Congratulations to everyone that got something in! I believe the deadline (Jan 20, 12:00am PST) for the Year of the Horse event has passed. Cheers all around.
Woah just checked amount of items added for spring event (I guess all items have spring 2014 tag right now) and there are 570 items in total... just WOW!! Gratz all!!
Woah just checked amount of items added for spring event (I guess all items have spring 2014 tag right now) and there are 570 items in total... just WOW!! Gratz all!!
Holy crap. That's insane. Would love to see how many came from Polycount alone.
Woah just checked amount of items added for spring event (I guess all items have spring 2014 tag right now) and there are 570 items in total... just WOW!! Gratz all!!
went down to 568. Remember editing the item will remove the tag!
Anyone know how strict Valve is with the deadline? I uploaded some WIP stuff last night that I'm going to be finishing today but I'm worried that its past due. Got sick over the weekend, ruined everything.
Here's hoping Valvetime is allowed to be applied to Workshop event submissions? XD
@Sleepykins For sure it will be better to upload is rather than left it buried on your hard drive. Go for it!!
It looks like if it was uploaded after midnight pacific time, then tags are not added.Not sure how they will treat edited items if the tag is removed from editing the submission
Thanks for the replies. Yeah I'm just gonna wrap up working on the stuff and upload the updates and hope for the best. Knowing Valve if they liked a submission enough they'd add it regardless of if it was late or not.
this is the Dragon Whisperer set for the Dragon Knight,
with focus on a dynamic form and a darn good looking in-game view.
please check out the set, your feedback is most welcome, and of course if you like it vote and share!
peace out! http://steamcommunity.com/sharedfiles/filedetails/?id=205552684
It looks like if it was uploaded after midnight pacific time, then tags are not added.Not sure how they will treat edited items if the tag is removed from editing the submission
Do you know how fix it ? we were editting the item and now still not getting tagged after almost a day when godzy uploaded it ?
Do you know how fix it ? we were editting the item and now still not getting tagged after almost a day when godzy uploaded it ?
I dont think you need to worry about it. Valve was tagging items manually, so they should kind of know if it was tagged before or not. Also if you have a collection, they will see it in there, I guarantee they actually check through this type of stuff
Update on my progress with JovaGrof's concept for an Earthspirit Staff. Also an update on my Bloodeeker blades. I'm looking to make a set with the bloodseeker weapons. If anyone thinks they have a good idea incorporating them, i'm totally open for collaboration. Drop by my thread or send me a pm. thanks!
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 !
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.
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 !
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, itll 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.
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, itll 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?
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.
Will be modelled asap, hence i shall update. Having doubts about the darkblue vs a desaturated green zombie color scheme
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.
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.
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
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.
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
Replies
My Lotus Lantern Ward with textures by foxclover
http://steamcommunity.com/sharedfiles/filedetails/?id=219137139
HUD - Temple Of The Sacred Memories
hope you like
http://steamcommunity.com/sharedfiles/filedetails/?id=219128477
Fangs of Qilin - in collaboration with Godzy and Sylei
Enchantress hair, concept by Fudgiewudgie.
http://steamcommunity.com/sharedfiles/filedetails/?id=219155076
Beast Axes, concept by Foxclover and particles by The Horse Strangler.
http://steamcommunity.com/sharedfiles/filedetails/?id=219155660
Those particles came out fantastic! Really awesome!
I managed to push in a couple of single items but sadly fell short on my Abaddon set and decided to take it slower.
Demon Snatcher.
I hope Valve adds the Spring tag to it!!!
Aw... that's not fair, I made a bamboo basher for Brewmaster, all I got was hate
Holy crap. That's insane. Would love to see how many came from Polycount alone.
went down to 568. Remember editing the item will remove the tag!
Here's hoping Valvetime is allowed to be applied to Workshop event submissions? XD
It looks like if it was uploaded after midnight pacific time, then tags are not added.Not sure how they will treat edited items if the tag is removed from editing the submission
Appreciate your thoughts and love
http://steamcommunity.com/sharedfiles/filedetails/?id=219341917&searchtext=
Wow, that set is awesome.
Still really like this set, but if this was reworked for the Spring2014 event, I feel there is way too much blood on it for China event.
this is the Dragon Whisperer set for the Dragon Knight,
with focus on a dynamic form and a darn good looking in-game view.
please check out the set, your feedback is most welcome, and of course if you like it vote and share!
peace out!
http://steamcommunity.com/sharedfiles/filedetails/?id=205552684
Do you know how fix it ? we were editting the item and now still not getting tagged after almost a day when godzy uploaded it ?
I dont think you need to worry about it. Valve was tagging items manually, so they should kind of know if it was tagged before or not. Also if you have a collection, they will see it in there, I guarantee they actually check through this type of stuff
The portrait view looks really pretty, but the 125x125 marketing image's camera angle really doesn't do it justice!
http://www.polycount.com/forum/showthread.php?t=120952&page=3&highlight=trevorj
Are these going to have handles? The way his attacks are this weapon would not make sense just being strapped to his wrists
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.
You will know because they are named : cloth...
But Valve has to implement them and it sounds like they don't want to.
MrP : loving these interview quotes. Now if only this could be more widely applied !
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, itll 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.
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.
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
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.
http://steamcommunity.com/sharedfiles/filedetails/?id=218477427
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]
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
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
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