I made a set for the Drow Ranger:
The Master Thief Set:
Really like the sculpts! Especially the legs and the midriff. I think the bow's fine, not necessarily too high tech. I do think you could push the values more as someone else mentioned though. Differentiate the moving parts more clearly in-game.
I'm absolutely loving that courier. Be prepared for the loads and loads of Gurren Lagann comments you're going to get when it's up on the workshop, just like it did when you posted a WIP on Reddit haha
Mac Burrowington has taken to the skies and landed in the Workshop!
Please let us know what you think and a big thanks to Helenek for his awesome animation and promo video!
Mac Burrowington has taken to the skies and landed in the Workshop!
Please let us know what you think and a big thanks to Helenek for his awesome animation and promo video!
This is awesome, although i had to do a double take when I glanced at the name at first. Had that brief moment of "Why is someone saying my name- oh...nope, not the same."
thanks! theres been a few issues/concerns raised about this concept in my thread, so not 100% sure its there yet, but hopefully he'll make it into the workshop in some form!
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.
hey!! thanks Konras!
and man, i need to say, those particles are the default from doom, wasnt hard at all to set them and by far is the best i saw on a weapon till now, much better then antimage or phantom assassin.
its just sad that the fire are made by sprites and look a little fake with the sword moving, but everything else is great.
Doom is a great character and i never noticed, i want to play him more now =]
SFM Round 2, starting to get a feel for it! Mac Burrowington is almost ready for the workshop!
hahaha someone is doing some sick sfm works =] great one!
its sad that my notebook crashed sfm with dota maps, im almost buying a new one just to play a little more on sfm, im tired of that tf map that i use =]
guys, im going to organize better the tutorials thread, so if you guys have any suggestion of things to put there just let me know, can post on the thread there
guys, im going to organize better the tutorials thread, so if you guys have any suggestion of things to put there just let me know, can post on the thread there
I don't have any links, but info on how people are doing custom particles and custom abilities (like the DK ulti) would be amazing.
****
Just letting you guys know there is an update coming VERY soon This release should be super close to the in game shader!
(Orge Magi of course!)
Specular Warp!
Here's a list of current changes. List will be modified
Changes in Version 2.3 ( as of 1/23/2014 )
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space.
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolorwarp **
-Added: Specular warp
-Added: Detail blend mode ( more options come soon )
-Added: Option to set the alpha map location as normal map alpha or diffuse map alpha
I don't have any links, but info on how people are doing custom particles and custom abilities (like the DK ulti) would be amazing.
im not good doing tutorials but if there is more people interested i could open a stream just to show those custom things. it may be long and boring =]
****
Just letting you guys know there is an update coming VERY soon This release should be super close to the in game shader!
(Orge Magi of course!)
Specular Warp!
Here's a list of current changes. List will be modified
Changes in Version 2.3 ( as of 1/23/2014 )
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space.
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolorwarp **
-Added: Specular warp
-Added: Detail blend mode ( more options come soon )
-Added: Option to set the alpha map location as normal map alpha or diffuse map alpha
woah! great news!
and btw, everytime i see orgy mage i keep wondering why he have a champignon on the arm band
im not good doing tutorials but if there is more people interested i could open a stream just to show those custom things. it may be long and boring =]
That would be great! If that can be recorded, it would help educate the community and someone else could do a write-up on process.
I modeled my model with symmetry on the x and y axis that can be tiled seamlessly to each other. How should I unwrap it? Should I just keep it how it is unwrapped right now or just mirror it from only 1 axis rather than 2.
The black lines indicate where the object mirrors. The front/back part of the mesh was asymmetric but if you look at the rim, it has symmetry.
I don't really think this fits the hero's style or her lore really well. Sure ravens are associated with death, but that's really it. and why take away the sexy?
I don't really think this fits the hero's style or her lore really well. Sure ravens are associated with death, but that's really it. and why take away the sexy?
If only this was mentioned in his WIP thread before he submitted to the work..
I think its a really unique set, and its well executed. Good work. I hope you can get the ghost working soon. Id help troubleshoot but away from comps all weekend
If only this was mentioned in his WIP thread before he submitted to the work..
Well if I would have seen the thread I would have said something then, but I don't get to see all the threads Since it was posted here I provided my feedback here
My only suggestion is to have more of the top-down gradient thing. Right now the forms of each item slot isn't very recognizable from the in-game camera.
My only suggestion is to have more of the top-down gradient thing. Right now the forms of each item slot isn't very recognizable from the in-game camera.
This for sure is lacking the value gradient/adjustment. I can't be the only person that thinks this does not fit her, and not only that I don't really see these pieces going with other items in the game http://dota-trade.com/death-prophet-items
I could be completely off here, and that would not be the first time :poly142:
It's well made, especially for a first submission, I just feel it should fit the hero, her lore, and existing items better
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
I really enjoy this concept. If I did not have so much in my pipeline right now I would have liked to take a go at this
That's a known bug, it happens with all of her halberd style weapons (not sure about the voth domosh). Something on Valve's end that's causing the animations to be incorrectly positioned.
@Drew that's looking great! Can't wait for the new release.
Well now that Pugna sets are getting ingame, would anyone be interested in collabing on this Pugna set? I might even add in a Nether Ward to go with it.
The open hood concept's incredible! The silhouette is nice and I like the full fabric approach in the design, just the pattern needs to be thicker else it doesn't show up in-game. I'd enjoy it better if the golden parts are more visible. Personally I feel the scope colour gives me a sci-fi feel to it, if you can carry over some golden shades to it that'd be great!
Replies
Really like the sculpts! Especially the legs and the midriff. I think the bow's fine, not necessarily too high tech. I do think you could push the values more as someone else mentioned though. Differentiate the moving parts more clearly in-game.
Also, the ropes on the thief drow set can be easily done with splines set to render as cylinders, then touched up in your sculpting program
This is glorious! Well done chap! :P
SFM Round 2, starting to get a feel for it! Mac Burrowington is almost ready for the workshop!
I'm absolutely loving that courier. Be prepared for the loads and loads of Gurren Lagann comments you're going to get when it's up on the workshop, just like it did when you posted a WIP on Reddit haha
Please have a look and rate it if you like it!
Just click the image to get to the workshop entry!
Heh, looks like we went for some similar design cues: (mainly the ice bits on the weapon and tusks)
Here, have the first badge of some forum flair - dota2 avatars for everybody who wants em.
edit: it's clickable, virustotal checked zip with 80x80 pc dota2 forum avatars
Update on the Dirge ward wip. Need to get more solutions for the bottom bit...will continue to develop it ^^ cheers
haha, nice, I like #4.
Please let us know what you think and a big thanks to Helenek for his awesome animation and promo video!
Treant wip
This is awesome, although i had to do a double take when I glanced at the name at first. Had that brief moment of "Why is someone saying my name- oh...nope, not the same."
thanks! theres been a few issues/concerns raised about this concept in my thread, so not 100% sure its there yet, but hopefully he'll make it into the workshop in some form!
I put this set on the workshop some time ago, also with some updates along the way. would be great to have your feedback on it!
http://steamcommunity.com/sharedfiles/filedetails/?id=205552684
hey!! thanks Konras!
and man, i need to say, those particles are the default from doom, wasnt hard at all to set them and by far is the best i saw on a weapon till now, much better then antimage or phantom assassin.
its just sad that the fire are made by sprites and look a little fake with the sword moving, but everything else is great.
Doom is a great character and i never noticed, i want to play him more now =]
hahaha someone is doing some sick sfm works =] great one!
its sad that my notebook crashed sfm with dota maps, im almost buying a new one just to play a little more on sfm, im tired of that tf map that i use =]
This is my first submission to the workshop ever !
Please review it and support me ..
Thanks in advance and just tell me what do u think so that i can get better at this !
http://steamcommunity.com/sharedfiles/filedetails/?id=219459219
I don't have any links, but info on how people are doing custom particles and custom abilities (like the DK ulti) would be amazing.
Yes, it would be amazing. I can get as far as making the particle effect but I got completely stumped when it came to testing it in-game
****
Just letting you guys know there is an update coming VERY soon This release should be super close to the in game shader!
(Orge Magi of course!)
Specular Warp!
Here's a list of current changes. List will be modified
Changes in Version 2.3 ( as of 1/23/2014 )
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space.
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolorwarp **
-Added: Specular warp
-Added: Detail blend mode ( more options come soon )
-Added: Option to set the alpha map location as normal map alpha or diffuse map alpha
Amazing concept drawing, love your drawing style
If you ever are in need of a modeler, let em know!
im not good doing tutorials but if there is more people interested i could open a stream just to show those custom things. it may be long and boring =]
woah! great news!
and btw, everytime i see orgy mage i keep wondering why he have a champignon on the arm band
That would be great! If that can be recorded, it would help educate the community and someone else could do a write-up on process.
The black lines indicate where the object mirrors. The front/back part of the mesh was asymmetric but if you look at the rim, it has symmetry.
The side is OK because you can never see all sides at once.
Did the ghost + its animation already, but having some serious issues with getting it imported in the game. It keeps failing. =/
I don't really think this fits the hero's style or her lore really well. Sure ravens are associated with death, but that's really it. and why take away the sexy?
If only this was mentioned in his WIP thread before he submitted to the work..
I think its a really unique set, and its well executed. Good work. I hope you can get the ghost working soon. Id help troubleshoot but away from comps all weekend
Well if I would have seen the thread I would have said something then, but I don't get to see all the threads Since it was posted here I provided my feedback here
My only suggestion is to have more of the top-down gradient thing. Right now the forms of each item slot isn't very recognizable from the in-game camera.
This for sure is lacking the value gradient/adjustment. I can't be the only person that thinks this does not fit her, and not only that I don't really see these pieces going with other items in the game
http://dota-trade.com/death-prophet-items
I could be completely off here, and that would not be the first time :poly142:
It's well made, especially for a first submission, I just feel it should fit the hero, her lore, and existing items better
I really enjoy this concept. If I did not have so much in my pipeline right now I would have liked to take a go at this
@Drew that's looking great! Can't wait for the new release.
The open hood concept's incredible! The silhouette is nice and I like the full fabric approach in the design, just the pattern needs to be thicker else it doesn't show up in-game. I'd enjoy it better if the golden parts are more visible. Personally I feel the scope colour gives me a sci-fi feel to it, if you can carry over some golden shades to it that'd be great!
I think you hit your monthly submission quota.
any likes/comments are apreciated
http://steamcommunity.com/sharedfiles/filedetails/?id=220555979