also, while the pig head and hide look fine together...and the hid looks great by itself...the pig hat looks a little "theme park souvenir" on its own.
When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
Thanks brah. Works fine now. Oddly smoothing wasn't translating to both sides automatically so I was just smoothing out the back side after sculpting the front. This is much less sloppy though.
Guys, i've made a concept of pudge's bracer\hook. Like he is shooting hook out of bracer, but i dont know how to realize this.I dont know how the modeling good.
Hey guys when a new hero is available for item submission does it say in the dota 2 update log? or do i just have to keep checking the technical requirements ntill elder titan pops up ?
@andyk125
It seems a little much.(color contrast)
I feel like there is no focal point to the character(well atleast in the banner)
Can we see the in-game previews?
Maybe that would make everything different.
@andyk125
It seems a little much.(color contrast)
I feel like there is no focal point to the character(well atleast in the banner)
Can we see the in-game previews?
Maybe that would make everything different.
Sure you can see the ingame previews, was still misisng the complete set ingame so here it is also currently busy making a short video from the set!
I think I'm being stupid again, since StudioCompiler doesn't want to export textures, I keep getting "The parameter is incorrect". What am I doing wrong?
Hey all... I thought I post a preview of my next project.
Here is the concept (The name is still up in the air - I realize that "Cluckles" the chicken is out there):
Finally got some time to work on my Dota 2 items again, got the sculpt of Stkopp's sword concept done
Hope you all like it, and I would love some crits! I'm still not sure it fits with Slark as it is more of a sword than a dagger. Anyone else got anymore ideas?
The straps on the top part were modelled in Maya with cylinders, one for each strap, then sculpted in zBrush.
For the handle, I found this awesome tutorial where you start with a cylinder base mesh, then you use various tools to split it and extrude it, it's really excellent and made making them very easy. You can find it here:
Hey peeps, my internrt went down for a while, but i still managed to finish the Dragon form for my Blue Flames set. Unfortunately i can't test it ingame, so heavy reliance on the metalness mask is something we'll see after the importer tool is supporting it, but it still looks mighty fine! Vote it here!
I'm having some problem and I've no idea on what went wrong. The weapon that I was working on does not appear in the hand of the hero (Bristleback) when imported in game.
I'm using Maya 2011 64bits. I've deleted history and freeze transformation after moving my weapon in to replace the position of the original. Selected my weapon and skin (mace_1). I proceed to bind skin > smooth bind. Made sure that "selected joints" is chosen instead of "joint hierarchy". Tested and work fine up to this stage. Following on, I export the weapon (skin is not selected) and input connections are checked.
The weapon simply rest on the turntable when imported in game. Any insights is greatly appreciated. Thank you
Not sure how it works in maya , but it seems that you didnt skinedd the mesh to the bone with 100% influence(not bind /actual skinning) ,or you didnt included the bones when you exported (and the engine didnt found the boness /dummys to place them on the hero's main skelet ). Hope it helps
on the other note , I finished a concept to a nobleman Phantom lancer
Replies
And ze video
[ame="http://www.youtube.com/watch?v=JKeJpxevYiY"]Mapo and the Shovel of Crystal Caves - YouTube[/ame]
xpost from august competition
Shattered Axe of the Vanquished by Boonta
I really need this because i used the metallness channel and it changed my model beyond my understanding, and im VERY fond of the result
so i want to emulate the results fully. Anyway i can do this ?
Meadow's Mercy by bounchfx and Bel
You can't. Even Ace-Angel's Dota 2 shader has some weird interaction with the metalness mask.
Nooooooo ....
thanks for not leaving me hanging spud
cheers
OPTION 1
[IMG][/img]
[IMG][/img]
[IMG][/img]
OPTION 2
[IMG][/img]
[IMG][/img]
[IMG][/img]
btw will Valve pay me for something that has made into game many months ago?
Say hello to Evil Pumpkin!
High-poly is ready:
yeah, your first paycheck will be enooooooormous
Option 2
The first 3 is option 1 and the second 3 option 2.. thanks for the input.. hope u like it..
...my first set finally done. :poly114:
Looks cool dude.. my 2cents.. i would use more contrast in the texture. it seems to "fall off", if you understand..
eitherway good job
But but but, 4 seems to be different to 5 and 6 unless my eyes are deceiving me.
yeah its the same.. form the top its bait thicker.. than the sides.. still like it?
^^^ My first item in the dota 2 workshop
How is it?
When sculpting on the front it also pushes out the back because the geometry is too thin. Trying to mask it out doesn't work because then it also paints the mask painted on the back onto the front.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
Thanks brah. Works fine now. Oddly smoothing wasn't translating to both sides automatically so I was just smoothing out the back side after sculpting the front. This is much less sloppy though.
Enjoy!
Guys, i've made a concept of pudge's bracer\hook. Like he is shooting hook out of bracer, but i dont know how to realize this.I dont know how the modeling good.
http://steamcommunity.com/sharedfiles/filedetails/?id=174430951
Bow of Crystal Spires by Zipfinator and Hellmouth
that weapon could use some curves
Comments or votes would be appreciated!
http://steamcommunity.com/sharedfiles/filedetails/?id=174468111
It seems a little much.(color contrast)
I feel like there is no focal point to the character(well atleast in the banner)
Can we see the in-game previews?
Maybe that would make everything different.
"Dragon Rifle" for Sniper
Sure you can see the ingame previews, was still misisng the complete set ingame so here it is also currently busy making a short video from the set!
Give a like if you wish.
workshop link:http://steamcommunity.com/sharedfiles/filedetails/?id=174592237
BTW : how do u make an image with a link (when you click on it ) ; I've allways wondered:D
Yay EMS courier was released!
Onilolz made the highpoly, TVidotto the animations and I did the concept and textures ^^
Crosspost from August competition. Vote/comment if u like !
http://steamcommunity.com/sharedfiles/filedetails/?id=174773710
Thanks Mihaceanu for your feedback, I will remake the doctor’s weapon in near future. Your sword in doom version looks cool.
set
http://steamcommunity.com/sharedfiles/filedetails/?id=174695560
armlet
http://steamcommunity.com/sharedfiles/filedetails/?id=174682650
armor
http://steamcommunity.com/sharedfiles/filedetails/?id=174673381
belt
http://steamcommunity.com/sharedfiles/filedetails/?id=174693591
weapon
http://steamcommunity.com/sharedfiles/filedetails/?id=174674755
helm
http://steamcommunity.com/sharedfiles/filedetails/?id=174664608
shield
http://steamcommunity.com/sharedfiles/filedetails/?id=174663567
http://www.polycount.com/forum/showthread.php?t=120952
Here is the concept (The name is still up in the air - I realize that "Cluckles" the chicken is out there):
More to come.
Cheers!
Hope you all like it, and I would love some crits! I'm still not sure it fits with Slark as it is more of a sword than a dagger. Anyone else got anymore ideas?
For the handle, I found this awesome tutorial where you start with a cylinder base mesh, then you use various tools to split it and extrude it, it's really excellent and made making them very easy. You can find it here:
http://www.zbrushcentral.com/showthread.php?178522-Mummy-Wraps-Bandages-Technique-with-SliceCurve-amp-Panel-Loops
I'm having some problem and I've no idea on what went wrong. The weapon that I was working on does not appear in the hand of the hero (Bristleback) when imported in game.
I'm using Maya 2011 64bits. I've deleted history and freeze transformation after moving my weapon in to replace the position of the original. Selected my weapon and skin (mace_1). I proceed to bind skin > smooth bind. Made sure that "selected joints" is chosen instead of "joint hierarchy". Tested and work fine up to this stage. Following on, I export the weapon (skin is not selected) and input connections are checked.
The weapon simply rest on the turntable when imported in game. Any insights is greatly appreciated. Thank you
on the other note , I finished a concept to a nobleman Phantom lancer
Could use some feedback guys:)
[IMG][/img]