Aaaawh, that's just awesome. My first and only finished item got picked for forgotten treasures. Thanks!! I really like the initiative, there's definitely a bunch gems still out there. If I run across any i'll send you links
Does anyone know what is the detail map on sk for?
Also my textures stopped animating in the client (for example the skin flames on sf arcana and lightning on razor are just not there) Has anyone had the same happen and knows how to fix it? >,<
Also my textures stopped animating in the client (for example the skin flames on sf arcana and lightning on razor are just not there) Has anyone had the same happen and knows how to fix it? >,<
Was this ever fixed? Try launching a local game against bots and then use the upper left button to go back to the main menu while the bot game is still running in the background.
actually i'm looking 3D artist (include texture, custom animation if have idea to add-on etc) for the WR set.
updated: taken
If you are offering me the chance to model it. I would really enjoy having a go at it.
I have not really done much collaboration and I wouldn't say I am the most confident artist either. I'm also pretty sure I work a lot slower than most people on here.
I have no experience with animation, so custom animations would probably require another person/much, much more time for me to read up on and practice animation.
If you don't find any better offer than mine, I will gladly start it as soon as I finish my Razor set.
If you are offering me the chance to model it. I would really enjoy having a go at it.
I have not really done much collaboration and I wouldn't say I am the most confident artist either. I'm also pretty sure I work a lot slower than most people on here.
I have no experience with animation, so custom animations would probably require another person/much, much more time for me to read up on and practice animation.
If you don't find any better offer than mine, I will gladly start it as soon as I finish my Razor set.
Reminds me of WoW style (i mean it in a good way), very well executed.
Only thing, maybe i would have made the back skirt flow a bit less horizontally, it kills a bit the nice volume that he has on the shoulders imho.
@Remixx: Thanks a lot man! Seems someone did a lot of digging in the game files @Kraken: really like the sunstrike symbol on the back. Overall very nice and crisp
Quick question about texture files that go 512x256, I tried doing UV's on one half of a square, then crop it, however, it just squeezes it when I load it in-game. If I go and squeeze that ''square'' myself, it loads up in game just fine, however textures are pure shit then. How do i fix this? :S
Quick question about texture files that go 512x256, I tried doing UV's on one half of a square, then crop it, however, it just squeezes it when I load it in-game. If I go and squeeze that ''square'' myself, it loads up in game just fine, however textures are pure shit then. How do i fix this? :S
Have you tried setting the UV square's dimensions to be a rectangle of the right proportions instead of a square? I've done it in Max, not sure about Maya/Blender.
#MugenMCFugen. ReMixx has the right of it. Map to the full square proportions and paint to the non-square proportions. The only real fix is to optimize your UV layout to use as much of the available space. To help you with that, we will need to see your texture/UVlayout so we can better understand the issue you have with the lack of resolution.
#MugenMCFugen. ReMixx has the right of it. Map to the full square proportions and paint to the non-square proportions. The only real fix is to optimize your UV layout to use as much of the available space. To help you with that, we will need to see your texture/UVlayout so we can better understand the issue you have with the lack of resolution.
I know I should optimize it to the fullest (as in fill the whoooole UV layout) but I had issue with the resizing... I made mistake by doing UV layout on 1024x1024, instead doing it on 1025x512 and then doing the bake and resize process, so the texture in the end looked like poop. Thanks a lot ReMixx !
I guess I never shared this set anywhere after completing it. I finished it in early December, I think. I made it with Nexon for a pro player, but Valve rejected it. Seeing the Nexon chest reminded me to share it. Maybe not my best work but I wasn't given much flexibility in hero choice or to improve it after the fact.
@Frump: I don't get it.. this looks so awesome, maybe there are some different colors at play, but damn the form is delicious!
Hello everyone, signed up to the forum , but I want to understand how everything is done , because we want to and we have it all to develop in Russia , as many players , and good things and makes few tournaments so we decided to take the first we have in Russia , I want to learn you advice , we want to start the tournament on a holiday on May 9 "Victory Day" and make a set on the sniper for the tournament. There is an idea , the realization of lame , so I want to know you can be me who is experienced and will tell you , and will do a thing with him , of course not for free , I will be glad of your advice.
I manned up and made a Dota2 item after not touching Zbrush and Maya for maybe 2 years.
It's not anything special, the design isn't thought-through, but I've at least learned the process.
@Silverknut: I agree with what Agito said. Also if it's possible, can you use more polys to make the armor looks thick? Particularly the shoulder pads, they look kinda flat right now.
Anyone noticed that detail masks are no longer displaying in the loadout screen? That's weird. Razor is missing his signature "lightening" on his shoulders and lion his "lava" texture on his hand, for example.
Anyone noticed that detail masks are no longer displaying in the loadout screen? That's weird. Razor is missing his signature "lightening" on his shoulders and lion his "lava" texture on his hand, for example.
Not just the loadout screen, my earth spirit is pretty flat and motionless in game atm
Sorry I half lied, its just the importer that's fucky for my earth spirit
Is the loadout screen, with the standard sets working for you? Razor's and Lion's detail masks are showing up there? It may be my Dota installation... hmmm.
Is the loadout screen, with the standard sets working for you? Razor's and Lion's detail masks are showing up there? It may be my Dota installation... hmmm.
Thanks a bunch for the info.
It's been broken forever. The workaround is to have a running game in the background. Just start up a local bot match and let it keep running while you return to the main menu from the top left corner button.
Hey all. I am currently making a WD set with a ward. I have not done anything related to wards before, so I am having some issues. It won't have any animation, I just want to replace the existing ward with a new on. I was able to get most of it working except for the default ward animation. Instead of the pink skull in the air, I just get some pink glow in the ground. It almost seems like the particle effects are taking place at the root. Any help with this would be great.
On a side note, how does valve feel about custom particle effects? As in new ones that did not exist on that item.
Instead of the pink skull in the air, I just get some pink glow in the ground. It almost seems like the particle effects are taking place at the root. Any help with this would be great.
Does your model include all of the bones that the default ward includes?
@ReMixx Thanks for the suggestion. That does give me the 4 separate bones like you were seeing. However I still get the same result no matter how I bind it. The ring of text that spins on the ground works fine for whatever reason. I just can't get the skull portion of the effect to work normal.
Edit: After testing some more, I noticed the default ward does have a pink glow in the ground. That being said, it would seem that part as well as the ring of text are working as intended. The skull and its effects just don't show up at all.
Replies
yes, thx cersei already told me right away in skype, didnt have time to edit, it's done now
Also my textures stopped animating in the client (for example the skin flames on sf arcana and lightning on razor are just not there) Has anyone had the same happen and knows how to fix it? >,<
The detail map is a tiny bright green square that is not used by any of his default textures. It's commented out in all of the .vmt's.
Was this ever fixed? Try launching a local game against bots and then use the upper left button to go back to the main menu while the bot game is still running in the background.
If you are offering me the chance to model it. I would really enjoy having a go at it.
I have not really done much collaboration and I wouldn't say I am the most confident artist either. I'm also pretty sure I work a lot slower than most people on here.
I have no experience with animation, so custom animations would probably require another person/much, much more time for me to read up on and practice animation.
If you don't find any better offer than mine, I will gladly start it as soon as I finish my Razor set.
it is already taken
Edit: @agito ah cool. I look forward to seeing it completed!
Only thing, maybe i would have made the back skirt flow a bit less horizontally, it kills a bit the nice volume that he has on the shoulders imho.
@Kraken: really like the sunstrike symbol on the back. Overall very nice and crisp
Have you tried setting the UV square's dimensions to be a rectangle of the right proportions instead of a square? I've done it in Max, not sure about Maya/Blender.
I know I should optimize it to the fullest (as in fill the whoooole UV layout) but I had issue with the resizing... I made mistake by doing UV layout on 1024x1024, instead doing it on 1025x512 and then doing the bake and resize process, so the texture in the end looked like poop. Thanks a lot ReMixx !
@Frump: I don't get it.. this looks so awesome, maybe there are some different colors at play, but damn the form is delicious!
It's not anything special, the design isn't thought-through, but I've at least learned the process.
hmm well, actually consider it is well done. but somehow for my taste it looks "organic" and i think more fit on NS (but NS is not available yet)
i demand a cosplay as ember spirit in TI5 so i can watch via youtube from far far away from US :poly124:
Not just the loadout screen, my earth spirit is pretty flat and motionless in game atm
That's pretty weird, I thought it would just be the loadout. When did this begin, does anyone know?
Sorry I half lied, its just the importer that's fucky for my earth spirit
Is the loadout screen, with the standard sets working for you? Razor's and Lion's detail masks are showing up there? It may be my Dota installation... hmmm.
Thanks a bunch for the info.
It's been broken forever. The workaround is to have a running game in the background. Just start up a local bot match and let it keep running while you return to the main menu from the top left corner button.
Say hello to Scratchy the Bounty Hunter's Apprentice!
animations were made by Klim Protasov (Klimenzo)
[SKETCHFAB]941a460ac39d47759051d862dd530721[/SKETCHFAB]
On a side note, how does valve feel about custom particle effects? As in new ones that did not exist on that item.
Does your model include all of the bones that the default ward includes?
When I import the .smd from the ward, I see 4 bones. Maybe 3 of those are the "hitboxes" that you are referring to?
If you don't include those bones then I would expect that to cause the behavior that you are encountering.
1. root
2. root_vHitbox
3. root_vHitbox1
4. root_vHitbox2
The first is a normal bone and the other 3 are just hitboxes-big square shapes. I just bound the ward to root and exported it all.
Edit: I would think the attachment point decides where the effect takes place. But it will only accept root for that.
if u like our work, plz drop us a like also feedback and crit welcome!
http://steamcommunity.com/sharedfiles/filedetails/?id=273816751
https://www.dropbox.com/s/m9fxdwpdpguxcs4/witchdoctor_ward_reference.smd?dl=0
Edit: After testing some more, I noticed the default ward does have a pink glow in the ground. That being said, it would seem that part as well as the ring of text are working as intended. The skull and its effects just don't show up at all.