Thanks mihai. Now I've got problem with texture in Zbrush, it seems like wrong mapping.
My steps are:
1. Import model to 3dsmax
2. Export to OBJ format.
3. Go to Zbrush and import OBJ.
4. Loading texture.
Hi, I am new to creating items for the game Dota 2. Really just a idea, I couldn't shake, so I decided to go for it. Anyhow I have the model finished, it is skinned correctly according to the tech requirements provided at http://www.dota2.com/workshop/requirements/Slardar.
The issue I am encountering is happening after I export from 3ds Max (2015) and attempt to submit via the Workshop. The model is in the correct area while in Max (http://steamcommunity.com/sharedfiles/filedetails/?id=530097653). But once I load it into the Workshop, it shrinks by 60% and turns 180 degrees on the Z axis.
I have attempted using the FBX and the SDM pipelines and I encounter the same error. I am a bit bewildered as to what is causing this issue. Has anyone encountered anything similar, and found a work around?
I have this weird issue with new importer when trying to import courier. Model is stuck in bind pose and list of animations in inactive. I tried importing both .fbx and .dmx files.
bladeshot : yep , if you dont see some anims , they didnt got imported (failed to ) and have just been dumped .
There are still a bounch of bugs on anims in this importer .
We had to do a bunch of workarounds and reworks to make the anims that worked in source 1 work in source2 importer. (vampire courier has recicled animations from our old one )
The interpolation is diferent , the way the nodes are "seen"is diferent ; its a big pain in the ass tbh .
So if people pay "coins" now for the tourney treasure, which from what I understand coins can be obtained in game... how do the artists earn money from those sets?
I'm having some questions about doing a Mask for Rubick. As you may know that the Rubick has 4 parts of the model, those are: Shoulder, Back, Body, Weapon.
A Mask for Rubick is on the body, but I don't know what process people are doing to do the mask.
The mask is attach with the body so if I would do a mask for him should I extract a geometry based on the body and after finishing the mask, I will do retopology for the whole body with the mask???
What I would like to do is doing only with the mask without retopology for the whole body because it may affected to the polygon which I don't want to touch with.
So is there any way to do that? If you were in this case what would you do?:)
I'm having some questions about doing a Mask for Rubick. As you may know that the Rubick has 4 parts of the model, those are: Shoulder, Back, Body, Weapon.
A Mask for Rubick is on the body, but I don't know what process people are doing to do the mask.
The mask is attach with the body so if I would do a mask for him should I extract a geometry based on the body and after finishing the mask, I will do retopology for the whole body with the mask???
What I would like to do is doing only with the mask without retopology for the whole body because it may affected to the polygon which I don't want to touch with.
So is there any way to do that? If you were in this case what would you do?:)
Well, maybe you want to take another look on his requirements page, which says that the 4 slots are head, shoulders, back and weapon. The body doesn't make part of the slots we are allowed to change, so, if you want to make a Head slot, such as a Mask for him, you need to model and rig it on his head bones
The original model head slot is attached within the body, but it's only for it's default model.
As you can see on the screenshot below, the head doesn't exist, so, just delete the mesh of it's default head and create a new one for him.
Thank you vikk0, this may sound dumb:( but how can I delete the mesh of the head out of the body, from where to where?
Below is the model I import (smd) [/url]
Thank you vikk0, this may sound dumb:( but how can I delete the mesh of the head out of the body, from where to where?
Below is the model I import (smd) [/url]
Select the faces of your model and simply delete them, or select and extract, if you want to keep the extracted geometry as reference for colors or any other things. I'd just delete them
tried other colour combo, but red-green really stand out a lot....
i tried red-yellow, it seems not stand out like red-green..
tried yellow-purple, looks like way too off from nyx default scheme...
Reminds me heavily of the color stripping on the starship trooper bugs.
yeah, that is the point.
originally the idea was stag beetle. then when comes to designing pattern/ armor visual... i was like don't want go for typical default nyx pattern which is have some gold rim around armor, then when i saw the construction machines, which is yellow-black stripe pattern, also resemble tiger sorta of... and it become into starship trooper pattern when i further refine it.
I like it Agito! I think Nyx is one of a few heroes where deviating a bit from the default color scheme is a bit more forgiving. I really like all the shapes you have going on too, and I like the first leg design more it fits better with the other shapes.
It looks like it was a bad idea to make a mount for the Keeper of the light. Because when I try to import mount I get an error. Someone else experienced this? Is it because Valve will remodel this mount?
It looks like it was a bad idea to make a mount for the Keeper of the light. Because when I try to import mount I get an error. Someone else experienced this? Is it because Valve will remodel this mount?
what kind of error did you get ? i never work on kotl before but there has been a few bugs/errors with the new importer lately, maybe its one of them.
i don't post a creation but i have made a modified version of Blender with a better look and layout, it allows to sculpt in full screen while displaying a reference in the background and it comes with a lot of improvements for game artists like a greyscale generator for your hand painting, a tool to cut and unfold half of your model to get the maximum texel density in one click, an Auto Seam tool based on the angles of the edges, a quick decimation tools, direct access to map baking, live unwrap, normalized UVs, GPU viewport, new sculpt brushes (including a crack brush), absolute grid snaps, new texturing brushes, base meshes included, lot of options tweaked, Blender Source Tool addon included and Sculpt addon too, game creation tutorials and tons of bonuses. I thought it could be useful for Dota artists because everything in this package is 100% free!
Recently someone asked for a good direct 3D painting app and I had remembered that Photoshop had the ability a few years ago but it was unable to display uvw's. I looked back into it with Photoshop CC 2015 and was actually surprised to find it works pretty well now and has a direct link to the UVW's on a seperate layer.
Has anyone else tried this yet? I'm really diggin it and thought I would share.
I have had a great experience using 3DCoat. It works like a charm, easy & efficient. You get familiar with the UI very fast and you start working in no time. Kelvin S. Tan offers good courses at a reasonable price. https://gumroad.com/turpedo
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I dont know what to do anymore. HELP PLEASE!
Thank you guys!
I was having the same problem and after hours of troubleshooting I found out that exporting as a .fbx file was removing the bone attachments from my model, so I exported as a .smd instead and it fixed the problem for me
I was having the same problem and after hours of troubleshooting I found out that exporting as a .fbx file was removing the bone attachments from my model, so I exported as a .smd instead and it fixed the problem for me
Speaking of FBX, which settings are you guys using for export? Anything in particular to check or uncheck?
Hello everyone, I'm new;) Who can explain or give a link to guide how I can import custom animation, particles for my item, and how to make several styles? regards animations and particles ... as I understand it is negotiated with the valve when the item / set will be adopted? or all the same I can do it at the time of import? I apologize for my English if I made a mistake;) Thanks in advance for your help and understanding;)
I was wondering, if anybody has any directions on how I can keep my existing texture when I make LODs. Been searching alot, but I dont even know how to explain this to people outside the dota community.
Also, does every model you upload require a LOD1 and LOD0 texture, or do you just upload a texture and let Valve do it. I ever worked on video game items, so sorry if this is a really beginners question
I am modeling in blender, but tutorials for different programs will be acceptable, so i can try and do more research=) thanks!
You use the same texture for both LOD0 and LOD1. The usual workflow is to create LOD0 and then just edit out edges and such to reduce the polygon count of the LOD0 to create LOD1. Make sure you don't break your normals, silhouette and such in the process.
@EduardoMC So if I get this straight. The best way of doing this is to have the outline of the item be as detailed, that when making LOD1, it dosent need any verts taken away, but the inside is more open for modification, correct? But the only issue I have here is, that deleting a vert breaks the UV and if I fix it and o the UV reset, it repositions, so my textures are not positioned correctly. I have no idea how to keep the UV from moving around when I take the verts away.
Replies
Edit: Align option didn't really work for me , I can't find where to modify that, could you point out for me?
My steps are:
1. Import model to 3dsmax
2. Export to OBJ format.
3. Go to Zbrush and import OBJ.
4. Loading texture.
Anyone knows this problem, please help me .
http://pixologic.com/zbrush/features/GoZBrush/
Flip the texture. I don't remember if it is a vertical or horizontal flip, one of the two should work. :thumbup::\
@Eduardo: Thanks man, I flipped the texture by vertical and it works .
The issue I am encountering is happening after I export from 3ds Max (2015) and attempt to submit via the Workshop. The model is in the correct area while in Max (http://steamcommunity.com/sharedfiles/filedetails/?id=530097653). But once I load it into the Workshop, it shrinks by 60% and turns 180 degrees on the Z axis.
I have attempted using the FBX and the SDM pipelines and I encounter the same error. I am a bit bewildered as to what is causing this issue. Has anyone encountered anything similar, and found a work around?
http://steamcommunity.com/sharedfiles/filedetails/?id=532859410
]
ty
I have this weird issue with new importer when trying to import courier. Model is stuck in bind pose and list of animations in inactive. I tried importing both .fbx and .dmx files.
Have anyone encountered same issue?
There are still a bounch of bugs on anims in this importer .
We had to do a bunch of workarounds and reworks to make the anims that worked in source 1 work in source2 importer. (vampire courier has recicled animations from our old one )
The interpolation is diferent , the way the nodes are "seen"is diferent ; its a big pain in the ass tbh .
I'm having some questions about doing a Mask for Rubick. As you may know that the Rubick has 4 parts of the model, those are: Shoulder, Back, Body, Weapon.
A Mask for Rubick is on the body, but I don't know what process people are doing to do the mask.
The mask is attach with the body so if I would do a mask for him should I extract a geometry based on the body and after finishing the mask, I will do retopology for the whole body with the mask???
What I would like to do is doing only with the mask without retopology for the whole body because it may affected to the polygon which I don't want to touch with.
So is there any way to do that? If you were in this case what would you do?:)
That's gorgeous! Love it!
Well, maybe you want to take another look on his requirements page, which says that the 4 slots are head, shoulders, back and weapon. The body doesn't make part of the slots we are allowed to change, so, if you want to make a Head slot, such as a Mask for him, you need to model and rig it on his head bones
The original model head slot is attached within the body, but it's only for it's default model.
As you can see on the screenshot below, the head doesn't exist, so, just delete the mesh of it's default head and create a new one for him.
Below is the model I import (smd)
[/url]
Select the faces of your model and simply delete them, or select and extract, if you want to keep the extracted geometry as reference for colors or any other things. I'd just delete them
any thought?
tried other colour combo, but red-green really stand out a lot....
i tried red-yellow, it seems not stand out like red-green..
tried yellow-purple, looks like way too off from nyx default scheme...
this is older one : http://i.imgur.com/ZRBkdnz.png
yeah, that is the point.
originally the idea was stag beetle. then when comes to designing pattern/ armor visual... i was like don't want go for typical default nyx pattern which is have some gold rim around armor, then when i saw the construction machines, which is yellow-black stripe pattern, also resemble tiger sorta of... and it become into starship trooper pattern when i further refine it.
Drop it a vote if you like it ^_^
Link onf the first image
what kind of error did you get ? i never work on kotl before but there has been a few bugs/errors with the new importer lately, maybe its one of them.
i don't post a creation but i have made a modified version of Blender with a better look and layout, it allows to sculpt in full screen while displaying a reference in the background and it comes with a lot of improvements for game artists like a greyscale generator for your hand painting, a tool to cut and unfold half of your model to get the maximum texel density in one click, an Auto Seam tool based on the angles of the edges, a quick decimation tools, direct access to map baking, live unwrap, normalized UVs, GPU viewport, new sculpt brushes (including a crack brush), absolute grid snaps, new texturing brushes, base meshes included, lot of options tweaked, Blender Source Tool addon included and Sculpt addon too, game creation tutorials and tons of bonuses. I thought it could be useful for Dota artists because everything in this package is 100% free!
Download: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
Has anyone else tried this yet? I'm really diggin it and thought I would share.
https://helpx.adobe.com/photoshop/using/3d-painting-photoshop.html
https://gumroad.com/turpedo
I really need your help!
I keep receiving this error after updating to Dota 2 Reborn
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I dont know what to do anymore. HELP PLEASE!
Thank you guys!
I dont know what to do. Please help.
Since we only have Dota2 reborn now.
I was having the same problem and after hours of troubleshooting I found out that exporting as a .fbx file was removing the bone attachments from my model, so I exported as a .smd instead and it fixed the problem for me
Speaking of FBX, which settings are you guys using for export? Anything in particular to check or uncheck?
Mine is also fixed. I just renamed the bones and now it works well.
thanks to Lennyagony for the feedback.
Alloha m8s! If you like the idea to return the selfmade gems, I beg to support me in this thread:
http://dev.dota2.com/showthread.php?t=183856
Haunted Clairvoyance
Please give it some votes if you like it.
regards animations and particles ... as I understand it is negotiated with the valve when the item / set will be adopted? or all the same I can do it at the time of import?
I apologize for my English if I made a mistake;) Thanks in advance for your help and understanding;)
Made my first courier for Dota. Upvote if you like it ^_^
http://steamcommunity.com/sharedfiles/filedetails/?id=533663993
And the view in game with animations
https://www.youtube.com/watch?v=WkwjbmV3MVQ
I was wondering, if anybody has any directions on how I can keep my existing texture when I make LODs.
Been searching alot, but I dont even know how to explain this to people outside the dota community.
Also, does every model you upload require a LOD1 and LOD0 texture, or do you just upload a texture and let Valve do it.
I ever worked on video game items, so sorry if this is a really beginners question
I am modeling in blender, but tutorials for different programs will be acceptable, so i can try and do more research=)
thanks!
You use the same texture for both LOD0 and LOD1. The usual workflow is to create LOD0 and then just edit out edges and such to reduce the polygon count of the LOD0 to create LOD1. Make sure you don't break your normals, silhouette and such in the process.
So if I get this straight. The best way of doing this is to have the outline of the item be as detailed, that when making LOD1, it dosent need any verts taken away, but the inside is more open for modification, correct? But the only issue I have here is, that deleting a vert breaks the UV and if I fix it and o the UV reset, it repositions, so my textures are not positioned correctly.
I have no idea how to keep the UV from moving around when I take the verts away.