I havent had any of the Vimeo spam but i still get the ascii happy face and thumb up spam
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though) http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though) http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
Omg. Good hint.
Gonna try it. Except the online view, is it better then marmoset? How close it is to the dota 2 shading results?
hey guys, how do i bake the normal after sculpturing my item?
I just want to have the Normal map, the item do not has any changes in shape as I only did some scratches, dents and cuts to make it realistic.
I havent had any of the Vimeo spam but i still get the ascii happy face and thumb up spam
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though) http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
If i was to go exported selected whilst only having the joints selected wouldn't that mean that only the skeleton rig would be exported into the fbx? And also another question do i still use the bake animation options whilst im exporting the fbx? or if i have baked them into the model whilst in maya is that option not needed?
yeah, it would export only the animated joints, nothing else-- this works if you use this file just for the animation slots. for your main rigged model/fbx, you'd export everything (model and joints in bind pose, with no animations baked).
for your next question, personally i use the bake animation options anyways, to be safe lol. also you can use it to ensure the correct start and end frame that gets exported (sometimes i have the timeslider farther out than the cycle time and it would otherwise bake that range)
Cool CK weapon. Thanks for pointing out Verold Studio Annuxi, there are a lot of browser 3d embedding coming out recently its hard to keep track of all of them. Here's my progress on one my Ursa sets, i decided i liked both of the concepts i had, the other one is at about the same state im still working on the skull and didnt want to show till it was done.
Just basic colors still trying to find ways to make it more ornate, I think i need to add some seams with different metals.
Maybe it's just me but on both of those Ursa sets the shoulders and the metal bracers look huge. It's not as bad on the fur and bear skull set but on the metal set I think they hide a bit too much of the stock Ursa. With the fur set I'd also be worried about the shoulders awkwardly bending with the animations or clipping a lot of they're just rigged to the shoulder bone.
Ok so another technical question which (I've only cheated around but never addressed);
How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
Ok so another technical question which (I've only cheated around but never addressed);
How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
This generates normals based on greyscale image data. Obviously it isn't as accurate as using geometry, but it does work.
I'd rather not use that thing again; my last use of it was during the Polycount contest in October. It works, just not for what I really need.
I suppose a better way of posing my question is why are all the normals mapping tutorials for adding detail? I can't even use them because using the same model doesn't generate anything.
What are you doing this for exactly? Are you asking this because you don't have access to a sculpting program?
I think the only way around this is to paint a greyscale bump map and convert it to a normal map through Crazybump or some type of plugin
I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
And I don't think my glow map is showing up or it is VERY subdued. I saved the mask file with the alpha turned on so I dunno...help please
It's not supposed to be brightly glowing, think of it as ignoring lighting, it glows in the dark and gives faint bloom in the ingame view. That's it. For some noticeable effect you want detail map, but i'm not sure Faceless Void have those.
I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
NDO2 is probably the best mask to normal map and other map program out there apparently. You could try that.
Though you should really Make time to invest in your arts future. While tricks are good, they can only get you so far
That is looking really great, it fits him really well!
A lot of CK items being posted recently, so I though I need one as well. Although I'm still working on some other stuff I wanted to test thismone out..
What do you guys think, still needs a lot of work though.
Andyk125: thank you . I like the axe , but I would tone down the fiery steel . now it has the color of bright malleable metal .I'd keep the brightness where the blades meet with the shaft , and you might also add some glow reflexion on the "non glowy" metal .
cheers
I'd rather not use that thing again; my last use of it was during the Polycount contest in October. It works, just not for what I really need.
I suppose a better way of posing my question is why are all the normals mapping tutorials for adding detail? I can't even use them because using the same model doesn't generate anything.
You guys shoud check Polycount's frontpage more often.
Anyway, I'll jump in the bandwagon and recommend you to start sculpting stuff, because it actually saves time and yield better results, there's no reason not to.
If you're willing, Blender is free and has a very solid sculpt mode, give it a try.
Hey guys I'm trying to skin my items to the rig but the Maya Acsii file from the workshop doesn't load correctly, I get an error in the script editor about unrecognized nodes. The skeleton shows but the mesh is not there. Did Valve upload a faulty file or is it on my end?
Its not so much a problem with a few items that won't deform but there are a few problem areas.
Sukotto,
I made a post in one of Spudnik's threads about this issue: here.
The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.
That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.
The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?
I made a post in one of Spudnik's threads about this issue: here.
The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.
That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.
The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?
Hope that helps.
Oh god. WHY am I so DUMB?! Haha Why did I not think to check the render layers -____-
That's like the dumbest thing I've done in Maya for a looooong time.
Doing some Chaos Knight items, high poly's are done for the helmet and weapon, I'm not going to bother with a horse and it's armor, since I think it would be good to have a separate set for Chaos Knight from the horse. Since I'm almost done with examinations, I will attend full time. I went to the blunt weapon direction since it's suppose to be a mace.
After a long pause from my progress, i have resumed with some new updates to my older set. Started of by completing the 3D meshes of the other parts to be able to focus on each step properly. Her's a screenshot of my current anti-mage set
(note that i recolored him to make contrast to the items while they have no color texture)
Hey guys, just wanted to ask if anything about the coloration or shape looked off to anyone. Below is ingame and workshop footage of the full set (in it's current iteration). My eyes are currently really strained from trying to discern deformation from strain and torsion today, so I figure I'd ask trained eyes.
[ame="http://www.youtube.com/watch?v=DajYWlIde4c"]http://www.youtube.com/watch?v=DajYWlIde4c[/ame]
Just to clarify, I meant without the ability to connect to the DOTA2 network.
And based on my attempts, I think it's safe to say that is not yet implemented. Would love to have the ability to do test-compiles when I don't have a connection though.
Now for a more design-type question; In general, is a smooth color transition better (to prevent noise), or are details better done with sharp edges? I'm noticing that quite a few of the recent submissions have very stark jumps between colors, and this goes against what I did previously.
TL;DR: How do you know when to blur and when not to (for a texture)?
as far as i know, you cannot launch dota without a internet connection
Alas, our poor pandas may not be long for this world
at least we've managed to archive priceless footage of these strange peculiar creatures
[ame="http://www.youtube.com/watch?v=sGF6bOi1NfA"]Cute pandas playing on the slide - YouTube[/ame]
That looks really awesome! Like metioned in your thread I would change the scales or whatever they are. The rest is just too good
About the low violence changes for dota, well I think they all look pretty terrible. Also I don't like hole idea about the low violance stuff. It's just game, are the chinese weird enough to believe it's al real or something, they do live in a strange world (mind)..
Also I think we would laugh our asses off when we see their battle history, they probably all faint when seeing blood or skeletons
Btw Bronto your monster will probably won't be allowed their as well, because of the scary teeth and stuff.
Replies
[SKETCHFAB]qEoqwzImp5LchXOMQdFIrZUnOjl[/SKETCHFAB]
(I just had to try out sketchfab)
http://www.youtube.com/watch?feature=player_embedded&v=yTm59hvWH3I
So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though)
http://studio.verold.com/projects/519b397881bccb020000009a
This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
Omg. Good hint.
Gonna try it. Except the online view, is it better then marmoset? How close it is to the dota 2 shading results?
Stick with the old spikes or these larger stakes?
Little bit of Majora's mask shape , Ck with a heart shield will be a little bit weird maybe add some spikes.
I just want to have the Normal map, the item do not has any changes in shape as I only did some scratches, dents and cuts to make it realistic.
This is awesome! Thanks for pointing it out!
yeah, it would export only the animated joints, nothing else-- this works if you use this file just for the animation slots. for your main rigged model/fbx, you'd export everything (model and joints in bind pose, with no animations baked).
for your next question, personally i use the bake animation options anyways, to be safe lol. also you can use it to ensure the correct start and end frame that gets exported (sometimes i have the timeslider farther out than the cycle time and it would otherwise bake that range)
hope that helps!
I've made a blunt weapon for chaos knight
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=146829284
Just basic colors still trying to find ways to make it more ornate, I think i need to add some seams with different metals.
Anything you hate? Like?
going to do first draft of lowpoly tonight to see if i run into any problems getting this into poly budget
I still need help with getting the rig to open properly in Maya so I can skin the head properly.
And I don't think my glow map is showing up or it is VERY subdued. I saved the mask file with the alpha turned on so I dunno...help please
How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
One way of generating normal maps would be to use a tool like this (Nvidia Normal Map Filter from their Texture Tools):
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
This generates normals based on greyscale image data. Obviously it isn't as accurate as using geometry, but it does work.
I'd rather not use that thing again; my last use of it was during the Polycount contest in October. It works, just not for what I really need.
I suppose a better way of posing my question is why are all the normals mapping tutorials for adding detail? I can't even use them because using the same model doesn't generate anything.
I think the only way around this is to paint a greyscale bump map and convert it to a normal map through Crazybump or some type of plugin
I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
NDO2 is probably the best mask to normal map and other map program out there apparently. You could try that.
Though you should really Make time to invest in your arts future. While tricks are good, they can only get you so far
That is looking really great, it fits him really well!
A lot of CK items being posted recently, so I though I need one as well. Although I'm still working on some other stuff I wanted to test thismone out..
What do you guys think, still needs a lot of work though.
cheers
You guys shoud check Polycount's frontpage more often.
Here's a nifty lil' tool some polycounters are developing: https://www.knaldtech.com/
Anyway, I'll jump in the bandwagon and recommend you to start sculpting stuff, because it actually saves time and yield better results, there's no reason not to.
If you're willing, Blender is free and has a very solid sculpt mode, give it a try.
***
@mihalceanu:
God damn it, make a set out of that mace & shield and I'll buy it. Really nice job, dude.
I made a post in one of Spudnik's threads about this issue: here.
The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.
That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.
The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?
Hope that helps.
Oh god. WHY am I so DUMB?! Haha Why did I not think to check the render layers -____-
That's like the dumbest thing I've done in Maya for a looooong time.
Thanks Battery!
(note that i recolored him to make contrast to the items while they have no color texture)
Meepo weapon based on Sharc's concept:
Thoughts?
EDIT
One from the Workshop preview thingy:
EDIT 2
It's in the workshop!
[ame="http://www.youtube.com/watch?v=DajYWlIde4c"]http://www.youtube.com/watch?v=DajYWlIde4c[/ame]
http://www.dota2.com/workshop/requirements
illusionist set progress
never got an answer there too...
why that hate with pandas? they love pandas there!
if pandas were prohibited they would not be able to play wow =]
as far as i know, you cannot launch dota without a internet connection
its on the workshop, i saw it there. probably they finished it after submitting
at least we've managed to archive priceless footage of these strange peculiar creatures
[ame="http://www.youtube.com/watch?v=sGF6bOi1NfA"]Cute pandas playing on the slide - YouTube[/ame]
But Jack Black was so awesome in those films, plus the original soundtrack was quite good too
Think I might be done with the sculpt
Wierdly I kinda like shadow fiend "non violent" face.
That looks really awesome! Like metioned in your thread I would change the scales or whatever they are. The rest is just too good
About the low violence changes for dota, well I think they all look pretty terrible. Also I don't like hole idea about the low violance stuff. It's just game, are the chinese weird enough to believe it's al real or something, they do live in a strange world (mind)..
Also I think we would laugh our asses off when we see their battle history, they probably all faint when seeing blood or skeletons
Btw Bronto your monster will probably won't be allowed their as well, because of the scary teeth and stuff.