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16 Tháng 10, 2012
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Tất cả thảo luận > Dota 2 Modeling > Chi tiết chủ đề
 Chủ đề này đã được ghim, thế nên nó có thể quan trọng
HellJumper 16 Thg10, 2012 @ 11:06pm
Dota 2 Questions
Ask Dota 2 related questions here. Please keep TF2 related questions to the appropriate steam disucssion thread. Thanks.

Create new threads for new questions.

Dota 2 Modeling Steam Guide
http://steamcommunity.com/sharedfiles/filedetails/?id=113161455[/url
Lần sửa cuối bởi HellJumper; 6 Thg03, 2013 @ 4:57pm
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Pyetech 19 Thg10, 2012 @ 9:36pm 
Hi HellJumper, and thank you very much for your excellent Blender tutorials. In your Dota 2 one, at one point you discuss baking in the "Full Render" mode after setting up your light map (assuming I have the terminology right here), but you understandably don't take the time to set up perfect lighting. My question is, how much lighting should I use? Is the goal just to create shadows on the texture based on the normal map? Should I light some parts of the item brighter than others, or allow some sections to be in shadow?

Thanks for your help; I had never done any baking before, so your tutorial very quickly made me a better modeler.
HellJumper 19 Thg10, 2012 @ 9:43pm 
Crocodile Dendi,

Yup. The main purpose of the Light Map is to give certain parts of the model extra depth and detail. Thus you should add enough light to get it to the point of producing a light map that is mostly white/grey. No part should be fully dark (shadowed) since overlaying this on top of your texture will blacken out the stuff below it.

Take a look at the actual lightmap I ended up using: Link[dl.dropbox.com]

Something like that would be good at about 85% transparency using soft light as the modifier.
Pyetech 19 Thg10, 2012 @ 10:44pm 
Hmm, ok, I think I get it now! Thanks!
Roskis 20 Thg10, 2012 @ 11:28am 
Hi,

why is the workshop showcase discussion locked? Well anyways my first work is here (http://steamcommunity.com/sharedfiles/filedetails/?id=103759463). Had to remake it over 3 times from scratch. Model and art aren't anything like Helljumper's but its a start :). Next one will be full set and will be out after week or something.

Anyways thank you HellJumper. Guides helped me A LOT.
HellJumper 20 Thg10, 2012 @ 3:09pm 
It's locked because you should start a new discussion for the models.

Keep up the good work!
Evil Andrex 2 Thg12, 2012 @ 10:40am 
Hello, I'm making a Silencer weapon. I have finished my modeling and I need to attach it to the correct bone.

Using Blender, I take these steps:

Import Silencer body
Select my model then the bones
ctrl+P -> With Empty Groups
Then just select my model
Go to edit mode
Go to object data tab
Scroll down and click "RWeapon_2" then the assign button.

After that I just export. When I try to submit it, it attaches to the wrong hand, it attaches to the shield hand and it moves like a shield (if silencer plays the death animation, my weapon rolls away).

What am I doing wrong?
HellJumper 2 Thg12, 2012 @ 2:48pm 
Make sure you are using the right bone. Are you 100% sure that the RWeapon_2 bone is the one for his glaives? You can check this: Select Silencer > edit mode > deslect everything > go into the object data tab > select the RWeapon_2 bone > click "select". If his default glaives are selected, this is the right bone.

If it's the correct bone, then you must accidently be applying your model to the wrong bone.
Evil Andrex 2 Thg12, 2012 @ 3:09pm 
Ah! So the steam page is wrong. I knew Silencer was left-handed. Okay, how do I completely unbind everything?

Thank you for the help, you've been great.

Edit: Nvm I figured that out! AWESOME! Now I just need to fix my masks. Once again, thank you SO much.
Lần sửa cuối bởi Evil Andrex; 2 Thg12, 2012 @ 3:14pm
HellJumper 2 Thg12, 2012 @ 4:53pm 
Haha, no problem. If you want, post a showcase thread of your workshop submission so I can upvote it later.
Lần sửa cuối bởi HellJumper; 2 Thg12, 2012 @ 4:54pm
Evil Andrex 8 Thg12, 2012 @ 6:53pm 
Help! I don't know why this is happening.

This is what it looks like in blender: http://i.imgur.com/6nKe3.png

This is what it looks like while compiled: http://i.imgur.com/wjINK.jpg

Why?
HellJumper 8 Thg12, 2012 @ 7:21pm 
Wait, what exactly is wrong? That's supposed to be a weapon, right?
Evil Andrex 8 Thg12, 2012 @ 7:47pm 
The gems are somehow covered. Take a look at the compiled one.
HellJumper 8 Thg12, 2012 @ 8:31pm 
Oh, that must be either a problem with your masks or the lighting in that pose. Perhaps give the gems a selfillum mask. It should be the alpha channel of your mask1 texture. Paint those parts white.

http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
Evil Andrex 8 Thg12, 2012 @ 10:44pm 
That didn't fix it. The same problem persists. I went over all my masks - they nothing should be causing that...

Edit: I found the cause - somehow the blade part of the model was leaking through as well as the inside of the connecting parts - I just randomly clicked "recalculate" (normals) and "remove doubles" a couple of time it and it fixed itself. Much thanks!
Lần sửa cuối bởi Evil Andrex; 8 Thg12, 2012 @ 11:57pm
Evil Andrex 13 Thg12, 2012 @ 4:53pm 
Is it possible to make animations for just the model? The new shield I'm working on is split into pieces, I would like them to float a bit (within itself). Do you know how to do this?
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Tất cả thảo luận > Dota 2 Modeling > Chi tiết chủ đề