Hey guys.. I'm new here me and my girlfriend want to start 3d moddeling.
We like dota2 , she can draw , i can handdle pc programs.
Can someone of you tell me the start?
Like : Zbrush , maya3d ? I know i have to start from the bottom but i don't care.. i want to learn.
(Sorry for my bad english)
Two days, and i concluded that i suck at animation really hard, ghost looks move like a steam robot or something and im ultra-sad. Mayby some of animators here want to cooperate with me? Add me at steam, if somebody interested. http://steamcommunity.com/id/zalakzik/
[UPDATE] Seems that i found a reason why my animations was so sharpy, i think i can handle animations by myself, woohoo!
Can someone point to where I can find the original color palette for all heroes without trying to figure out with color picking? It's just me usually struggling to get the right color after each item painting.. That would be great.
@vertical
You could always extract a palette from a reference. In Photoshop it's as simple as Image>Mode>Indexed Color (I recommend using 64 colors, but you can tweak it) Then go back to Image>Mode>Color Table, and from that screen you can save it as a color palette or just pick and chose what colors you want.
Two days, and i concluded that i suck at animation really hard, ghost looks move like a steam robot or something and im ultra-sad. Mayby some of animators here want to cooperate with me? Add me at steam, if somebody interested. http://steamcommunity.com/id/zalakzik/
That courier is looking really awesome! I'd love to animate it but sadly I dont think I currently have the time. Also, we're not steam friends, so I'm going to add the shit out of you! :poly124:
@vertical
You could always extract a palette from a reference. In Photoshop it's as simple as Image>Mode>Indexed Color (I recommend using 64 colors, but you can tweak it) Then go back to Image>Mode>Color Table, and from that screen you can save it as a color palette or just pick and chose what colors you want.
I got started on this darkdeathknights Sven set today, the rest of the pieces haven't got a complete concept yet so I'm only working on these 2. The colours are just so I could see how it looked and are by no means near finished, and obviously I haven't even started on the details yet. I hope everyone likes it so far!
Looking good, man.
Just before doing any further work on it, I'd suggest you to check how it will behave with his animations, I think you'll have clipping issues with the front-bottom part of the pauldron.
Hey. Im new here.
First of all.. i love what you do here guys.. Some items are veery nice.
Me and my girlfriend want to start 3d moddeling , and we want some advices.
Like what should i use ?
Some good tutorials ?
I know it take a lot of work from my level but i really love dota2 and 3d moddeling and i want to learn.
Any advice can help. (sorry for my bad eng)
I got started on this darkdeathknights Sven set today, the rest of the pieces haven't got a complete concept yet so I'm only working on these 2. The colours are just so I could see how it looked and are by no means near finished, and obviously I haven't even started on the details yet. I hope everyone likes it so far!
BH set finally close to done. Just gotta make and bake the head piece then it's good to go, finished all the rest of the low poly bakes:
hoping to finish by this weekend, got tons of other stuff in the works as well... it's gonna get pretty crazy, hehe. I'll try to be better about posting updates. I really, really need sleep though.
Here is some super early progress of Ike's Razor set blockout. I think the form is getting there but I am having some doubts regarding sillhoutte since I am somehow hitting the limits. Which isn't bad, imo. Crits are appreciated. This project is going on backstage and very slowly.
Finishing up a set for Sniper. Let me know what you think. Working on a story and promotional images.
Every part of it seems kinda small, i'm not sure it's noticable from the ingame camera angle. You may want to compare it with the defaults.
Helm and rifle "rods" are the first things that come to mind.
Every part of it seems kinda small, i'm not sure it's noticable from the ingame camera angle. You may want to compare it with the defaults.
Helm and rifle "rods" are the first things that come to mind.
Thanks for the feedback. It was a conscious decision to add smaller elements and contrast them against larger ones - not saying that it was a good decision - I probably agree with you more.
Here is an in game screen capture:
Can someone direct me to a link or tutorial showing how to make those animated gifs. Also, maybe increase the quality/resolution of the in game shots? It's probably stickied and I'm not seeing it.
Thanks for the feedback. It was a conscious decision to add smaller elements and contrast them against larger ones - not saying that it was a good decision - I probably agree with you more.
Here is an in game screen capture:
Can someone direct me to a link or tutorial showing how to make those animated gifs. Also, maybe increase the quality/resolution of the in game shots? It's probably stickied and I'm not seeing it.
Yeah, from some angles your rifle even looks like the default one, shoulder don't pop out too, so you may want to blow up your shapes all around.
Are you sure? I think I saw some people a while ago doing items where they would have extra bones for particular items they would do, so that they become dynamic. Please correct me if I'm wrong.
That is really coming along well, Kraken! It looks great. My one suggestion would be to change the color of the bag - it's pretty visually similar to the broom. Maybe a green color would make it stand out more
I missed working on some hardsurface item, basically a sharp weapon, and so I picked up this Abaddon sword concept by Mango and this is the progress of the blockout. Should be able to finish it within the next two days and get back to the big stuff.
How do you guys get the entire hero models to pose and take those awesome screenshots with your items?
Import the models to the 3d editing software of your choice, pose the model, set up lights, materials & camera and make a render.
Some people use the Source Filmmaker to do this, as it can use Dota 2 shaders, and I think one of Valve's SDKs can import Dota 2 models as well, but I never used them.
Import the models to the 3d editing software of your choice, pose the model, set up lights, materials & camera and make a render.
Some people use the Source Filmmaker to do this, as it can use Dota 2 shaders, and I think one of Valve's SDKs can import Dota 2 models as well, but I never used them.
Thanks for the reply
where do I find the models to import tho? :PP
There is far too much awesome going on here! it is out of control! Vlad I enjoyed your Void stream today! First bake pass at my Lod0. Got some stuff to rebake, Handplane has been fun, crushing this down to 350 is going to kinda suck, may need to retopo for a second time :poly122: :poly142:
Edit: I am pretty sure this Lod0 is going to be redone again, must optimize!
Well well would you look at that! :P
I always downloaded the models and just went straight for the weapons... guess I need to pay more attention to stuff :P
Thanks a lot man!
Well well would you look at that! :P
I always downloaded the models and just went straight for the weapons... guess I need to pay more attention to stuff :P
Thanks a lot man!
those files are totally outdated ! i would not use them again
you should unpack the vpk files with gcfscape and decompile the models with studiocompiler
btw i could really need some crits on my first set try
those files are totally outdated ! i would not use them again
you should unpack the vpk files with gcfscape
If you have TF2 installed you can also unpack vpk's with vpk.exe. I copy the files to my DOTA working dir, and you simply drag the pak01_dir.vpk onto vpk.exe and it will extract everything!
I'm having MASSIVE trouble trying to get a sword in game for dragon knight. I haven't used the workshop tools for about a year, and I haven't done it with dragon knight before...
Well, here's what it looks like in 3dsmax, right with his default sword:
And this is what it looks like in game:
I've tried so much to fix it, resetting transform, scaling it down, rigging it on odd angles (the angles work, scale doesn't). Sometimes it crashes dota, sometimes it just doesn't render at all. I'm so confused, it seems so inconsistent.
This has probably been asked but there's so many pages to this thread I'd really have no idea where to start.
If someone can walk me through how to actually rig this and export it properly, I'd be extremely grateful, I seem to be doing so much wrong.
Replies
If anyones willing to point me in the right direction of what to do next it would help. alot @_@
We like dota2 , she can draw , i can handdle pc programs.
Can someone of you tell me the start?
Like : Zbrush , maya3d ? I know i have to start from the bottom but i don't care.. i want to learn.
(Sorry for my bad english)
http://steamcommunity.com/id/zalakzik/
[UPDATE] Seems that i found a reason why my animations was so sharpy, i think i can handle animations by myself, woohoo!
You could always extract a palette from a reference. In Photoshop it's as simple as Image>Mode>Indexed Color (I recommend using 64 colors, but you can tweak it) Then go back to Image>Mode>Color Table, and from that screen you can save it as a color palette or just pick and chose what colors you want.
Good luck,
That courier is looking really awesome! I'd love to animate it but sadly I dont think I currently have the time. Also, we're not steam friends, so I'm going to add the shit out of you! :poly124:
Thanks for the tip!:thumbup:
Looking good, man.
Just before doing any further work on it, I'd suggest you to check how it will behave with his animations, I think you'll have clipping issues with the front-bottom part of the pauldron.
First of all.. i love what you do here guys.. Some items are veery nice.
Me and my girlfriend want to start 3d moddeling , and we want some advices.
Like what should i use ?
Some good tutorials ?
I know it take a lot of work from my level but i really love dota2 and 3d moddeling and i want to learn.
Any advice can help. (sorry for my bad eng)
Is that a bug/outdated file or are his offhands suppose to be positioned like that?
Geez you work fast XD.
hoping to finish by this weekend, got tons of other stuff in the works as well... it's gonna get pretty crazy, hehe. I'll try to be better about posting updates. I really, really need sleep though.
Helm and rifle "rods" are the first things that come to mind.
Finished my Axe. Onto more axes tomorrow.
http://steamcommunity.com/sharedfiles/filedetails/?id=184859717
That axe looks brilliant!
Thanks for the feedback. It was a conscious decision to add smaller elements and contrast them against larger ones - not saying that it was a good decision - I probably agree with you more.
Here is an in game screen capture:
Can someone direct me to a link or tutorial showing how to make those animated gifs. Also, maybe increase the quality/resolution of the in game shots? It's probably stickied and I'm not seeing it.
btw, is it possible to make berries dynamic using bones? So that they jiggle based on the character movement?
Yeah, from some angles your rifle even looks like the default one, shoulder don't pop out too, so you may want to blow up your shapes all around.
maybe im alone but isnt that a bit lot yellow?:P it feels not balanced
Import the models to the 3d editing software of your choice, pose the model, set up lights, materials & camera and make a render.
Some people use the Source Filmmaker to do this, as it can use Dota 2 shaders, and I think one of Valve's SDKs can import Dota 2 models as well, but I never used them.
Thanks for the reply
where do I find the models to import tho? :PP
Edit: I am pretty sure this Lod0 is going to be redone again, must optimize!
Well well would you look at that! :P
I always downloaded the models and just went straight for the weapons... guess I need to pay more attention to stuff :P
Thanks a lot man!
those files are totally outdated ! i would not use them again
you should unpack the vpk files with gcfscape and decompile the models with studiocompiler
btw i could really need some crits on my first set try
here are some ingame tests (lod1)
If you have TF2 installed you can also unpack vpk's with vpk.exe. I copy the files to my DOTA working dir, and you simply drag the pak01_dir.vpk onto vpk.exe and it will extract everything!
I'm having MASSIVE trouble trying to get a sword in game for dragon knight. I haven't used the workshop tools for about a year, and I haven't done it with dragon knight before...
Well, here's what it looks like in 3dsmax, right with his default sword:
And this is what it looks like in game:
I've tried so much to fix it, resetting transform, scaling it down, rigging it on odd angles (the angles work, scale doesn't). Sometimes it crashes dota, sometimes it just doesn't render at all. I'm so confused, it seems so inconsistent.
This has probably been asked but there's so many pages to this thread I'd really have no idea where to start.
If someone can walk me through how to actually rig this and export it properly, I'd be extremely grateful, I seem to be doing so much wrong.
Thanks, Eleryn