Also, since i have been challenged to make these items with free software (blender, gimp , maybe sculptris ??) do you guys have any pipeline/workflow advice for me to begin with ? (do i do low poly- High poly- sculpt or sculpt low poly etc. )
i know its kinda personal the way someone makes models, but if u share your (pro) way, i would be grateful !
as said on the workshop, very nice dagger really like it!
and another one by us, this time the the final texture and masks and integration have been done by our intern max, with a bit of guidance from more experienced artists. This one was also sculpted way back in 2012 before some family issues stopped me from digging deeper into this - so far its fun and it really helps polishing our current production.
as said on the workshop, very nice dagger really like it!
and another one by us, this time the the final texture and masks and integration have been done by our intern max, with a bit of guidance from more experienced artists. This one was also sculpted way back in 2012 before some family issues stopped me from digging deeper into this - so far its fun and it really helps polishing our current production.
:O awesome sword, and a job well done !
but, how did you get all the glow on it ? I've been away for a while now...
did they add a glow function or its just the glow mask texture ?
I don't think i've seen anyone really working on any HUD's here but nonetheless the workshop page has been updated with requirements and a PDF guide similar to the texture/shader one for HUD creation.
Hello steam workshop developers. I just finished a video comparing handplane's source output to 3dsmax, maya, and xnormal tangent space maps and I thought it would be interesting to the dota people:
[ame="http://www.youtube.com/watch?v=QeP-tOKryxU"]Source engine comparison with handplane - YouTube[/ame]
Also,
I wanted to take a minute to ask workshop artists - what kinds of tools do you want to streamline your development? Email me at: alecmoody@gmail.com
but, how did you get all the glow on it ? I've been away for a while now...
did they add a glow function or its just the glow mask texture ?
there are a couple of things going on, first of all the particles (can we turn those off by any chance? not for this model, just in general). then we have a lot of self illumination on the glowing parts and on top of that is an additive detail texture which makes the glow look like its pulsating.
@alec: my biggest problems with the workflow are inside dota itself so i guess you can't do much about that. everything else is pretty straight forward.
there are a couple of things going on, first of all the particles (can we turn those off by any chance? not for this model, just in general). then we have a lot of self illumination on the glowing parts and on top of that is an additive detail texture which makes the glow look like its pulsating.
I know about the illumination channel on one of the shader masks, and AFAIK we still cant do anything about the particles.
YET , i would appreciate anything that illustrates how to use the detail texture ? (apart from the valve documents provided, i know pretty much nothing about detail texture) if someone can fill me up on this, it would really hit the gray spot of my brain
@alec: my biggest problems with the workflow are inside dota itself so i guess you can't do much about that. everything else is pretty straight forward.
possibly not but if you would email me or post your thoughts about it I can see what would be possible.
I will try and make some different kinds of concepts for various items as time goes by, my first concept is for a Necrolyte weapon. will make a more detailed one later today/tomorrow, or within the next week (graduating from school this friday so I might not have that much time before that :>)
Dont mind the colours and whatnot, I'd gladly take any advice if anyone got any to give ^^
I will try and make some different kinds of concepts for various items as time goes by, my first concept is for a Necrolyte weapon. will make a more detailed one later today/tomorrow, or within the next week (graduating from school this friday so I might not have that much time before that :>)
Dont mind the colours and whatnot, I'd gladly take any advice if anyone got any to give ^^
Wait.. I just thought of something - if Luna gets a custom mount will she keep saying
Nooooooova or will that have to change ?
Chaos Knight and Mirana also have lines referring to their mounts (Armageddon and Sagan). I don't think they will change the lines. Just imagine it's the same character but looks different, I guess.
Speaking of CK, his palette is really dark, bland and restrictive.
First off, Neox, I love how that Doom sword turned out. And Hawt, I'm liking where you're going with that Luna set. So much cool stuff. You guys are all awesome.
I played a game as Riki and actually didn't do terribly a little while back so I guess to celebrate I made him some daggers.
PS: Is anyone on here actually good at the game? Just curious. I'm terrible.
Just found something fundamentally wrong with my invoker set when rigging (The back was too low and collided with the cape a lot) which put the set back a couple of days So disheartening...
Think I'm about done with the texture. Just gotta work up the mask maps tomorrow as well as rig and presentation.
Classic Dire logo 4 life!
Wow really great looking, need to step up my game., because I wanted to make a set for CK as well
Here's my current block out, still need to make the head. After blocking everything out I will start finishing the high poly's. still lot of work to do..
Hey guys, here's an very alpha version of what I'm currently working on. It'll be my second set, it's influenced by Dovahkiin and Anuxi's Slithereen Knight (wonder why that set didn't make it, it's one of the best). The textures are not final of course.
I'm quite a long time Dota 1/2 player, I would like to play with you guys sometime. But, unfortunately I'm quite busy, since a lot of shit happened the last few days. My father passed away and everything is quite hectic at the moment. Take care guys, might see you guys maybe in a long time.
Frump: That set is looking fan-fucking-tastic! Can't wait to see it with the masks applied its gonna look BAWSS
Andy: Love that axe, I always like it when people change the weapon type instead of doing another sword or something. I'm guessing it works well with the attack animations?
Hey guys,
I started to make my first item is - Helmet for Sven. And faced with a problem. I downloaded the model and textures of Sven. In the requirements specified that texture size helmet should be 256H x 256W, but at the downloaded original model he 1024H x 1024W. Why is that? And at 256H x 256W is not enough space for high-quality detailing.
Hey guys,
I started to make my first item is - Helmet for Sven. And faced with a problem. I downloaded the model and textures of Sven. In the requirements specified that texture size helmet should be 256H x 256W, but at the downloaded original model he 1024H x 1024W. Why is that? And at 256H x 256W is not enough space for high-quality detailing.
When you import your textures using the in game importer they will be resized to the dimensions listed on the workshop character page, provided they are in the same dimension ratio.
You should do your bakes and textures at a resolution you find acceptable ie 1024x1024 but always keep in mind the quality you will lose when the texture gets resized. This is why small details are generally advised against as they can often look quite blurry at later stages.
@Frump: looks great! love the shield, and the painting on it is a nice final touch.
We went on vacation the other day, and came home with an idea for our next project. we're gonna make a courier! We've got an animator friend who's been chomping at the bit to start doing Dota stuff, so I'm really excited to be able to get him involved. Here's the concept we've got so far
@Drywall As a matter of JUNE competition I can see here Quas and Export kittens for invoker add just purple Wex one and you will be golden with Invoker themed courier
Replies
i know its kinda personal the way someone makes models, but if u share your (pro) way, i would be grateful !
and another one by us, this time the the final texture and masks and integration have been done by our intern max, with a bit of guidance from more experienced artists. This one was also sculpted way back in 2012 before some family issues stopped me from digging deeper into this - so far its fun and it really helps polishing our current production.
:O awesome sword, and a job well done !
but, how did you get all the glow on it ? I've been away for a while now...
did they add a glow function or its just the glow mask texture ?
Luna concepts
Dota 2 Workshop HUD requirements
[ame="http://www.youtube.com/watch?v=QeP-tOKryxU"]Source engine comparison with handplane - YouTube[/ame]
Also,
I wanted to take a minute to ask workshop artists - what kinds of tools do you want to streamline your development? Email me at: alecmoody@gmail.com
there are a couple of things going on, first of all the particles (can we turn those off by any chance? not for this model, just in general). then we have a lot of self illumination on the glowing parts and on top of that is an additive detail texture which makes the glow look like its pulsating.
@alec: my biggest problems with the workflow are inside dota itself so i guess you can't do much about that. everything else is pretty straight forward.
I know about the illumination channel on one of the shader masks, and AFAIK we still cant do anything about the particles.
YET , i would appreciate anything that illustrates how to use the detail texture ? (apart from the valve documents provided, i know pretty much nothing about detail texture) if someone can fill me up on this, it would really hit the gray spot of my brain
mounts
possibly not but if you would email me or post your thoughts about it I can see what would be possible.
ouch! that is great!!! =]
That is so cute. Very nice concept.
Noova! Noooova
Nooooooova or will that have to change ?
I'm new here
I will try and make some different kinds of concepts for various items as time goes by, my first concept is for a Necrolyte weapon. will make a more detailed one later today/tomorrow, or within the next week (graduating from school this friday so I might not have that much time before that :>)
Dont mind the colours and whatnot, I'd gladly take any advice if anyone got any to give ^^
I'm new here
I will try and make some different kinds of concepts for various items as time goes by, my first concept is for a Necrolyte weapon. will make a more detailed one later today/tomorrow, or within the next week (graduating from school this friday so I might not have that much time before that :>)
Dont mind the colours and whatnot, I'd gladly take any advice if anyone got any to give ^^
Chaos Knight and Mirana also have lines referring to their mounts (Armageddon and Sagan). I don't think they will change the lines. Just imagine it's the same character but looks different, I guess.
Speaking of CK, his palette is really dark, bland and restrictive.
First off, Neox, I love how that Doom sword turned out. And Hawt, I'm liking where you're going with that Luna set. So much cool stuff. You guys are all awesome.
I played a game as Riki and actually didn't do terribly a little while back so I guess to celebrate I made him some daggers.
PS: Is anyone on here actually good at the game? Just curious. I'm terrible.
we're actually bootcamping for ti4
i think we have like 1 win from 7 games
Iron Priest and the Polycounts however..
okay our second sword is in
http://steamcommunity.com/sharedfiles/filedetails/?id=150636712
That's how you do it
Legendary CM baiting too.
Classic Dire logo 4 life!
Amazing.
http://steamcommunity.com/sharedfiles/filedetails/?id=150644036
Nice frump, but I have seen that white painting thing on the shield somewhere. Where is it from?
Wow really great looking, need to step up my game., because I wanted to make a set for CK as well
Here's my current block out, still need to make the head. After blocking everything out I will start finishing the high poly's. still lot of work to do..
HOT HOT HOT!!!
This is fantastic frump!
Badass!
Is anybody having issues opening the pak01_dir.vtf with GCFScape? Gives me an error saying that there's illegal characters.
Andy: Love that axe, I always like it when people change the weapon type instead of doing another sword or something. I'm guessing it works well with the attack animations?
I started to make my first item is - Helmet for Sven. And faced with a problem. I downloaded the model and textures of Sven. In the requirements specified that texture size helmet should be 256H x 256W, but at the downloaded original model he 1024H x 1024W. Why is that? And at 256H x 256W is not enough space for high-quality detailing.
thread with my helmet
When you import your textures using the in game importer they will be resized to the dimensions listed on the workshop character page, provided they are in the same dimension ratio.
You should do your bakes and textures at a resolution you find acceptable ie 1024x1024 but always keep in mind the quality you will lose when the texture gets resized. This is why small details are generally advised against as they can often look quite blurry at later stages.
We went on vacation the other day, and came home with an idea for our next project. we're gonna make a courier! We've got an animator friend who's been chomping at the bit to start doing Dota stuff, so I'm really excited to be able to get him involved. Here's the concept we've got so far