@Don Don: Awesome! One of the best sets for Slark!
@Vayne: I noticed my item got a lot of negatives in less than an hour today for some reason. It really sucks, but I don't think it's because the item was for the same character or anything. Probably they just want to get to the top faster
Anyone else have issues with their "Self Made" sets in game shooting off a million "X" particle effect and then when you die your set reverts to the original items? Its something I just noticed and I'm not sure how long its been like that.
Anyone else have issues with their "Self Made" sets in game shooting off a million "X" particle effect and then when you die your set reverts to the original items? Its something I just noticed and I'm not sure how long its been like that.
ALways been like that and will stay that way until they actually add self-made particle effect.
Thought the part about selfmades disappearing after death is a new phenomenon, and it doesn't just affect but all items, I had a mix of selfmades and not selfmades on and it still disappeared on me.
Anyone know why the Pugna importer shows his bracers as an ERROR model? In game they're just completely gone but in the importer it covers up a lot of his model and won't look good for presentation shots.
I like the feel of it, but it could use some more saturation I think. I'd definitely like to see a set, though, I think this could shine with a bunch of other matching pieces!
I love your set too, Don Don, I definitely want to see that in game. The lobster helm is brilliant!
@Hawt: Add more needles to the weapon since it looks more wood than the pointy stuff.
I tried that and it looked a bit too over done, so I decided to keep it concentrated around the striking end
since a Shillelagh is all wood it originally didn't have any bristles, which made it look too boring, so a nice compromise was reached
originally the strap was also bound to the ropes bones but it looked a bit gross so I just folded it back to be held in his hand
If anyone is thinking about working on a courier I'd love to collaborate on one. I'm an animator but have started learning rigging as well so I'd be able to cover those parts of the process! I've made a couple items but am quite new to the modelling/texturing process so I'd leave that to you
My thread has some examples of my work. But here's my latest/most relevant.
Whew, finished the high poly for this set. I decided not to go with the previous head idea, I'll make that later separate from this. I don't want to compromise a whole set with one weird item out of five.
The hardest and also most fun part is behind me now, the rest should be easy to autopilot through.
I sort of Chinese censored my own design. Originally the mask was full on angry skull, but I liked it better simplified.
Whew, finished the high poly for this set. I decided not to go with the previous head idea, I'll make that later separate from this. I don't want to compromise a whole set with one weird item out of five.
The hardest and also most fun part is behind me now, the rest should be easy to autopilot through.
I sort of Chinese censored my own design. Originally the mask was full on angry skull, but I liked it better simplified.
Would love some feedback on this item. It's basically my first model in Zbrush.
It's supposed to be a Conch type of spear for phantom lancer, traditionally serving as a tool to both pierce and bash fish. He is a fisherman after all, no?
The model is made up of a wooden spear, with a conch spearhead, and a pearl butt. The conch is engraved with traditional doodles, and the whole things is wrapped together with some seaweed and sticky goo, the traditional type.
Right now I'm struggling with the projection cage in 3ds max. It's just not fitting well on the low poly version. Also tried polypainting it in Zbrush, looks scary
Would love some feedback on this item. It's basically my first model in Zbrush.
It's supposed to be a Conch type of spear for phantom lancer, traditionally serving as a tool to both pierce and bash fish. He is a fisherman after all, no?
The model is made up of a wooden spear, with a conch spearhead, and a pearl butt. The conch is engraved with traditional doodles, and the whole things is wrapped together with some seaweed and sticky goo, the traditional type.
Right now I'm struggling with the projection cage in 3ds max. It's just not fitting well on the low poly version. Also tried polypainting it in Zbrush, looks scary
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
agreed, try to avoid small details, they will look noise at a distance
Hm, they've added player cards, seems like something along the pennat lines but for players, interesting.
I remember reading something about this some time ago on Reddit. A system where you kinda "follows" a player, making him get items or some stuff like that.
Hey everbody. Congrats to all who got in the latest patch. Great work, love Itsy!
Anyways i need some help, I have two questions.
Does anybody have any experience using adding there own bones for an item? Is this common, i tried it and it seemed to work, but this leads into my second question.
What is the "Overlay" dropdown menu used for in the preview window. And what are these "turns" that are in there. Are they some kind of procedural additive animation.
I'm asking because i'm getting a weird offset when i turn that on, and when the character starts moving ingame. I wish i was able to just do this without a dedicated bone for it, but i couldnt find a combination of initial collar position and skinning that worked at all. It seems like Ursa's poses drastically change his shoulder/neck region or something, or i could have a different issue altogether.
Anywho, any help would be amazing, hit kind of a wall with this part of the set.
drop by my thread if you have any info, thanks!
I'm not sure if Valve would accept an item with added bones but I really couldn't tell you for sure.
But the overlay animations are just layered animations such as look left or look right. Since there are two animations playing that would probably explain the offset you're getting
What's the best way to test how something something which needs a bunch of animations like, oh, let's say a Warlock golem looks in-game without actually having done any of those animations?
Hey everbody. Congrats to all who got in the latest patch. Great work, love Itsy!
Anyways i need some help, I have two questions.
Does anybody have any experience using adding there own bones for an item? Is this common, i tried it and it seemed to work, but this leads into my second question.
What is the "Overlay" dropdown menu used for in the preview window. And what are these "turns" that are in there. Are they some kind of procedural additive animation.
I'm asking because i'm getting a weird offset when i turn that on, and when the character starts moving ingame. I wish i was able to just do this without a dedicated bone for it, but i couldnt find a combination of initial collar position and skinning that worked at all. It seems like Ursa's poses drastically change his shoulder/neck region or something, or i could have a different issue altogether.
Anywho, any help would be amazing, hit kind of a wall with this part of the set.
drop by my thread if you have any info, thanks!
its possible to add custom bones but you will need to upload in a not usual way, you will need to compile it and it will make harder to your item getting accepted
What's the best way to test how something something which needs a bunch of animations like, oh, let's say a Warlock golem looks in-game without actually having done any of those animations?
compile it the old way and replace the default golen in the test client
What's the best way to test how something something which needs a bunch of animations like, oh, let's say a Warlock golem looks in-game without actually having done any of those animations?
Decompile the original golem, it'll give you all his animations and you can load them into the importer.
I got it to a point where I'm pretty sure it should have worked and theeen the Importer is telling me the poly limits for the golem are 1200/2400 instead of 3500/6500.
And you can rest easy, Helenek and Hudson, I'll be giving this guy a whole new set of animations
I've gotten all the other pieces to the set pretty much done but this head is giving me trouble.
As you can see the edge of my head isn't connecting with the edge of the base body but in the rig file the edges are pretty much snapped together. One thing I noticed is that the rig mesh seems to be a single mesh and not composed of the multiple items which definitely makes it hard to actually gauge how to paint the weights. I have it skinned mainly to the Head_1 bone with the edges of the head weighted to Head_0. DId I rig and/or export it incorrectly? And he seems to be suffering from a soft jaw or something, must be because I don't have anything skinned to the Jaw bone or something
I got it to a point where I'm pretty sure it should have worked and theeen the Importer is telling me the poly limits for the golem are 1200/2400 instead of 3500/6500.
And you can rest easy, Helenek and Hudson, I'll be giving this guy a whole new set of animations
Oh whaaa? You are gonna animate him?
So cool!
So while I'm bored I make highpoly for luna. Fun times ensued when I realised her model is 100% not symmetrical in the viewport. T___________T So I had to rotate and delete and mirror to get it looking workable. I hope they fix that for the final model package.
Anyway going for a lunar moth/butterfly theme. I don't like the noise of the silhouette the wings give right now, so I'll smooth them out when I polish. Also I think the back wings on the saddle are too big right now. Might scale them back.
Replies
@Vayne: I noticed my item got a lot of negatives in less than an hour today for some reason. It really sucks, but I don't think it's because the item was for the same character or anything. Probably they just want to get to the top faster
@Rubus, OniLolz: I see. Ah well, I guess I have to learn to expect that. Thanks.
Working on something for Bristleback. Model by Onilolz and textures by me.
Don't know yet if we should make a set or not for him..
I love your set too, Don Don, I definitely want to see that in game. The lobster helm is brilliant!
There is a chance for us to make a set, so I need your opinions:
http://steamcommunity.com/sharedfiles/filedetails/?id=148662129
I figure it might spark some inspiration for some of us.
I made a silly looking shillelagh for bristleback
I tried that and it looked a bit too over done, so I decided to keep it concentrated around the striking end
since a Shillelagh is all wood it originally didn't have any bristles, which made it look too boring, so a nice compromise was reached
originally the strap was also bound to the ropes bones but it looked a bit gross so I just folded it back to be held in his hand
My thread has some examples of my work. But here's my latest/most relevant.
[ame="http://www.youtube.com/watch?v=cycYDjv2avg"]ytsloan_walk_polishing - YouTube[/ame]
Feel free to pm me, email me at rnovak.au@gmail.com, or add me on steam!
@Vlad, did you have any problems with rigging the CK mount? Just wanted to check before i start with the details
Hit me up if enything goes wrong.
Thx man!
The hardest and also most fun part is behind me now, the rest should be easy to autopilot through.
I sort of Chinese censored my own design. Originally the mask was full on angry skull, but I liked it better simplified.
loved this one Frump! =]
It's supposed to be a Conch type of spear for phantom lancer, traditionally serving as a tool to both pierce and bash fish. He is a fisherman after all, no?
The model is made up of a wooden spear, with a conch spearhead, and a pearl butt. The conch is engraved with traditional doodles, and the whole things is wrapped together with some seaweed and sticky goo, the traditional type.
Right now I'm struggling with the projection cage in 3ds max. It's just not fitting well on the low poly version. Also tried polypainting it in Zbrush, looks scary
You may want to use more defined edges and make the detail on the conch wider because they won't be very visible from a distance. Some more detail on the handle also wouldn't hurt. Good luck.
http://tf2b.com/diff.php?gid=205790
Gratz all!
Wooo grats to all who got in this week!
yay!!! congrats guys!
no more bitching on my side with "the Gatuja will never be accepted"
agreed, try to avoid small details, they will look noise at a distance
keep the good work =]
*squeal*
I remember reading something about this some time ago on Reddit. A system where you kinda "follows" a player, making him get items or some stuff like that.
EDIT: From the patch notes First time they put stuff like that in the patch notes. Don't you feel special now :poly124:
Congrats guys who got items in the game!
Anyways i need some help, I have two questions.
Does anybody have any experience using adding there own bones for an item? Is this common, i tried it and it seemed to work, but this leads into my second question.
What is the "Overlay" dropdown menu used for in the preview window. And what are these "turns" that are in there. Are they some kind of procedural additive animation.
I'm asking because i'm getting a weird offset when i turn that on, and when the character starts moving ingame. I wish i was able to just do this without a dedicated bone for it, but i couldnt find a combination of initial collar position and skinning that worked at all. It seems like Ursa's poses drastically change his shoulder/neck region or something, or i could have a different issue altogether.
Anywho, any help would be amazing, hit kind of a wall with this part of the set.
drop by my thread if you have any info, thanks!
http://www.polycount.com/forum/showthread.php?t=120952&highlight=trevorj
But the overlay animations are just layered animations such as look left or look right. Since there are two animations playing that would probably explain the offset you're getting
its possible to add custom bones but you will need to upload in a not usual way, you will need to compile it and it will make harder to your item getting accepted
be sure if you need an extra bone =]
compile it the old way and replace the default golen in the test client
I got it to a point where I'm pretty sure it should have worked and theeen the Importer is telling me the poly limits for the golem are 1200/2400 instead of 3500/6500.
And you can rest easy, Helenek and Hudson, I'll be giving this guy a whole new set of animations
As you can see the edge of my head isn't connecting with the edge of the base body but in the rig file the edges are pretty much snapped together. One thing I noticed is that the rig mesh seems to be a single mesh and not composed of the multiple items which definitely makes it hard to actually gauge how to paint the weights. I have it skinned mainly to the Head_1 bone with the edges of the head weighted to Head_0. DId I rig and/or export it incorrectly? And he seems to be suffering from a soft jaw or something, must be because I don't have anything skinned to the Jaw bone or something
Oh whaaa? You are gonna animate him?
So cool!
So while I'm bored I make highpoly for luna. Fun times ensued when I realised her model is 100% not symmetrical in the viewport. T___________T So I had to rotate and delete and mirror to get it looking workable. I hope they fix that for the final model package.
Anyway going for a lunar moth/butterfly theme. I don't like the noise of the silhouette the wings give right now, so I'll smooth them out when I polish. Also I think the back wings on the saddle are too big right now. Might scale them back.
the rigging on this turned out better than I thought