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.
HELP ME!!!!!!!!!!! WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
HELP ME!!!!!!!!!!! WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
Hey guys oh man i wish i had enough time to make dota stuff i try to be active this year. Anyway im working on this lifestealer head. It is still a wip and because i suck at drawing concepts i try to come with something on the spot. Feedback would be nice.
Hello workhoppers I made 2 videos about baking and denoising textures in blender 3d and GIMP Fist one: Baking position map (aka gradient map) https://youtu.be/OimpqTt2kQk
We call this the Crimson Slice! Concept came from the ever mysterious Rob. Anwar Bey-Taylor created the Model, textures and materials. Chay Johansson did all the in game set up and rig. This piece was really fun. It is currently in the workshop here: http://steamcommunity.com/sharedfiles/filedetails/… Head over and vote it up! Thanks.
@katzeimsack As a person who loves playing a bunch of LC, I really like how that set is turning out! Is the front of the helmet going to be asymmetrical? Maybe experiment with an asymmetric warpaint over it with a red similar to the colors of the flags. Maybe a slanted red stripe or something to contrast the yellow of the helmet? Could look really neat!
Which of these two models is correct? Left model from site. Right from Workshop tools. I make set but I do not know which of these two models is correct.
i need your help. have you encountered texture output like this?
I checked the normals and it is facing correctly. also checked the position of each LODs, they are the same. now i dont know what cause this weird texture output on the SWORD.
Valve isnt allowing particle effects atm. If they like your set, they would apply the effect by themselves.
Thanks for this. I swear the last update i found particle editor option in the workshop tool. then again when i opened it recently, it's not there anymore. thanks!
@katzeimsack UPDATED the image. thank you for checking it out. Any idea why it appears there? The blue color is not visible in maya but it is visible when i import it in the tool.
@katzeimsack UPDATED the image. thank you for checking it out. Any idea why it appears there? The blue color is not visible in maya or marmoset but it is visible when i import it in the tool.
The blue splotches are probably rimlight. Did your lowpoly export properly?
Hey there folks, I have a question regarding lighting and baking. I have yet to come across this topic, so maybe I'm just overthinking it, but here it goes.
When baking, how do you set up the light sources when baking? I saw videos where it is stated to use many light sources, some use none and here it makes a big difference, as I dont know which is the correct aproach. As you can see, with just 2 light sources, the rope is dropping shadows left and right and the ingame lighting will add more shadows.
Replies
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
Nearly finished my pugna set
and I started a legion set:
(highpoly blockout)
WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
WHAT PROGRAM SHOULD I USE? 'm Brazilian and it is so difficult to find forums on this subject, there are no blogs on this subject in my language, I would be grateful if anyone could help me, I want to do videos, Dota animations, they showed me use the SDK program but it is not working
Always down for collabs by the way.
I made 2 videos about baking and denoising textures in blender 3d and GIMP
Fist one:
Baking position map (aka gradient map)
https://youtu.be/OimpqTt2kQk
Second:
3 ways of baking textures in blender and 2 ways of denoising
https://youtu.be/B7fk3J8Ezdk
Hope it would be pretty handy for you
http://steamcommunity.com/sharedfiles/filedetails/?id=603362555
http://steamcommunity.com/workshop/filedetails/?id=595870348
Christian Schob and me finished our Pugna set.
http://steamcommunity.com/sharedfiles/filedetails/?id=603551806
We call this the Crimson Slice!
Concept came from the ever mysterious Rob.
Anwar Bey-Taylor created the Model, textures and materials.
Chay Johansson did all the in game set up and rig.
This piece was really fun.
It is currently in the workshop here: http://steamcommunity.com/sharedfiles/filedetails/…
Head over and vote it up! Thanks.
@Mind: How does the highpoly look?
Started texturing my legion set
Unlit for now
Which of these two models is correct? Left model from site. Right from Workshop tools.
I make set but I do not know which of these two models is correct.
ty
Is it possible now to edit /make particle effect in Dota 2?
Does anyone here knows tutorial or links on how to edit or put particles?
Please help. Thank you!
i need your help. have you encountered texture output like this?
I checked the normals and it is facing correctly. also checked the position of each LODs, they are the same.
now i dont know what cause this weird texture output on the SWORD.
Please HELP!
thanks!
Christian Schob and me finished another DOTA set.
Would be nice, if you guys support it in the workshop.
http://steamcommunity.com/workshop/filedetails/?id=609601071
Any idea why it appears there? The blue color is not visible in maya but it is visible when i import it in the tool.
i dont know where i went wrong here.
Anyone who can help me please. THANK YOU SO MUCH!
But, I feel like that the color scheme is too red and yellow for Omniknight.
I'm trying to get the color scheme to match omniknight better but I'm not quite sure what to do.
I have yet to come across this topic, so maybe I'm just overthinking it, but here it goes.
When baking, how do you set up the light sources when baking? I saw videos where it is stated to use many light sources, some use none and here it makes a big difference, as I dont know which is the correct aproach.
As you can see, with just 2 light sources, the rope is dropping shadows left and right and the ingame lighting will add more shadows.
So, what would be the correct way of doing it.
Im doing this in Blender, FYI
thanks!