I have a technical question about creating textures for my Dota2 item. This is the first time I've ever created an item for dota 2 and I was wondering about the texture size requirements. I'm making a saddle for Alchemist and on the hero resources it says that the saddle texture can only be 256x256 but the saddle texture that comes with the model is 1024x1024. At 256x256 my saddle is extremely pixelated and Ive already used up about 95% of my UV space. Am I required to stick to the 256x256 size or can I match the 1024x1024 size of the original saddle? Any help that experienced dota 2 modelers can give me would be extremely appreciated.
I have a technical question about creating textures for my Dota2 item. This is the first time I've ever created an item for dota 2 and I was wondering about the texture size requirements. I'm making a saddle for Alchemist and on the hero resources it says that the saddle texture can only be 256x256 but the saddle texture that comes with the model is 1024x1024. At 256x256 my saddle is extremely pixelated and Ive already used up about 95% of my UV space. Am I required to stick to the 256x256 size or can I match the 1024x1024 size of the original saddle? Any help that experienced dota 2 modelers can give me would be extremely appreciated.
When authoring textures the resolution can be whatever you like. Upon importing, however, they will be rescaled to whatever resolution is set for that item slot. I'll spare you the long winded explanation and just say there's no way around this for workshop items. Your saddle will end up being 256x256 ingame.
Here's an example. Original resolution versus what the importer spits out. Special mention goes to the lower resolution also being dxt compressed.
On that note. If you think your saddle looks pixelated now I can assure you it will actually be worse. By the looks of it you've yet to run your downscaled texture through dxt5 compression. Block compression can be something nasty and I would be genuinely surprised if the checkerboard pattern you have survives it.
Without going into too much detail: your texture will be cut into blocks of 4x4 squares that can only hold 4 individual rgb color values each. You are going to lose smaller details because of it. Normalmaps get compressed differently (thankfully) but still use block compression all the same.
With that in mind the best way to improve how your texture looks when run through the importer would be to, sorry to say, redo your uv entirely. Re-use as much uv space as possible. Not only to increase texel density but to minimize inevitable texture compression. A possible exception being the front portion of the jaw. If you end up having the room for it you could make both ends unique as you have it now. The sides of the jaw should still be sharing uv space as you're not even going to see more than one side at a time anyway.
To name a few reasons the resource files are supplied in a much higher resolution to begin with. -They make far more suitable reference for textures than their heavily compressed ingame counterparts. -The higher visual fidelity can be used as a good base for artwork, promotional or otherwise. -An assumption on my part but chances are valve never bothers to downscale before importing. Likewise no downscaled source files would even exist on their end.
Okay so before I submit my item, the effect looks just like I want it to, but after I submit it and put it in "wearables" with other items, it uses the stock particles, anyone has any idea what is going on?
Bump. Can't release my set without figuring out what is going on
Hello! Here's my finished detailing step on Legion Commander sword, interesting what do you think about it!=) I look forward on making those curly decor things gold, not sure on saving overall color scheme though) Thanks!
Guys I've got a question. As I checked on the Triangle limit for the head of Zeus, it's just:
LoD0 Triangle Limit: 600
LoD1 Triangle Limit: 400
The weird thing is when I opened the Valve's model, it has the hair up to 1,094 Tris. The question is, is the model I download from Valve is not the model that being used in the game? Or there's something wrong here? How could I model a new hair for Zeus including a helmet with only 600 Tris??? I see people do it without problem but I just can't figure out how. Thanks in advanced,
Guys I've got a question. As I checked on the Triangle limit for the head of Zeus, it's just:
LoD0 Triangle Limit: 600
LoD1 Triangle Limit: 400
The weird thing is when I opened the Valve's model, it has the hair up to 1,094 Tris. The question is, is the model I download from Valve is not the model that being used in the game? Or there's something wrong here? How could I model a new hair for Zeus including a helmet with only 600 Tris??? I see people do it without problem but I just can't figure out how. Thanks in advanced,
1. Valve sets the limits and breaks them all the time because they can. 2. How do you model new hair within the limit? Get creative, we don't get to break the limit.
So - I eventually had a bit of down time after E3 to finish off this cuddly guy for the Workshop...
As always - you can see more animations, turntables, more breakdowns and in-game shots here: Bane - Lord of Putrefaction Steam Workshop Link Leaving a vote or favourite would be really appreciated!
would happen when everything is perfectly fine in maya? Everything is skinned where it should be, the joints are parented correctly and I'm about to throw my computer out of the window.
@Paproch People so rarely come to polycount this days that I would be not suprised if @mihalceanu didnt see this thread at all. Also pyromancer is most obvious design for Lina. Basicly I dont think there is any other design for her in warhammer lore. Moreover I think this contest will have a lot duplicates. For example @Clyptic and @Robobobo did basicly the same Silencer sets.
Guys i'm not doing any accusations or drama Just pointing mihalceanu to warhammer thread which was made to avoid situations like this, because imo it's a waste of time and possibilities. But yes, Konras, you're right that this forum is almost dead.
@Paproch Yeah you're right, sorry if I sounded badly. This is waste of time for sure. At least for one of you, as for sure both of those sets cant get in. In my opinion you should finish your Lina. I would like to see next contest like this be held at polycount in same way as first Dota2 contest or recent CSGO one. With proper moderation and obligatory WIP threads. Best of luck for both of you!
I
have made a tool that convert your sculpture into an high quality game
asset in one click. You just have to select your high polys and set the
polycount of the different LoDs (yes it generates your LoDs) then you
run the script.
My tool will create a low poly at your desired
polycount that envelop your high poly, it will remove every
intersections to get the highest details possible and best UV Map. If a
mesh is at the X axis it will unfold automatically half of it to get the
highest texel density. It will then bake all your maps in 4k (ao, bent,
normal and save them, composite them to get a cavity map, specular map,
bump map, GI and dirt effect and import them in the 3D view, setup a
lighting and switch to painting mode. Every settings are tweakable you
have a large choice of option to change the texture ratio and scale. You
can plug in gradients i have made a gradient template node for that. I
have also added a node to quickly composite your image, invert the
colors, convert your normal map into a cavity map with an emboss setting
and a node to check if your texture is seamless.
Here is the result i get after straight after running the script on models i have downloaded:
That's not all, you have options to generate a sprite by keying the frame 1-2-3:
You can generate a billboard and also use CUDA to create your maps faster.
The normal map should be 24-bit. In Source 2, red channel is left; green is down; blue is up. If you aren't creating a custom normal map, use a flat normal color (128,128,255).
Hello guys,
I found it on Valve's guide.
I'm using Xnormal for baking normal map, what exactly red, gree, blue settings should I set up in the Xnormal setting when baking? Is it about X, Y, Z coordinates?
Hi guys, I'm currently looking for a long term partnership with a skilled 3d modeler to create dota 2 items, I have experience doing the whole process but I want to focus on design development, icon design and promo art. Here is my portfolio link https://victormelnicov.artstation.com Contact me if interested
Replies
Here's an example. Original resolution versus what the importer spits out. Special mention goes to the lower resolution also being dxt compressed.
On that note.
If you think your saddle looks pixelated now I can assure you it will actually be worse. By the looks of it you've yet to run your downscaled texture through dxt5 compression. Block compression can be something nasty and I would be genuinely surprised if the checkerboard pattern you have survives it.
Without going into too much detail: your texture will be cut into blocks of 4x4 squares that can only hold 4 individual rgb color values each. You are going to lose smaller details because of it.
Normalmaps get compressed differently (thankfully) but still use block compression all the same.
With that in mind the best way to improve how your texture looks when run through the importer would be to, sorry to say, redo your uv entirely.
Re-use as much uv space as possible. Not only to increase texel density but to minimize inevitable texture compression.
A possible exception being the front portion of the jaw. If you end up having the room for it you could make both ends unique as you have it now. The sides of the jaw should still be sharing uv space as you're not even going to see more than one side at a time anyway.
To name a few reasons the resource files are supplied in a much higher resolution to begin with.
-They make far more suitable reference for textures than their heavily compressed ingame counterparts.
-The higher visual fidelity can be used as a good base for artwork, promotional or otherwise.
-An assumption on my part but chances are valve never bothers to downscale before importing. Likewise no downscaled source files would even exist on their end.
Thanks so much for the tips and breakdown, ill definitely go back through and mess with my UVs and look into dxt5 compression.
Dark Blender tutorial - High Poly to Dota Game Asset in 5 minutes
I have made a tutorial on how to go from a ZBrush sculpt to a Dota asset in 5 minutes instead of 5 hours before:Feel free to check it out http://steamcommunity.com/sharedfiles/filedetails/?id=697239307
steam workshop link : http://steamcommunity.com/workshop/filedetails/?id=697357226
http://steamcommunity.com/workshop/filedetails/?id=687577572
http://steamcommunity.com/workshop/filedetails/?id=698456352
Drop a vote if you like.
http://steamcommunity.com/sharedfiles/filedetails/?id=705483840
As I checked on the Triangle limit for the head of Zeus, it's just:
The weird thing is when I opened the Valve's model, it has the hair up to 1,094 Tris.
The question is, is the model I download from Valve is not the model that being used in the game? Or there's something wrong here?
How could I model a new hair for Zeus including a helmet with only 600 Tris??? I see people do it without problem but I just can't figure out how.
Thanks in advanced,
2. How do you model new hair within the limit? Get creative, we don't get to break the limit.
http://steamcommunity.com/workshop/filedetails/?id=712195415
As always - you can see more animations, turntables, more breakdowns and in-game shots here:
Bane - Lord of Putrefaction Steam Workshop Link
Leaving a vote or favourite would be really appreciated!
http://i.imgur.com/rMYYVcD.gifv
would happen when everything is perfectly fine in maya? Everything is skinned where it should be, the joints are parented correctly and I'm about to throw my computer out of the window.
drop a like : http://steamcommunity.com/sharedfiles/filedetails/?id=735078969
drop a like : http://steamcommunity.com/sharedfiles/filedetails/?id=707282823
thanks
http://polycount.com/discussion/169004/warhammer-comes-to-the-dota-2-workshop#latest
Download: http://linko.projects.free.fr/gametools.zip
Official thread: https://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
I have made a tool that convert your sculpture into an high quality game asset in one click. You just have to select your high polys and set the polycount of the different LoDs (yes it generates your LoDs) then you run the script.
My tool will create a low poly at your desired polycount that envelop your high poly, it will remove every intersections to get the highest details possible and best UV Map. If a mesh is at the X axis it will unfold automatically half of it to get the highest texel density. It will then bake all your maps in 4k (ao, bent, normal and save them, composite them to get a cavity map, specular map, bump map, GI and dirt effect and import them in the 3D view, setup a lighting and switch to painting mode. Every settings are tweakable you have a large choice of option to change the texture ratio and scale. You can plug in gradients i have made a gradient template node for that. I have also added a node to quickly composite your image, invert the colors, convert your normal map into a cavity map with an emboss setting and a node to check if your texture is seamless.
Here is the result i get after straight after running the script on models i have downloaded:
That's not all, you have options to generate a sprite by keying the frame 1-2-3:
You can generate a billboard and also use CUDA to create your maps faster.
Hello guys,
I found it on Valve's guide.
I'm using Xnormal for baking normal map, what exactly red, gree, blue settings should I set up in the Xnormal setting when baking? Is it about X, Y, Z coordinates?
Please help me.
Thanks in advanced,
i did a set for sniper this time:
http://steamcommunity.com/sharedfiles/filedetails/?id=739548030
i hope u like it!
http://steamcommunity.com/workshop/filedetails/?id=746543203
http://steamcommunity.com/workshop/filedetails/?id=746114308
Thanks!
http://steamcommunity.com/sharedfiles/filedetails/?id=747390877
http://steamcommunity.com/workshop/filedetails/?id=750117979
Hi!
Deathcraft Heirloom - Riki Set
Hope you like it, I would love to hear opinions/critique. Also, if you have any question, I'd be happy to answer.
http://steamcommunity.com/sharedfiles/filedetails/?id=750940034
Slithering Soothsayer : Tomb King inspired ward.
http://steamcommunity.com/sharedfiles/filedetails/?id=753266028
http://steamcommunity.com/sharedfiles/filedetails/?id=768817644
http://steamcommunity.com/workshop/filedetails/?id=772057376
model
I'm selling my Dota 2 Phantom Assassin set for 50k USD (negotiable). contact me if you are interested.
how about i rework this set base on your idea and sell it back to you for just 25k ?
http://steamcommunity.com/sharedfiles/filedetails/?id=779211736
I have experience doing the whole process but I want to focus on design development, icon design and promo art.
Here is my portfolio link https://victormelnicov.artstation.com
Contact me if interested