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Dota 2 - Workshop Thread

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  • kite212
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    kite212 polycounter lvl 16
    TrevorJ wrote: »
    Also an update on my Bloodeeker blades.

    Are these going to have handles? The way his attacks are this weapon would not make sense just being strapped to his wrists
  • Fewes
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    Fewes polycounter lvl 8
    Snowstorm wrote: »
    The portrait view looks really pretty, but the 125x125 marketing image's camera angle really doesn't do it justice!

    You're right, it looked kind of odd. I changed the angle slightly and added some eye occlusion to prevent crazyeyes due to the workshop downscaling. :)
  • pior
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    pior grand marshal polycounter
    Fewes : really loving this, she looks adorable like that. I feel like there is a lot of untapped potential in the Dota2 workshop scene when it comes to subtle character customization, and I am glad to items like yours appear and be well received !
  • mrpresident
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    mrpresident polycounter lvl 10
    Hey all, there's an excerpt from the dark souls art book making the rounds today, thought you guys might find their philosophy for art design interesting.

    ku-xlarge.jpg
    ku-xlarge.jpg
  • bladeshot
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    bladeshot polycounter lvl 5
    Is it possible to add cloth physics to model right now? And if it's possible can someone explain or send link to tutorial?
  • Baddcog
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    Baddcog polycounter lvl 9
    You can only use the bones that have cloth physics already.

    You will know because they are named : cloth...

    But Valve has to implement them and it sounds like they don't want to.
  • pior
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    pior grand marshal polycounter
    From experience I can confirm that cloth physics are enabled on some models - Sniper has a few cape bones in its rig that are dedicated to exactly that. One thing to keep in mind is that these bones are stretchy ; they not only wiggle but also stretch with inertia, which can affect the design of an item drastically.

    MrP : loving these interview quotes. Now if only this could be more widely applied !
  • Fewes
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    Fewes polycounter lvl 8
    It is possible to author custom cloth bones. Weirdly however it kinda breaks when the hero walks.

    Custom cloth (red tassels) working:

    6tSE7.jpg


    Custom cloth breaking (as the walk anim blends in):

    5UbRe

    This seems to be a units (inches/centimeters) issue that I'm currently trying to fix. If I manage to fix it I'll write a post on how to author custom cloth.
    Also I was told "If you add too many bones, it’ll create a new batch for (the hero) and drastically cut (the hero's) performance.", so adding a lot of custom bones to an already bone-heavy character (such as Naga Siren) probably isn't a good idea if you want your item to be successful.
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    Fewes wrote: »
    It is possible to author custom cloth bones. Weirdly however it kinda breaks when the hero walks.

    Custom cloth (red tassels) working:


    Custom cloth breaking (as the walk anim blends in):

    This seems to be a units (inches/centimeters) issue that I'm currently trying to fix. If I manage to fix it I'll write a post on how to author custom cloth.
    Also I was told "If you add too many bones, it’ll create a new batch for (the hero) and drastically cut (the hero's) performance.", so adding a lot of custom bones to an already bone-heavy character (such as Naga Siren) probably isn't a good idea if you want your item to be successful.
    What's the point of creating custom cloth bones when there are already cloth bones there?
  • Fewes
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    Fewes polycounter lvl 8
    What's the point of creating custom cloth bones when there are already cloth bones there?

    The Naga swords were just made to test the cloth system. The Warlock staff has four strips whereas the default one only has three, although making four was kind of stupid but I'm only trying to add cloth to it because it is an old item that was added.
  • MorbidSweetness
    zombie+hand+full+wardsketch+1.jpg

    Rough Undying ward sketch/wip

    Will be modelled asap, hence i shall update. Having doubts about the darkblue vs a desaturated green zombie color scheme :3
    I guess I have to stick with the default color pallete.
    Also, is the hand thing relevant in the Dota universe?
    (I'm guessing that such a thing is used in the game....warlocks upheaval animation etc)

    This is my first post...hope all is well in terms of thread/board. :poly138:

    Also, I haven't been able to browse all posts so I'm not rly sure if any kind of similar concept had been adressed in the past. Hopefully I'm not ripping anyones idea :/

    Was gonna make visage gargoyles, but saw that an awesome concept had already been made, so i switched it up. Cheers ^^ A great thread filled with loads of talent.
  • Kramolnik
  • MechBgum
    bladeshot wrote: »
    Is it possible to add cloth physics to model right now? And if it's possible can someone explain or send link to tutorial?

    It's simple and tricky at the same time, but there's no point until valve will make import option for it. We made physics-based bag for our tournament courier but then we had to remove it because valve.

    [ame="http://www.youtube.com/watch?v=FFBtI1_4O3o"]dota 2013 12 10 23 52 04 551 - YouTube[/ame]
  • kite212
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    kite212 polycounter lvl 16
    Kramolnik wrote: »

    Why is the hair so shiny? Maybe less specular and more rimlight will help? Especially in the promo for they piece, the hair almost looks metal

    Edit: Look at Fewes latest submission for Windrunner. Perfect example of how the hairs material should look
  • Kramolnik
    I copied the mask with Windrunner
  • kite212
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    kite212 polycounter lvl 16
    Kramolnik wrote: »
    I copied the mask with Windrunner

    Why copy the mask from Windrunner for Legion Commander? Each hero has different values for their shader. I was pointing out Fewes submission as it was on this page, and a great example of how the hair material should look, I was not implying go copy a Windrunner mask for your hair
  • TrevorJ
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    TrevorJ polycounter lvl 14
    kite212 wrote: »
    Are these going to have handles? The way his attacks are this weapon would not make sense just being strapped to his wrists

    Nope, no handles. I initially tested out the idea with a quick blockout first. I was surprised, there is actually very little animation in his wrists. I made them a bit bigger around the wrist so they don't overlap with the default hand wraps. I got the normals and AO baked and tried it again in-game this morning to see how it looked. Seems to be still working pretty well. Thinking of making the blades a little thicker/longer, though.

    Thoughts?

    8Kd53nE.jpg
  • kite212
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    kite212 polycounter lvl 16
    TrevorJ wrote: »
    Nope, no handles. I initially tested out the idea with a quick blockout first. I was surprised, there is actually very little animation in his wrists. I made them a bit bigger around the wrist so they don't overlap with the default hand wraps. I got the normals and AO baked and tried it again in-game this morning to see how it looked. Seems to be still working pretty well. Thinking of making the blades a little thicker/longer, though.

    Thoughts?

    Its looking really nice in game for sure. I think my issue is just thinking of how a real weapon like this would function. As in it would not stay in place as he punches things without the handle. So like I said may just be me thinking too real world, but it is dota so real world does not mean much :poly142: Maybe someone else will chime in to agree/disagree with me :\
  • Rubus
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    Rubus polycounter lvl 5
    If it works with his animations, why not? It's certainly looking good.

    It may be due to this being without colors yet, but I feel the wrist area is lacking some kind of transition, the piece looks floaty.

    Maybe another fur layer?
  • TrevorJ
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    TrevorJ polycounter lvl 14
    that's actually a really good idea, i can dupe that fur geo and set it back, to give the fur some more depth. thanks Rubus.
  • GhostDetector
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    GhostDetector polycounter lvl 10
    @kite, it can work if its reinforced [(like monetai's bh blade)(big metal clamps which clamps a long slender blade ] but yes in this case you are right it won't work in any world (unless it is magic). The transition between the blade and the bracer(or whater) is too weak. It would break there with very little force, you need to reinforce it. Make the part that connects the blade bulkier.
    And another thing, how would the passive work? I thought bloodseeker flips his weapon around when his passive is activated. Or maybe it was when you used his first spell I'm not sure.
  • kendmd
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    kendmd polycounter lvl 5
    @TrevorJ

    Be careful, his passive makes him flip his weapons.
  • Rubus
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    Rubus polycounter lvl 5
    @TrevorJ:

    No problem, glad to be of help.

    Gotta check those possible issues though.

    ***

    Talking about fur, here's some on my freshly done Luna shield, because fur is awesome.

    Now I only have to do the weapon, then solve some wonky normalmap issues and finish the texture on the mount.

    12090768434_32bd95c467_z.jpg
  • belkun
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    belkun polycounter lvl 7
    @TrevorJ

    Really liking the BS weapon, but as kendmd said, be aware about his passive, because it flips his weapon when it's active. I also agree with kite212, it doesn't look like the weapon would work, since when he stabbed someone it would just push the weapon back to his elbow, unless that strap thing is super tight. Adding some kind of handle would help a lot.
  • TrevorJ
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    TrevorJ polycounter lvl 14
    kendmd wrote: »
    @TrevorJ

    Be careful, his passive makes him flip his weapons.

    FFFFFFFFuuuuck!

    thanks though, hmm ill have to think on this.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    hey guys! long time not posting in here. I think the spring event got everyone busy these days

    i got some time after it to finish a sword for doom, shameless using Valve's concept for it. Things are so much easier with a concept...

    i hope you guys like it

    2Xnyoxk.jpg
    6uoS2.jpg
    6uoVx.jpg
  • Plant
    Tvidotto wrote: »

    2Xnyoxk.jpg

    It is valves concept but looks about the same
    http://steamcommunity.com/sharedfiles/filedetails/?id=213786273

    Then again there's been a load of mantas for AM and valve used the latest / best looking one!
  • Fewes
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    Fewes polycounter lvl 8
    MechBgum wrote: »
    It's simple and tricky at the same time, but there's no point until valve will make import option for it. We made physics-based bag for our tournament courier but then we had to remove it because valve.

    Were you told that you shouldn't make custom cloth for it, or was that just something you assumed?
  • amadeus.mozart
    hey guys, i started working on a legion commander weapon . here is the highpoly. uEehruw.jpg

    feedback apreciated
  • bounchfx
    amadeus that looks awesome!

    my only crit would be to 'seat' the gem better by widening the bevels around it a little more so it reads better when you bake the normal map, from the side view right now the gem is there but you're not seeing much bevel. Does that make any sense? I can do a small paintover later tonight if needed. It's a very small change though, I think it looks great.
  • TrevorJ
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    TrevorJ polycounter lvl 14
    Hey guys, ive been looking through bloodseekers animations and was watching him ingame, i cant see an animation where he flips his blades, at least nothing that didn't work with my blades. Did you guys mean like a taunt or something?
  • kendmd
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    kendmd polycounter lvl 5
    Here's the default stance:

    6uNBn.jpg

    Here's one where his passive is active:

    6uNF1.jpg
  • TrevorJ
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    TrevorJ polycounter lvl 14
    ahh thanks kendmd, that's why i wasn't seeing it. The're rotating the little weapon bone is his palm. Mine isn't skinned to that at all so just nothing happens. Do you guys think its a big deal if his weapons just wouldn't turn on his passive with my blades? I mean i don't think anyone uses that as an actual game state reading mechanism.
  • Rubus
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    Rubus polycounter lvl 5
    He becomes faster and blood start to drip on his footsteps, it's far more noticeable than the weapon flip, I think.

    Anyway, if everything goes wrong, you can always turn it 90º and make it a Lycan weapon :P
  • reverendK
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    reverendK polycounter lvl 7
    or but some sort of hinge mechanism between the blade and the bracer and adding a pokey bit to the back of the blade...then rig it so the blades can rotate around without the wrist bits moving.
  • kite212
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    kite212 polycounter lvl 16
    reverendK wrote: »
    or but some sort of hinge mechanism between the blade and the bracer and adding a pokey bit to the back of the blade...then rig it so the blades can rotate around without the wrist bits moving.

    :thumbup: that would look cool
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Plant wrote: »
    It is valves concept but looks about the same
    http://steamcommunity.com/sharedfiles/filedetails/?id=213786273

    Then again there's been a load of mantas for AM and valve used the latest / best looking one!

    i think its the first radiance without a point that i see, ( or at least almost without it ), normally people tends to create one on the other entries i saw

    and its looking really nice, thanks for the link, i didnt find it when i looked for radiance on the workshop

    this is the concept that was exposed on the international

    6uXVi.jpg

    and those are the pointy radiancs i mentioned
    6uYAg.jpg
    6uYCM.jpg
    6uYDO.jpg
    6uYEm.jpg

    Fewes wrote: »
    Were you told that you shouldn't make custom cloth for it, or was that just something you assumed?

    You can do custom cloth Felix, same things for animation and flexes, if you do it well they will accept

    He probably assumed that you cannot because its not on the requirement pages.

    The problem with custom cloth is that you are adding a bone to the character and that makes it a little more expensive to the engine, if you check the old models and the new ones, you can see that they progressively reduced the amount of bones

    but, if your work is better with an extra bone and looks great in game i dont see a problem =]
  • JacqueChoi
  • Gaiascope
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    Gaiascope polycounter lvl 4
    @TrevorJ - Those blades look sick, I hope the weapon switching thing won't stand in the way of that, that'd be a crying shame.

    @JacqueChoi - Very awesome set. Loving the set being a reference to the Thief franchise, though I gotta be honest, Garrett rocks that corset much better :P
  • amadeus.mozart
    bounchfx wrote: »
    amadeus that looks awesome!

    my only crit would be to 'seat' the gem better by widening the bevels around it a little more so it reads better when you bake the normal map, from the side view right now the gem is there but you're not seeing much bevel. Does that make any sense? I can do a small paintover later tonight if needed. It's a very small change though, I think it looks great.

    thanks and if the bevels needs to be a little bit proeminent, i get it.
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    Gaiascope wrote: »
    @JacqueChoi - Very awesome set. Loving the set being a reference to the Thief franchise, though I gotta be honest, Garrett rocks that corset much better :P
    I have to agree, corset and buff "pants" kind of break her silhouette in such a way, that she kind of looks like a man (the cloak part and painted on tits don't help either). Even heavily armored Legion Commander got some prominent "features'.

    Not to mention that calling it Garrets and using overall theme of master thief is pants-on-head unfitting and seems shoehorned. You're dropped main Drow design features and replaced them with bland generic designs (nothing wrong with that, we need some simpler stuff from time to time) completely throwing what makes Drow Ranger out and replacing it with uncalled Thief insert (Oh boy, i hope it's not pre-order hats for the upcoming release).

    TL;DR too much Garret, not enough Drow. Modelling is solid, design is shlock.
  • vertical
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    vertical polycounter lvl 9
    Can someone explain to me how those ropes are modeled? Usually I sculpt them as ropes but is a hassle to clean up and refine it some more.
  • kite212
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    kite212 polycounter lvl 16
    vertical wrote: »
    Can someone explain to me how those ropes are modeled? Usually I sculpt them as ropes but is a hassle to clean up and refine it some more.

    Stuff like this http://www.polycount.com/forum/showpost.php?p=1853759&postcount=60
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    The set is fantastic! The only thing I'm worried about is the bow, it seems a bit high-tech even for the world of dota.
  • AndrewHelenek
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    AndrewHelenek polycounter lvl 6
    Tvidotto wrote: »
    i think its the first radiance without a point that i see, ( or at least almost without it ), normally people tends to create one on the other entries i saw

    and its looking really nice, thanks for the link, i didnt find it when i looked for radiance on the workshop

    this is the concept that was exposed on the international

    6uXVi.jpg

    and those are the pointy radiancs i mentioned
    6uYAg.jpg
    6uYCM.jpg
    6uYDO.jpg
    6uYEm.jpg




    You can do custom cloth Felix, same things for animation and flexes, if you do it well they will accept

    He probably assumed that you cannot because its not on the requirement pages.

    The problem with custom cloth is that you are adding a bone to the character and that makes it a little more expensive to the engine, if you check the old models and the new ones, you can see that they progressively reduced the amount of bones

    but, if your work is better with an extra bone and looks great in game i dont see a problem =]

    [ame="http://www.youtube.com/watch?v=LR9XKz3vDy8"]Dota 2 - Spirit of Anger - Lone Druid's Spirit Bear - YouTube[/ame]

    it's been a very bright year so far.
  • Konras
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    Konras polycounter lvl 12
    If someone want to make a sword based on Valves concept he need to agree that the same concept could and will be used by other people. No Radiance for Doom was accepted yet, so the game is still on I guess :) Anyway that is really fantastic looking sword Tviddoto, especially I like the heat "glow" on the blade.
  • QuadWrangler
    working through my sketchbook and going to develop some ward ideas - this one's first up!
    ward_01_sheet_zps260eebe8.jpg
  • Endzeit
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    Endzeit polycounter lvl 10
    Working on my LC weapon. Quite satisfied so far.

    ckYh8SP.jpg
  • kite212
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    kite212 polycounter lvl 16
    Just finished up our re-submissions for our Gyro hat

    ThumbNailPT.jpg

    ThumbNailNoPT.jpg
  • vertical
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    vertical polycounter lvl 9
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