this
WIP shot of mask from Halloween set for Rubick.
Facade of King Magus
Concept
If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of I really like the concept, looks refreshing!
I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.
Wow courier looks great. It'd be great to have both styles but I think hood looks cooler
I'm working on a Pudge set that has blood, a skull and an exposed bone that could need a low violence version (model/texture).
Should a low violence version of a set be submitted at the same time as the full version, or it is something best left off the workshop until Valve asks for it?
=Toasty