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All Discussions > Dota 2 Modeling > Topic Details
Laffin Oct 23, 2013 @ 5:21pm
Need help with my first model
I'm new to this whole 3D modeling thing, so I've decided to make a Meepo weapon. I just have a few questions about what to do.

* How do I test my basic mesh in the game? I don't know how to bind my weapon to the rig (if thats even what I'm meant to do), or how to export it in SMD format.
* Is there anywhere that tells me exactly what each different map does, and how to make it? It's really difficult to find what each thing means. And am I better off using GIMP or Paint.net for the texturing?
* When unwrapping my item (it's a shovel) do I just want to seam unwrap the handle of it, and perspective unwrap the blade? or do I want to seam unwrap the whole thing?

Sorry for the nooby questions, any help is appreciated.
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HellJumper Oct 23, 2013 @ 9:39pm 
Everything you asked was explained in my tutorial videos: http://steamcommunity.com/sharedfiles/filedetails/?id=113161455#

If that guide still doesn't make sense, then watch my very basic TF2 one here: http://www.youtube.com/watch?v=-X5QGx2TP_8

Testing your model in-game is just a matter of compiling your model using the in-game compiler. It lets you preview it in-game as well as test your item out in a bot game. I explain how to rig models in the video (watch it) as well as how to export models as smd files.

Valve put together a bunch of very detailed PDF files that explain exactly what each mask does. They can be found at the top of the technical requirements page here: http://www.dota2.com/workshop/requirements

You are better off using Photoshop for texturing, btw... but if you can't get a copy, then I'd say use GIMP because I don't have any experience with Paint.net.

Your last question involving unwrapping: You can unwrap things however you like. You can use a combination of seam unwrapping and projection unwrapping. The important part is that you don't need to unwrap the whole model at once. As long as you can unwrap it in a logical and easy to texture fashion, you should be good. Also... make sure that your seams aren't in visible places (try to hide them inside other geometry or on the backside of the model).
Laffin Oct 24, 2013 @ 9:03am 
Thanks for the response!

I thought your tutorail was just for the modelling part of the production - huge mistake on my part. Sorry for the stupid questions. I've started working through the process your tutorial showed, and I have a problem. I have made a sort of staff, and I have projection unwrapped the top of it and I think it's worked out ok. But when I unwrap the handle, one half unwraps properly, but the other identical half unwraps with the bottom part at a weird angle. Also, I don't know how to get both maps onto the same file (I broke the model down into 2 parts). I have pictures I can upload if they would help (I just have no idea how to on steam - do I need to upload them to imgur are just type the links in?)

Also, the reason I'm using GIMP is because I have a budget of £0.00, Thanks again!
HellJumper Oct 24, 2013 @ 6:39pm 
If you have pictures, just use imgur and link them here.
Laffin Oct 24, 2013 @ 6:55pm 
This is my basic mesh: http://i.imgur.com/cnUZL3y.png
The handle and the actual shovel are 2 separate compoenents

The shovel unwrapped fine (I think) - I projected the two flat edges, and seamed and unwrapped the thin border: http://i.imgur.com/S2csBWx.png

However, when I unwrapped the the hande (super zoomed in), the UVs went weird - look at the left hand side of the top projection and how it's bent compared to the other one: http://i.imgur.com/qYqthW2.png
HellJumper Oct 24, 2013 @ 7:04pm 
The handle looks fine to me. Unless you want exactly straight UVs... which is not really necessary. I mean you could manually align all the vertices, but this would be a futile attempt. Also, did you triangulate your model after you unwrapped? There is no reason to work with tris in blender (just use quads). Exporting to .smd format will automatically triangulate your model.

Lastly, the way you projection unwrapped the head piece will give you weird black seams because of the way you unwrapped it. I would never unwrap it like that. Do it similar to this:

http://i.imgur.com/5XBHa3e.png
Laffin Oct 24, 2013 @ 7:06pm 
thanks! I'll try that now. I triangulated it before unwrapping it - should I undo that? and how do I get the 2 component parts onto the same mesh (sorry for all the questions)
HellJumper Oct 24, 2013 @ 7:23pm 
Yeah, stick to quads unless you're dealing with faces that are just triangular by nature (i.e. if you are manually editing certain parts of a model).

To join to meshes, select both parts in object mode and press "ctrl+j".
Laffin Oct 24, 2013 @ 7:45pm 
Thank you so much for all the help! I've now properly unwrapped the model and I've followed your tutorial to bake the initial 2 things: http://i.imgur.com/kvyeb7N.png

Texturing starts tomorrow :)
HellJumper Oct 24, 2013 @ 7:52pm 
Awesome. Just don't forget about adding in hard edges (edgesplits) or "smoothing groups" as they are known in other programs. https://dl.dropboxusercontent.com/u/10100459/BlenderImages/edgesplit_690.jpg
Laffin Nov 3, 2013 @ 11:52am 
Wow, it's been a while. Not had much time to work on my model.

I re-optemised my unwrap to remove unnecessary seams, and I have a basic texture that I want to try out before wasting my time with the finer details. Two quick questions (that I'm pretty sure were not covered in the tutorial, or were, but I didn;t understand them :p)

1. What order do the levels need to be shown in GIMP/Photoshop for the texture file? I currently have my base colour, light, AO and finer details, and my normals as a separate file. Which ones do I actually need to put in?

2) how do I preview my texture in blender? I tried to do it myself, but it just wrapped it however it wanted. How do I make it line up with my UVs?

Sorry for all the questions again :( and thaks for all the help!
HellJumper Nov 3, 2013 @ 12:00pm 
1. The order doesn't matter as long as the final product is what you wanted. However the way I typically set up my Dota 2 layers is the following:

UV layout
AO Bake
Color layers

Make sure to set the layer property of the AO Bake to "multiply". Then when you are done texturing, make sure to hide the UV layout layer since the only thing you need it for reference.

2. Delete any existing lights in your scene first. Then apply the texture you made via the UV screen. Then press "alt+z" to go into texture mode. I'm not sure why you are having trouble lining up your texture with your uvs. Did you export your UV layout from within the UV editor? From within the UV editor, click "UVs" > "Export UV Layout" > save as a .png or whatever and bring this into photoshop as your first layer.
Laffin Nov 3, 2013 @ 12:17pm 
Ah, that was the issue. I was attempting to apply my image as a texture rather than through the UV layout. Thanks for the help again. So the lightmap is a colour layer? Or a separate map? Or just used as a reference?
HellJumper Nov 3, 2013 @ 12:23pm 
That would be something I didn't mention in my post above. I would suggest layering them how Valve tells you: http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf

They tell you exactly what layers go where (and what settings each layer uses). Obviously I don't use all the layers they do because I don't do any sculpting, but you should try to adjust accordingly.
Laffin Nov 3, 2013 @ 12:27pm 
That makes sense - I was just overlaying everything... that explains a lot. Hopefully I'll have my first draft ready by the end of the week, It won't be amazing, probably won't even be good, but it'll be a starting point for me to make something less bad next time :)
Laffin Nov 3, 2013 @ 12:36pm 
http://imgur.com/LiGj7zr

here's it so far. it's nowhere near finished, but I think (hope) it's a decent startpoint.
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