I think you are naive if you think voting has nothing to do with what Valve choose to implement to the game. And getting on the first page of the workshop is often a factor if your item make it into the game or not, so it pisses me off when i see undeserved submissions chilling at the top.
Absolutely. I'm pretty convinced that the main reason my first item got accepted was because it got 7000+ votes and stayed on the front page for almost 10 days or something (7 or so were in the top slot). I think that got it (and me probably) noticed, making it easier to get the next one in.
Sure, Valve has the final say, but with so many submissions these days they need to see your item before they can decide whether to let it in or not, and the more popular an item the more incentive they have to accept it.
Absolutely. I'm pretty convinced that the main reason my first item got accepted was because it got 7000+ votes and stayed on the front page for almost 10 days or something (7 or so were in the top slot).
I mean it does, and it doesn't. My first ward got like 30k views, and 4.5k votes with a 98% approval and its 3 of all time for wards (lul humble brag.(but it's relevant, I promise)), but it still hasn't been implemented. Granted it's seasonal, but you would imagine with high numbers and rating, they could let some stuff slide.
I'm not defending the behavior what soever tho, and I'm just as flustered as everyone else. Just saying that although votes "matter" they "don't matter".
TLDR, Everyone's a winner! ... except people valve decides shouldn't win?
Absolutely. I'm pretty convinced that the main reason my first item got accepted was because it got 7000+ votes and stayed on the front page for almost 10 days or something (7 or so were in the top slot). I think that got it (and me probably) noticed, making it easier to get the next one in.
Sure, Valve has the final say, but with so many submissions these days they need to see your item before they can decide whether to let it in or not, and the more popular an item the more incentive they have to accept it.
I spoke to Robin Walker in person a few months ago and actually posed this question to him, and he confirmed that the community has a huge amount of sway in their decision making. Sometimes they'll add something they wouldn't normally because it has a large number of votes, or vice versa, they'll keep from adding an item they like because the community doesn't back it.
Then, of course, there are other factors behind the scenes. The point was that it's not all Valve or all community.
I spoke to Robin Walker in person a few months ago and actually posed this question to him, and he confirmed that the community has a huge amount of sway in their decision making. Sometimes they'll add something they wouldn't normally because it has a large number of votes, or vice versa, they'll keep from adding an item they like because the community doesn't back it.
Then, of course, there are other factors behind the scenes. The point was that it's not all Valve or all community.
While I do believe it's true, it's not like Robin is going to ever say "Oh yeah we totally just pick and choose." to anyone. Also by 'community' do they mean just whoever votes on the workshop? Are they aware of how rigged some of the items are with sites supporting them?
Honestly, as has been repeated ad nauseam, if Valve *communicated* with us about how and why things happen, half these complaints wouldn't exist. But all that's going to happen is *maybe* someone at Valve reads this thread, skims through all the kvetching, and goes on with their day.
Do any of you make your submissions on a Mac? I've run into some strange graphical issues with the Workshop page. I've installed the client onto several different machines, and they all end up looking like this. Anyone have an idea of what the issue is here? Naturally, I'd prefer to test my items in the same OS as the one I'm working in.
And while I'm here talking about client issues, I've been curious about something for a while. I'm close to completion on an item, and when I pop it into the game (on my Windows partition) I notice some strangeness with the shaders. In the turntable my specular maps and such are very noticeable, but when I actually launch a local game the item appears totally flat regardless of how pumped up (or down) my masks are. Is that normal behavior?
P.s. My first real post on here! I've been lurking for a while now.
I had that in my dota 2 test client, in the begnning of the Bloom Harvest update, i haven't checked since then because I switched to the normal dota 2 client.
I don't see any elements that remind me of LC. You should try to incorporate more stuff like banners for example. Right now it just looks like an eye with a cape, which is pretty generic.
Guys what would be the best way of making the in-game version of the hair sculpt?
I mean I want to keep the distance between the hair dreads while having a limited low poly budget.
Guys what would be the best way of making the in-game version of the hair sculpt?
I mean I want to keep the distance between the hair dreads while having a limited low poly budget.
Please don't! Make em big and clumped togehter and bake it together, it'll look better and will fit into the budget.
Please don't! Make em big and clumped togehter and bake it together, it'll look better and will fit into the budget.
Thanks Vlad
I was actually planning to make them bigger and closer to each other, but the question came to my mind while sculpting.
So there is no way to make the meshes partly transparent or I don't know something like that to make it work?
Once I thought it would be nice to apply voronoi pattern to some of the designs, which I think will bring up the similar problem.
@Reza You could done such things with custom alpha in your color texture. However if that will look good with hair is another question. If those dreads are really close to his body than maybe yes
@Reza
You will need to make a flat geometry more or less covering the area of dreads.
Than you bake normally HIpoly to your Lowpoly geometry. Normalmap, AO, point light and so on. Also you will need to bake alpha map, or if alpha map will not work you can bake color map from hipoly with white material
More or less something like this what I overpainted (alpha channel)
@Reza
You will need to make a flat geometry more or less covering the area of dreads.
Than you bake normally HIpoly to your Lowpoly geometry. Normalmap, AO, point light and so on. Also you will need to bake alpha map, or if alpha map will not work you can bake color map from hipoly with white material
More or less something like this what I overpainted (alpha channel)
Thanks a lot!
I was looking for this answer for quite a while (more than only for this hair)
Thank u very very much
Making plane with alpha could work on the ingame camera view, but that's a head slot and it'll be real bad on the portrait view. Not to mention that he lifts his head a lot compared to the bindpose, so you should also think about how your hair will work with that animation.
ah OK. Well, he could use several planes for the alpha to get more volume.
But (that's batrider right?) he's got a 1200 poly limit for the lod0 head (head slot). So plenty of polys to use cylinders for the hair (delete the back faces).
Delete more faces for low, trim them down to basically two planes for depth.
I agree though that clumping them some will read better in game, you could use cylinders (flattened a bit) and put groups of 3-4 on each. It's the color showing through between everyone that's going to make it muddy in game
Making plane with alpha could work on the ingame camera view, but that's a head slot and it'll be real bad on the portrait view. Not to mention that he lifts his head a lot compared to the bindpose, so you should also think about how your hair will work with that animation.
Sure!
I said I just wanted to know how to have transparency without having to make a hole in low poly.
Now imagine a sword with voronoi pattern on!
I am working on my first set, a set for Lone Druid. http://imgur.com/xBHgbJX,w5u95lb,Qg9cO3q#0 http://imgur.com/xBHgbJX,w5u95lb,Qg9cO3q#1 http://imgur.com/xBHgbJX,w5u95lb,Qg9cO3q#2
This is what I have so far. It has a shoulder, bracers, head, back and a weapon. Any comments? I don't really like the head, it's a bit too boring. Also, do I have to make a spirit bear and an ulti form for it to count as a complete set? I know that I won't be able to compete with the Spirit of the Calm panda bear, so I don't really want to waste my time on making a spirit bear. I'm a perfectionist, so I don't think I will ever finish this set, because I will always be trying to improve it. Any suggestions or critiques would be greatly appreciated. Thanks.
Hey guys, wanted to share an opportunity with any concept guys out there..I do not have time to work on this due to other commitments:
Na'Vi needs a concept artist/illustrator to help them on a mini project on a 2-3 week time frame. It involves redesigning an armor set. You need to also be able to provide a good illustration for this set when its finished, as well as marketing thumbnails.
Hey guys, wanted to share an opportunity with any concept guys out there..I do not have time to work on this due to other commitments:
Na'Vi needs a concept artist/illustrator to help them on a mini project on a 2-3 week time frame. It involves redesigning an armor set. You need to also be able to provide a good illustration for this set when its finished, as well as marketing thumbnails.
Please PM me with your work if you're interested.
Oh boy, awesome opportunity, wish I had time for this one good luck for the one who picks it!
Is there a simple way to find out whether or not a hero has their alpha channel enabled? Aside from loading a model in the workshop to test it.
Unless someone knows specifically, the hero in question is Wraith King.
Making plane with alpha could work on the ingame camera view, but that's a head slot and it'll be real bad on the portrait view. Not to mention that he lifts his head a lot compared to the bindpose, so you should also think about how your hair will work with that animation.
im with Vlad on this, Alpha on the head slot will be tricky to get a good result
hey. when dealing with skinning something like a mount or something complex, are there any easier, more straight forward ways? Just wondering what people are doing.
Replies
Absolutely. I'm pretty convinced that the main reason my first item got accepted was because it got 7000+ votes and stayed on the front page for almost 10 days or something (7 or so were in the top slot). I think that got it (and me probably) noticed, making it easier to get the next one in.
Sure, Valve has the final say, but with so many submissions these days they need to see your item before they can decide whether to let it in or not, and the more popular an item the more incentive they have to accept it.
I mean it does, and it doesn't. My first ward got like 30k views, and 4.5k votes with a 98% approval and its 3 of all time for wards (lul humble brag.(but it's relevant, I promise)), but it still hasn't been implemented. Granted it's seasonal, but you would imagine with high numbers and rating, they could let some stuff slide.
I'm not defending the behavior what soever tho, and I'm just as flustered as everyone else. Just saying that although votes "matter" they "don't matter".
TLDR, Everyone's a winner! ... except people valve decides shouldn't win?
I spoke to Robin Walker in person a few months ago and actually posed this question to him, and he confirmed that the community has a huge amount of sway in their decision making. Sometimes they'll add something they wouldn't normally because it has a large number of votes, or vice versa, they'll keep from adding an item they like because the community doesn't back it.
Then, of course, there are other factors behind the scenes. The point was that it's not all Valve or all community.
try to no oclude much the eyes, if you reduce the volume on the forehead will be better i think
While I do believe it's true, it's not like Robin is going to ever say "Oh yeah we totally just pick and choose." to anyone. Also by 'community' do they mean just whoever votes on the workshop? Are they aware of how rigged some of the items are with sites supporting them?
Honestly, as has been repeated ad nauseam, if Valve *communicated* with us about how and why things happen, half these complaints wouldn't exist. But all that's going to happen is *maybe* someone at Valve reads this thread, skims through all the kvetching, and goes on with their day.
Thx man, it really works better now :>
The scratches and cracks look too unreal
Hey thats a thing! Good to see an item from you man, hopefully its the first of many!
[ame="http://www.youtube.com/watch?v=DYpPW3tx-0s"]Legion Commander set - Retopo part 6 - YouTube[/ame]
I had that in my dota 2 test client, in the begnning of the Bloom Harvest update, i haven't checked since then because I switched to the normal dota 2 client.
Please give feedback for LC Ward Concept below:
Its suitable for LC Hero or not?
Well it's still a base mesh! Do you have a sketch that shows your idea?
I don't see any elements that remind me of LC. You should try to incorporate more stuff like banners for example. Right now it just looks like an eye with a cape, which is pretty generic.
(also, no RedWax pls)
I mean I want to keep the distance between the hair dreads while having a limited low poly budget.
I was actually planning to make them bigger and closer to each other, but the question came to my mind while sculpting.
So there is no way to make the meshes partly transparent or I don't know something like that to make it work?
Once I thought it would be nice to apply voronoi pattern to some of the designs, which I think will bring up the similar problem.
Thanks but I didn't get how
You will need to make a flat geometry more or less covering the area of dreads.
Than you bake normally HIpoly to your Lowpoly geometry. Normalmap, AO, point light and so on. Also you will need to bake alpha map, or if alpha map will not work you can bake color map from hipoly with white material
More or less something like this what I overpainted (alpha channel)
Thanks a lot!
I was looking for this answer for quite a while (more than only for this hair)
Thank u very very much
But (that's batrider right?) he's got a 1200 poly limit for the lod0 head (head slot). So plenty of polys to use cylinders for the hair (delete the back faces).
Delete more faces for low, trim them down to basically two planes for depth.
I agree though that clumping them some will read better in game, you could use cylinders (flattened a bit) and put groups of 3-4 on each. It's the color showing through between everyone that's going to make it muddy in game
I said I just wanted to know how to have transparency without having to make a hole in low poly.
Now imagine a sword with voronoi pattern on!
http://imgur.com/xBHgbJX,w5u95lb,Qg9cO3q#0
http://imgur.com/xBHgbJX,w5u95lb,Qg9cO3q#1
http://imgur.com/xBHgbJX,w5u95lb,Qg9cO3q#2
This is what I have so far. It has a shoulder, bracers, head, back and a weapon. Any comments? I don't really like the head, it's a bit too boring. Also, do I have to make a spirit bear and an ulti form for it to count as a complete set? I know that I won't be able to compete with the Spirit of the Calm panda bear, so I don't really want to waste my time on making a spirit bear. I'm a perfectionist, so I don't think I will ever finish this set, because I will always be trying to improve it. Any suggestions or critiques would be greatly appreciated. Thanks.
Na'Vi needs a concept artist/illustrator to help them on a mini project on a 2-3 week time frame. It involves redesigning an armor set. You need to also be able to provide a good illustration for this set when its finished, as well as marketing thumbnails.
Please PM me with your work if you're interested.
Oh boy, awesome opportunity, wish I had time for this one good luck for the one who picks it!
Unless someone knows specifically, the hero in question is Wraith King.
Thanks
I thought before it was only on specific heroes. Must have changed it or I was just misinformed.
Hey guys, just finished a doom sword ; drop a like if u want
ty:D
workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=225659980
im with Vlad on this, Alpha on the head slot will be tricky to get a good result
try to avoid occluding the eyes, if you need to, its better to check how it will look in game and if it will worth the sacrifice.
part of the characters talking on the portrait are on the eyes, if you hide that you hide part of the personality of the character.
There is some cosmetics that does that in game, but not much
that looks awesome!
hey. when dealing with skinning something like a mount or something complex, are there any easier, more straight forward ways? Just wondering what people are doing.
hahaha, so awesome!
Dear Jesus that's amazing
Awesome! Just out of interest, do you paint miniatures? Your texture painting style is very similar to what you'd find in that scene.
No actually i never tried but i've always found it fascinating
basically Visage of the Ivory Isles and Aspect Mask of Fulminant Rage are my favourite masks