Should I procede with this guys? Your honest opinions?
Im not a fan of the slit in the top of the head, i dont think it adds much to the silhouette whilst also stealing a lot of attention away from the great stuff on the lower half of the face, whilst also not being particularly interesting due to being oversimiplified and dark/undetailed. I think if you replaced that with something which brings the piece together it would be a very cool head and worth making, but atm it feels a little incomplete io
Hello everyone, just a sneak peek at a Magnus set.. will have particles and everything on it ^^. Sadly it got delayed a bit as I got swamped with other colab work. Only thing left on this one are the particles and the textures so he should be hitting the workshop around next week.. I hope
@Konras, Bounch, Paskie thanks for the support guys!
@Konras yeah you're right about the belt thingy, problem is if i add some purple-ish stripe on his legs it will look weird with his purple-ish pants. i'll try to add some floating ice or maybe some particles to that part.
@Bounch i really didn't think of that. we'll see how it looks ingame first and maybe redo if its really necessary. but with everything that i have on my plate right now, reworking stuff like that is the least thing i wanted =(
I have one quesstion that someone maybe will know the anwser. I tried to recompile decompiled hero, however I got 3 errors.
1st is easy because I need to rename hero.dmx in .qc files to hero.dxm.smd
2nd "missing animation blends. Expected 2, found 3" I can bypass with changing blendwidth from 2 to 3 in .qc however I am worried that result are sometimes bugged because of that "fix"
3rd I think least problematic however also weird. During creation of hitboxes compiler says he cannot find specific bone, however I double checked and that hero has this specific bone under this name... weird. I can also bypass that with limiting hitboxes just to root bone
Does anyone have better fixes for those problems? I saw that character animation sometimes explode or switch to another in weird fashion, also mouth blends don't work Anyway I am quite happy from what I got, however if there is better solution I would gladly listen to your advice
the animations blends never worked well coming from a decompiler
mu suggestion, since the diference between it on or off is not big, would be to comment the lines of the blends
put an /* before all the blends and an */ at the end, that will make the compiler ignore those lines
the hitbox missing is showing that some of your bones are not present on your model file, so it is probably an decompile issue
if those bones are not an issue for you just comment each line giving the problem with an // in the beggining of the line or comment all the hitboxes with the other style i showed before
Shameless cross posting from my thread because I need answers.
I managed to get some renders, but ofcourse problems appeared.
I managed to get the body and cape working (THX TO PİOR) but they might be a little too lighten. My major problem is the place the hair's UV map. the place where th UV changes is a fail take a look and pls help. And the other problem is hair must go light orange to dark orange but in here it is only orange. How can ı fix it?
But in second render, I wanted to show you how they are lighten up is it too much?, or what I can do to make it better and I used this perspective because from this view the problem on the first render doesnt seen. Anyways pls feedback about anything good or bad.
did you manage to fix before uploading?
that looks to me a wrong axys cordination, im using the left hand coordinate system for normals with the inverted y (3dmax style)
Some progress of making pudge set with nullf and Agito.
actually there is a story behind it.
that's why i use a crane, clam and fisherman as base.
A Crane and a Clam
On a sunny day, a big clam had lain itself on a river shore. The clam opened its shell to enjoy the beautiful sunshine. Meanwhile, a hungry crane flew over the river and saw the clam. It soon flew down and pecked the flesh of the clam with its beak.
Being shocked by the sudden attack, the clam closed its shell immediately and clamped the cranes beak firmly.
The crane tried to pull its beak out of the shell but was not able to. Because of this the crane could only speak in a very strange way: Stupid clam, open your mouth quickly. If there is no rain today and there will be no rain tomorrow, you will dry up and die in the sun.
You have been trapped by me. If I dont let you go, in one or two days, you will starve to death, the clam replied angrily.
Neither of them was willing to give up. A fisherman happened to pass by the river shore. He was able to catch both the crane and the clam without any effort.
Here is the lesson we should learn from the story: fighting can only bring trouble to both parties involved.
I go to upload .psd of a poster I made to workshop, only for Steam to tell me that branding images shouldn't be over 2 mb... anyone else had problems with this?!
I'm getting a strong feeling that the base customization will be in the same vein as loading screens, something that only the person who has them will see. I mean I can't see how it will work if multiple people have customizations and all want to use them.
I'm getting a strong feeling that the base customization will be in the same vein as loading screens, something that only the person who has them will see. I mean I can't see how it will work if multiple people have customizations and all want to use them.
Maybe it's just me, but I can't help but feel this base customization idea to be a bit silly. I can't help but think it'll be handled in a way similar to pyrovision from TF2.
At that point I don't see why it couldn't be handled similar to loadscreens where players can toggle between different '#BASECUSTOMIZATIONS' just as players can add or remove the pyrovision goggles at any point during a TF2 match. I imagine it will be very limited, seeing as pyrovision seems to only effect textures, audio, and particles, and not the actual models themselves. I could be wrong on that last part, didn't play enough at the time to recall correctly.
Base customization and environmental effects were the only two I was looking forward to, so I'm happy and interested to see how they handle these.
I'm pretty sure the source engine works however Valve wants it to work, they made the tech, they can make it do what they want. Regardless im interested to see what this means as well. My first thought it custom ancients as well.
Replies
It's just trying to apply my True Form model to the druid. It has the same issue when testing it in game. Does anyone know how to fix this?
Im not a fan of the slit in the top of the head, i dont think it adds much to the silhouette whilst also stealing a lot of attention away from the great stuff on the lower half of the face, whilst also not being particularly interesting due to being oversimiplified and dark/undetailed. I think if you replaced that with something which brings the piece together it would be a very cool head and worth making, but atm it feels a little incomplete io
highpoly before sculpting, any suggestions on what to change?
Great concept and sculpt! Looking forward to seeing this one finished!:thumbup:
It would be best to connect the apron on pudge unless its going to be on the same slot as the hay.
@Konras yeah you're right about the belt thingy, problem is if i add some purple-ish stripe on his legs it will look weird with his purple-ish pants. i'll try to add some floating ice or maybe some particles to that part.
@Bounch i really didn't think of that. we'll see how it looks ingame first and maybe redo if its really necessary. but with everything that i have on my plate right now, reworking stuff like that is the least thing i wanted =(
the animations blends never worked well coming from a decompiler
mu suggestion, since the diference between it on or off is not big, would be to comment the lines of the blends
put an /* before all the blends and an */ at the end, that will make the compiler ignore those lines
the hitbox missing is showing that some of your bones are not present on your model file, so it is probably an decompile issue
if those bones are not an issue for you just comment each line giving the problem with an // in the beggining of the line or comment all the hitboxes with the other style i showed before
good luck!
did you manage to fix before uploading?
that looks to me a wrong axys cordination, im using the left hand coordinate system for normals with the inverted y (3dmax style)
actually there is a story behind it.
that's why i use a crane, clam and fisherman as base.
source:
http://www.dtes.tc.edu.tw/6_Learn_Resource/English2/t18.htm
The Primal Magnoceri
Concept, paintovers and loading screen by Square.
Models, sculpts, textures and renders by me.
sculpt
I don't really see the clam. Is it the offhand? Because that looks like a pot to me.
Critiques n stuff is welcome^^
Looking awesome guys, can't wait to see it finished!
Ahh incredible!! great work you two!!
i cannot wait to texture this baby *rubs hands together*
I fixed UV problem without changing them. Looks like no problem left.
Dark Seer Set completed at last! - Illustration and Design work by Brian Lawver
Anyone knows anythig more about this ?
Source Engine doesn't work that way though.
Well do you care to explain how it does work?
The description on the website says "allows the owners to customise a building in their base" so I'm guessing it will be one building per player.
[ame="http://www.youtube.com/watch?v=-L1-lF4f7sU"]Miscellaneous Item Demonstration: Pyrovision Goggles - YouTube[/ame]
At that point I don't see why it couldn't be handled similar to loadscreens where players can toggle between different '#BASECUSTOMIZATIONS' just as players can add or remove the pyrovision goggles at any point during a TF2 match. I imagine it will be very limited, seeing as pyrovision seems to only effect textures, audio, and particles, and not the actual models themselves. I could be wrong on that last part, didn't play enough at the time to recall correctly.
Base customization and environmental effects were the only two I was looking forward to, so I'm happy and interested to see how they handle these.
Do you guys know how items get 4 and 5 stars???
so custom bases would most likely be only seen by whomever has them equipped
The last five years of my life have been a lie!