Hey, thought i'd drop my and svdl's submission in here as well, it's my first dota 2 Workshop submission. All your guys' sets, couriers and whatnot are looking fantastic, best of luck for their acceptance!
wow, there's some seriously incredible stuff you guys have submitted this year. I'm so excited!! This new bloom has been a real treat.
Guess I will toss my stuff into the pile. I was able to complete two (barely!). A Tidehunter with Fudgiewudgie and a Lone Druid set/summon/ult with Pior:
Funn1k from navi wants a techies set made ASAP. If anyone is interested, let me know. He has come down to the desired split of 70/30 in favour of the artist. You just have to be willing to work as soon as possible!
Hi, i would like to bring up what i think is a bug with the Dota 2 Shader in Toolbag 2.06.
Pretty much what happens is that the specular exponent channel (alpha of mask 2), blurs out skylight reflections, but not area lights, resulting in a always super glossy material. I tested the same thing on a default material and as i would expect, the area light reflection gets blurred out together with all the rest of the cubemap reflections.
I hope this can be fixed soon, and if someone knows a walk-around solution, please let me know
i posted this already in the marmoset 2 thread.
Did anyone of you noticed this kind of problem in Toolbag 2.06?
Yeah I have a similar problem when using the Dota 2 Albedo and Specular maps. The Specular Exponent seems to give everything a sheer of varnish. You end up with an absurdly glossy model that gives these extremely tight highlights. If those happen to be out of your focus when using depth of field they turn into annoying blurry squares.
I'm having a serious skinning issue that I am desperate for help with. I'm trying to skin a model to Puck's head. When I have just the head bone skinned it doesn't attach at all and its floating out in space. When I add the root bone to the mix even if the model is 100% skinned to the head bone it seems to sit in the right position on Puck's head but it floats around on the root bone so it's not synchronized at all with the head bone, as seen in this gif.
(100% on the head bone here but it seems to float around still?)
What am I doing wrong here? Really hoping somebody can shed some light on this...
I'm having a serious skinning issue that I am desperate for help with. I'm trying to skin a model to Puck's head. When I have just the head bone skinned it doesn't attach at all and its floating out in space. When I add the root bone to the mix even if the model is 100% skinned to the head bone it seems to sit in the right position on Puck's head but it floats around on the root bone so it's not synchronized at all with the head bone, as seen in this gif.
(100% on the head bone here but it seems to float around still?)
What am I doing wrong here? Really hoping somebody can shed some light on this...
this is how I did my puck (the name of the bone is highlighted in purple)
Hm. So none of them are attached to the head bone? I guess my model is a bit different since it's more like a mask and less like hair. I feel like attaching it to any other bone won't make sense. I've also tried attaching it to other bones around the head and it still does the weird root float thing. I feel like I'm just doing something wrong that I'm not noticing. What's weird is I tested this yesterday at one point and it was staying on the head just fine so something is different, I just can't figure out what.
It should be skinned to "head" at least that's where mine is skinned too. Make sure it's not on any of the antenna joints if you aren't using them. The only other thing I can do is make sure you don't have any existing history on the object, make sure your transformations are clear. It should be a pretty simple skin process so if you are having problems it's likely influenced by something else on the head mesh.
This is what happens if I take away the root and its ONLY bone is the head:
So I feel like it needs the root right?
Beyond that I've manually reset transform and scale in the heirarchy and also applied an XForm modifier and THEN skinned 100% to the head and still it moves around not connected to the face. I feel like I've tried everything at this point.
Really appreciate your help btw Edit: I have found the problem! I don't know what the problem is exactly but I found it. Basically the model/bones that Valve has on their site are bogus. Extracting the files from the game files myself did the trick. People have so many issues with Valve's uploaded stuff...
You need the root bone, but have the base of the Hair rigged to the head bone (color should be close to red) check the weights of the default body and copy whatever the head weight. After that you can add some small influences on the edges with other bones.
What's the deal with low violence characters nowadays? I'm designing a set for clinkz and I'm not sure how his head slot is broken down. Anybody have a clue on this topic?
I am overwhelmed by the work that came out. Just WOW! The quality and the quantity. How the hell do you guys do it!
On behalf of the team who worked on this bundle, we present our massive project: The Dark Lotus Bundle. It has been a roller coaster ride and tons of crunching and lot of lost sleep! We believe we achieved something great and are happy to have finished it. Now to take a break!
Hey Vayne - I've been meaning to check the dark lotus website today but it seems unresponsive. I tried two times already and its been timing out. Just thought I'd let you know !
Hey Vayne - I've been meaning to check the dark lotus website today but it seems unresponsive. I tried two times already and its been timing out. Just thought I'd let you know !
Very nice works!
The only thing I have issue with is that NP summon that is very much like a Beast Master boar. A treant that looks like a ram would do better I guess.
Anyways, too much awesomeness!
Holy cow!!! That's an amazing effort. I'm a huge fan of the HUD and the courier. I really quite like the NP hat as well and the concept of a storyline for new bloom (hard to tell if Valve has their own storyline before the event actually starts), but I'm gonna hop on the 'that's a treant?' bandwagon here, it does read a lot as a beastmaster boar.
Also, excellent job with the website, it's really convincing! but that's actually a problem. From the birdies I've heard around, it might actually be against valve's TOS to do that. Regardless, lots of neat treats!
Newbloom is over, time to get back on old work and finish it :P
That's crazy awesome. Although I'm not sure how it would go with approval (violence, human etc...is there a low violence version?).
I'd still like to see that ingame though.
Replies
Awesome splash art done by Fox as usual. Not so awesome splash art done by me :<
Now I need to finish the loadingscreen for my enchantress set ;_;
I think you guys just resurrected this hero. you have my vote and my respect :thumbup:
Fucking love it, best kotl!!!!!
Our contribution for New Bloom, made together with OniLolz Vikk0 and Elisa Kwon.
http://steamcommunity.com/workshop/filedetails/?id=377754654
We already made a boar last year, so we thought it would be better to make different ones
^That's the collection!
Here's my PL set for this year!
*puts her shitty CM set into a trash where it belongs*
oh boy so many pretty things ; w ; definitely inspiring!!
nice set! motenai @ OrganizedChaos
http://steamcommunity.com/sharedfiles/filedetails/?id=377801248&savesuccess=1
Hope you guys like it
Guess I will toss my stuff into the pile. I was able to complete two (barely!). A Tidehunter with Fudgiewudgie and a Lone Druid set/summon/ult with Pior:
http://steamcommunity.com/workshop/filedetails/?id=377796655
http://steamcommunity.com/workshop/filedetails/?id=377817732
*starting a rumor based on logical assumptions*
Did anyone of you noticed this kind of problem in Toolbag 2.06?
Yeah I have a similar problem when using the Dota 2 Albedo and Specular maps. The Specular Exponent seems to give everything a sheer of varnish. You end up with an absurdly glossy model that gives these extremely tight highlights. If those happen to be out of your focus when using depth of field they turn into annoying blurry squares.
This is a shot from the viewport.
Looks like you can still tag it as spring in the importer so I guess I'll see if I can finish it up within a few hours and get it submitted.
As for everyone else's work, amazing, amazing stuff everybody!
Looks to be a fix posted here;
I've just tested it with the Tusk shot before and seems to be working much better now
(100% on the head bone here but it seems to float around still?)
What am I doing wrong here? Really hoping somebody can shed some light on this...
Aw great i'll try it as soon as i get home. Thanks a lot
this is how I did my puck (the name of the bone is highlighted in purple)
But thanks for your input on the matter!!
So I feel like it needs the root right?
Beyond that I've manually reset transform and scale in the heirarchy and also applied an XForm modifier and THEN skinned 100% to the head and still it moves around not connected to the face. I feel like I've tried everything at this point.
Really appreciate your help btw
Edit: I have found the problem! I don't know what the problem is exactly but I found it. Basically the model/bones that Valve has on their site are bogus. Extracting the files from the game files myself did the trick. People have so many issues with Valve's uploaded stuff...
In any case, heres my submission.
You should turn down this lightning, it's too bright, I can barely see the helmet.
Also in my opinion super bright loading screens hurts the eyes (specially for those who play dota on the dark). But this is a matter of taste.
Yeeeah i actually meant to get to that earlier today but a lot of real life issues came up and i just didnt have time, going to do it tonight :P
Set page Here
Which 1 is better? 1 has better look in silhouette but the color seems not to sync well in preview , whereas 2 seems lacking in preview .
You need the root bone, but have the base of the Hair rigged to the head bone (color should be close to red) check the weights of the default body and copy whatever the head weight. After that you can add some small influences on the edges with other bones.
---
@Everybody
Great submissions everywhere!
On behalf of the team who worked on this bundle, we present our massive project: The Dark Lotus Bundle. It has been a roller coaster ride and tons of crunching and lot of lost sleep! We believe we achieved something great and are happy to have finished it. Now to take a break!
P.S. Yes yes I didn't quit! Amazing isn't it!
We're getting hammered like you wouldn't believe!
I can believe it, this bundle is fucking awesome. The only thing you guys are missing is your own custom game mode :poly124:
The only thing I have issue with is that NP summon that is very much like a Beast Master boar. A treant that looks like a ram would do better I guess.
Anyways, too much awesomeness!
Also, excellent job with the website, it's really convincing! but that's actually a problem. From the birdies I've heard around, it might actually be against valve's TOS to do that. Regardless, lots of neat treats!
edit: looks like this isn't the first time someone's tried the ol valveroo. I had forgotten something similar happened before. I guess it's not something Valve really minds then. https://adf10643995b542a004c432a32ae7353d362841e.googledrive.com/host/0B-uEod0DESqeQnpWZ1BRNVV1WWs/
That's crazy awesome. Although I'm not sure how it would go with approval (violence, human etc...is there a low violence version?).
I'd still like to see that ingame though.