After seeing all the awesome stuff coming out of this thread I decided to start making my own Dota items. Here's my first set ever, its for Faceless Void. Got the sculpts done and soon moving on to retopo. I know I'll probably need some help actually getting this into the game but I'm excited to learn!
@sukotto - :O that looks awesome. I can't wait to see it textured. Getting it into the game is easy-peasy once you get all the silly tecnhical mistakes done and out of the way. We've been through them all though, so we're here for ye buddy.
@Zaphk - love that texture style...guess i need to learn me some 3dcoat.
Shit, did a staff for skywrath, going to test it ingame and hes not on the list of the importer t_t, anyone know if they gonna add him soon or something? xD
Shit, did a staff for skywrath, going to test it ingame and hes not on the list of the importer t_t, anyone know if they gonna add him soon or something? xD
I really hope they add them next week, cant't wait to see our Tusk set ingame =P
@sukotto - :O that looks awesome. I can't wait to see it textured. Getting it into the game is easy-peasy once you get all the silly tecnhical mistakes done and out of the way. We've been through them all though, so we're here for ye buddy.
@Zaphk - love that texture style...guess i need to learn me some 3dcoat.
Thanks! But I think I'll have to rethink the head slot, I didn't realize that the whole head is an item that is included in the poly limit. And theres no way I can get the head and my mask under 400 tris
You may just have to retopologize both pieces together as a single mesh, it'll probably be a bit tricky but you should be able to get it under the poly limit without having to redesign it. The set looks awesome, let us know how you get on!
I've been working on a custom spiderling based on a jumping spider but I've hit a wall. I had assumed that we were stuck with the default animations and would have to bind any new models to the existing skeleton like you do with hero items but it would seem that you can supply your own animations. This is great, but I have absolutely no idea about animation whatsoever, are there any good tutorials that would help me with this in DOTA? I'll keep googling but I'm not really sure where to start!
I may have to shelf this project for awhile, it might be a little bit more complex than I had hoped for my second item. It's all good practice anyway.
Hi guys! The typical story, long time lurker, now actually got the courage to register up and post something
I've been doodling something every once in a while, but I haven't finished anything yet. I love Clockwerk, but he's not in the workshop yet. However, Tusk came around and I had this idea of eskimoish hood/cloak for him. Started with the hood:
I started modelling it too, and did a rough model that I got to Zbrush. I tested how it would look with quick texture steal trick:
I will make the outer ring look like the shoulder armor on him, so clumps of fur, and maybe add a furry ball on top. I work on a mobile game company, and I'm actually more of an animator, so Zbrush is a challenge. One of the reasons I registered is to get good feedback because I really need it when I sculpt. I started working on a courier too, since then I could do animations, but it's a little too much for a first submission
Btw, Tusk isn't in the workshop hero list in-game. Am I missing something here? Or should I just wait few days?
Anyway, cheers everyone!
Nice concept. I've been planning something very similar myself since tusk came out, his character model is just screaming for a fluffy hood in my opinion. I guess I'll have to make some changes to differentiate it from yours!
As for feedback, I'd suggest making the fur part fluffier so that it matches the trim on the rest of his clothing in terms of size and it might just be the angle, but the back of the hood is a little bit too pointy so I'd suggest taking a look at that too.
Glad I'm not alone having just started, keep it up!
I'm not deleting any spam anymore, it's useless it just keeps going and some downvote everything when you start deleting all the spam... Really not sue why Valve isn't taking drastic actions for these spams.
None the less I started working on my With doctor set again, now that alpha´s can be used on every heroe Textures are still wip and still need to add a few thing but here's the result so far!
@Vlad Probably just random screenshots taken from google uploaded on workshop judging their file size. I just wonder why... if they planing later to edit those items with some sort of spam/advertise images? However there is possibility that they are just trolls goofing around
Hi. I'm not sure if here is the correct place to post this as I am new to both polycount and modeling for dota 2. Please forgive me, but I have a few questions.
I have seen many youtube tutorials in which the person models against an image and then mirrors the half model. Would this work in dota 2 or is this going about it the wrong way?
If it is, are there any tutorials on how to do it the right way?
Because frankly, I found a tutorial for dota 2 weapons and it was good but it was for an anti mage weapon. Which I want to do something for Medusa who I understand just got released.
Well, seems your question has more to do with basic UV mapping than anything specific to Dota 2.
All you got to do is:
1-Start your mesh making sure its mid point X is set to 0;
2-Delete everything in one side of the X axis and add the 'Mirror' modifier;
3-After done editing, add seams, unwrap your mesh and make all the adjustments in the UV map;
4-Hit 'Apply' in the the mirror modifier tab, so the mirrored part becomes an editable part of the mesh, thus you'll have a perfectly mirrored UV map, as both sides will have the exact same position in the UV map.
Again, always check if your mid vertexes are all zeroed in the X axis to prevent mid vertexes not joining properly.
Other important thing to bear in mind is that you can't have overlapped UV maps when baking, thus before baking, make a version especially for baking saving it to other blender file.
Then you can proceed to:
1-Select half the mesh and open the UV editor, so it will appear only that half in the UV map for you to select;
2-Move it to a position out of the rendering space, so you'll have no problems baking the AO and the normalmaps.
@Andyk125@Anyone
All heroes have alpha's now? How did I miss this? Please do tell what I need to do to get alpha's in?
I know they said at one point they were working on enabling alphas for all the heroes but I don't know where they are in that process... Can anybody confirm/deny?
I tested with huskar and maiden, and they have alpha enabled, they didnt some time ago, so maybe they enabled it already in all heroes, is easy to test anyways.
I know they said at one point they were working on enabling alphas for all the heroes but I don't know where they are in that process... Can anybody confirm/deny?
Do a Find in Files in Notepad++ for all the VMTs in the heroes folder, look for "$alphatest 1" and that will show you all the vmts with alpha enabled.
I know it was added for Queen of Pain shortly after they said they were adding alpha to heroes. She didn't have it before.
You can't use overlapping UVs for baking textures? This is news to me. Is this using xNormal? What problems would overlapping UVs cause? I ask because I have used overlapping UVs without any problem as far as I can tell but I have probably missed something somewhere...
Well, a while ago I tried to bake normalmaps with stuff overlapped in Blender, and all I got was a f*cked up normalmap with all sorts of colors xD
Perhaps they already fixed that in more recent versions, or perhaps I was doing something wrong.
What I know is that after a lot of hair pulling, forum searching and menu browsing, I decided to do things this way, it's simple and it works pretty well with my pipeline.
It just left me burned because it was a big annoyance for me at the time, it's a good idea to tinker around with it again, as I may be developing a bad routine because of it.
I seem to have no problems when baking with overlapping UVs in xNormal. It may just be different from software to software, but the safer method is clearly to have non-overlapping UVs.
Are those of you having issues with overlapped UV's moving the duplicate UV's once over in the UV space?
Visible UV space runs 0-1. You want to simply move any single instance of an overlapping island 1 UV unit over so it is still in the same coordinates when the game reads it, but the baker will only see the island in the 0-1 space and bake properly.
Are those of you having issues with overlapped UV's moving the duplicate UV's once over in the UV space?
Visible UV space runs 0-1. You want to simply move any single instance of an overlapping island 1 UV unit over so it is still in the same coordinates when the game reads it, but the baker will only see the island in the 0-1 space and bake properly.
I have been playing it safe with overlapping UV's, and re aligning them in the 0-1 UV space due to Dota 2 combining a heros/items textures at some point. See quote below from the requirements page
"In general, you can push an item's UVs to the texture borders closer than usual because hero's and item's textures all added together in-engine."
Too add to this and something i initially missed is the reuirments page goes on to say
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
So totally cool to leave them offset
Out of curiosity, does anyone know how this works? are the textures combined into some form of atlas? or?
Hey Divonino! Cool idea! I think its looking a bit fragile though. I'd love to see it as chunky as the glyph he has in game
I think I've finished texturing this old thing.
Its Dvonio! that sounds like danonino a brand mark in spain haha :P
well, its at the same proportions as the ingame one, but I think with better texturing, if you see the one from tusk you will see he has weird unwrap and textures, no normal and so xD, so I didnt want to make like the one ingame :P, the particle from the attack appears from the center ingame.
That maple leaf belt looks amazing and i prefer the green colors over the yellow/orange colors that you had before. But it seems more like summer than autumn now though.
I just finished the high poly of this skywrath staff:
Replies
/\ Awesome work guys Model and textures look great as always!
Great job bro! I really dig this helmet! I'm also working on Skywrath Mage, he is a great character!!
It seems that we'll have tons of great designs for him, can't wait to see em all! gogo polycount
Sure, here's the texture:
@Zaphk - love that texture style...guess i need to learn me some 3dcoat.
I really hope they add them next week, cant't wait to see our Tusk set ingame =P
Thanks! But I think I'll have to rethink the head slot, I didn't realize that the whole head is an item that is included in the poly limit. And theres no way I can get the head and my mask under 400 tris
I've been working on a custom spiderling based on a jumping spider but I've hit a wall. I had assumed that we were stuck with the default animations and would have to bind any new models to the existing skeleton like you do with hero items but it would seem that you can supply your own animations. This is great, but I have absolutely no idea about animation whatsoever, are there any good tutorials that would help me with this in DOTA? I'll keep googling but I'm not really sure where to start!
I may have to shelf this project for awhile, it might be a little bit more complex than I had hoped for my second item. It's all good practice anyway.
http://steamcommunity.com/sharedfiles/filedetails/?id=141550484
They sure have their own style
Also me and my lowly concept peon did something:
Clickclack
I've been doodling something every once in a while, but I haven't finished anything yet. I love Clockwerk, but he's not in the workshop yet. However, Tusk came around and I had this idea of eskimoish hood/cloak for him. Started with the hood:
I started modelling it too, and did a rough model that I got to Zbrush. I tested how it would look with quick texture steal trick:
I will make the outer ring look like the shoulder armor on him, so clumps of fur, and maybe add a furry ball on top. I work on a mobile game company, and I'm actually more of an animator, so Zbrush is a challenge. One of the reasons I registered is to get good feedback because I really need it when I sculpt. I started working on a courier too, since then I could do animations, but it's a little too much for a first submission
Btw, Tusk isn't in the workshop hero list in-game. Am I missing something here? Or should I just wait few days?
Anyway, cheers everyone!
As for feedback, I'd suggest making the fur part fluffier so that it matches the trim on the rest of his clothing in terms of size and it might just be the angle, but the back of the hood is a little bit too pointy so I'd suggest taking a look at that too.
Glad I'm not alone having just started, keep it up!
http://steamcommunity.com/sharedfiles/filedetails/?id=141731025
Everyone is having similar ideas for Tusk hahah Also thought about a eskimo style for him T_T
I'll try to differentiate too
http://steamcommunity.com/sharedfiles/filedetails/?id=141853616
http://steamcommunity.com/sharedfiles/filedetails/?id=141861930&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=141859462&searchtext=
I can't imagine that it's a serious submission. It's sorta funny.
Just report them and they'll be gone in a day or two.
File Size: 0.091 MB
Seems legit
None the less I started working on my With doctor set again, now that alpha´s can be used on every heroe Textures are still wip and still need to add a few thing but here's the result so far!
Obviously, very work in progress!
Nice wip ) Keep on going.
http://steamcommunity.com/sharedfiles/filedetails/?id=141941319
There's more!
http://steamcommunity.com/sharedfiles/filedetails/?id=141896857
http://steamcommunity.com/sharedfiles/filedetails/?id=141636423
Fantastic job, I bet this will be the next Workshop hit
Crafted by Tusk himself, a gift to make sure his best friend won't forget him.
Link to the workshop
Hope you guys like it
I have seen many youtube tutorials in which the person models against an image and then mirrors the half model. Would this work in dota 2 or is this going about it the wrong way?
If it is, are there any tutorials on how to do it the right way?
Because frankly, I found a tutorial for dota 2 weapons and it was good but it was for an anti mage weapon. Which I want to do something for Medusa who I understand just got released.
I'm using Blender if that helps.
it'd be nice to think it might be - fingers crossed!
All heroes have alpha's now? How did I miss this? Please do tell what I need to do to get alpha's in?
Well, seems your question has more to do with basic UV mapping than anything specific to Dota 2.
All you got to do is:
1-Start your mesh making sure its mid point X is set to 0;
2-Delete everything in one side of the X axis and add the 'Mirror' modifier;
3-After done editing, add seams, unwrap your mesh and make all the adjustments in the UV map;
4-Hit 'Apply' in the the mirror modifier tab, so the mirrored part becomes an editable part of the mesh, thus you'll have a perfectly mirrored UV map, as both sides will have the exact same position in the UV map.
Again, always check if your mid vertexes are all zeroed in the X axis to prevent mid vertexes not joining properly.
Other important thing to bear in mind is that you can't have overlapped UV maps when baking, thus before baking, make a version especially for baking saving it to other blender file.
Then you can proceed to:
1-Select half the mesh and open the UV editor, so it will appear only that half in the UV map for you to select;
2-Move it to a position out of the rendering space, so you'll have no problems baking the AO and the normalmaps.
Hope this helps.
I know they said at one point they were working on enabling alphas for all the heroes but I don't know where they are in that process... Can anybody confirm/deny?
Do a Find in Files in Notepad++ for all the VMTs in the heroes folder, look for "$alphatest 1" and that will show you all the vmts with alpha enabled.
I know it was added for Queen of Pain shortly after they said they were adding alpha to heroes. She didn't have it before.
Well, a while ago I tried to bake normalmaps with stuff overlapped in Blender, and all I got was a f*cked up normalmap with all sorts of colors xD
Perhaps they already fixed that in more recent versions, or perhaps I was doing something wrong.
What I know is that after a lot of hair pulling, forum searching and menu browsing, I decided to do things this way, it's simple and it works pretty well with my pipeline.
It just left me burned because it was a big annoyance for me at the time, it's a good idea to tinker around with it again, as I may be developing a bad routine because of it.
Visible UV space runs 0-1. You want to simply move any single instance of an overlapping island 1 UV unit over so it is still in the same coordinates when the game reads it, but the baker will only see the island in the 0-1 space and bake properly.
If you're using Maya, download UV Deluxe, it helps soooo much!
I have been playing it safe with overlapping UV's, and re aligning them in the 0-1 UV space due to Dota 2 combining a heros/items textures at some point. See quote below from the requirements page
"In general, you can push an item's UVs to the texture borders closer than usual because hero's and item's textures all added together in-engine."
Too add to this and something i initially missed is the reuirments page goes on to say
"To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model but do not weld them through. Internally we offset overlapping UVs +1 in U direction"
So totally cool to leave them offset
Out of curiosity, does anyone know how this works? are the textures combined into some form of atlas? or?
I think I've finished texturing this old thing.
Its Dvonio! that sounds like danonino a brand mark in spain haha :P
well, its at the same proportions as the ingame one, but I think with better texturing, if you see the one from tusk you will see he has weird unwrap and textures, no normal and so xD, so I didnt want to make like the one ingame :P, the particle from the attack appears from the center ingame.
thanks for the comment
i love your texturing :poly142:
That maple leaf belt looks amazing and i prefer the green colors over the yellow/orange colors that you had before. But it seems more like summer than autumn now though.
I just finished the high poly of this skywrath staff:
Here is a link to worshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=142089546
@Hawkseye: Great staff! Loved the piece at the center.
One more piece for Tusk finished! Texture by Zaphk