Or just embrace it and add a 'Fus Roh Dah' pack to his ulti :P
In all seriousness though, I think the problem is not with the horns, it's more about the general desing of the helmet.
Upon seeing your set, I immediatly remembered this character in the TES: Online trailer.
I know that that kind of helmet design isn't Bethesda's property at all, but it's heavily associated with their games now after Skyrim. Even on my Sven set I got a lot of comments saying that, just because it has a pelt and a nordic visor.
My 2¢ would be that you only need to change either the helmet's visor, the cheekguards or the horns.
So I just wanted to give a shout-out to a lot of the artists who helped me with questions that I had. I understand that there are a lot of people trying to make a living off of this and it would probably be in their best interests to have less competition.
But so far EVERYONE that I have talked to and asked advice from have been amazingly welcoming and genuinely interested in helping out.
As someone who started modeling last year and sees this as a hobby I just wanted to thank you experts.
Hello again, guys.
I have redesigned helm piece, to make visor not so reminding about Skyrim. Please check it out.
And also, i also mentioned that this set is missing for some eye-catching thing, so I desided to add a huge skull on his back. Not sure about how to get all this shoulders piece into 300tris but I want to try. What do you think about it. Comments are very welcome.
Thanks.
Not really a fan of the ones covering his mouth (2 and 3), but 4 and 1 both look really good! Specially those tusks on 4, they really fit with the hero.
The face plates on 2 and 3 make him look like a foot soldier(from ninja turtles) and aren't helping him look like he's on the light side imo. I like the negative space you created with the interior of #5 and the vertical war paint from #1. #4 might be the safest bet since most of his face isn't hidden behind visors like the others.
HI guys, Can someone please explain to me in terms of dota 2 items what mirroring is and why I'd use it. I've read up on it but cant seem to grasp the concept. I believe you guys would be far better at explaining it in context than a random site with a different purpose.
Razia, mirroring for Dota items is the same for any other modeling. The reason why people heavily advocate its use for Dota items is because it saves UV space and can give a better looking texture since you only UV half the mesh. Since Dota textures are small, you really need to know how to maximize your UV space
HI everyone, I've been doing some more work on my Templar Assassin set, theres a couple more areas I need to sculpt some detail (like the hair clasp) but for the most part the high res is done. I wanted to start experimenting with different colour schemes, which is why I have a couple of different things going on with the model. Would be great to hear what people think works.
Nice progress Toby, but i would go with some more color on the face mask...that medium gray kinda feels off a bit...i would go with the darker color you used in the shoulder pieces
Thanks for comments, guys. Thats realy helpfull. I think i'll make 1st or 4th variant of the helm and see what will be cooler in 3D. And yea, horns must be reworked.
@Ultimatec:
I remember something like that in earlier worshop submissions.
hey ultimatic, i totaly love ur item! this is exactly the itemstyle that i like
BUT i think the preview pic is rly terrible (all other pics inside the workshop
are good) - so maybe u should anyhow remake that.
good luck with it!
Guys, I ned help. Its crazy but its happening. Its weird and im geting out of my nerves.
Today I was working on my model, just opened same maya file that worked yesterday and today it doesnt. It exports correctly but one of the part of the model is missing (both of the "belts").
I have checked everything:
- normals are fine (smoothing groups), they are not inverted or something
- the whole thing has the same material
- I have reexport it from zero in MAX checking normals again there: same
- export geometry to OBJ, re import again and do weights again in MAaya: same, belts are missing.
- I have deleted all the temp files inside DOTA folder: same
Maya screenshots (this file was working yesterday!!!!)
maybe got some other ideas for ur to check: color mask! 2 posibilitys:
1. u did make a new save where u didnt link the UV material from the "beltmodell" to the ur colormask.
2. u have an alpha channel activated in ur colormask that makes the texture at this spot invisible.
if its not that u can be at least sure that is no texturing fail
and when u upload to the ingame preview there is a slot for the itemname,
u should not use one name 2 times (like allways call ur item "Lycanclaws"
just make numbers behind it and for every single reupload use a new number
(lycanclaw1, ..2, ..3, ..)
Man, thank you. I have been checking like 3 hours everything except my textures. For some reason, my color mask has alpha (maybe I pressed the by default 32 bit option in photoshop today)so it was that.
Man, thank you. I have been checking like 3 hours everything except my textures. For some reason, my color mask has alpha (maybe I pressed the by default 32 bit option in photoshop today)so it was that.
Thanks man, now its working.
xD im happy that i was able to help u^^ at least i am usefull for something as newcommer concept artist
Hey toby.hutter, nice work with her! I'm not so sure about the values you are working, but I like how you play with the contrast between the shapes and colors.
Hey toby.hutter, nice work with her! I'm not so sure about the values you are working, but I like how you play with the contrast between the shapes and colors.
The shape is interesting, but I think it's in desperate need of much brighter highlights which would bring out the shape better. Comparing it to slardar's gradient especially, slardars bright highlights are soooo much brighter. You could use those highlights to do cool things with it too, like glowing eyes etc.
And vlad might have intended to post a different jugger mask, it does look somewhat familiar.
Maybe he meant Sukkuto's mask? I don't know. No matter how similar items can be in general design, the fine details and work gone into it can separate them.
i lie the idea, but it looks a little low res, could be the uv placements or the lack of mirroring. Could you post your uvs and the texture? maybe i can help you on that =]
The idea is awesome TviDotto, like others have mentioned though I wonder if changing the stance altogether might result in confusion. If this works though it could definitely inspire people to experiment with new weapon types for heroes. That would be really cool.
Im busy creating WD items right now ... Let T_vidotto do his job of being awesome !
btw, the PA reaper is a superb idea, but i think its a but too far into silhouette change. As a dota 2 player, i doubt that i would recognize "that hero" if i suddenly saw her in the game.
EDIT: Is the technical requirements page malfunctioning for you guys too ? there are no names for heroes and their pages are in-accessible. Can anyone confirm ?
huge thanks for the comments guys, sorry for not posting earlier. was working like hell here
going to look for some energy drink sponsor =]
about the sillouette you guys are right, it breaks a little, i toyed to keep the animations consistent with the character to reduce that diference
i also made some changes on the hair, now its blacker (some guys suggested that too) and i also got a feedback on the cape, remade it to match more the silhouette of the default one
the scythe is brighter too, was too dark before
now with the darker hair and bright weapon i think it have a better reading.
the hair black was worried me to lose the attention but the feathers and the small mask does a good job with contrasting them
about the animations, i had some hard time matching the idles and runs, a suggest to the other guys looking for animation.
i had a problem with the instances of the character, the running version was leaning forward and the idle more to the back to accommodate the scythe weight. that caused some problems with the blending between the idles and the runs.
in my tests i think that is much better if you keep the head on the same place and sacrifice the feet movement, they are moving all the time so its not a big problem, but a big movement on the head i really noticeable
Not sure if you guys know about SweetFX, but it's a graphical mod that you can pretty much use on any DirectX 9, 10 or 11 application, and it does some nifty stuff. I used it on Guild Wars 2 before, but never thought about trying it out on Dota 2, and it looks really good with a nice config, perfect for workshop screenshots.
I made a custom config kinda mixing a bit of thesetwo, while trying to make the game look sharp, though not over-saturated with weird colors. Here are some comparison shots:
Ignore any weapon clipping and stuff like that.
I made it in a couple of minutes, so there's definitely room for improvement. I also changed some stuff like antialiasing after taking those shots, so it's looking even better now in-game.
If anyone wants to try it out, you can download SweetFX here and grab my preset here. You can either copy all of my preset and paste it into SweetFX_settings.txt, or make a new TXT file inside /SweetFX/Presets and then direct SweetFX to it through SweetFX_preset.txt.
It's pretty easy to install, here's a quick rundown from SweetFX's Game_compatibility.txt file included on the ZIP:
** DOTA 2 beta**
(installs like most Source games)
Install SweetFX to
\Steam\steamapps\common\dota 2 beta\
but put d3d9.dll and injector.ini in
\Steam\steamapps\common\dota 2 beta\bin
For source games dxgi.dll and dxgi.fx are not needed as it's a DirectX9 engine so you can delete them if you want or leave them be - it doesn't matter.
Just remember to disable Anti Aliasing in-game, otherwise it won't work. I also had problems getting it to work on Borderless Window, so Fullscreen is the way to go.
An extra tip on getting super crisp screenshots is to use downsampling to get a better resolution and image quality on your screen. Here's a guide from NeoGAF for nVidia. There's also a way to do it on AMD cards, which is linked on that thread, but it involves using some third-party software, so I haven't really bothered with it.
Not sure if you guys know about SweetFX, but it's a graphical mod that you can pretty much use on any DirectX 9, 10 or 11 application, and it does some nifty stuff. I used it on Guild Wars 2 before, but never thought about trying it out on Dota 2, and it looks really good with a nice config, perfect for workshop screenshots.
I made it in a couple of minutes, so there's definitely room for improvement. I also changed some stuff like antialiasing after taking those shots, so it's looking even better now in-game.
If anyone wants to try it out, you can download SweetFX here and grab my preset here. You can either copy all of my preset and paste it into SweetFX_settings.txt, or make a new TXT file inside /SweetFX/Presets and then direct SweetFX to it through SweetFX_preset.txt.
It's pretty easy to install, here's a quick rundown from SweetFX's Game_compatibility.txt file included on the ZIP:
** DOTA 2 beta**
(installs like most Source games)
Install SweetFX to
\Steam\steamapps\common\dota 2 beta\
but put d3d9.dll and injector.ini in
\Steam\steamapps\common\dota 2 beta\bin
For source games dxgi.dll and dxgi.fx are not needed as it's a DirectX9 engine so you can delete them if you want or leave them be - it doesn't matter.
Just remember to disable Anti Aliasing in-game, otherwise it won't work. I also had problems getting it to work on Borderless Window, so Fullscreen is the way to go.
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
Also, since you are using an enhancer to the client, wouldn't be inaccurate to the actual client?
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
Also, since you are using an enhancer to the client, wouldn't be inaccurate to the actual client?
Thanks for the info.
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
SweetFX exists for a long time and the only time that I heard of problems with it was with Planetside 2 for whatever reason. And SOE explicitly stated that no external tools were allowed. Meanwhile ArenaNet also explicitly said that it was allowed on Guild Wars 2, since it's just a graphical modification. SweetFX isn't malicious itself, so VAC shouldn't give a false positive, since it doesn't mess with the game's memory or files, it's just a "hook" that pretty much only changes colors.
Anyway, I always do some research before using SweetFX on games with some form of anti-cheat, and while searching for VAC's relation with SweetFX I found this thread and also a post on Reddit about using it on CSGO here. I also asked around /r/Dota2 and some people said that they use it for over a year without issues.
All in all, it's pretty much a use it at your own risk. While it isn't a cheat and I don't think it can be detected as one, you can't tell for sure without Valve's explicit statement, unless you consider that post that I've linked above. So you can either just use it on your local servers when taking promo screenshots to be safe and then turn it off when playing Matchmaking if you don't trust it, or just don't use it at all. In the end it's up to you.
guys i saved my document in zbrush(i dont know for what :[) and now my screentshot is just stayin like that(screenshot right, active mesh left) can you help me? how to delete the ritgh "thing"
It basically gives a false impression of the items, sure you can use it in actual gameplay but when giving it as a preview, others would look at it in their client and see the differences between the two.
On another note, my textures glow from a weird angle and I'm wondering how to fix it. Is it the rimlight? I don't really understand how it affects the mesh, all I know is that it is suppose to define edges so its easier to see against the background.
It basically gives a false impression of the items, sure you can use it in actual gameplay but when giving it as a preview, others would look at it in their client and see the differences between the two.
Well, if you follow that thought then not everyone is going to see the item on its best form, since I believe a major percentage of the player base runs the game on low settings.
Still, it's pretty common to see people editing some stuff a bit to give some sort of an "edge" and make things more appealing. And since one of the main goals of the Workshop is to make people notice your item, I think it's fair to add some eye-candy on the screenshots to catch the attention of users. It's not like you're changing a lot either, it's just some saturation, sharpness and stuff that you can get anywhere easily just by adjusting your monitor or your graphics card options, but SweetFX just makes it so you don't have to keep changing settings every time you exit the game, with the image being enhanced only when your in-game and not when you're using your computer. It's a nice way to push up some colors and add some definition to your screenshots, without having to mess too much with Photoshop, and the bonus is that you can actually play like that.
Anyway, I made that config with this in mind. I tried to add a bit of sharpness and push up the colors only a bit, while still staying true to Dota's style and not making it overly-cartoony with exaggerated colors. You can freely customize the preset if you think it's too much, or even if you think it's too little.
guys i saved my document in zbrush(i dont know for what :[) and now my screentshot is just stayin like that(screenshot right, active mesh left) can you help me? how to delete the ritgh "thing"
Hi, go to menu(Layer) and press the (clear) button, I think the problem is solved
Replies
Finished my Disruptor Beard
http://steamcommunity.com/sharedfiles/filedetails/?id=191947012&searchtext=
Or just embrace it and add a 'Fus Roh Dah' pack to his ulti :P
In all seriousness though, I think the problem is not with the horns, it's more about the general desing of the helmet.
Upon seeing your set, I immediatly remembered this character in the TES: Online trailer.
I know that that kind of helmet design isn't Bethesda's property at all, but it's heavily associated with their games now after Skyrim. Even on my Sven set I got a lot of comments saying that, just because it has a pelt and a nordic visor.
My 2¢ would be that you only need to change either the helmet's visor, the cheekguards or the horns.
Perhaps do something more celtic looking?
Anyway, the set is looking beastly (no pun intended). Hope this go well
But so far EVERYONE that I have talked to and asked advice from have been amazingly welcoming and genuinely interested in helping out.
As someone who started modeling last year and sees this as a hobby I just wanted to thank you experts.
Update on my slark dagger, comments please.
Oh, thank you so much for the feedback!
some more stuff to go along with that arm brace
I have redesigned helm piece, to make visor not so reminding about Skyrim. Please check it out.
And also, i also mentioned that this set is missing for some eye-catching thing, so I desided to add a huge skull on his back. Not sure about how to get all this shoulders piece into 300tris but I want to try. What do you think about it. Comments are very welcome.
Thanks.
The horns on shoulders are too big and broke the silhouette. Probably you need resize them.
Keep posting, i'm liking your ideas.
Link Workshop
@Ultimatec:
I remember something like that in earlier worshop submissions.
hey ultimatic, i totaly love ur item! this is exactly the itemstyle that i like
BUT i think the preview pic is rly terrible (all other pics inside the workshop
are good) - so maybe u should anyhow remake that.
good luck with it!
Today I was working on my model, just opened same maya file that worked yesterday and today it doesnt. It exports correctly but one of the part of the model is missing (both of the "belts").
I have checked everything:
- normals are fine (smoothing groups), they are not inverted or something
- the whole thing has the same material
- I have reexport it from zero in MAX checking normals again there: same
- export geometry to OBJ, re import again and do weights again in MAaya: same, belts are missing.
- I have deleted all the temp files inside DOTA folder: same
Maya screenshots (this file was working yesterday!!!!)
DOTA
The proof that it was working (right screenshots)
Am I missing something?
Thanks.
maybe got some other ideas for ur to check: color mask! 2 posibilitys:
1. u did make a new save where u didnt link the UV material from the "beltmodell" to the ur colormask.
2. u have an alpha channel activated in ur colormask that makes the texture at this spot invisible.
if its not that u can be at least sure that is no texturing fail
and when u upload to the ingame preview there is a slot for the itemname,
u should not use one name 2 times (like allways call ur item "Lycanclaws"
just make numbers behind it and for every single reupload use a new number
(lycanclaw1, ..2, ..3, ..)
Man, thank you. I have been checking like 3 hours everything except my textures. For some reason, my color mask has alpha (maybe I pressed the by default 32 bit option in photoshop today)so it was that.
Thanks man, now its working.
xD im happy that i was able to help u^^ at least i am usefull for something as newcommer concept artist
Annnd, mask for Juggernaut, very WIP
https://vimeo.com/78690814
I'll have a tutorial explaining that process soon.
Anyway, it's done!
Please take a look and vote if you like
http://steamcommunity.com/sharedfiles/filedetails/?id=192506373
anyone?
The shape is interesting, but I think it's in desperate need of much brighter highlights which would bring out the shape better. Comparing it to slardar's gradient especially, slardars bright highlights are soooo much brighter. You could use those highlights to do cool things with it too, like glowing eyes etc.
And vlad might have intended to post a different jugger mask, it does look somewhat familiar.
I'm waiting for it You liked? I'm working in some taunts too.
if may i give a suggestion, it looks lacking some values contrast
here, i desaturated and checked the levels. that is not a rule to see the values, but it helps
your should have more contrast on the black and white version, that helps it being easily readable
one workflow that i like a lot is painting just in black and white, focusing just on the value, and adding the colors after
i lie the idea, but it looks a little low res, could be the uv placements or the lack of mirroring. Could you post your uvs and the texture? maybe i can help you on that =]
cheers
huge thanks for the comments guys, sorry for not posting earlier. was working like hell here
going to look for some energy drink sponsor =]
about the sillouette you guys are right, it breaks a little, i toyed to keep the animations consistent with the character to reduce that diference
i also made some changes on the hair, now its blacker (some guys suggested that too) and i also got a feedback on the cape, remade it to match more the silhouette of the default one
the scythe is brighter too, was too dark before
now with the darker hair and bright weapon i think it have a better reading.
the hair black was worried me to lose the attention but the feathers and the small mask does a good job with contrasting them
about the animations, i had some hard time matching the idles and runs, a suggest to the other guys looking for animation.
i had a problem with the instances of the character, the running version was leaning forward and the idle more to the back to accommodate the scythe weight. that caused some problems with the blending between the idles and the runs.
in my tests i think that is much better if you keep the head on the same place and sacrifice the feet movement, they are moving all the time so its not a big problem, but a big movement on the head i really noticeable
here is a video with the final version, (its full hd so try to avoid this small window =])
[ame="http://http://www.youtube.com/watch?v=ASKW_zSozW4"]pa set[/ame]
no critical strikes this time
forgot to get the lvl6 first
my friend just sent me this concept for es ward
Huskar spear. I was hoping that I can add particles (I'll add some scorch marks to the texture if I can). Can anyone tell me how to add particles.
Comments?
I made a custom config kinda mixing a bit of these two, while trying to make the game look sharp, though not over-saturated with weird colors. Here are some comparison shots:
Ignore any weapon clipping and stuff like that.
I made it in a couple of minutes, so there's definitely room for improvement. I also changed some stuff like antialiasing after taking those shots, so it's looking even better now in-game.
If anyone wants to try it out, you can download SweetFX here and grab my preset here. You can either copy all of my preset and paste it into SweetFX_settings.txt, or make a new TXT file inside /SweetFX/Presets and then direct SweetFX to it through SweetFX_preset.txt.
It's pretty easy to install, here's a quick rundown from SweetFX's Game_compatibility.txt file included on the ZIP:
Just remember to disable Anti Aliasing in-game, otherwise it won't work. I also had problems getting it to work on Borderless Window, so Fullscreen is the way to go.
An extra tip on getting super crisp screenshots is to use downsampling to get a better resolution and image quality on your screen. Here's a guide from NeoGAF for nVidia. There's also a way to do it on AMD cards, which is linked on that thread, but it involves using some third-party software, so I haven't really bothered with it.
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
Also, since you are using an enhancer to the client, wouldn't be inaccurate to the actual client?
Copypasting my reply on the other thread:
Also, what do you mean about being "inaccurate"?
BS weapon is looking cool btw, looking forward to seeing the final product with Andrew's animations!
Another day of sculpting to go.
Please crit as much as you can, I would highly appreciate it.
It basically gives a false impression of the items, sure you can use it in actual gameplay but when giving it as a preview, others would look at it in their client and see the differences between the two.
On another note, my textures glow from a weird angle and I'm wondering how to fix it. Is it the rimlight? I don't really understand how it affects the mesh, all I know is that it is suppose to define edges so its easier to see against the background.
Well, if you follow that thought then not everyone is going to see the item on its best form, since I believe a major percentage of the player base runs the game on low settings.
Still, it's pretty common to see people editing some stuff a bit to give some sort of an "edge" and make things more appealing. And since one of the main goals of the Workshop is to make people notice your item, I think it's fair to add some eye-candy on the screenshots to catch the attention of users. It's not like you're changing a lot either, it's just some saturation, sharpness and stuff that you can get anywhere easily just by adjusting your monitor or your graphics card options, but SweetFX just makes it so you don't have to keep changing settings every time you exit the game, with the image being enhanced only when your in-game and not when you're using your computer. It's a nice way to push up some colors and add some definition to your screenshots, without having to mess too much with Photoshop, and the bonus is that you can actually play like that.
Anyway, I made that config with this in mind. I tried to add a bit of sharpness and push up the colors only a bit, while still staying true to Dota's style and not making it overly-cartoony with exaggerated colors. You can freely customize the preset if you think it's too much, or even if you think it's too little.
Hi, go to menu(Layer) and press the (clear) button, I think the problem is solved