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Dota 2 - Workshop Thread

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  • darkscythe
    nice dota 2 work here keep it up
  • Rubus
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    Rubus polycounter lvl 5
    Starcofski wrote: »
    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.

    You guys shoud check Polycount's frontpage more often.

    Here's a nifty lil' tool some polycounters are developing: https://www.knaldtech.com/

    Anyway, I'll jump in the bandwagon and recommend you to start sculpting stuff, because it actually saves time and yield better results, there's no reason not to.

    If you're willing, Blender is free and has a very solid sculpt mode, give it a try.

    ***

    @mihalceanu:

    God damn it, make a set out of that mace & shield and I'll buy it. Really nice job, dude.
  • 7thBattery
    Sukotto wrote: »
    Hey guys I'm trying to skin my items to the rig but the Maya Acsii file from the workshop doesn't load correctly, I get an error in the script editor about unrecognized nodes. The skeleton shows but the mesh is not there. Did Valve upload a faulty file or is it on my end?

    Its not so much a problem with a few items that won't deform but there are a few problem areas.
    Sukotto,

    I made a post in one of Spudnik's threads about this issue: here.

    The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.

    That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.

    The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?

    Hope that helps.
  • Sukotto
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    Sukotto polycounter lvl 8
    7thBattery wrote: »
    Sukotto,

    I made a post in one of Spudnik's threads about this issue: here.

    The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know.

    That error isn't really hurting anything, but if you don't like looking at it every time you load the scene you can type "delete `ls -type unknown`" into the command line. Save the scene, and you shouldn't see that error again.

    The mesh not showing up could be a number of things. A lot of the time lod0 and lod1 are in their own display layers, check the visibility of those. Otherwise the geometry itself may have it's visibility off for whatever reason, open up the outliner, and check to see if anything is greyed out (which is how it shows when visibility is off). If either of those fail, it's possible your viewport may not be showing polygons?

    Hope that helps.

    Oh god. WHY am I so DUMB?! Haha Why did I not think to check the render layers -____-

    That's like the dumbest thing I've done in Maya for a looooong time.

    Thanks Battery!
  • vertical
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    vertical polycounter lvl 9
    Doing some Chaos Knight items, high poly's are done for the helmet and weapon, I'm not going to bother with a horse and it's armor, since I think it would be good to have a separate set for Chaos Knight from the horse. Since I'm almost done with examinations, I will attend full time. I went to the blunt weapon direction since it's suppose to be a mace.

    QgZHkcS.jpg
    9CcH8io.jpg
    zLvmOFh.jpg
  • Taumich
    After a long pause from my progress, i have resumed with some new updates to my older set. Started of by completing the 3D meshes of the other parts to be able to focus on each step properly. Her's a screenshot of my current anti-mage set :)

    (note that i recolored him to make contrast to the items while they have no color texture)
    v5xLkBL.png
  • belkun
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    belkun polycounter lvl 7
    5BMBcNo.png

    Meepo weapon based on Sharc's concept:

    graceofspadesnew_by_terrormokes-d5ytr2m.png

    Thoughts?
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    belkun wrote: »
    5BMBcNo.png

    Meepo weapon based on Sharc's concept:

    Thoughts?
    Post the ingame view
  • belkun
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    belkun polycounter lvl 7
    Here you go!

    WtGtsJu.jpg

    UNiGzCc.jpg

    yFits7m.jpg

    EDIT

    One from the Workshop preview thingy:

    QEUcKSb.png

    EDIT 2

    It's in the workshop!

    YdxKVOx.jpg
  • Starcofski
    Hey guys, just wanted to ask if anything about the coloration or shape looked off to anyone. Below is ingame and workshop footage of the full set (in it's current iteration). My eyes are currently really strained from trying to discern deformation from strain and torsion today, so I figure I'd ask trained eyes.
    [ame="http://www.youtube.com/watch?v=DajYWlIde4c"]http://www.youtube.com/watch?v=DajYWlIde4c[/ame]
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    CK and Bristle finally added to the Workshop page :)
    http://www.dota2.com/workshop/requirements
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    There's too much violence in my Dota!
    WK0yqSc.jpg
    WeX6030.jpg
    Kky3RF0.jpg
  • PoPcorn
    Man, That Clinkz is creepy. I kinda like the Lifestealer tho.
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    17034.png
    illusionist set progress
  • Tvidotto
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    Tvidotto polycounter lvl 9
    I posted there. No response, but there are 3 views, so i guess they read it.

    never got an answer there too...
    Skeletons, ghosts, blood and pandas.

    why that hate with pandas? they love pandas there!

    if pandas were prohibited they would not be able to play wow =]

    Starcofski wrote: »
    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)?
    as far as i know, you cannot launch dota without a internet connection
    Konras wrote: »
    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

    its on the workshop, i saw it there. probably they finished it after submitting
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    Oh, they LOVE pandas but they're not too keen on seeing them die.
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    Oh, they LOVE pandas but they're not too keen on seeing them die.
    And the rest of the world just loves to see them die? Spooky skeletons are prohibited by law, pandas are not.
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    Alas, our poor pandas may not be long for this world
    at least we've managed to archive priceless footage of these strange peculiar creatures
    [ame="http://www.youtube.com/watch?v=sGF6bOi1NfA"]Cute pandas playing on the slide - YouTube[/ame]
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    They've banned at least one of the Kung-Fu Panda films over there - I'm unsure of the exact reasoning though.
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    They've banned at least one of the Kung-Fu Panda films over there - I'm unsure of the exact reasoning though.

    But Jack Black was so awesome in those films, plus the original soundtrack was quite good too
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    73nkm7g.png
    Think I might be done with the sculpt :o
  • pear
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    pear polycounter lvl 8
    dayum bronto nice work
  • toby.rutter
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    toby.rutter polycounter lvl 7
    There's too much violence in my Dota!
    WK0yqSc.jpg
    WeX6030.jpg
    Kky3RF0.jpg

    Wierdly I kinda like shadow fiend "non violent" face.
  • Andyk125
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    Andyk125 polycounter lvl 4
    73nkm7g.png
    Think I might be done with the sculpt :o

    That looks really awesome! Like metioned in your thread I would change the scales or whatever they are. The rest is just too good :)

    About the low violence changes for dota, well I think they all look pretty terrible. Also I don't like hole idea about the low violance stuff. It's just game, are the chinese weird enough to believe it's al real or something, they do live in a strange world (mind).. :s

    Also I think we would laugh our asses off when we see their battle history, they probably all faint when seeing blood or skeletons :s

    Btw Bronto your monster will probably won't be allowed their as well, because of the scary teeth and stuff.
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    It's cool I've already got my low-violence version concepted:
    Rloyawi.png
  • Paskie
    It's cool I've already got my low-violence version concepted:
    Rloyawi.png

    haha! 10/10 would buy!
  • Chaemirix
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    Chaemirix polycounter lvl 10
    They've banned at least one of the Kung-Fu Panda films over there - I'm unsure of the exact reasoning though.

    Violence and death involing pandas is banned.
  • Hawkseye
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    Hawkseye polycounter lvl 4
    chiniara wrote: »
    Nice model Bronto! Finish this now please :P ( i want to see it animated ).

    I kinda don't know where to go with the colors :

    8GGkrYo.png


    Thoughts?

    I dont see a problem with it.

    I like the tusk sigil on the side :]
  • Radiocity
    chiniara wrote: »
    I think that the high poly is finished :

    r1Nz01V.png

    What do you guys think?

    And how do you transform the High poly into a Low Poly ?
  • Spudnik
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    Spudnik polycounter lvl 11
    Radiocity wrote: »
    And how do you transform the High poly into a Low Poly ?

    Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^
  • Andyk125
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    Andyk125 polycounter lvl 4
    Spudnik wrote: »
    Google exactly that phrase. There's tons of different methods that are better explained in hundreds of tutorials than anybody could ever explain in just a paragraph ^^

    I can explain it in one word :)

    Magic!
  • Frump
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    Frump polycounter lvl 12
    chiniara wrote: »
    Thanks Hawkseye! The concept was made by my friend Mango , i modeled and textured.

    I made some little adjustments to the colors and i think this is final :

    zYslY4u.png

    Tomorrow i'll submit to the workshop, its like 5:40 am here , need to sleep.

    You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.

    The weapon is pretty nice and worth the time to fix the normal map baking error.

    Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.
  • Andyk125
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    Andyk125 polycounter lvl 4
    @ Bronto, where the hell does his tongue stick out now, his neck? looks really weird :p
    Frump wrote: »
    You should really re-bake the blade to fix the shading. You need to bake it with hard edges around the edge of the blade to break the normals (2 smoothing groups) and have the UVs split along that edge. Right now you have this awful awful pillowy bad shading that's caused by baking something so sharp with averaged normals.

    The weapon is pretty nice and worth the time to fix the normal map baking error.

    Plus, if another blade gets into the game that looks like a rubber bat I will have to write Gaben an email. The QoP dagger from the current mushroom chest makes this mistake and it drives me crazy.

    Well your right about that, although real hard edges never exsist offcourse! Sorry i'm an engineer as profession so I needed to call that one :p

    There are also some more issues, the start of the blade got a weid bake edge on it as well, probably from the cage or the high poly version not completely sure, but it looks weird. You can also manually change this in photoshop though.

    I would define the straps a bit more by adding some more contrats manually on the texture. Now it seems like your only using the AO (lightning) map as a overlay.
  • Frump
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    Frump polycounter lvl 12
    This is still pretty early WIP, but I wanted to show stuff anyway. Lots left to do on the horse. His head armor, front armor, reins, butt armor and to figure out if I can actually get away with having double front legs. I did some tests with two tubes driven by the one bone chain and it was passable.

    3TbQmnH.jpg
  • belkun
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    belkun polycounter lvl 7
    Y4lDrqe.png

    Meepo pickaxe base!

    Concept by Sharc.

    EDIT

    Sculpt done!

    jpD5DaG.png
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    Frump wrote: »
    This is still pretty early WIP, but I wanted to show stuff anyway. Lots left to do on the horse. His head armor, front armor, reins, butt armor and to figure out if I can actually get away with having double front legs. I did some tests with two tubes driven by the one bone chain and it was passable.

    3TbQmnH.jpg

    The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    streaming work on my antimage illusionist set
    http://www.twitch.tv/hawtkoffee
  • RoqueDemon
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    RoqueDemon polycounter lvl 6
    The first thing that comes to mind with that face is the lip sync. I almost feel like if you could pull it off go for it, otherwise you should consider a way to hide it. The horse looks awesome though!

    He said that he still needs to do his head armor. I guess that head is just for size reference.
  • pixelherder
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    pixelherder polycounter lvl 18
    It's finally finished!

    mok_render_final.jpg


    [ame="http://www.youtube.com/watch?v=wHX6kD5JvXo"]Mok - Dota 2 courier[/ame]

    Votes on the workshop would be appreciated too :)

    http://steamcommunity.com/sharedfiles/filedetails/?id=147234127
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    It's finally finished!



    Mok - Dota 2 courier

    Votes on the workshop would be appreciated too :)

    http://steamcommunity.com/sharedfiles/filedetails/?id=147234127

    It looks good, but I think the flying animations need to be a bit more exaggerated, in game they look very static and you lose out on all those details. Right now the flying run cycle doesn't even look like hes animated.

    Upvote and favorite from me nevertheless! :thumbup:
  • Rubus
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    Rubus polycounter lvl 5
    @pixelherder:

    And it's done!

    I was really hoping for a lookout pose when on flying mode, and kinda agree with what Helenek said, a bit more oscillation on the flight pattern would make it look better, along with a faster turning propeller.

    But man, amazing work on everything else, this was really well executed, congrats!
  • PKSpark
    Wip of my next submission, will probably put it next week (monday or tuesday)
    fazwoi.jpg
  • mihalceanu
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    mihalceanu polycounter lvl 6
    pixelherder : looking great ..
    PKSpark : purple isnt going to well with the orange and brown imo , I would play around with the collor scheme .

    update :

    New weapon for chaos knight ..I think it came out preety decent considering that I didnt like the idea to much to start with

    workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=147255403

    4B20A7A0A946043ECA64ADB6CEBE1B38276C31ED
    2929E9EEC225E292CFF9E2B3AEDBAE93E01B0B35
    5A860E1A1251A7ADFC1C48E61F7131BF04713C0B
  • PKSpark
    @mihalceanu: That's an interesting feedback. I picked purple cowl
    for the following reasons:
    -Brown-red-orange-yellow colors would give the mount a too low
    energetic vibe (close colors scheme are good for defensive/passive units)
    -Ultramarine-blue-cyan-teal color are already taken by batrider, it's the opposing
    hue to orange-red. Give a very energetic vibe of the mount,
    but i'm concerned it will not stick out from batrider.
    -Base body has already a lot of black and white colors, so i can't use them for the cowl

    If you have a color you may think it's good for Batrider, I'm still up for testing (it's not released yet)!
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    Did some weapons for the illusionist antimage set
    174U4.png
  • Hudston
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    Hudston polycounter lvl 10
    This little bugger has taken over my life for the past couple of weeks, but he's finally done!

    Allow me to introduce you to Itsy, the Spider Courier:
    268x268.resizedimage
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    New patch is up! There's actually two patches.
  • belkun
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    belkun polycounter lvl 7
    Hudston wrote: »
    This little bugger has taken over my life for the past couple of weeks, but he's finally done!

    Allow me to introduce you to Itsy, the Spider Courier:
    268x268.resizedimage

    I'm in love with it! Really hope Valve accepts it, because I'm buying it the second it appears on the store :D

    Really awesome work!
  • Rubus
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    Rubus polycounter lvl 5
    Courier makers are on fire!

    Lovely job, Hudston.

    @mihalceanu:

    Nice weapon concept, but I think you should consider making it darker and adding that hot metal glow to it, it would look more fitting as of now it doesn't follow the character's palette.
  • Hudston
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    Hudston polycounter lvl 10
    Thanks, guys!

    I know it's widely regarded as useless spam, and it is, but I just got my first "Valve add this please" thumbs up comment. It feels like a rite of passage.
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