And how do you transform the High poly into a Low Poly ?
Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
Thanks Hawkseye! The concept was made by my friend Mango , i modeled and textured.
I made some little adjustments to the colors and i think this is final :
Tomorrow i'll submit to the workshop, its like 5:40 am here , need to sleep.
You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.
The weapon is pretty nice and worth the time to fix the normal map baking error.
Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.
The weapon is pretty nice and worth the time to fix the normal map baking error.
Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
Well your right about that, although real hard edges never exsist offcourse! Sorry i'm an engineer as profession so I needed to call that one
There are also some more issues, the start of the blade got a weid bake edge on it as well, probably from the cage or the high poly version not completely sure, but it looks weird. You can also manually change this in photoshop though.
I would define the straps a bit more by adding some more contrats manually on the texture. Now it seems like your only using the AO (lightning) map as a overlay.
This is still pretty early WIP, but I wanted to show stuff anyway. Lots left to do on the horse. His head armor, front armor, reins, butt armor and to figure out if I can actually get away with having double front legs. I did some tests with two tubes driven by the one bone chain and it was passable.
This is still pretty early WIP, but I wanted to show stuff anyway. Lots left to do on the horse. His head armor, front armor, reins, butt armor and to figure out if I can actually get away with having double front legs. I did some tests with two tubes driven by the one bone chain and it was passable.
The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
He said that he still needs to do his head armor. I guess that head is just for size reference.
It looks good, but I think the flying animations need to be a bit more exaggerated, in game they look very static and you lose out on all those details. Right now the flying run cycle doesn't even look like hes animated.
Upvote and favorite from me nevertheless! :thumbup:
I was really hoping for a lookout pose when on flying mode, and kinda agree with what Helenek said, a bit more oscillation on the flight pattern would make it look better, along with a faster turning propeller.
But man, amazing work on everything else, this was really well executed, congrats!
@mihalceanu: That's an interesting feedback. I picked purple cowl
for the following reasons:
-Brown-red-orange-yellow colors would give the mount a too low
energetic vibe (close colors scheme are good for defensive/passive units)
-Ultramarine-blue-cyan-teal color are already taken by batrider, it's the opposing
hue to orange-red. Give a very energetic vibe of the mount,
but i'm concerned it will not stick out from batrider.
-Base body has already a lot of black and white colors, so i can't use them for the cowl
If you have a color you may think it's good for Batrider, I'm still up for testing (it's not released yet)!
Nice weapon concept, but I think you should consider making it darker and adding that hot metal glow to it, it would look more fitting as of now it doesn't follow the character's palette.
I know it's widely regarded as useless spam, and it is, but I just got my first "Valve add this please" thumbs up comment. It feels like a rite of passage.
On the topic of the censored versions of heroes, if you look at the full models for say clinkz and skeleton king, they didn't just add masks, they also enlarged all the armor pieces so that they cover up the bones.
I wonder what that'll mean for cosmetics? Will they "enlarge" any sets we make for these characters for us? or will it show some weird texture underneath not covered by regular sized sets?
On the topic of the censored versions of heroes, if you look at the full models for say clinkz and skeleton king, they didn't just add masks, they also enlarged all the armor pieces so that they cover up the bones.
I wonder what that'll mean for cosmetics? Will they "enlarge" any sets we make for these characters for us? or will it show some weird texture underneath not covered by regular sized sets?
The cape clipping on SK suggests that they don't enlarge removable parts, they just add mesh underneath. Boy, clinkz is going to have a hard time.
This little bugger has taken over my life for the past couple of weeks, but he's finally done!
Allow me to introduce you to Itsy, the Spider Courier:
This is so cute, hope he gets in the game.
So I've finally gotten my items in the workshop viewer but is the only way to view the entire set on the character with mdl files? When I click 'additional items' the only option is mdl files. I read that you have to export stuff as smd(with a plugin) and then compile them into mdl?
Is that how you guys get your grayed out images with the current item highlighted?
Import each item you want to test and mdls will be compiled automatically - when you go to Additional Items you can find the compiled stuff in dota 2 beta\dota\models\items\[HeroName]\[Some crazy number]\[Your File Name]
For the grayed out images I just use Maya/Marmoset
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.
God damn it, make a set out of that mace & shield and I'll buy it. Really nice job, dude.
Knald's awesome, I'm using it to generate ao from normal/bent normal maps from xnormal. I really like getting separate concavity/convexity maps from Knald, it gives you so much more control and doesn't lower the overall levels of your textures.
Just a general question - How much do you care about how well your item/set will work with other stuff ingame.
I am asking that because after seeing those two items head/back slots that are accepted I don't think Valve even checks this. http://steamcommunity.com/sharedfiles/filedetails/?id=131176486&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=100915856&searchtext=
Maybe someone knows how they work in game, is there a separation of hair and googles, or hair just goes thru cloak?
How do you approach this subject:
- check all stuff accepted for this char
- check only default items
- don't care
As for myself I mostly try to make it work with default set and only briefly look if there will be no intersections with other stuff already accepted. Also if I want to add something on head if there is no head slot I go for slot that is closest to head, if i would like to add boots for example i would add theme in belt or any other lowest slot.
Looking forward to your opinions.
I always try to make the items in a way they don't clip with the default items, I think it's a good rule of thumb to avoid them conflicting with other sets.
The frog hood for rubick was added a bit after I submitted this http://steamcommunity.com/sharedfiles/filedetails/?id=128558200&searchtext=
I'm pretty sure if both are worn at the same time they'd clip very poorly
which was incredibly annoying since that hood was added to the cape slot rather than the head slot
but then again, what's stopping valve from adding the incompatibility feature from TF2 which stops certain items from being equipped together
my personal rule is, Model your items so they mix well with the defaults
Replies
haha! 10/10 would buy!
Violence and death involing pandas is banned.
I dont see a problem with it.
I like the tusk sigil on the side :]
And how do you transform the High poly into a Low Poly ?
Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
I can explain it in one word
Magic!
You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.
The weapon is pretty nice and worth the time to fix the normal map baking error.
Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
Well your right about that, although real hard edges never exsist offcourse! Sorry i'm an engineer as profession so I needed to call that one
There are also some more issues, the start of the blade got a weid bake edge on it as well, probably from the cage or the high poly version not completely sure, but it looks weird. You can also manually change this in photoshop though.
I would define the straps a bit more by adding some more contrats manually on the texture. Now it seems like your only using the AO (lightning) map as a overlay.
Meepo pickaxe base!
Concept by Sharc.
EDIT
Sculpt done!
The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
http://www.twitch.tv/hawtkoffee
He said that he still needs to do his head armor. I guess that head is just for size reference.
[ame="http://www.youtube.com/watch?v=wHX6kD5JvXo"]Mok - Dota 2 courier[/ame]
Votes on the workshop would be appreciated too
http://steamcommunity.com/sharedfiles/filedetails/?id=147234127
It looks good, but I think the flying animations need to be a bit more exaggerated, in game they look very static and you lose out on all those details. Right now the flying run cycle doesn't even look like hes animated.
Upvote and favorite from me nevertheless! :thumbup:
And it's done!
I was really hoping for a lookout pose when on flying mode, and kinda agree with what Helenek said, a bit more oscillation on the flight pattern would make it look better, along with a faster turning propeller.
But man, amazing work on everything else, this was really well executed, congrats!
PKSpark : purple isnt going to well with the orange and brown imo , I would play around with the collor scheme .
update :
New weapon for chaos knight ..I think it came out preety decent considering that I didnt like the idea to much to start with
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=147255403
for the following reasons:
-Brown-red-orange-yellow colors would give the mount a too low
energetic vibe (close colors scheme are good for defensive/passive units)
-Ultramarine-blue-cyan-teal color are already taken by batrider, it's the opposing
hue to orange-red. Give a very energetic vibe of the mount,
but i'm concerned it will not stick out from batrider.
-Base body has already a lot of black and white colors, so i can't use them for the cowl
If you have a color you may think it's good for Batrider, I'm still up for testing (it's not released yet)!
Allow me to introduce you to Itsy, the Spider Courier:
I'm in love with it! Really hope Valve accepts it, because I'm buying it the second it appears on the store
Really awesome work!
Lovely job, Hudston.
@mihalceanu:
Nice weapon concept, but I think you should consider making it darker and adding that hot metal glow to it, it would look more fitting as of now it doesn't follow the character's palette.
I know it's widely regarded as useless spam, and it is, but I just got my first "Valve add this please" thumbs up comment. It feels like a rite of passage.
http://tf2b.com/diff.php?gid=205790
Somewhere something went terribly wrong with my weapon!
Updated my model and removed the frills. I moved all of that to the top of the model.
Quas invoker set anybody?
Exept for the AA
That Skeleton King and mask of madness look baller as hell, now i need some vertical-line helmets. Chaos Knight, here i come!
On the topic of the censored versions of heroes, if you look at the full models for say clinkz and skeleton king, they didn't just add masks, they also enlarged all the armor pieces so that they cover up the bones.
http://imgur.com/a/TWi1M#11
I wonder what that'll mean for cosmetics? Will they "enlarge" any sets we make for these characters for us? or will it show some weird texture underneath not covered by regular sized sets?
The cape clipping on SK suggests that they don't enlarge removable parts, they just add mesh underneath. Boy, clinkz is going to have a hard time.
This is so cute, hope he gets in the game.
So I've finally gotten my items in the workshop viewer but is the only way to view the entire set on the character with mdl files? When I click 'additional items' the only option is mdl files. I read that you have to export stuff as smd(with a plugin) and then compile them into mdl?
Is that how you guys get your grayed out images with the current item highlighted?
For the grayed out images I just use Maya/Marmoset
Such a big update this time. Lovely.
Knald's awesome, I'm using it to generate ao from normal/bent normal maps from xnormal. I really like getting separate concavity/convexity maps from Knald, it gives you so much more control and doesn't lower the overall levels of your textures.
I am asking that because after seeing those two items head/back slots that are accepted I don't think Valve even checks this.
http://steamcommunity.com/sharedfiles/filedetails/?id=131176486&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=100915856&searchtext=
Maybe someone knows how they work in game, is there a separation of hair and googles, or hair just goes thru cloak?
How do you approach this subject:
- check all stuff accepted for this char
- check only default items
- don't care
As for myself I mostly try to make it work with default set and only briefly look if there will be no intersections with other stuff already accepted. Also if I want to add something on head if there is no head slot I go for slot that is closest to head, if i would like to add boots for example i would add theme in belt or any other lowest slot.
Looking forward to your opinions.
http://steamcommunity.com/sharedfiles/filedetails/?id=128558200&searchtext=
I'm pretty sure if both are worn at the same time they'd clip very poorly
which was incredibly annoying since that hood was added to the cape slot rather than the head slot
but then again, what's stopping valve from adding the incompatibility feature from TF2 which stops certain items from being equipped together
my personal rule is, Model your items so they mix well with the defaults