From what I saw is that the wing only rotate 1/2 of the total rotation . this is why when you turn 180 degree the wing appears to be only 90 degree ( 1 straight line ) . It can be the reason why it seems normal when it is at origin ( 360 deg , 720 deg , etc).
If you are using 3ds try using reset xform and make sure you only skin it to the correct bone .
Or you can try reimport the bones or get decompiled version from the main dota2 file .
Thank you, reimporting the bones did the trick! I'll remember that next time I run into problems. Thanks so much!
@Pipotchi: I understand what you meant. I think that if the item is good, it will be received positively on Reddit. If you're concerned about the downvotes that your items might get from reddit, you can try linking the reddit post directly to the image of your set/item/loadingscreen instead of the workshop entry, then post the workshop entry link in the comment section or post them when people ask for it. I think by doing that, you can prevent a certain amount of downvotes since there are many people who don't even read the comment section. The downside is that you will also lose some upvotes and lots of views too.
I've only posted my set on Reddit once, and it was right after I submitted my items to the workshop, so I can't really tell if the votes are from reddit or not. I think of Reddit as a double-edged sword, but if the item is interesting and good, you and your item can get a lot of exposure from it, you can also receive feedback from many different people, and getting feedback is always a good thing, sometimes there are some really interesting suggestion too.
Hi guys, this is my first set. Hope you guys will like it.
Looks awesome! Did you apply your x_color as 256 x 256? Try doing 1024 x 1024 I *think* it makes the textures sharper even though its downscaled by them!
Just sitting here thinking, you guys think there's too much photoshop used in the preview images? Some of the accepted accepted items have REALLY posh photoshop jobs, but the items are pretty average.
Looks awesome! Did you apply your x_color as 256 x 256? Try doing 1024 x 1024 I *think* it makes the textures sharper even though its downscaled by them!
i just try it but the texture file look not good TvT
Just sitting here thinking, you guys think there's too much photoshop used in the preview images? Some of the accepted accepted items have REALLY posh photoshop jobs, but the items are pretty average.
That's become the expected standard.
You should have some in game shots on your item, curious to see how it looks in game, the masks can make a lot of difference. With all that gold and metal your set could really shine (see what I did?)
Anyway, it's good for people to see it in game too.
Guys I'm using Maya LT, it has a Polygons count at the top left, the item I'm making has a 350 limit, have I gone over the limit, confused because some people say its the tris that get counted?
It's the tri's. So yeah, you need to drop another 300ish. A polygon is simply a face, if you consider that most faces will be made up of 4 vertices, each one of those is 2 tris. IF you triangulated your mesh, you would see all 600 odd faces.
It's the tri's. So yeah, you need to drop another 300ish. A polygon is simply a face, if you consider that most faces will be made up of 4 vertices, each one of those is 2 tris. IF you triangulated your mesh, you would see all 600 odd faces.
What I found weird, for instance Riki's tail is something like 500 tris when you import it, but the limit set by Valve is 350, feels unfair
@bluegoon: It's just like what Agito666 said. Items made by Valve aren't limited by the restrictions that they set for us. Check the poly limit and texture size on the technical requirements and make sure your items meet the requirements.
After some Zbrush symmetry issues (apparently it finds the average symmetry point, instead of using the mesh origin) i finally got to work on the Dark Souls inspired (yeah blatantly stolen) Sven set.
This is practice for me to rework something from one style to another, not really counting on it getting into the game.
Finished up this set, Rotworm Scourge with Pipotchi last week and got it up onto the workshop. Was my first time working with a secondary collaborator and a great experience overall.
Hey everyone! I'm hoping I could get some feedback and CC on this Centaur set I am working on. 5 months ago I didn't really know how to do much of anything and now here I am!
my first attempt so really anything is appreciated
@Silverwolf, congrats on a whole set, it can be a daunting achievement.
I think over all the textures seem a bit muddy and lack some definition. I think you need to paint in some sharp edge highlights. And the helmet I suppose is metal? The specular exponent mask could be pushed more to give it a lot tighter highlight.
If you post the diffuse and mask textures I could do a quick paintovr to give an idea what I mean.
Are you using ao, bent normal (green channel), cavity maps, light maps?
Hey guys, "just" finished my second workshop item!
This time it is a weapon for sniper, I hope you like it.
I will go on and try myself on a complete set next time, wish me luck .
@SilverWolfDota: Good job on your first set! One thing I find a tiny bit off is the material, maybe the mask textures. On some screenshots your set looks nearly shadeless and on the other a bit "overshaded". But overall I like the feeling of the set! @TommyTehZombie: I really dig the color scheme and gradient. I think I missed the penis belt so I can not say if its a plus that it is gone :poly124:.
@Silverwolf, congrats on a whole set, it can be a daunting achievement.
I think over all the textures seem a bit muddy and lack some definition. I think you need to paint in some sharp edge highlights. And the helmet I suppose is metal? The specular exponent mask could be pushed more to give it a lot tighter highlight.
If you post the diffuse and mask textures I could do a quick paintovr to give an idea what I mean.
Are you using ao, bent normal (green channel), cavity maps, light maps?
thank you for the feedback, I will send you a PM with the files you mentioned. For texturing I've been using Tvidottos guide and the one provided by valve for the masks
Uploaded a couple sets the last week. Only 3 more to go before the May 25th deadline, a BH and a Slark with Fudgie and an undecided set with slimeface.
hi guys i have another question, for exemple Sniper doesn`t have a belt slot, so if i make a belt or another item that is non-slot can i attached for exemple to the head or arms or anything that have a slot and export as one mesh for that speciffic slot ?
@Zipfinator Loving the CM set you just posted, her hair is amazing , if you dont mind me asking what is this May25th deadline you speak of?
greetings folks!
i made a new dota set for medusa lately, its up there but im not too pleased with it, thinking of reworking the bow, or adding a new one.
any suggestions/crits?
hi guys i have another question, for exemple Sniper doesn`t have a belt slot, so if i make a belt or another item that is non-slot can i attached for exemple to the head or arms or anything that have a slot and export as one mesh for that speciffic slot ?
Why not you try it out to skin item on specific slot with different bone ? If yes then most probably can . But make sure you dont submit the belt as head to the workshop . And I have no idea if valve actually allows another slot
s1dK, yes you can, this is done very often as a way to creatively bypass the limitations of the slotting. Here's an extreme example : WR's quiver is originally placed on her back (and rigged accordingly) but here you can see that I placed it on her hip, and also added boots to that slot.
Of course the polycount limitations of a given slot still apply, so you'll have to plan things carefully. And its always best to make sure that such items still remain compatible with other existing sets ... to an extent
Still messing around with the Deadwood Treant concept. Added insects to make it a little more visually interesting and also some more contrasting colours. Any feedback is greatly received.
s1dK, yes you can, this is done very often as a way to creatively bypass the limitations of the slotting. Here's an extreme example : WR's quiver is originally placed on her back (and rigged accordingly) but here you can see that I placed it on her hip, and also added boots to that slot.
Of course the polycount limitations of a given slot still apply, so you'll have to plan things carefully. And its always best to make sure that such items still remain compatible with other existing sets ... to an extent
I like the set generally overall but I think a few things could be improved.
For the bow, I think mirroring it side to side would be better. The rotated wing makes it a bit hard to read.Looks like it's flipped upside down from one side.
Also I think you could highlight the edges better and it would read better, right now under the gem it's kind of black and flat and the detail strips are hard to see.
On the belt slot (I saw on workshop) I thought the chains looked really cool, but the in game shots , I thought there were no chains.
Now I see they are there but they are so small they just bleed out. If they were much larger so they could be seen it would help a lot imo.
Overall, I think you could boost the contrast a lot, even in those shots the metal sections (like on belt) don't stand out from each other much.
Lastly, I think you may have too much rim lighting. Not sure. In her portrait one side of the bronze is green. And the left horn in the two view shot is green and blends into the snakes.
@Daniorr, the May 25th deadline is when Valve said to upload your items by if you want them to be considered for use before August this year, which most likely means if you want it considered for use at TI5.
Replies
Thank you, reimporting the bones did the trick! I'll remember that next time I run into problems. Thanks so much!
I've only posted my set on Reddit once, and it was right after I submitted my items to the workshop, so I can't really tell if the votes are from reddit or not. I think of Reddit as a double-edged sword, but if the item is interesting and good, you and your item can get a lot of exposure from it, you can also receive feedback from many different people, and getting feedback is always a good thing, sometimes there are some really interesting suggestion too.
glad it works , glhf
https://steamcommunity.com/workshop/filedetails/?id=421059990
Looks awesome! Did you apply your x_color as 256 x 256? Try doing 1024 x 1024 I *think* it makes the textures sharper even though its downscaled by them!
i just try it but the texture file look not good TvT
That's become the expected standard.
You should have some in game shots on your item, curious to see how it looks in game, the masks can make a lot of difference. With all that gold and metal your set could really shine (see what I did?)
Anyway, it's good for people to see it in game too.
What I found weird, for instance Riki's tail is something like 500 tris when you import it, but the limit set by Valve is 350, feels unfair
Oh OK when I was learning all this stuff I saw some guy give that tip.
you should check the dagon bug in NYX misc slot ... see the budget there. lol
Hah, that's fantastic. It looks a bit like Timbersaw in armor! :poly142:
Anyway, I'm slowly trying to pick Maya back up. Starting with a relatively basic concept:
This is practice for me to rework something from one style to another, not really counting on it getting into the game.
Finished up this set, Rotworm Scourge with Pipotchi last week and got it up onto the workshop. Was my first time working with a secondary collaborator and a great experience overall.
my first attempt so really anything is appreciated
I think over all the textures seem a bit muddy and lack some definition. I think you need to paint in some sharp edge highlights. And the helmet I suppose is metal? The specular exponent mask could be pushed more to give it a lot tighter highlight.
If you post the diffuse and mask textures I could do a quick paintovr to give an idea what I mean.
Are you using ao, bent normal (green channel), cavity maps, light maps?
http://view.xscreenshot.com/5b1c4ecb52ee92344fca8863856e8bfe
http://view.xscreenshot.com/e9960d7e61e42a23205f3ec09c2b387c
This time it is a weapon for sniper, I hope you like it.
I will go on and try myself on a complete set next time, wish me luck .
@TommyTehZombie: I really dig the color scheme and gradient. I think I missed the penis belt so I can not say if its a plus that it is gone :poly124:.
thank you for the feedback, I will send you a PM with the files you mentioned. For texturing I've been using Tvidottos guide and the one provided by valve for the masks
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
http://steamcommunity.com/workshop/filedetails/?id=423105302
@K-PAX: Nice Sniper, love the color variations on it.
Also, here's the high poly of the weapon.
@s1dK: no, we can not, so far only Arcana items can do that, and that is exclusively only for Valve.
I think you can try , but I cant confirm valve will accept it or not . But if you decided to do so better prepare a contingency plan
Warden of Icewrack with Arty
http://steamcommunity.com/workshop/filedetails/?id=425792767
Karabos Acolyte done with Slimeface and Andrew Helenek
http://steamcommunity.com/sharedfiles/filedetails/?id=424571867
greetings folks!
i made a new dota set for medusa lately, its up there but im not too pleased with it, thinking of reworking the bow, or adding a new one.
any suggestions/crits?
Why not you try it out to skin item on specific slot with different bone ? If yes then most probably can . But make sure you dont submit the belt as head to the workshop . And I have no idea if valve actually allows another slot
Of course the polycount limitations of a given slot still apply, so you'll have to plan things carefully. And its always best to make sure that such items still remain compatible with other existing sets ... to an extent
daniorrr, looking good !
Thanks man:)
I like the set generally overall but I think a few things could be improved.
For the bow, I think mirroring it side to side would be better. The rotated wing makes it a bit hard to read.Looks like it's flipped upside down from one side.
Also I think you could highlight the edges better and it would read better, right now under the gem it's kind of black and flat and the detail strips are hard to see.
On the belt slot (I saw on workshop) I thought the chains looked really cool, but the in game shots , I thought there were no chains.
Now I see they are there but they are so small they just bleed out. If they were much larger so they could be seen it would help a lot imo.
Overall, I think you could boost the contrast a lot, even in those shots the metal sections (like on belt) don't stand out from each other much.
Lastly, I think you may have too much rim lighting. Not sure. In her portrait one side of the bronze is green. And the left horn in the two view shot is green and blends into the snakes.
Well executed too.
Only the set name and the music in the video sound a bit silly, but hey :P