• The DOTA 2 Emporium - June Edition
    7,093 replies, posted
Maybe a bandana not unlike the one he wears around his mouth, instead over his head?
[img]http://3.bp.blogspot.com/-Cq0FDoC_KsM/T1Wr1SBi8TI/AAAAAAAAAoI/YYn4fjgera8/s400/wadaiko2.jpg[/img] + [img]http://www.dota2-builds.com/dota2-blog/wp-content/uploads/2012/05/DOTA2-New-Brewmaster.jpg[/img] You know someone's gonna make it.
Whew, finally baked out all the maps! Will start texturing tomorrow. [IMG]http://i.minus.com/i2M7c7D2Uc1ir.jpg[/IMG] Learned a painful lesson in building to Dota 2 specs: cylinders and spheres chew up the tiny poly budget like crazy, and look bad at low subdivisions. Had to sacrifice some of the cuffs' profile as a result. =\
[QUOTE=theCommie;36322565]Whew, finally baked out all the maps! Will start texturing tomorrow. [IMG]http://i.minus.com/i2M7c7D2Uc1ir.jpg[/IMG] Learned a painful lesson in building to Dota 2 specs: cylinders and spheres chew up the tiny poly budget like crazy, and look bad at low subdivisions. Had to sacrifice some of the cuffs' profile as a result. =\[/QUOTE] They're going to be so small in-game, I might not've even bothered with modelling out the spheres and left it all to the normal map. Hell, it's what I did with the tegu.
I'm not really happy with how [url=https://dl.dropbox.com/u/25867270/towers.wav]my impression of chen/zeus[/url] is going so I might try something different.
Not enough Windrunner items being made. I should really start making them.
[img]https://dl.dropbox.com/u/25867270/snake_color.png[/img]
[QUOTE=Cheezinz;36319524] Now that looks awesome. Whats the polycount? [/QUOTE] Thanks! The shield is 212 tris.
I still think someone should make a turban for shadow shaman, and in the front, it'd have either a small version of those planks he has, or a yellow cobra
[QUOTE=Ross_C;36308463][IMG]http://i.imgur.com/ik7Ad.jpg[/IMG] Pretty much happy with the helm. Now to finish the rest of the set.[/QUOTE] Hey, if you have some time I think you ought to make the pattern stand out more, it might not appear very well in portrait or in-game.
[IMG]http://filesmelt.com/dl/clinkz_3d.jpg[/IMG] what do you think?!
[QUOTE=BloodYScar;36326453][IMG]http://filesmelt.com/dl/clinkz_3d.jpg[/IMG] what do you think?![/QUOTE] Maybe if it was a closed-face helm? That way you could so fire and smoke coming out of the openings. Would be neat. And maybe something for horns or bat wings or something on the helmet. It looks odd cause it makes you see how tiny his head is, when before he had the cool horns.
Out of interest, when I submit an item does it need to be skinned to the rig and animated or do valve sort that stuff out themselves? Can I submit a model that is just a hat model, for example, and assume somebody is going to figure out that it belongs atop the heroes head?
So far no one has given a clear answer. Since Valve hasn't released any SDK tools, its impossible to preview rigged sub-models without the CS:GO model viewer. If anything, TF2 has proven just how inattentive people at Valve can get with models, rigging and texture issues and all. Your best bet is to indicate to the best of your ability (pictures, private developer workshop comments, prototype rigging if you think you know how it will turn out, WORDS, etc.) where and how the items are supposed to fit. Anything to make it as easy to understand, test, and rework the least amount as possible.
[QUOTE=bigbadrick;36323239]I'm not really happy with how [url=https://dl.dropbox.com/u/25867270/towers.wav]my impression of chen/zeus[/url] is going so I might try something different.[/QUOTE] You sound like a Yu-Gi-Oh character, from the old show I can't believe that's what came to mind
[QUOTE=theCommie;36327933]So far no one has given a clear answer. Since Valve hasn't released any SDK tools, its impossible to preview rigged sub-models without the CS:GO model viewer. If anything, TF2 has proven just how inattentive people at Valve can get with models, rigging and texture issues and all. Your best bet is to indicate to the best of your ability (pictures, private developer workshop comments, prototype rigging if you think you know how it will turn out, WORDS, etc.) where and how the items are supposed to fit. Anything to make it as easy to understand, test, and rework the least amount as possible.[/QUOTE] Alien Swarm SDK.
So after finding this discussion thread, It doesn't look like I can make a full item set for Enchantress: [url]http://steamcommunity.com/workshop/discussion/900965776457485644/?appid=570[/url] The maximum tri counts budget for hero+items being LOD0 7,000 and LOD1 3,000. Enchantress' LOD0 model alone is 6,600 Polys! Enchantress + my Helmet barely scratches the budget at 6,920 polys. To even attempt to make anything else would just pile on more polys on the budget. I guess i could try to make really, really, optimized models but that would be a challenge in itself. And that polycount isn't including the spear whose LOD0 is 1,140 polys? So that plus the original Enchantress model exceeds the 7,000 poly budget. Huh? Here's hoping Valve gets a SDK/Documentation out to iron out all these concerns.
[QUOTE=Ross_C;36329251]So after finding this discussion thread, It doesn't look like I can make a full item set for Enchantress: [url]http://steamcommunity.com/workshop/discussion/900965776457485644/?appid=570[/url] The maximum tri counts budget for hero+items being LOD0 7,000 and LOD1 3,000. Enchantress' LOD0 model alone is 6,600 Polys! Enchantress + my Helmet barely scratches the budget at 6,920 polys. To even attempt to make anything else would just pile on more polys on the budget. I guess i could try to make really, really, optimized models but that would be a challenge in itself. And that polycount isn't including the spear whose LOD0 is 1,140 polys? So that plus the original Enchantress model exceeds the 7,000 poly budget. Huh? Here's hoping Valve gets a SDK/Documentation out to iron out all these concerns.[/QUOTE] It's hard to say, OmniKnight's default set is over the 7k and 3k limits, and even more so if you include the wings. If the 'combiner' won't work if models exceed these limits, then how do the default ones work? Foe says [QUOTE]About Polybudgets, It is under the sole discretion of the designer and the team of how much tolerance is given to items with certain polycounts[/QUOTE] So maybe as long as the texture limit isn't breached, the tri count [B]can[/B] go over. It feels like Valve is hinting that cosmetic items should replace items that the characters already have on them, so instead of making a new piece of armour to go on OmniKnight, you'd be making something like a bracer which will completely replace the bracer he's already wearing. It feels limiting though, will have to see what happens.
I'm Trying to create a Queen of Pain set, i'm starting with a viper helm, my intention is to create a long hair version for her inside the viper spine but i'm having trouble with the number of polygons, i've just started to create the helm and there are 400 polygons already: [hero+items: 6-7k for the portrait and 3-4k triangles in the game] Queen of pain has about 4.5k polygons (lod0), so i still have 2.5k polygons to work ->Blenders count 4 edges polygons as one polygon, but they are 2 triangles,is there a way to make all the 4+ edges polygons transform into 2+ triangles? i'm new in that thing so if someone has a tip for me, i'd be glad by now: [IMG]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash3/575080_479976402028387_130239282_n.jpg[/IMG][IMG]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash3/600915_479976425361718_1623755052_n.jpg[/IMG] I don't know how to resize that img =S sry
[QUOTE=Jetamo;36329121]Alien Swarm SDK.[/QUOTE] Yes, but unless I missed something, the Swarm SDK still can't mount multiple sub-models inside it - so you can't test any custom items' rigging as the model simply doesn't show when loaded as a 'weapon'. Largs, the spines are way too small - greatly reduce their number and scale them WAY up. These models are gonna be seen from a bird's eye view, so what you currently have will just degenerate into a bunch of shimmery pixels. Also, generally speaking, 1 polygon = 1 triangle when budgets are concerned, so go by your tricount.
[QUOTE=Largs;36329667]I'm Trying to create a Queen of Pain set, i'm starting with a viper helm, my intention is to create a long hair version for her inside the viper spine but i'm having trouble with the number of polygons, i've just started to create the helm and there are 400 polygons already: [hero+items: 6-7k for the portrait and 3-4k triangles in the game] Queen of pain has about 4.5k polygons (lod0), so i still have 2.5k polygons to work [/QUOTE] I don't want to worry you too much, but I think you're forgetting the other parts of her. I see you're replacing her hair so I'll omit that, but there's still the wings, shoulder pads and weapon to think about, if your item was to be put into game, these other items would still be there. That comes to 6,132 triangles (3,964+1,236+556+376). I think most of the spine won't be very visible, is it possible to turn most of that into alphas?
[QUOTE=theCommie;36329759] Largs, the spines are way too small - greatly reduce their number and scale them WAY up. These models are gonna be seen from a bird's eye view, so what you currently have will just degenerate into a bunch of shimmery pixels.[/QUOTE] so i'll have to do less and bigger spines? that was planned but for the lod1 version.. now i'm thinking do I have to create all itens for lod0 it's used in portrait, belt won't appear, or lod0 is used in the item menu too?! [editline]14th June 2012[/editline] [QUOTE=LilRio;36329777]I don't want to worry you too much, but I think you're forgetting the other parts of her. I see you're replacing her hair so I'll omit that, but there's still the wings, shoulder pads and weapon to think about, if your item was to be put into game, these other items would still be there. That comes to 6,132 triangles (3,964+1,236+556+376). I think most of the spine won't be very visible, is it possible to turn most of that into alphas?[/QUOTE] My blender show me just 4,5k Faces, and her other itens were hidden on the ss, i'll have to optimize model, I'll do the spines in alpha
[QUOTE=OutOfExile2;36328433]You sound like a Yu-Gi-Oh character, from the old show I can't believe that's what came to mind[/QUOTE] [url=https://dl.dropbox.com/u/25867270/heart%20of%20the%20cards.wav]You have to believe in the heart of the cards[/url]
Hah! I'd like that as an in-game easter egg rick!
[img]https://dl.dropbox.com/u/25867270/snakes.jpg[/img] So here is my shadow snakes, should I change the color scheme or anything?
[QUOTE=bigbadrick;36332745][img]https://dl.dropbox.com/u/25867270/snakes.jpg[/img] So here is my shadow snakes, should I change the color scheme or anything?[/QUOTE] You might want to stick with the black and yellow look hes got going, like the back of the snake wands black with some diagonal yellow pattern maybe? just my suggestion, they look great.
[quote][url=http://i.minus.com/ifz5kLMBcvLgu.jpg][img]http://i.minus.com/ifz5kLMBcvLgu.jpg[/img][/url][/quote] Just working on redoing the shape of it. Then I'll fix up the gold texture. I'm happy how the wood and bindings have turned out.
[QUOTE=bigbadrick;36332745][img]https://dl.dropbox.com/u/25867270/snakes.jpg[/img] So here is my shadow snakes, should I change the color scheme or anything?[/QUOTE] make it black and yellow indeed I was thinking black snakes with a shiny yellow/orange ball, or the opposite or even yellow snakes with an orange ball
make the belly yellow and the top black, with yellow details so its more visible in the game
[img]https://dl.dropbox.com/u/25867270/ss2.jpg[/img] Like this? I don't really think the items will be noticeable if they are dark.
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