Wow! Cool head. The blackhole-ish thing seems to spin in wrong direction but more importantly, how the hell did you manage to make the particle effects like that?!!
Wow! Cool head. The blackhole-ish thing seems to spin in wrong direction but more importantly, how the hell did you manage to make the particle effects like that?!!
The vortex do spin in the right direction! (suck-in effect)
For the vortex, it's a rotating texture defined in the vmt.
Dude, this is fantastic! I love the idea and execution. Great Job! Would you be able to post direct links to youtube, the videos on steam don't seem to work for me. Mega Thumbs up! :thumbup::thumbup::thumbup:
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
yes, going to try and keep it simple i think. See how it looks without too many extras
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...
I really love that face man... but the rest of the items just don't have the same fidelity and even the same style as the face. There are some great textural elements on the face ( like the value split in the skin and the wrinkles and bumps.} The armour pieces and weapon look like they were done by a different person.. they feel like they lack defined form details and the textures are flat and they lack value breakup and definition. Not to mention there is no real colour/hue work going on there. Work on trying to pack your UV's better to get more textel res out of the key areas, and paint your maps at 4x the res for your presentation images.
I really think you can push the rest of the set to the same quality as the head. You may think about scrapping everything but the head and trying again from scratch with the head as your new bar for quality and style. Think about maybe keeping the vortex theme going in the other parts.
I really love that face man... but the rest of the items just don't have the same fidelity and even the same style as the face. There are some great textural elements on the face ( like the value split in the skin and the wrinkles and bumps.} The armour pieces and weapon look like they were done by a different person.. they feel like they lack defined form details and the textures are flat and they lack value breakup and definition. Not to mention there is no real colour/hue work going on there. Work on trying to pack your UV's better to get more textel res out of the key areas, and paint your maps at 4x the res for your presentation images.
I really think you can push the rest of the set to the same quality as the head. You may think about scrapping everything but the head and trying again from scratch with the head as your new bar for quality and style. Think about maybe keeping the vortex theme going in the other parts.
As others have said those are the default void items, he only changed the head XD.
I'm 99% sure his texture quality is turned down to medium or lower, it really hurts some of the default items.
Next time you take preview shots for your items turn the texture quality up to high temporarily, it'll make a huge difference in the previewer.
For the record PKSpark, it's an awesome item, your best yet. I didn't even know it was possible to add a rotating texture when submitting via the workshop and you used it very creatively on top of that.
@MechBgum: I have another solution which doesn't require custom vmts, i'm working on it.
@MrPresident: Here's the tip for custom vmt in the workshop previewer: compile your item as usual, and before clicking "ok" in the importing console, where you see "import successful", alter the compiled vmt in the dota material/model/items/<yourhero>/<randomnumber> folder.
You can stuff anything you want, alpha, nocull, scrolling, rotating texture...
This is one of the earliest models of Dota 2, and ugh, I wouldn't go as far as calling it terrible, the silhouette and shapes of his robe are pretty even and unique and nice.
It's not very good but it's what I managed to do :P
Congrats on your first submission. I relly like the design and how it looks in nightime. I do think that the blade should be pulled in closer to the handle. Other than that, great job!
god dammit i need to wake up.i spent ages typing that out too
Well I love that HEAD. mythical FOR SURE!
(seriously wtf valve? that armour is terrible!)
At least you liked my item enough to write a big comment!
That's quite flattering if you ask me ^^
I think i've hit an interesting vein, but as Mechbgum pointed out,
scrolling texture is probably not an okay idea, and i don't wish my submission
to be capped out of the top 5 just for this technical choice, so i made an alternative with a rotating mesh:
The first 40 heroes or so were rushed to completion for the first international tourney, that's why they've been slowly going back and updating them all.
Void was one of those first heroes, so was mirana actually, I remember you mentioning on stream the solid white ears on her mount. Heck, vengeful spirit just had a flat red mask originally because they didn't have time to model her face XD.
That said the default armor looks a lot better when the texture resolution isn't turned down like in that preview:
Seriously guys, if you have your graphics turned down for playing, make sure you turn them up to maximum before taking preview shots for the workshop or your textures will look hideous.
I returned in my modelviewer, apparently it use the max game texture size, and some masks like the metalness one doesn't render correctly, theses must explain the blurry aspect..!
Congrats on your first submission. I relly like the design and how it looks in nightime. I do think that the blade should be pulled in closer to the handle. Other than that, great job!
Thank you very much. It's really motivating to read comments like this, makes me want to do more stuff.
A lot of people requested that change so I did it and updated the screenshots in the workshop. Might update the main picture tomorrow.
When I import my item then Dota 2 suddenly just freezes and then exists. It does it with 2 of 4 models. I don't get it.
There's just so many things it could be there's no way of knowing - go over your file, check that the transforms are frozen, history deleted, you're not importing anything more than you need, the files are all correct.
This is one of the earliest models of Dota 2, and ugh, I wouldn't go as far as calling it terrible, the silhouette and shapes of his robe are pretty even and unique and nice.
Yeah terrible is pretty harsh.. just in that render the textel res and colour looks off. I just saw it in game and its fine.
But it just has nothing on their newer models like tusk and dusa. Some fine art has gone into those models and textures.
Getting close to finishing this set for SD. Have been working with the colorpalett from his hands/arms. I think it turned out pretty good. Going to add the gradients and then some nice promoscreens. Let me know what you think!
Getting close to finishing this set for SD. Have been working with the colorpalett from his hands/arms. I think it turned out pretty good. Going to add the gradients and then some nice promoscreens. Let me know what you think!
I think the model looks great, I like the shape and the more robust silouette it gives to SD.
But even considering he'll have those head particles in game, I think the area around the neck looks a bit empty as it is now, perhaps adding something like a long upturned collar may do the trick.
Also, I like the red tone, though I found it a bit plain. Think in adding some white details as the inscriptions in the back of the default model, would look good and could help breaking the monotony of large areas of the same color.
Roughs for a Warrunner set I will hopefully make. After reading his bio I wanted to make something that went along with his arena days.
Having some trouble pushing through the design phase. Always feel like I am nitpicking things and am worried I will end up with a Frankenstein. Is there anything you guys like to keep in mind while coming up with designs (like hierarchy of shapes) or is this something that you just keep doing till you get an eye for it?
Sorry if its a bit of a silly question (asking one how to design). I am just curious as to how other people go about their concepting process.
Roughs for a Warrunner set I will hopefully make. After reading his bio I wanted to make something that went along with his arena days.
Having some trouble pushing through the design phase. Always feel like I am nitpicking things and am worried I will end up with a Frankenstein. Is there anything you guys like to keep in mind while coming up with designs (like hierarchy of shapes) or is this something that you just keep doing till you get an eye for it?
Sorry if its a bit of a silly question (asking one how to design). I am just curious as to how other people go about their concepting process.
Wow that concept looks really great, especially the helmet and shoulder piece. Not sure about the shields though, I think you should test out some more ideas..
I've did some more work on my brewmaster set. Finished the high poly shield and spear and almost the shoulder armor. needs some more detail and maybe some damage. Let me know what you guys think!
EDIT: By the way does anyone know anything about if you stay inside the trilimit budgets easily you can have Valve add particles or anything to one of the items from the set?
I would love to have some fire particles around the fireball from the weapon and for now I can stay into the trilimit budget from the back slot very easily with a lot of tri's left. I could add more detail or maybe another item, but if particles are one of the possiblities I would probably leave it like this.
I want to bring up another subject; I think this is a good time to talk about Valve's choices on sets, chests etc.
I personally think they are going in the wrong direction if they want to add more sets to the game. I'm not 100% sure but single items must be more profitable than making sets, we have many contributors here who can confirm this. The first problem is the rarity; I was shocked to see ALL items in the latest chest are at least of rare quality. You can buy a rare item from the store for 4-5$ but a treasure key is only 2,5$. It's basically half price! There's also a chance to get mythicals and people like to gamble a lot, so key sales must be 10 times more than sets.
I personally don't feel like making more sets in the near future. I'd rather make a batch of single items just like anuxi did (yeah I'm not sure if all of them can get in game, but i'm willing to take my chances). I'm pretty sure some of you feel that way too. What do you think about this issue and what do you think Valve should do about it?
I think there is room for both. I love maming sets but I also love making single items when I don't have the ideas for a full set.
People love to have matching sets, but in the future when more items are available people will find their own favorite combination of items. For instance, lots of people love the latest jugg set going with the jugg flag from the wood chest.
I plan to make 2 sets a month plus maybe one single item.
In the short term single items that make it into a chest are most likely more profitable than a set but the chest peaks at a month and and slowly disappear whereas sets remain for (as far as we know) forever.
But I don't really like looking at things in terms of money - I just want to make what excites me as an artist and as a player whether it be a set/single item/courier/ward whatever!
Roughs for a Warrunner set I will hopefully make. After reading his bio I wanted to make something that went along with his arena days.
Having some trouble pushing through the design phase. Always feel like I am nitpicking things and am worried I will end up with a Frankenstein. Is there anything you guys like to keep in mind while coming up with designs (like hierarchy of shapes) or is this something that you just keep doing till you get an eye for it?
Sorry if its a bit of a silly question (asking one how to design). I am just curious as to how other people go about their concepting process.
In the short term single items that make it into a chest are most likely more profitable than a set but the chest peaks at a month and and slowly disappear whereas sets remain for (as far as we know) forever.
But I don't really like looking at things in terms of money - I just want to make what excites me as an artist and as a player whether it be a set/single item/courier/ward whatever!
Yeah but what about the recent changes concerning the older chests? You can still get treasure keys for those and that means item makers are once again earning from them.
Don't get me wrong, I also love to design set items that go well with each other. It's just that I also have a few ideas for single items and I will be giving them the priority. You may not care at all how much money you earn from the workshop, maybe some others also don't, but there will surely be some people who will and that will change the format of the contributions to the workshop.
Hmmm...it's actually pretty hard for me to think of single items, because I enjoy balancing the shapes across the model. I'd like to try making a bunch of items, though, as I think it would be a good exercise to get me to think a little differently, but I think my preference will always be in sets. It's also easier to impart my own aesthetic on a hero that way.
It's hard not to "care" about the income considering one submission can earn thousands of dollars per month, and with enough solid items the workshop could potentially replace a well-paying, full time career.
Yes, you should make items because you enjoy making items, and because you enjoy Dota 2. But I don't believe for a second that most people don't care about the money.
I meant that when thinking about what item I'm going to make I take into account how much it's going to earn me. The money is very nice and luckily we can earn a lot no matter what we want to make.
There are two new similar workshop contributors who submitted Lina set and teleported to 1st page; how did they manage to go so high at first try and day one without any kind of promotion or reputation (30-10 followers)?! This is so absurd and unbalanced!
Replies
Wow! Cool head. The blackhole-ish thing seems to spin in wrong direction but more importantly, how the hell did you manage to make the particle effects like that?!!
For the vortex, it's a rotating texture defined in the vmt.
Dude, this is fantastic! I love the idea and execution. Great Job! Would you be able to post direct links to youtube, the videos on steam don't seem to work for me. Mega Thumbs up! :thumbup::thumbup::thumbup:
and when i delete the .vmt file the model is invisible.i also got this error when i compiled it.
Completed "mdldecompiler.qc"
WARNING: Reference Count for Material ___error (1) != 0
im using blender btw
But custom vmts are not acceptable afaik
Great idea and execution, anyway
looking really nice man =]
I really love that face man... but the rest of the items just don't have the same fidelity and even the same style as the face. There are some great textural elements on the face ( like the value split in the skin and the wrinkles and bumps.} The armour pieces and weapon look like they were done by a different person.. they feel like they lack defined form details and the textures are flat and they lack value breakup and definition. Not to mention there is no real colour/hue work going on there. Work on trying to pack your UV's better to get more textel res out of the key areas, and paint your maps at 4x the res for your presentation images.
I really think you can push the rest of the set to the same quality as the head. You may think about scrapping everything but the head and trying again from scratch with the head as your new bar for quality and style. Think about maybe keeping the vortex theme going in the other parts.
Oh anuxi
I'm 99% sure his texture quality is turned down to medium or lower, it really hurts some of the default items.
Next time you take preview shots for your items turn the texture quality up to high temporarily, it'll make a huge difference in the previewer.
For the record PKSpark, it's an awesome item, your best yet. I didn't even know it was possible to add a rotating texture when submitting via the workshop and you used it very creatively on top of that.
Thanks for your attention thoogh ))
@Helenek: here's the links:
https://www.youtube.com/watch?v=nnDcOSlqwVQ
https://www.youtube.com/watch?v=VkP2vrerXs0
@MechBgum: I have another solution which doesn't require custom vmts, i'm working on it.
@MrPresident: Here's the tip for custom vmt in the workshop previewer: compile your item as usual, and before clicking "ok" in the importing console, where you see "import successful", alter the compiled vmt in the dota material/model/items/<yourhero>/<randomnumber> folder.
You can stuff anything you want, alpha, nocull, scrolling, rotating texture...
god dammit i need to wake up.i spent ages typing that out too
Well I love that HEAD. mythical FOR SURE!
(seriously wtf valve? that armour is terrible!)
This is one of the earliest models of Dota 2, and ugh, I wouldn't go as far as calling it terrible, the silhouette and shapes of his robe are pretty even and unique and nice.
Let's see you do better.
At least you liked my item enough to write a big comment!
That's quite flattering if you ask me ^^
I think i've hit an interesting vein, but as Mechbgum pointed out,
scrolling texture is probably not an okay idea, and i don't wish my submission
to be capped out of the top 5 just for this technical choice, so i made an alternative with a rotating mesh:
http://steamcommunity.com/workshop/filedetails/?id=136009121
Its a Munny Vinyl Toy and a lot of Sculpey, paint, and Krylon Crystal Clear.
How do I fix this?
Thanks,
I had that awhile back it's your alpha in your texture files. If you have ps just go and delete it, you do not need it for what your doing
Bumping this for ya since you posted at the tail end of the page Very cool set, love the hair you've given her
Void was one of those first heroes, so was mirana actually, I remember you mentioning on stream the solid white ears on her mount. Heck, vengeful spirit just had a flat red mask originally because they didn't have time to model her face XD.
That said the default armor looks a lot better when the texture resolution isn't turned down like in that preview:
Seriously guys, if you have your graphics turned down for playing, make sure you turn them up to maximum before taking preview shots for the workshop or your textures will look hideous.
A lot of people requested that change so I did it and updated the screenshots in the workshop. Might update the main picture tomorrow.
Here's the link again, in case someone missed it: http://steamcommunity.com/sharedfiles/filedetails/?id=135496463
When I import my item then Dota 2 suddenly just freezes and then exits. It does it with 2 of 4 models. I don't get it.
There's just so many things it could be there's no way of knowing - go over your file, check that the transforms are frozen, history deleted, you're not importing anything more than you need, the files are all correct.
It could be your PC.
Try verifying the integrity of the game cache.
Yeah terrible is pretty harsh.. just in that render the textel res and colour looks off. I just saw it in game and its fine.
But it just has nothing on their newer models like tusk and dusa. Some fine art has gone into those models and textures.
If editting the txture doesn't fix it, try edgesplit and remove doubles in your smd's and reimport.
there's a really similar head thing already in game
I think the model looks great, I like the shape and the more robust silouette it gives to SD.
But even considering he'll have those head particles in game, I think the area around the neck looks a bit empty as it is now, perhaps adding something like a long upturned collar may do the trick.
Also, I like the red tone, though I found it a bit plain. Think in adding some white details as the inscriptions in the back of the default model, would look good and could help breaking the monotony of large areas of the same color.
Having some trouble pushing through the design phase. Always feel like I am nitpicking things and am worried I will end up with a Frankenstein. Is there anything you guys like to keep in mind while coming up with designs (like hierarchy of shapes) or is this something that you just keep doing till you get an eye for it?
Sorry if its a bit of a silly question (asking one how to design). I am just curious as to how other people go about their concepting process.
I've did some more work on my brewmaster set. Finished the high poly shield and spear and almost the shoulder armor. needs some more detail and maybe some damage. Let me know what you guys think!
EDIT: By the way does anyone know anything about if you stay inside the trilimit budgets easily you can have Valve add particles or anything to one of the items from the set?
I would love to have some fire particles around the fireball from the weapon and for now I can stay into the trilimit budget from the back slot very easily with a lot of tri's left. I could add more detail or maybe another item, but if particles are one of the possiblities I would probably leave it like this.
Problems with alpha-channels. Dont use black in your alpha
I personally think they are going in the wrong direction if they want to add more sets to the game. I'm not 100% sure but single items must be more profitable than making sets, we have many contributors here who can confirm this. The first problem is the rarity; I was shocked to see ALL items in the latest chest are at least of rare quality. You can buy a rare item from the store for 4-5$ but a treasure key is only 2,5$. It's basically half price! There's also a chance to get mythicals and people like to gamble a lot, so key sales must be 10 times more than sets.
I personally don't feel like making more sets in the near future. I'd rather make a batch of single items just like anuxi did (yeah I'm not sure if all of them can get in game, but i'm willing to take my chances). I'm pretty sure some of you feel that way too. What do you think about this issue and what do you think Valve should do about it?
People love to have matching sets, but in the future when more items are available people will find their own favorite combination of items. For instance, lots of people love the latest jugg set going with the jugg flag from the wood chest.
I plan to make 2 sets a month plus maybe one single item.
But I don't really like looking at things in terms of money - I just want to make what excites me as an artist and as a player whether it be a set/single item/courier/ward whatever!
Yeah but what about the recent changes concerning the older chests? You can still get treasure keys for those and that means item makers are once again earning from them.
Don't get me wrong, I also love to design set items that go well with each other. It's just that I also have a few ideas for single items and I will be giving them the priority. You may not care at all how much money you earn from the workshop, maybe some others also don't, but there will surely be some people who will and that will change the format of the contributions to the workshop.
Yes, you should make items because you enjoy making items, and because you enjoy Dota 2. But I don't believe for a second that most people don't care about the money.
I meant that when thinking about what item I'm going to make I take into account how much it's going to earn me. The money is very nice and luckily we can earn a lot no matter what we want to make.