Hey guys, I just finished my second set. I've only started to do 3D modelling last year so obviously not as good as most of you, but I think it looked awesome. Hope you like it too, special thanks to Anuxi and Vlad cause they inspired me to make awesome items. And if this set don't make it in, I'll keep trying till I ran out of cake .
I'm pretty sure it's called "every stroke was done in Zbrush" instead of PS. ; )
pretty much, but it takes WAY less painting that what i would usually do in photoshop as zbrush offers plenty of great brushes to kick in the detail needed, also a lot of baking voodoo going on ^^
pretty much, but it takes WAY less painting that what i would usually do in photoshop as zbrush offers plenty of great brushes to kick in the detail needed, also a lot of baking voodoo going on ^^
I am making my first workshop item and have just started the textures. I wanted to see if i could get it into Dota which worked fine but when I test it in game it glows like this. Anyone tell me why??
Try to make mask1 as transparent as possible, the more solid the colour is the more glow it has.
Try to make mask1 as transparent as possible, the more solid the colour is the more glow it has.
could even be the difference between a tga file saved in 24bit or 32bit. at least this caused some similar glow issues for me while working on a kunkka blade. mask1 and mask2 need to be 32bit tga files. color and normal better be 24bit. alpha channel and stuff
I'm new here, hi. It's the best place possible I could think of to find help.
This is how my problem looks.
First is the particles. I've been doing this Anti-Mage blade for quite some time and didn't find much help about particle placement and how it's mesh should look like. Like you can see it's out by 90 degrees.
The other problem is the lightning. Can I somehow make it to light it as one single object too look more like Magina's blades ingame?
Any help would be greatly appreciated
Edit
Problems solved thanks to Vlad the Implyer
High quality as usual, but im not surprised that you got stomped by comunity with those ears. The second headgear looks fine though. I wonder how would this set look if you change the pinkish tint to Traxex's light blue.
Really nice Maks, but those ears.. really jarring plus it kinda changes her vibe to a furry type thing.. if that's what you're going for thats fine, but they pop so abruptly from her hair. I really like the rest of the set a lot.
@Maks Some people just tend to hate new things no matter what. I saw things more outside of lore/color scheme/game style that were getting accepted in the end. Your idea is fresh and well made. One thing that you could have done is to explain your decision process in items description or made a thread at reddit for example about it so people would know the intentions behind the design.
Anyway you have an upvote from me
@Maks Some people just tend to hate new things no matter what. I saw things more outside of lore/color scheme/game style that were getting accepted in the end. Your idea is fresh and well made. One thing that you could have done is to explain your decision process in items description or made a thread at reddit for example about it so people would know the intentions behind the design.
Anyway you have an upvote from me
thats what we always try to do with the backstory, people don't tend to read this that much
vlad thanks a lot, nice move from a fellow artist, especially the point about breaking the colorscheme, which you seem to be allowed to do, on many many items. And i think this is great and not a bad idea at all, if well executed and well readable from the game distance.
So why would i go into the workshop head into your pieces and craptalk on them? Really nice move, really really nice.
A cosmetic set should communicate its idea clearly by the visuals alone, and not have to rely on a paragraphs-long back story to clarify what is actually going on. Writing lore shouldn't even be necessary for a concept to work.
Honestly, what immediately came to mind when I saw the set was that this is a deliberate appeal to weeaboos with an overt kawaii animu uguu nekochan catgirl theme, which arguably has little place in Dota 2. That imagery is very strong (especially with all the pink); I personally wouldn't have made a connection to Luna's cat in a million years just by looking at it. This is the kind of stuff that the fans of the game are super serious about, so how they react to idea is definitely something to pay attention to and consider.
Also, by "killing off" someone else's character, you're going to run into a lot of people who are very emotional about their waifus and what you do to them. (ノ◕ヮ◕)ノ*:・゚✧*:・゚✧
A cosmetic set should communicate its idea clearly by the visuals alone, and not have to rely on a paragraphs-long back story to clarify what is actually going on. Writing lore shouldn't even be necessary for a concept to work.
Honestly, what immediately came to mind when I saw the set was that this is a deliberate appeal to weeaboos with an overt kawaii animu uguu nekochan catgirl theme, which arguably has little place in Dota 2. That imagery is very strong (especially with all the pink); I personally wouldn't have made a connection to Luna's cat in a million years just by looking at it. This is the kind of stuff that the fans of the game are super serious about, so how they react to idea is definitely something to pay attention to and consider.
Also, by "killing off" someone else's character, you're going to run into a lot of people who are very emotional about their waifus and what you do to them. (ノ◕ヮ◕)ノ*:・゚✧*:・゚✧
I have to agree with everyone else concerning the cat girl thing. The concept could be reworked to come across as 'Drow killed a cat and wears its remains as a trophy' without having to wear the ears. Since Drow has a hood as a default I think the better way to show this concept off as a 'trophy' would have her wear the cat's pelt over her head like a hood. Then have the cape be the rest of the pelt.
I have to agree with everyone else concerning the cat girl thing. The concept could be reworked to come across as 'Drow killed a cat and wears its remains as a trophy' without having to wear the ears. Since Drow has a hood as a default I think the better way to show this concept off as a 'trophy' would have her wear the cat's pelt over her head like a hood. Then have the cape be the rest of the pelt.
the problem with another hood was, that it was just another hood, we tried that with the skinned head, or stuffed head, as it's the most obvious choice. but it didn't read well from the games distance, so it was just another black hood with slightly odd shape. However we changed the weight of the set more towards the jawbone piece with fangs and kept the ears as the alt headpiece.
I#D redo the turnarounds but that would mean to change the asset entirely, it was never made to be seen from this close, it works great ingame and modelviewer but doesn't hold up for a HD video.
the problem with another hood was, that it was just another hood, we tried that with the skinned head, or stuffed head, as it's the most obvious choice.
The hair alone would've looked great.
As said, those ears don't make much sense for anyone that isn't trying to look cute, thus the backlash.
looks like you've got plenty of spaces to continue reducing. often just turning n-gons into quads will cut the tri count, as the software might not be triangulating those faces in the most optimal way.
the grips on the handle don't necessarily need geometry - and can probably be baked down. the edges across the lower portion of the blades can get cut...you could definitely get it lower fairly easily.
That has to be my favorite bristleback set yet. I'm kind of struggling with the candle on the arm, and the colors may be a little heavy on the dark gray...but it's awesome.
Hey guys, which colour scheme looks better for this set? The gold/green one is more eye cathcing but abit generic, and the silver/blue one is more unique but some people thought it was a bit bland.
Both versions looks somewhat detached from the character, at least the golden one stick to the color scheme better.
Don't get me wrong, I like it, but I feel you could add some element to balance the homogeneous tone of the armor, something to hold it together, if the poly budget permits.
Both versions looks somewhat detached from the character, at least the golden one stick to the color scheme better.
Don't get me wrong, I like it, but I feel you could add some element to balance the homogeneous tone of the armor, something to hold it together, if the poly budget permits.
You may be right, I'll see if I can add another colour inbetween to make it better.
fICHTARR: That set looks awesome, really love the flail and the wrist candle!
Speedban: Congrats on your first item, looks pretty neat!
Hudston: Haha FINALLY finished! I think it was for the better, I like the design of this set compared to the original.
And here's what I'm working on. I thought it was odd that no one has taken advantage of Sven's mysterious origins for items, nothing that hints at his mer-people blood. So here's the high poly for Sven's Ceremonial Meranthic Sword. Still a bit of cleanup but done for the most part.
As long as it has the gold trim it's way better looking than V1, big improvement.
Now I'd say you should maybe work on the shape of the bottom edge of the front of the helmet that is seen in the portrait (pro description). It seems really big and chunky and not that interesting. If you just made it more curvy rather than angular I think it would help. I really like the head piece other than the portrait view.
Hi its the first time for me making items for dota 2, I've made a sword for doom,
I Imported dooms original weapon fbx and then exported my rigged weapon as an fbx as well, tough when I import in dota 2 the sacle is always of or it has a wierd position, anyone got any tips or can point me in the right direction ?
thanks
Replies
edit: Oh and here's the link to my set
http://steamcommunity.com/sharedfiles/filedetails/?id=163244188
pretty much, but it takes WAY less painting that what i would usually do in photoshop as zbrush offers plenty of great brushes to kick in the detail needed, also a lot of baking voodoo going on ^^
proceed...
could even be the difference between a tga file saved in 24bit or 32bit. at least this caused some similar glow issues for me while working on a kunkka blade. mask1 and mask2 need to be 32bit tga files. color and normal better be 24bit. alpha channel and stuff
Who wona see how i making dota 2 items, check my stream ;3
http://www.twitch.tv/masternorma
or
The Ghost of Leragas
It's pretty random. There's a handful of heroes who are broken down but not available to submit for yet like Earthshaker, Abbadon, and Treant.
This is how my problem looks.
First is the particles. I've been doing this Anti-Mage blade for quite some time and didn't find much help about particle placement and how it's mesh should look like. Like you can see it's out by 90 degrees.
The other problem is the lightning. Can I somehow make it to light it as one single object too look more like Magina's blades ingame?
Any help would be greatly appreciated
Edit
Problems solved thanks to Vlad the Implyer
THIS IS NOT A JOKE
Looking awesome! Really solid!
Feel free to vote the items :poly131:
http://steamcommunity.com/sharedfiles/filedetails/?id=163591754
High quality as usual, but im not surprised that you got stomped by comunity with those ears. The second headgear looks fine though. I wonder how would this set look if you change the pinkish tint to Traxex's light blue.
Anyway you have an upvote from me
thats what we always try to do with the backstory, people don't tend to read this that much
vlad thanks a lot, nice move from a fellow artist, especially the point about breaking the colorscheme, which you seem to be allowed to do, on many many items. And i think this is great and not a bad idea at all, if well executed and well readable from the game distance.
So why would i go into the workshop head into your pieces and craptalk on them? Really nice move, really really nice.
Honestly, what immediately came to mind when I saw the set was that this is a deliberate appeal to weeaboos with an overt kawaii animu uguu nekochan catgirl theme, which arguably has little place in Dota 2. That imagery is very strong (especially with all the pink); I personally wouldn't have made a connection to Luna's cat in a million years just by looking at it. This is the kind of stuff that the fans of the game are super serious about, so how they react to idea is definitely something to pay attention to and consider.
Also, by "killing off" someone else's character, you're going to run into a lot of people who are very emotional about their waifus and what you do to them. (ノ◕ヮ◕)ノ*:・゚✧*:・゚✧
I have to agree with everyone else concerning the cat girl thing. The concept could be reworked to come across as 'Drow killed a cat and wears its remains as a trophy' without having to wear the ears. Since Drow has a hood as a default I think the better way to show this concept off as a 'trophy' would have her wear the cat's pelt over her head like a hood. Then have the cape be the rest of the pelt.
the problem with another hood was, that it was just another hood, we tried that with the skinned head, or stuffed head, as it's the most obvious choice. but it didn't read well from the games distance, so it was just another black hood with slightly odd shape. However we changed the weight of the set more towards the jawbone piece with fangs and kept the ears as the alt headpiece.
I#D redo the turnarounds but that would mean to change the asset entirely, it was never made to be seen from this close, it works great ingame and modelviewer but doesn't hold up for a HD video.
The hair alone would've looked great.
As said, those ears don't make much sense for anyone that isn't trying to look cute, thus the backlash.
could you post the wire?
we can suggest some changes to get a lower polycount result
Also wona ask something...
I get problem whis Test textures whan baked maps, how can i fix it? whis photoshop brush its so hard and long ^_^
btw, try to avoid polygons with more then 4 sides
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guys, i listing all the usefull links and videos for the dota 2 workshop production. if you guys have any suggestion please let me know on the thread
http://www.polycount.com/forum/showthread.php?t=123800
the grips on the handle don't necessarily need geometry - and can probably be baked down. the edges across the lower portion of the blades can get cut...you could definitely get it lower fairly easily.
http://steamcommunity.com/sharedfiles/filedetails/?id=163764936
reverendK i will try make something, ty =3
Blades of Shattered Crystals
Any criticism and help is welcome. Well I have high hopes and will definitely continue to try to make more and improve. Check it out on steam workshop
http://steamcommunity.com/profiles/76561198033182265/myworkshopfiles/?570
So what do you guys think? The link to the set is here http://steamcommunity.com/sharedfiles/filedetails/?id=163244188
Don't get me wrong, I like it, but I feel you could add some element to balance the homogeneous tone of the armor, something to hold it together, if the poly budget permits.
Also, is anyone having any issues uploading their marketing images to the workshop. Steam doesn't want to upload my items if I have an attached .PSD
You may be right, I'll see if I can add another colour inbetween to make it better.
Speedban: Congrats on your first item, looks pretty neat!
Hudston: Haha FINALLY finished! I think it was for the better, I like the design of this set compared to the original.
And here's what I'm working on. I thought it was odd that no one has taken advantage of Sven's mysterious origins for items, nothing that hints at his mer-people blood. So here's the high poly for Sven's Ceremonial Meranthic Sword. Still a bit of cleanup but done for the most part.
http://eat3d.com/free/xnormal_overview
I think it looked more varied and better, but what do you guys think?
Now I'd say you should maybe work on the shape of the bottom edge of the front of the helmet that is seen in the portrait (pro description). It seems really big and chunky and not that interesting. If you just made it more curvy rather than angular I think it would help. I really like the head piece other than the portrait view.
I Imported dooms original weapon fbx and then exported my rigged weapon as an fbx as well, tough when I import in dota 2 the sacle is always of or it has a wierd position, anyone got any tips or can point me in the right direction ?
thanks