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Dota 2 - Workshop Thread

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  • Mstankow
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    Mstankow polycounter lvl 11
    Cross post. Finished the wings for the Doom Bringer set I had originally done for the contest.

    HMAs2V5.jpg
  • vikk0
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    vikk0 polycounter lvl 6
    Great work everyone! :D Polycount is full of win!

    While I'm still finishing my skywrath set, we've finished this for Spectre! C&C are very welcome :)
    http://steamcommunity.com/sharedfiles/filedetails/?id=146382311

    iNmqNSR.jpg
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    www.twitch.tv/Hawtkoffee
    streaming some marketing stuff
  • Frump
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    Frump polycounter lvl 12
    MdK wrote: »
    Frump those are looking great! What textures have you applied to it so far as the details look really crisp. Looking forward to seeing the colours!

    Right there is just a mid grey with occlusion and cavity map. I hadn't done a light bake or any actual texturing yet. Just some flat color mask1, mask2 as well.

    Thanks guys for also pointing out the conversion in the fbx importer. I could swear I tried it with no good results before. Either way, I have scaling issues cut out at the source now. The Imperial measurements threat is eliminated, long live Metric!
  • MirandaKerr
    Just thought id post on here, need a bit of help with the animation. Basically i've finished making my ward for the dota 2 workshop and im having some trouble importing it into the game. When i do the animation which i made in maya is not the one i see within dota for some od reason, the whole ward doesn't animate correctly.

    I tried exporting it many ways with maya through FBX Exported. And baking keys etc, but nothing seems to have helped. Just wondering if someone could please help me in the process of getting my ward from maya to ingame in dota succesfully. This is my first ever item for dota 2 workshop as well.

    Heres an image below of what im trying to explain! :)

    wardhelp.jpg

    Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that! :)
  • vertical
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    vertical polycounter lvl 9
    So, we all know that China is going to play Dota 2 soon, are there any do's and don't regarding item content? Things like cultural likes and dislikes?
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    Skeletons, ghosts, blood and pandas.
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    Skeletons, ghosts, blood and pandas.
    Pandas are actually okay, only the spooky stuff is not allowed. See the low violence textures and ability icons to get the idea.
  • DoubleLeaf
    Wait so whats gonna happen to SK and Clinkz?
  • Coyo.Te
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    Coyo.Te polycounter lvl 4
    DoubleLeaf wrote: »
    Wait so whats gonna happen to SK and Clinkz?

    model redone. i guess. seen it in wow. crazy stuff you gotta to do to be allowed in china.
  • vertical
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    vertical polycounter lvl 9
    DoubleLeaf wrote: »
    Wait so whats gonna happen to SK and Clinkz?

    Human versions me thinks.
  • vertical
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    vertical polycounter lvl 9
    Pandas are actually okay, only the spooky stuff is not allowed. See the low violence textures and ability icons to get the idea.

    So, I guess it's Mortal Kombat all over again, oil sprays and what not.
    Also, low violence textures? What's that like?
  • vertical
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    vertical polycounter lvl 9
    Skeletons, ghosts, blood and pandas.

    Is that all the dislikes? What about good to go stuff?
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    vertical wrote: »
    So, I guess it's Mortal Kombat all over again, oil sprays and what not.
    Also, low violence textures? What's that like?
    Lifestealer:
    g3mmOkx.png
  • vertical
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    vertical polycounter lvl 9
    Lifestealer:
    g3mmOkx.png

    He looks so much... well... Never mind. Vlad, can you link me the source, please?
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    vertical wrote: »
    He looks so much... well... Never mind. Vlad, can you link me the source, please?
    He's got a metal jaw too!

    Dota 2 client is the source.
  • vikk0
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    vikk0 polycounter lvl 6
  • Starcofski
    Tvidotto wrote: »
    test your item using the "play with bots" its a local server. you will still need to connect to dota servers but the game itself will run on your machine

    Just to clarify, I meant without the ability to connect to the DOTA2 network.

    And based on my attempts, I think it's safe to say that is not yet implemented. Would love to have the ability to do test-compiles when I don't have a connection though.

    Now for a more design-type question; In general, is a smooth color transition better (to prevent noise), or are details better done with sharp edges? I'm noticing that quite a few of the recent submissions have very stark jumps between colors, and this goes against what I did previously.

    TL;DR: How do you know when to blur and when not to (for a texture)?
  • Hudston
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    Hudston polycounter lvl 10
    It's a little of both really. Good art is all about contrast, light and dark, large and small, hard and soft. Use bold, crisp details to pop out the parts that you want to show off and accentuate them by leaving the other parts of the design less visually noisy.
  • sadies

    Heres an image below of what im trying to explain! :)

    wardhelp.jpg

    Thanks in advance. My steam name is MirandaKerr atm and my username is rowballz incase anyone wants to contact me on that! :)

    adorable windrunner ward! :D after baking down the keys to the joints, have you tried select by type -> joints to select all the joints, then 'export selected' to fbx?

    i was getting a similar-sounding error until i exported just the baked joints to fbx.
  • MirandaKerr
    If i was to go exported selected whilst only having the joints selected wouldn't that mean that only the skeleton rig would be exported into the fbx? And also another question do i still use the bake animation options whilst im exporting the fbx? or if i have baked them into the model whilst in maya is that option not needed?
  • shellnut
    Hi guys! Check it out my Pudge item in workshop! :)

    Click here! :)
    2ECF27C6B7EA68CF70EB6E88E00BE8D9279FBD91
  • darkartsofneko
    Did some preliminary texture work with my Enchantress skirt (part of a set)
    I'm pretty new to this so any suggestions or critiques are welcome.
    11_zps4568552b.png
  • shellnut
    Did some preliminary texture work with my Enchantress skirt (part of a set)
    I'm pretty new to this so any suggestions or critiques are welcome.

    For a new guy, that's pretty awesome. Unlike me. I started with shitty textures.. lol :)
  • MirandaKerr
    Another Problem, i did the daefbx export and than to an fbx export for my windrunner ward. And the problem i have now is that all the skeleton joints in the rig go to the default root location of the skeleton and as a result i get this

    wardproblem.png

    Does anyone know how i can resolve this problem?
    Thanks :D
  • I-ninja
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    I-ninja polycounter lvl 5
    Just started on a new pair of daggers for riki
    [SKETCHFAB]qEoqwzImp5LchXOMQdFIrZUnOjl[/SKETCHFAB]

    (I just had to try out sketchfab)
  • Konras
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    Konras polycounter lvl 12
    Btw, I encountered today a weirdest thing. Ingame video of NaVi set. I wonder why they didn't added it to workshop directly. It looks way better then I have expected.
    http://www.youtube.com/watch?feature=player_embedded&v=yTm59hvWH3I
  • Frump
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    Frump polycounter lvl 12
    Anyone else noticed that spam has disappeared, or is it just because I haven't had any popular items lately?
  • Anuxinamoon
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    Anuxinamoon polycounter lvl 14
    I havent had any of the Vimeo spam but i still get the ascii happy face and thumb up spam :p


    So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though)
    http://studio.verold.com/projects/519b397881bccb020000009a

    This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
    Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.
  • Uliss
    So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though)
    http://studio.verold.com/projects/519b397881bccb020000009a

    This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
    Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.

    Omg. Good hint.
    Gonna try it. Except the online view, is it better then marmoset? How close it is to the dota 2 shading results?
  • Paskie
    Polishing up my old CK shield now that we can submit for CK.

    Stick with the old spikes or these larger stakes?

    1EedcSH.jpg
  • Esaxil
    Paskie wrote: »
    Polishing up my old CK shield now that we can submit for CK.

    Stick with the old spikes or these larger stakes?

    1EedcSH.jpg

    Little bit of Majora's mask shape :3, Ck with a heart shield will be a little bit weird maybe add some spikes.
  • mihalceanu
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    mihalceanu polycounter lvl 6
    Paskie : Ck stufs are preety clean . try not to give to many details to it, and spikes are allways better:)
  • archie
    hey guys, how do i bake the normal after sculpturing my item?
    I just want to have the Normal map, the item do not has any changes in shape as I only did some scratches, dents and cuts to make it realistic.
  • Hudston
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    Hudston polycounter lvl 10
    I havent had any of the Vimeo spam but i still get the ascii happy face and thumb up spam :p


    So I tried to use sketch fab but it doesnt do multi materials (or after the 10 times of trying to figure it out I just didnt figure it out enough) So I went back to Verold studio which does a pretty good job of emulating Xoliul shader (no half lambert though)
    http://studio.verold.com/projects/519b397881bccb020000009a

    This is with in game res textures too, which I found is best for loading speed. Had to make custom spec_colour and glow maps ofcourse. Oh also you need to flip your X in your normal maps too.
    Lighting is the key to getting rid of those horrid black shadows and ambient colour also plays a big part in that.

    This is awesome! Thanks for pointing it out! :)
  • sadies
    If i was to go exported selected whilst only having the joints selected wouldn't that mean that only the skeleton rig would be exported into the fbx? And also another question do i still use the bake animation options whilst im exporting the fbx? or if i have baked them into the model whilst in maya is that option not needed?

    yeah, it would export only the animated joints, nothing else-- this works if you use this file just for the animation slots. for your main rigged model/fbx, you'd export everything (model and joints in bind pose, with no animations baked).

    for your next question, personally i use the bake animation options anyways, to be safe lol. also you can use it to ensure the correct start and end frame that gets exported (sometimes i have the timeslider farther out than the cycle time and it would otherwise bake that range)

    hope that helps!
  • mihalceanu
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    mihalceanu polycounter lvl 6
    Hi
    I've made a blunt weapon for chaos knight :)

    workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=146829284

    CEB454DD8ACA6155971AC5312B5D9AB060013767
    B2852D2312AA5AE5892AD76BA39BDC0D0AA1E7B8
    D03C49E28B2EF95CDAD979B95F00EC80A79107B5
  • TrevorJ
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    TrevorJ polycounter lvl 14
    Cool CK weapon. Thanks for pointing out Verold Studio Annuxi, there are a lot of browser 3d embedding coming out recently its hard to keep track of all of them. Here's my progress on one my Ursa sets, i decided i liked both of the concepts i had, the other one is at about the same state im still working on the skull and didnt want to show till it was done.

    Just basic colors still trying to find ways to make it more ornate, I think i need to add some seams with different metals.

    Anything you hate? Like?

    HtNfaz2.jpg
  • TrevorJ
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    TrevorJ polycounter lvl 14
    Here we go, got the skull to a point where it resembles a bear skull

    going to do first draft of lowpoly tonight to see if i run into any problems getting this into poly budget

    ELKHtRb.jpg
  • Zipfinator
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    Zipfinator polycounter lvl 9
    Maybe it's just me but on both of those Ursa sets the shoulders and the metal bracers look huge. It's not as bad on the fur and bear skull set but on the metal set I think they hide a bit too much of the stock Ursa. With the fur set I'd also be worried about the shoulders awkwardly bending with the animations or clipping a lot of they're just rigged to the shoulder bone.
  • Sukotto
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    Sukotto polycounter lvl 8
    Hooray! Got my mask in the viewer! Needs more texture work but I'm glad its working.

    I still need help with getting the rig to open properly in Maya so I can skin the head properly.

    And I don't think my glow map is showing up or it is VERY subdued. I saved the mask file with the alpha turned on so I dunno...help please :D

    void_shop.PNG
  • Starcofski
    Ok so another technical question which (I've only cheated around but never addressed);

    How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?
  • Prophet9
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    Prophet9 polycounter lvl 9
    Starcofski wrote: »
    Ok so another technical question which (I've only cheated around but never addressed);

    How in the world do you generate a Normals map WITHOUT a high-poly model and/or projection techniques? Why can I not find a method which just generates the mappings for a single object without needing a second object to reference?

    One way of generating normal maps would be to use a tool like this (Nvidia Normal Map Filter from their Texture Tools):
    https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

    This generates normals based on greyscale image data. Obviously it isn't as accurate as using geometry, but it does work.
  • Starcofski
    Prophet9 wrote: »
    One way of generating normal maps would be to use a tool like this (Nvidia Normal Map Filter from their Texture Tools):
    https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

    This generates normals based on greyscale image data. Obviously it isn't as accurate as using geometry, but it does work.

    I'd rather not use that thing again; my last use of it was during the Polycount contest in October. It works, just not for what I really need.

    I suppose a better way of posing my question is why are all the normals mapping tutorials for adding detail? I can't even use them because using the same model doesn't generate anything.
  • Sukotto
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    Sukotto polycounter lvl 8
    What are you doing this for exactly? Are you asking this because you don't have access to a sculpting program?

    I think the only way around this is to paint a greyscale bump map and convert it to a normal map through Crazybump or some type of plugin
  • Starcofski
    Sukotto wrote: »
    What are you doing this for exactly? Are you asking this because you don't have access to a sculpting program?

    I think the only way around this is to paint a greyscale bump map and convert it to a normal map through Crazybump or some type of plugin

    I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    Sukotto wrote: »
    And I don't think my glow map is showing up or it is VERY subdued. I saved the mask file with the alpha turned on so I dunno...help please :D
    It's not supposed to be brightly glowing, think of it as ignoring lighting, it glows in the dark and gives faint bloom in the ingame view. That's it. For some noticeable effect you want detail map, but i'm not sure Faceless Void have those.
  • Anuxinamoon
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    Anuxinamoon polycounter lvl 14
    Starcofski wrote: »
    I'm doing this for my OD wings (linked a page or two ago). I always seem to struggle with this step because yes, I do not have a sculpting program, nor abundant time. I'll just use the cheap tricks I used last time (with a plane) and see what happens.

    NDO2 is probably the best mask to normal map and other map program out there apparently. You could try that.

    Though you should really Make time to invest in your arts future. While tricks are good, they can only get you so far :)
  • Andyk125
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    Andyk125 polycounter lvl 4
    mihalceanu wrote: »
    Hi
    I've made a blunt weapon for chaos knight :)

    workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=146829284

    CEB454DD8ACA6155971AC5312B5D9AB060013767


    That is looking really great, it fits him really well! :)

    A lot of CK items being posted recently, so I though I need one as well. Although I'm still working on some other stuff I wanted to test thismone out..

    What do you guys think, still needs a lot of work though.

    KOrwHSd.jpg
  • mihalceanu
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    mihalceanu polycounter lvl 6
    Andyk125: thank you . I like the axe , but I would tone down the fiery steel . now it has the color of bright malleable metal .I'd keep the brightness where the blades meet with the shaft , and you might also add some glow reflexion on the "non glowy" metal .
    cheers

    291751-41631-25-300x199.jpg
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