Hey guys, I haven't uploaded anything to the workshop since the new Workshop tools came out. Is it completely broken for everyone else? I am unable to upload anything. It keeps giving me 2 errors, that there are no bones in the FBX file, or that my polycount limit exceeds the allowed amount. None of these things are true, my FBX has rigged bones in the file and my polycount is right. Any help would be awsome!
@Chris: Nice Pumkin @Kendisian: Is there a particle spawning model slot in any of the items? If not, I'm afraid you can't get rid of it. Tell valve to remove it, if your asset gets ingame.
Finished a new Dota set. Would be nice, if you guys like it in the workshop
Hello guys, I've been watching this forum for a long time but didn't posted anything ...so...yea...there you have it, my first post( wich is actually a reply ) and my first Dota 2 set, Abaddon, Armor of the Merciless King.Hope you like it.
Are they giving feedback on their negative votes? Reminds me a bit of the lich king though so you might run into some issues with that but it still looks good imo.
Nope, just negative votes, no feedback.I still have more positives but the procentage started to go down slowly but surely.Yea, it does have some similarities with the lich king, but as I was saying, it was fun and I learned a thing or two in the process.
@katzeimsack As I am new in making Dota 2 items I can't say I'm sure but I heard some old Dota 2 players rumours who say that there are a lot of people that buy some kind of bots to give them positive votes and negative to other sets. Other than that I think people just don't care about the set and click no, I dunno and I don't intend to think too much about these aspects. Nice sets btw
I haven't been able to skim through the whole thread, so I'm sorry if this has been asked before... Does anyone know if there's rigs for Tegu and 'Piggyback'? And if there are, would I be able to animate them for my Games Anim showreel?
I haven't been able to skim through the whole thread, so I'm sorry if this has been asked before... Does anyone know if there's rigs for Tegu and 'Piggyback'? And if there are, would I be able to animate them for my Games Anim showreel?
You could before. By using the source 1 decompiler and searching for the model and textures from within the game files. But you would still need to ask for permission and give credit to the creators of the couriers. But we cant do that now since source 2 engine is out and there aren't any source 2 model decompilers made yet
Katzeimsack, that Owl's armor out of control good, I really like it.
I've got something a little bit different to share here. First is that the Desert Music Pack has been added to the store. It's composed by Matt Hawken Music and he contracted me to make the album art for it.
Next is actually another music pack but this time it's with Pumodi (who did the New Bloom music pack). This one is the Highlander Music pack and it just got added to the workshop so if you're a music fan check it out, it kinda got lost in all the 6.86 news so not many people have voted on it.
We've actually been plugging away at the Highlander pack since September but the workshop tools for music only got added back in with 6.86. But that gave us some time to do a loading screen as well which we're hoping to bundle together:
I really like the Scions of the Sky and the Year Beast screens, and given that there were no hero items to go with this set I was able to something more along those lines. I'd love feedback on this btw, it obviously doesn't match the current Set + Loading Screen formula so who knows if it'll work.
I dont know about 3d studio, but I would recommend you to use smd tool for blender3d it can import and export dmx/smd and support flex animation (what is pretty handy).
You can try to use blender as converting software between dmx and smd.
I dont know about 3d studio, but I would recommend you to use smd tool for blender3d it can import and export dmx/smd and support flex animation (what is pretty handy).
You can try to use blender as converting software between dmx and smd.
Hello everyone, im new here and i did a post in the wrong section, so here is again, this is my firts real try on doing a full dota 2 set, this is the concept art, i been working on the steam workshop for teamfortress 2 but know i want to jump to Dota2, hope you guys like it im just a concept artist so this wont be done until someone claim it for 3Dm, if someone is interested please tell me
I'm trying to use the Reborn importer for the first time and I keep running into an issue... Anyone know what might be causing this skinning error?
I'm fairly certain I'm skinning exactly like how I used to for the old importer and saving it as an FBX, so I'm not sure what's going wrong...
Hey! Did you freeze the transformations / clean the history? What kind of rigging are you doing? (If in maya: rigid, heat mode, smooth bind etc).
Hi! I use 3ds Max. So I just use the Skin modifier and add and weight the bones I want to it. As for cleaning the history, I use "Reset XForm" in Utilities, and I reset the object's Transform and Scale in Hierarchy. I assume that's what you mean, right?
I'm trying to use the Reborn importer for the first time and I keep running into an issue... Anyone know what might be causing this skinning error?
I'm fairly certain I'm skinning exactly like how I used to for the old importer and saving it as an FBX, so I'm not sure what's going wrong...
Hey! Did you freeze the transformations / clean the history? What kind of rigging are you doing? (If in maya: rigid, heat mode, smooth bind etc).
Hi! I use 3ds Max. So I just use the Skin modifier and add and weight the bones I want to it. As for cleaning the history, I use "Reset XForm" in Utilities, and I reset the object's Transform and Scale in Hierarchy. I assume that's what you mean, right?
Probably... I'd also try to clean up the mesh for weird geometry. Check for vertexes inside the mesh as well!
I'm assuming this has more to the number of bones. Do you have the root bone? Extra bones?
Then there is the 'zero skin weights'.... You have a vertice or more that isn't weighted.
I always rig the entire mesh to the root bone FIRST. Then skin to the bones you actually want it on. That way if you miss something it still has a weight on it, it will stretch all weird in game but you can later track that down.
(btw I still have that sword I made and got it in game, the issue I couldn't track down was the specular is all screwy on Abbadon and it was basically glowing white in game [nomatter what I did], that kind of stalled it out - sorry , also not having a set which seems about the only way to get anything in game unless you are very very lucky)
Hi, i have made a custom version of Blender called Dark Blender that is optimized for creating game assets particularly Dota. I have already presented it a few page ago, but i have done an huge update since then. Now in Dark Blender you can sculpt your HP and generate your Dota Stylized Game asset from it in 1 click and less than 30 seconds. A script will bake (and create a cage) and tweak your AO, bake the normal map, the bent map (and use a specific channel to fake a slight top lighting). It will generate your low poly, unfold it, optimize the texel density. The node editor will generate a Greyscale ready to paint texture with gradients. I have added 20 gradients picked from Dota. Once your low poly will be generated Dak Blender will create a lighting setup to see your model's normal and spec. You will have to replace the Albedo and Spec textures in the GAMEPREV shader by your generated texture in the node editor. You can paint directly the spec map by switching in Painting Mode you will see a Spec layer, use a bright color to add reflection.
A demonstration, i sculpt an axe for Alchemist with Dynatopo then i run the script and.. done 30 seconds:
CRAFTSMANEDDIE : I think they would have made the anoucement allready . Considering the new Major is asian ; I think its someting that Nexon will handle ( just speculating ) .
CRAFTSMANEDDIE : I think they would have made the anoucement allready . Considering the new Major is asian ; I think its someting that Nexon will handle ( just speculating ) .
So you think Nexon will handle set selection as well? Hmm maybe, although I don't think Valve has relinquished control like that before. I am thinking maybe they have a lot of remaining sets since the last call to arms for the Frankfurt Major.
Hi, i have made a custom version of Blender called Dark Blender that is optimized for creating game assets particularly Dota. I have already presented it a few page ago, but i have done an huge update since then. Now in Dark Blender you can sculpt your HP and generate your Dota Stylized Game asset from it in 1 click and less than 30 seconds. A script will bake (and create a cage) and tweak your AO, bake the normal map, the bent map (and use a specific channel to fake a slight top lighting). It will generate your low poly, unfold it, optimize the texel density. The node editor will generate a Greyscale ready to paint texture with gradients. I have added 20 gradients picked from Dota. Once your low poly will be generated Dak Blender will create a lighting setup to see your model's normal and spec. You will have to replace the Albedo and Spec textures in the GAMEPREV shader by your generated texture in the node editor. You can paint directly the spec map by switching in Painting Mode you will see a Spec layer, use a bright color to add reflection.
A demonstration, i sculpt an axe for Alchemist with Dynatopo then i run the script and.. done 30 seconds:
K-Pax: and the sculpting tool are more powerful than ZBrush too because the topology is rebuilt has you sculpt thanks to Dynatopo but a lot ignore than Blender can do that. And the SSAO if well tweaked allow to see the greyscale in real time. https://youtu.be/LBtt6n0sah0 And for modeling you have Hard Ops which is more powerful and faster than MeshFusion. https://youtu.be/w_R1Nxp4wWY
KONRAS: the tool that will help you the most is the tool i have released to create a Dota asset in one click with all his textures. And you can paint on your model and see the specularity in real time while you paint it. Everything is done automatically that mean once you launch my script you are ready to paint the spec, use gradient to color or the premade overlay color layer.
I have updated my script, now you can set the polycount of the generated Dota asset. Here i set 650 and get 645 tris for my LP. Don't forget to replace the AO for the Albedo of the GAMEPREV shader by the generated texture in the node editor. You can also replace the spec texture with the generated texture.
I will add a node today to change the image ratio from 2048*2048 to 1024*2048 or 2048*1024. Tell me if you have any bug with the script or if you have suggestions to improve it. If you don't use Blender you can import your sculpted model from ZBrush to generate your Dota ready model.
Replies
You can write me in PM or in Steam. http://steamcommunity.com/id/mr1nobody1091/
Hello Guys,
I did a Set for Queen of Pain. Pls have a look and guve me some advice or comments:)
http://steamcommunity.com/sharedfiles/filedetails/?id=563086941
http://steamcommunity.com/sharedfiles/filedetails/?id=563389444
http://steamcommunity.com/workshop/filedetails/?id=545247952
Hope you like it. Thanks
http://steamcommunity.com/workshop/filedetails/?id=564721554
http://steamcommunity.com/workshop/filedetails/?id=565888647
Does anyone know how to remove a default particle?
Help please.
Thank you.
@Kendisian: Is there a particle spawning model slot in any of the items? If not, I'm afraid you can't get rid of it. Tell valve to remove it, if your asset gets ingame.
http://steamcommunity.com/sharedfiles/filedetails/?id=569095094 if you like it and want to help me, you can vote here, cheers!
Before the workshop update good sets easily got a 95+ score. Now they hardly get 70+.
Other than that I think people just don't care about the set and click no, I dunno and I don't intend to think too much about these aspects.
Nice sets btw
Does anyone know if there's rigs for Tegu and 'Piggyback'?
And if there are, would I be able to animate them for my Games Anim showreel?
Just the ingame rig would be included.
It's inspired by my Dominance War 4 Entry, that maybe some of you remember.
https://www.youtube.com/watch?v=NmvdbnkJwcg
https://drive.google.com/folderview?id=0BxB6mTDW1V6bQlBJcnllOFdnbXM&usp=sharing
The you can get all the models as mdl and you can demcopile to use as a base for your sets
I've got something a little bit different to share here. First is that the Desert Music Pack has been added to the store. It's composed by Matt Hawken Music and he contracted me to make the album art for it.
http://www.dota2.com/store/itemdetails/11373
Next is actually another music pack but this time it's with Pumodi (who did the New Bloom music pack). This one is the Highlander Music pack and it just got added to the workshop so if you're a music fan check it out, it kinda got lost in all the 6.86 news so not many people have voted on it.
http://steamcommunity.com/sharedfiles/filedetails/?id=561266233
We've actually been plugging away at the Highlander pack since September but the workshop tools for music only got added back in with 6.86. But that gave us some time to do a loading screen as well which we're hoping to bundle together:
http://steamcommunity.com/sharedfiles/filedetails/?id=577229388
I really like the Scions of the Sky and the Year Beast screens, and given that there were no hero items to go with this set I was able to something more along those lines. I'd love feedback on this btw, it obviously doesn't match the current Set + Loading Screen formula so who knows if it'll work.
p.s. Valve still did not fix the issue, which did not allow to export vertex groups with models.
btw how to import dmx files to 3dsmax?any tips?
I dont know about 3d studio, but I would recommend you to use smd tool for blender3d it can import and export dmx/smd and support flex animation (what is pretty handy).
You can try to use blender as converting software between dmx and smd.
Thanks a bunch, man!
Gonna decompile 'em tomorrow.
wow thanks TVIDOTTO, Almost missed.
Anyone know what might be causing this skinning error?
I'm fairly certain I'm skinning exactly like how I used to for the old importer and saving it as an FBX, so I'm not sure what's going wrong...
As for cleaning the history, I use "Reset XForm" in Utilities, and I reset the object's Transform and Scale in Hierarchy. I assume that's what you mean, right?
'Bone indices are out of range'
I'm assuming this has more to the number of bones. Do you have the root bone? Extra bones?
Then there is the 'zero skin weights'.... You have a vertice or more that isn't weighted.
I always rig the entire mesh to the root bone FIRST. Then skin to the bones you actually want it on. That way if you miss something it still has a weight on it, it will stretch all weird in game but you can later track that down.
(btw I still have that sword I made and got it in game, the issue I couldn't track down was the specular is all screwy on Abbadon and it was basically glowing white in game [nomatter what I did], that kind of stalled it out - sorry , also not having a set which seems about the only way to get anything in game unless you are very very lucky)
Now in Dark Blender you can sculpt your HP and generate your Dota Stylized Game asset from it in 1 click and less than 30 seconds. A script will bake (and create a cage) and tweak your AO, bake the normal map, the bent map (and use a specific channel to fake a slight top lighting). It will generate your low poly, unfold it, optimize the texel density. The node editor will generate a Greyscale ready to paint texture with gradients. I have added 20 gradients picked from Dota.
Once your low poly will be generated Dak Blender will create a lighting setup to see your model's normal and spec. You will have to replace the Albedo and Spec textures in the GAMEPREV shader by your generated texture in the node editor. You can paint directly the spec map by switching in Painting Mode you will see a Spec layer, use a bright color to add reflection.
A demonstration, i sculpt an axe for Alchemist with Dynatopo then i run the script and.. done 30 seconds:
Download: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation&p=2991330&viewfull=1#post2991330
So you think Nexon will handle set selection as well? Hmm maybe, although I don't think Valve has relinquished control like that before. I am thinking maybe they have a lot of remaining sets since the last call to arms for the Frankfurt Major.
And for modeling you have Hard Ops which is more powerful and faster than MeshFusion.
https://youtu.be/w_R1Nxp4wWY
I have updated my script, now you can set the polycount of the generated Dota asset. Here i set 650 and get 645 tris for my LP. Don't forget to replace the AO for the Albedo of the GAMEPREV shader by the generated texture in the node editor. You can also replace the spec texture with the generated texture.
I will add a node today to change the image ratio from 2048*2048 to 1024*2048 or 2048*1024. Tell me if you have any bug with the script or if you have suggestions to improve it.
If you don't use Blender you can import your sculpted model from ZBrush to generate your Dota ready model.
Download Dark Blender: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation