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Dota 2 - Workshop Thread

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  • oDD
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    oDD polycounter lvl 18
    finally managed to upload my ward to workshop (the zip file was too heavy, I've reduced the size of textures)

    my monitor is small + plus the preview for the wards is smaller than for the heroes so i didn't bother with ingame previews as they were tiny.


    http://steamcommunity.com/sharedfiles/filedetails/?id=135166966&searchtext=

    ward_art.jpg
  • Jalcober
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    Jalcober polycounter lvl 10
    Woah, so making 3d models for your own enjoyment is the rude thing to do now? Wow, just wow.

    You were obviously doing it for personal gain as you uploaded it before asking permission from Hawf. I'm disappointed by the way you're doing things like this and trying to pin the blame on others.
  • Uliss
    I have such bug in the Dota test loadout. Anybody knows, what's the problem?
    bug.jpg
    хостинг фотографий
  • shellnut
    OniLolz wrote: »
    Bake and base textures done! Still very very WIP :)

    mountcolor.jpg

    I like it :)
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    aPZVHtD.png
    rather than go for a plated shoulder I gave him a large fantasy esque seashell shoulder pad
  • PKSpark
    OniLolz wrote: »
    Bake and base textures done! Still very very WIP :)

    mountcolor.jpg

    Dat Lion! :poly124:
  • marul
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    marul polycounter lvl 7
    Wow a lot happened in a day, how is this even possible? Vlad, I hope you know well what happened to the guy that made the old timebreaker. Copyright infringement is no joke, and as an artist who has hundreds of items in workshop, you should have known better. If that's indeed supposed to be a joke, it's not really funny. It's also not a good way to offer someone help.
  • belkun
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    belkun polycounter lvl 7
    Hey guys!

    First time posting around here, also pretty new to modeling, but anyway, I'm making a OD staff mostly for training and stuff, and so far it's pretty close to finished:

    2qrUx

    Pretty much started learning ZBrush and retopology this week, and that's the result. Any tips you guys would give? I know it's not up to what you guys do around here, but I'm pretty happy with it. I just need to figure out how to do all of the maps needed, touch up the current texture a bit and then learn to export.

    Also, here's the triangulated wireframe if anyone wants to take a look:

    2qrYS
  • Rubus
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    Rubus polycounter lvl 5
    Wait, he uploaded the item to the Workshop?

    If that's the case, this went really too far indeed.

    And...that's it, hope this won't fuel more offtopic chatter.

    Right now I have more posts about random stuff than actual modeling, I'd be happy if we can let this die and get back to the subject of the thread.
  • shellnut
    bewsii wrote: »
    Just keep in mind that if your details are not really refined on your high poly with 2K maps, they will barely show up (if at all) on your scaled down texture maps. You can lose a lot of information during this process if it's not planned ahead.

    What is 2K map?
  • mrpresident
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    mrpresident polycounter lvl 10
    shellnut wrote: »
    What is 2K map?

    2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.
  • Tvidotto
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    Tvidotto polycounter lvl 9

    Also, if the latter is true, do they plan on doing this with additional big name workshop contributors, for example, a custom Vidotto courier chest.

    Valve, please listen to this guy!!!

    (but i need one year in advance to make them =])
    OniLolz wrote: »
    Bake and base textures done! Still very very WIP :)

    mountcolor.jpg

    looking amazing man! really liked it

    if i may suggest, you could work some more furs where they end, its too abrupt for now and make the furs look like they are spikes. problably is the idea but i think its too much.

    how its on the dota view?
  • shellnut
    2048 x 2048 resolution for what will eventually be a 512 x 512 texture. Starting with higher resolution maps can provide more detail when it's eventually downsized to the actual in-game resolution.

    Oh I see. I thought so. I still don't know some of terms in 3D. hehehe. Thank you for the clarity. :D
  • OniLolz
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    OniLolz polycounter lvl 13
    Tvidotto wrote: »
    looking amazing man! really liked it

    if i may suggest, you could work some more furs where they end, its too abrupt for now and make the furs look like they are spikes. problably is the idea but i think its too much.

    how its on the dota view?

    Oh yeah, there is a lot of work to do, especially on the fur. It's just some base color with baked occlusion/cavity :)
    I didn't make the masks, so I don't know yet how it's on dota view

    Thanks everyone!
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    OniLolz wrote: »
    Oh yeah, there is a lot of work to do, especially on the fur. It's just some base color with baked occlusion/cavity :)
    I didn't make the masks, so I don't know yet how it's on dota view

    Thanks everyone!

    It came out great man, really clean work. I'm interested in seeing it in game and with the animations, but I'm sure it will look great.
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    *double post whoops*
  • ZUBILO
    Good day to all! Long agonized over this sword and I can not finish it ... texture with low poly models are not compared with each other. texture like double! And in the end ... Max refuses to correct, constantly giving errors. If anyone can give advice - I will be very grateful.
    image.jpg

    image.jpg

    image.jpg
  • bewsii
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    bewsii polycounter lvl 9
    Your textures should be exactly 1 square to the right of your UV space. So click the button at the bottom left of your UV screen options, should look like a crosshair, then type 1 in the U space and hit tab/enter. That will move your mirrored UV's 1 square to the right, and you should have no problems from there.
  • ZUBILO
    bewsii wrote: »
    Your textures should be exactly 1 square to the right of your UV space. So click the button at the bottom left of your UV screen options, should look like a crosshair, then type 1 in the U space and hit tab/enter. That will move your mirrored UV's 1 square to the right, and you should have no problems from there.

    Thank you :)
  • vikk0
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    vikk0 polycounter lvl 6
    Robbiek1000, Onilolz

    Great stuff :)
  • pixelherder
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    pixelherder polycounter lvl 18
    more work on fur n stuff...

    mandrill_zbrush_wip03_zps605c045f.jpg
  • belkun
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    belkun polycounter lvl 7
    Hey guys!

    I'm trying to compile an item for the first time on the game and I keep getting errors with something to do with .mdl files. Here's the log:
    Starting compile of Fractured Meteor Bone...
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_color.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_color.vtf
     - Compilation successful.
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_normal.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_normal.vtf
     - Compilation successful.
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask1.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask1.vtf
     - Compilation successful.
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask2.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask2.vtf
     - Compilation successful.
    Compiling VMT: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.vmt
    CTargetVMT::Compile OK! - materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.vmt
    Compiling DMX: models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.dmx
     - Compilation successful.
    Compiling QC: models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.qc
     - Compilation successful.
    Compiling MDL: models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl
    CTargetMDL::Compile NO FILE! - c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl
    CTargetMDL::Compile( fractured_meteor_bone.mdl ) - CheckFile failed - "c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl"
    CTargetMDL::Compile Failed - c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl
    

    Everything is apparently fine. The model (exported as a .FBX) is under the tris limit and connected to the bone joint, the textures are also on the right format and size.

    Does anyone have any idea how to fix this?

    Thanks!
  • RoqueDemon
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    RoqueDemon polycounter lvl 6
    Finally submitted something

    Split blade of the Ascendants
    34D7F38474183C7F4791820F2AD841F597DCE66C

    It's not very good but it's what I managed to do :P
  • pixelherder
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    pixelherder polycounter lvl 18
    turns out i had a bit more spare time this evening, so heres a quick-ish colour test

    mandrill_zbrush_wip04_zps2f6a72e9.jpg
  • belkun
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    belkun polycounter lvl 7
    belkun wrote: »
    Hey guys!

    I'm trying to compile an item for the first time on the game and I keep getting errors with something to do with .mdl files. Here's the log:
    Starting compile of Fractured Meteor Bone...
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_color.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_color.vtf
     - Compilation successful.
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_normal.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_normal.vtf
     - Compilation successful.
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask1.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask1.vtf
     - Compilation successful.
    Compiling TGA: materialsrc\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask2.tga
     - Compilation successful.
    Compiling VTF: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone_mask2.vtf
     - Compilation successful.
    Compiling VMT: materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.vmt
    CTargetVMT::Compile OK! - materials\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.vmt
    Compiling DMX: models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.dmx
     - Compilation successful.
    Compiling QC: models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.qc
     - Compilation successful.
    Compiling MDL: models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl
    CTargetMDL::Compile NO FILE! - c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl
    CTargetMDL::Compile( fractured_meteor_bone.mdl ) - CheckFile failed - "c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl"
    CTargetMDL::Compile Failed - c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\obsidian_destroyer\0x01d7158a\fractured_meteor_bone\fractured_meteor_bone.mdl
    

    Everything is apparently fine. The model (exported as a .FBX) is under the tris limit and connected to the bone joint, the textures are also on the right format and size.

    Does anyone have any idea how to fix this?

    Thanks!

    Sorry for bumping it, but it was on last page and I really need some help, as I've been trying to make this work for more than 3 hours.
  • Zaphk
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    Zaphk polycounter lvl 7
    Thanks a lot for the feedback, guys ^^
    We finished the texture. I'll make the masks now and see how it looks in the game.
    QY94V1P.jpg?1
  • TommyTehZombie
    6H45mIS.jpg

    Submitted my new Clinkz set, Link to the workshop page is in the image. Crits welcome.
  • OniLolz
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    OniLolz polycounter lvl 13
    belkun wrote: »
    Sorry for bumping it, but it was on last page and I really need some help, as I've been trying to make this work for more than 3 hours.

    Are you using .fbx? Because workshop is broken again D: Try using .smd files
  • belkun
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    belkun polycounter lvl 7
    OniLolz wrote: »
    Are you using .fbx? Because workshop is broken again D: Try using .smd files

    Yeah, I was using .fbx. Anyway, I figured it out after Googling a bit. I didn't triangulate the model and there was a pesky 5 sided polygon screwing everything up. Patched it up and now it's good to go!

    If anyone wants to take a look:

    BJtiHpC.jpg

    It's pretty much the first model I fully finish, hopefully it looks good.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    2r0FL

    kiting the spam like a boss hahaha

    im going to try on someone else´s item now
  • reverendK
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    reverendK polycounter lvl 7
    that was awesome.
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    Tvidotto wrote: »
    2r0FL

    kiting the spam like a boss hahaha

    im going to try on someone else´s item now

    Here we watch a champion at work. :thumbup:
  • Robbiek1000
    That guy is a ninja. I delete his post and 20 minutes later hes done it again! The least he could do is upvote...maybe favorite.
  • Anuxinamoon
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    Anuxinamoon polycounter lvl 14
    This is what you need to to, click his name, takes you to his profile, over on the right there is a Block user and report violation. Do both, go back delete messages. Solved all my problems.

    Just had to do it 5-6 times as they made new accounts :p
  • shellnut
    HI guys. I just want to ask a question. If you're creating a bow for a certain hero do you need to create a separate arrow model? Not the quiver with arrow, I mean like this >>>
    > sorry for such a noob question. :D
  • PKSpark
    shellnut wrote: »
    HI guys. I just want to ask a question. If you're creating a bow for a certain hero do you need to create a separate arrow model? Not the quiver with arrow, I mean like this >>>
    > sorry for such a noob question. :D

    Someone tried it for the soldier rockets in TF2, it was never implemented.
    I don't know Dota2 so it's a bet you're taking by doing a mod for arrows.
  • pixelherder
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    pixelherder polycounter lvl 18
    ok, so trying to work out the final look for this guy with his courier accessories and flying mode...

    mandrill_concepts03_zps11d7876f.jpg

    if anyone has any thoughts/crits/suggestions, i'm all ears!

    *edit* for the sake of completion, heres some more sketches - quite keen on the "Helicopter Pole" flying version, but if people have a stronger preference for some of these alternatives then fair enough!

    mandrill_concepts04_zpsbdbf4bf7.jpg
  • bewsii
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    bewsii polycounter lvl 9
    The flying pole is far more interesting, imo. The wings are used too much, and the bottom ones (although really cool) look like the ones Tvidotto just used on his Panda courier.

    That's why I insisted on Rockets for our chicken courier. Wings are boring ;P
  • marul
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    marul polycounter lvl 7
    Yeah just go with the helicopter tree, it's the most original idea.

    And I'm not very keen on goggles with every courier.
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    Spinning pole for suuure!
  • Rubus
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    Rubus polycounter lvl 5
    I'll second bewsii.

    Also, I think you should use the 'flying mode' cap and googles over the 'tribal markings' one, it looks a lot more courier-ish and neat overall.

    Very nice work, I'm curious to see it animated!

    On a sidenote, just clicked in your CGHub link, I knew saw your nickname elsewhere, congrats for your work there too ;)
  • pixelherder
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    pixelherder polycounter lvl 18
    bewsii wrote: »
    The flying pole is far more interesting, imo. The wings are used too much,
    marul wrote: »
    Yeah just go with the helicopter tree, it's the most original idea.

    And I'm not very keen on goggles with every courier.
    Spinning pole for suuure!
    Rubus wrote: »
    I'll second bewsii.

    Very nice work, I'm curious to see it animated!

    On a sidenote, just clicked in your CGHub link, I knew saw your nickname elsewhere, congrats for your work there too ;)

    thanks for the input and comments everyone - think i know where to go with things now!
  • penOr
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    penOr polycounter lvl 7
    The flying pole could be awesome. Just an idea, if he had a staff for when he's walking (and walk like Rafiki from Lion king?), so that there's some continuity from walking to flying. Either way it looks great =)

    http://youtu.be/9SCFNbyamY8?t=1m41s

    Hard to find rafiki walking. Pretty much witch docta!
  • Robbiek1000
    In hopes of making everyone's day a little brighter I thought I'd share these. I did this last summer. I'm not much of a painter so please excuse the numerous flaws.

    photo4_zps95ddb943.jpg
    photo2_zps7e9e592c.jpg
  • Nannou
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    Nannou polycounter lvl 5
    that's awesome. what is it made out of?
  • shellnut
    PKSpark wrote: »
    Someone tried it for the soldier rockets in TF2, it was never implemented.
    I don't know Dota2 so it's a bet you're taking by doing a mod for arrows.

    Oh, I mean if it's required or not?
  • mrpresident
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    mrpresident polycounter lvl 10
    Definitely do the helicopter tree, I also don't feel the goggles or a hat are necessary, the design already looks great without it.
  • DashXero
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    DashXero polycounter lvl 12
    Helicopter cane! HELICOPTER CANE! I freaking loved that from the original concept! IF YOU GET RID OF IT... ALL OF MY HATE. Well, not really. I'll just be disappointed.
  • pixelherder
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    pixelherder polycounter lvl 18
    penOr wrote: »
    The flying pole could be awesome. Just an idea, if he had a staff for when he's walking (and walk like Rafiki from Lion king?), so that there's some continuity from walking to flying. Either way it looks great =)

    the original concept of the orangutan had him reliant on the cane to walk just like you say - with a baboon/mandrill i think he might be more sprightly and nimble, so not sure if it'll work. BUT i think its worth doing, so hopefully i can get a friendly animator to have a go at both

    Definitely do the helicopter tree, I also don't feel the goggles or a hat are necessary, the design already looks great without it.

    yes, going to try and keep it simple i think. See how it looks without too many extras

    DashXero wrote: »
    Helicopter cane! HELICOPTER CANE! I freaking loved that from the original concept! IF YOU GET RID OF IT... ALL OF MY HATE. Well, not really. I'll just be disappointed.

    helicopter cane is pretty much a dead cert right now!


    ...and finally today, managed to block out some of the accessories - hopefully get them into zbrush tomorrow...

    mandrill_blockout01_zps21bc106c.jpg
  • PKSpark
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