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  • Andyk125
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    Andyk125 polycounter lvl 4
    MdK wrote: »
    I think ITIN is available to all countries and EIN is only available to certain countries. If its available to your country its the best choice.

    I'm not a specialist about this, but as far as I know because i tried to get both..

    An ITIN is a tax number for an individual that isn't company based or works for a company abroad. This is what u normally should get.

    But they changed a few things and because of that you can also get an EIN number as an individual. normally you could only get an EIN if u got your own company, or worked for an company abroad outsourcing things..

    The ITIN and EIN are both not available for every county.

    The ITIN is just a pain in the ass, because even a copy of your passport isn't allowed, even when it's singed by your goverment. That's also only for certain countries. So who would really send there passport or driving liscence to a different country :S
  • Tvidotto
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    Tvidotto polycounter lvl 9
    finally finished my Phantom Assassin set and uploaded to the workshops, I hope some of you like it
    http://steamcommunity.com/sharedfiles/filedetails/?id=222995389

    WQgZw5Y.png

    if i may suggest, try to avoid those small textures, the character is really small in game and that will just make noise on your texture.

    i try to use naga model as reference, those scale details are the smaller i try to get, smaller then that will turn into noise
  • cagdasx44
    Thank you all for your answers!
  • Konras
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    Konras polycounter lvl 12
    Rubus wrote: »
    I can't sculpt details because it crashes when rendering/baking models with around 2 million polies, hopefully they'll optimize it in the next versions :q

    I dont know if your using it, however Zbrush has cool plugin called Decimation Master. You can reduce amount of polygons in mesh from 2mln to 100-200k without much difference in shape, at least no one will notice it for baking purposes. If you use it already just ignore my post :D
  • Rowinish
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    Rowinish polycounter lvl 8
    Rubus wrote: »
    I find Blender very dynamic and fast to do stuff modeling wise, maybe you weren't using the right tools and shortcuts? Blender has a lot of functions that are not shown in the UI...

    I will agree that extrusion, shear, and warp were incredibly fast and easy to use in blender. But I just felt that I had so little control. I got around that sometimes by using modifiers but that's pretty much what you do in Max anyway. So that's when I made the decision to switch.
    Not trying to say blender it bad, it was a crucial stepping stone in my understanding of 3D modeling. And now that I have a firm grasp of 3D (or so I like to believe) it seems to be a good next step. Also TexTools is the sexiest plugin I have ever seen.
  • MdK
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    MdK polycounter lvl 9
    Andyk125 wrote: »
    I'm not a specialist about this, but as far as I know because i tried to get both..

    An ITIN is a tax number for an individual that isn't company based or works for a company abroad. This is what u normally should get.

    But they changed a few things and because of that you can also get an EIN number as an individual. normally you could only get an EIN if u got your own company, or worked for an company abroad outsourcing things..

    The ITIN and EIN are both not available for every county.

    The ITIN is just a pain in the ass, because even a copy of your passport isn't allowed, even when it's singed by your goverment. That's also only for certain countries. So who would really send there passport or driving liscence to a different country :S

    Ah thanks for the clarification!

    I know I remind people every time this topic comes up but I feel it's an important piece of info for those not in the know.

    In the UK at least, you will still need to register as self-employed and pay UK taxes on what you receive from Valve. The EIN/ITIN ONLY stops/reduces the US tax, depending on your countries tax treaty with the US. Because of the amount of money you receive from Valve, it would not be very wise to not declare it as you will incur hefty fines if the government find out. This obviously won't apply to every country but a quick call to your countries tax board for some info is pretty valuable.
  • Rubus
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    Rubus polycounter lvl 5
    Konras wrote: »
    I dont know if your using it, however Zbrush has cool plugin called Decimation Master. You can reduce amount of polygons in mesh from 2mln to 100-200k without much difference in shape, at least no one will notice it for baking purposes. If you use it already just ignore my post :D

    Nay, I use Blender built-in sculpt tools, I live the hard life without all that ZBrush goodness D:

    Seriously though, my initial idea was to use Blender to sculpt until I managed to buy a ZBrush license, but I came to a conclusion that's better to keep using it and buy a better video card and a bunch of RAM instead.

    I mean, Blender sculpt is a lot less polished and limited compared to ZBrush, but it's pretty damn solid as of now, I just need to be able to apply two or so more levels of subdivision without clogging the entire system to be completely happy with it.

    Furthermore, it has more beyond the software per se, what Blender Foundation managed to make so far with a free software is something I'm glad to support, I'd rather donate money to them than buy an overpriced software such as Max/Maya.
  • motenai
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    motenai polycounter lvl 18
    Rubus wrote: »
    Nay, I use Blender built-in sculpt tools, I live the hard life without all that ZBrush goodness D:

    Seriously though, my initial idea was to use Blender to sculpt until I managed to buy a ZBrush license, but I came to a conclusion that's better to keep using it and buy a better video card and a bunch of RAM instead.

    I mean, Blender sculpt is a lot less polished and limited compared to ZBrush, but it's pretty damn solid as of now, I just need to be able to apply two or so more levels of subdivision without clogging the entire system to be completely happy with it.

    Furthermore, it has more beyond the software per se, what Blender Foundation managed to make so far with a free software is something I'm glad to support, I'd rather donate money to them than buy an overpriced software such as Max/Maya.

    For sculpt i would highly suggest Zbrush. Honestly if you even have any will to become professional in the videogame industry, zbrush or mudbox are one of the first requirements.
    Plus i don't know what pc you have but if blender can hardly handle 2 million polys, then zbrush will make you breathe fresh air.
  • BladeofEvilsBane
    Hi everyone! What do you say about these daggers for Riki ?
    Have any tips of color? what need to correct ?
    I'm waiting for comments ! Thanks !
    _SZKZEk5Nwo.jpg

    I might get rid of the runes on the blade as they just get lost in the concept and won't be relevant to the game model. I think the shape of the blade itself looks looks like it's blocky (more specifically if it was realized in game it would look like the triangle poly limit was extremely tight). the silhouette needs to be pushed into more of an interesting shape. I admire the theme you're trying to get across, but as of right now the bird head and claw look like they are pasted onto the item for no discernible reason. Think about why you're putting it there in the first place, and make that theme stay relevant throughout (why is the blade shape the way it is? the hilt? the pommel?). I hope that helps, keep at it!
  • Rubus
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    Rubus polycounter lvl 5
    motenai wrote: »
    For sculpt i would highly suggest Zbrush. Honestly if you even have any will to become professional in the videogame industry, zbrush or mudbox are one of the first requirements.
    Plus i don't know what pc you have but if blender can hardly handle 2 million polys, then zbrush will make you breathe fresh air.

    My PC is fairly outdated, I run stuff with 3 gigs of RAM and a Radeon HD 4650.

    It also doesn't help that Blender doesn't support GPU rendering from Ati video cards, and indeed it isn't nearly as optimized as ZBrush, so it's a mix of factors.

    You're right about knowing industry standard softwares, I missed and will keep missing job opportunities until I learn to use them, that's one reason why I plan to do it but licenses are too salty for me right now.
  • Baddcog
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    Baddcog polycounter lvl 9
    I really like the idea too, the hilts are cool.

    Agree that it could use some work.

    Maybe the blades could be wings :D They're already pretty close in shape, but maybe make them twice as wide so they have a lot more profile.

    daggers.jpg
  • kite212
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    kite212 polycounter lvl 15
    chiniara wrote: »
    Started the DP Set concepted by BladeofEvil's Bane :

    Hair blockout, now to detailing and early polishing

    Im really excited about this set, cant wait to see it come to life
  • TrevorJ
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    TrevorJ polycounter lvl 14
    Got some time today to sculpt out the lich set that multitud3 came up with. Still have to do some kind of chains/straps for his bracers. As well as some more detailing on the back of the skirt thing, and the frayed part at the bottom. Really excited to paint this. Was also having trouble with the cloth around his shoulders getting the type of fabric to read right, going to come back to it.

    11qV6Wq.jpg
  • Selaznog
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    Selaznog polycounter lvl 8
    Bake done! Just need to tear out a few polys and add colour. Sadly I don't think I'll have time to finish this tonight and might have to submit next week...
    rikiwip2_by_julionicoletti-d74weaf.png
  • pofters
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    pofters polycounter lvl 4
    Long time lurker, First post.

    U2qLm1Y.jpg

    http://steamcommunity.com/sharedfiles/filedetails/?id=223740071

    Just finished my first tusk set, Hope you like it!
  • QuadWrangler
    Hi - i've got a question/issue and would appreciate any input

    i posted a concept for a ward in my sketchbook on jan 23rd

    http://www.polycount.com/forum/showpost.php?p=1993793&postcount=9

    and i've just seen that a day later this turned up in the workshop

    http://steamcommunity.com/sharedfiles/filedetails/?id=220099789

    was just about to start work on it, but not sure if i should now - do you think this is a legitimate coincidence or is there something else going on?


    Really not keen to point fingers as i know these things can happen, but a second opinion would be welcome

    thanks!
  • Insaneophobia
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    Insaneophobia polycounter lvl 5
    Yours was more of a pudge ward on a chopping block, where his is a quelling plade on a tree stump, your was supposed to be more gorey, his is more for the item. You don't realy have anything on it because they are not that similiar.
  • vlad_the_implyer
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    vlad_the_implyer polycounter lvl 5
    Hi - i've got a question/issue and would appreciate any input

    i posted a concept for a ward in my sketchbook on jan 23rd

    http://www.polycount.com/forum/showpost.php?p=1993793&postcount=9

    and i've just seen that a day later this turned up in the workshop

    http://steamcommunity.com/sharedfiles/filedetails/?id=220099789

    was just about to start work on it, but not sure if i should now - do you think this is a legitimate coincidence or is there something else going on?


    Really not keen to point fingers as i know these things can happen, but a second opinion would be welcome

    thanks!
    They don't look alike at all.
  • ike_ike
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    ike_ike polycounter lvl 12
    i saw the quelling blade ward on facepunch a whiiiile ago. i think it's just unfortunate timing
  • QuadWrangler
    Yours was more of a pudge ward on a chopping block, where his is a quelling plade on a tree stump, your was supposed to be more gorey, his is more for the item. You don't realy have anything on it because they are not that similiar.
    They don't look alike at all.
    i saw the quelling blade ward on facepunch a whiiiile ago. i think it's just unfortunate timing

    its more that the concept was similar, and the time it was posted, rather than the specifics - but if you feel that its not a problem then i'm happy to go with that

    Thanks!
  • GhostDetector
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    GhostDetector polycounter lvl 10
    Hi - i've got a question/issue and would appreciate any input

    i posted a concept for a ward in my sketchbook on jan 23rd

    http://www.polycount.com/forum/showpost.php?p=1993793&postcount=9

    and i've just seen that a day later this turned up in the workshop

    http://steamcommunity.com/sharedfiles/filedetails/?id=220099789

    was just about to start work on it, but not sure if i should now - do you think this is a legitimate coincidence or is there something else going on?


    Really not keen to point fingers as i know these things can happen, but a second opinion would be welcome

    thanks!

    It looks like a coincidence, the ward you are reffering to takes affter the quelling axe in dota 2 and the eye is a lemon, for some reason (probably a portal 2 reference).
  • Konras
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    Konras polycounter lvl 12
    @QuadWrangler You made your concept long ago so in my opinion if you want to make such ward go for it. However to be honest I am not sure if ward with so much gore will be accepted. In my opinion after entering Chinese market Valve is constantly reducing amount of blood and gore, so maybe this path should not be take. Only time will tell :)
  • QuadWrangler
    Konras wrote: »
    @QuadWrangler You made your concept long ago so in my opinion if you want to make such ward go for it. However to be honest I am not sure if ward with so much gore will be accepted. In my opinion after entering Chinese market Valve is constantly reducing amount of blood and gore, so maybe this path should not be take. Only time will tell :)

    Good point about gore in general - also, not sure if this one is worth going for seeing as theres something similar out there already. I think i have a few other ideas worth exploring a bit further in the meantime! Thanks for the comment
  • t1mu
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    t1mu polycounter lvl 8
    Luna weapon collab with Mango, hope you like it !!

    Ljaykle.jpg
  • Fluoxetine
    chiniara wrote: »
    Started the DP Set concepted by BladeofEvil's Bane :

    Hair blockout, now to detailing and early polishing

    uXfK6Oe.png

    Sweet, it's a cool concept.. Looking forward to seeing it complete.

    I also started working on it a bit since i thought i got to claim it first, you lucky.... :D
  • vertical
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    vertical polycounter lvl 9
    Hey guys. I'm working on this and have a issue with texturing.

    What do you guys use as a blending mode for diffuse generated from a normal map?

    I made a comparison between the original sword against mine, and mine doesn't have that neat sharp white lines on the blade and my gold areas look a bit washed out. Suggestions/solutions? PS. I'm following the texture guide of Valve, but it still looks a little washed out like you can see at the right (mine), compared to Valve's (left).

    QoJnIuF.png

    Cheers!
  • Konras
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    Konras polycounter lvl 12
    @Vertical I alwayse admired this base diffuse making process that BoBo showed on this livestream. Its about 2h mark on this video:
    http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2
    One thing to note that green channel in normalmap probably should be inverted for generating base diffuse. Another thing is that I don't see any point lightning in your texture, there is only very weak AO. Also Valves texture was for sure overpainted after that judging from brush strokes and shadow direction that would not occur after simle light baking.
    Anyway check the video. I recommend watching from begging to the end as it is great :)
  • vertical
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    vertical polycounter lvl 9
    Thanks Konras!
  • darkkyo
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    darkkyo polycounter lvl 6
    Anyone know if its possible to increase the triangle limit on the importer client-side? So you could test higher poly versions of an item? You know, by changing some kind of parameter in a coded file or something... Just curious if this is possible.
  • MdK
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    MdK polycounter lvl 9
    Made some progress on TheBladeOfEvilsBane's concept for TB, here is the polypaint, hope everyone like it! Now just to wait for the tri counts.

    G9vMCfF.jpg

    TMrHR4o.jpg
  • rebelholic
    Hi guys,

    I have another plan to repolish my windranger ward. What's your feedback for this ward?
  • Fletch
    My remake of Imperial Dragon's Curse is done :) Much more time and effort spent in doing every step as correctly as I could from start to finish. I am much more satisfied with my results.

    Imperial Dragon's Curse

    http://steamcommunity.com/sharedfiles/filedetails/?id=224305818

    lUlVUor.jpg
  • Andyk125
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    Andyk125 polycounter lvl 4
    MdK wrote: »
    Ah thanks for the clarification!

    I know I remind people every time this topic comes up but I feel it's an important piece of info for those not in the know.

    In the UK at least, you will still need to register as self-employed and pay UK taxes on what you receive from Valve. The EIN/ITIN ONLY stops/reduces the US tax, depending on your countries tax treaty with the US. Because of the amount of money you receive from Valve, it would not be very wise to not declare it as you will incur hefty fines if the government find out. This obviously won't apply to every country but a quick call to your countries tax board for some info is pretty valuable.

    It's the same here in the Netherlands, the only thing is u don't need to be self imployed. But don't make the mistake that u don't pay taxes because the EIN or ITIN. You still pay taxes, but not the 30% you needed to pay if u didn't had a tax identification number.

    That way you also need to let your goverment know u allready paid some taxes, that way you don't need to pay the full amount of taxes you would normally pay if u earned it in your own country. But still u need u need to pay a share, like u said.
  • sadies
    Finally made a loading screen for my spring Mirana set :) Had a lot of fun painting this, hope you guys like it!

    GwEZJiq.jpg
  • Snowstorm
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    Snowstorm polycounter lvl 5
    Fletch wrote: »
    My remake of Imperial Dragon's Curse is done :) Much more time and effort spent in doing every step as correctly as I could from start to finish. I am much more satisfied with my results.

    I think the main characteristic detail on it is that head, but it's so small that it's essentially invisible in the in-game view. The markings on the sword could also be sculpted in rather than flat, which would make them waaaaaay more obvious in-game.

    I think in general the details are much too small to work in-game. I'd suggest going much bigger. 2x bigger at least, more like 3-4 times actually.

    The textures are also rather flat. That's the case with a lot of other items as well, but they generally have geometric detail which makes the flat textures look designed and interesting. Take the hand guard for example - it's just a flat grey piece of "metal" i guess you could say. But because there's no detail on it really just looks like a bunch of polygons. Adding weathering on the edges is one way to offset this by giving the material of the piece character. Or you could try adding engraving, or perhaps simply make the shape less flat.
  • panter_d17
    Hi guys, I'm considering trying to create some taunts. Would be using 3ds max and would appreciate if anyone have any useful link or guides regarding stuff I would need to have/learn.
  • christermime
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    christermime polycounter lvl 8
    Beautiful work, sadies!
  • Robbiek1000
    I updated my Lion set on the workshop. I reworked a lot of the mask textures along with redoing a few of the items completely.
    http://steamcommunity.com/workshop/filedetails/?id=135162222

    [ame="http://www.youtube.com/watch?v=mMytDYMcO8A"]Demon King Set Remastered - YouTube[/ame]
  • Selaznog
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    Selaznog polycounter lvl 8
    Hey guys, is the spring submission thing over? Is it too late to submit a New Years themed set? I'm texturing my set right now and wondering if I should go for Chinese colours or keep the colours more to the style of the hero.
  • kite212
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    kite212 polycounter lvl 15
    Selaznog wrote: »
    Hey guys, is the spring submission thing over? Is it too late to submit a New Years themed set? I'm texturing my set right now and wondering if I should go for Chinese colours or keep the colours more to the style of the hero.

    The deadline was Jan 20th, and that was after the extension...
  • Vayne4800
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    Vayne4800 polycounter lvl 3
    Selaznog wrote: »
    Hey guys, is the spring submission thing over? Is it too late to submit a New Years themed set? I'm texturing my set right now and wondering if I should go for Chinese colours or keep the colours more to the style of the hero.

    Though I believe that since China is part of the market, then nothing is wrong to submit a Chinese themed set at anytime, imo.
  • Sharc
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    Sharc polycounter lvl 7
    Quick Lion arm concept if anyone's interested.

    lionarm_by_terrormokes-d7532e5.png
  • motenai
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    motenai polycounter lvl 18
    Bake done!
    I think i might go back to Zbrush and remove that huge scratch on the blade, it kinda bugs me now. Other than that i'm happy! :)

    AumpJ0U.png

    P.S. Soon will come the videos about retopo, UVs, and bake.
  • Fletch
    Snowstorm wrote: »
    The markings on the sword could also be sculpted in rather than flat, which would make them waaaaaay more obvious in-game.

    I like this idea. I think I might go back into Zbrush and try making some .
    Snowstorm wrote: »
    I think in general the details are much too small to work in-game. I'd suggest going much bigger. 2x bigger at least, more like 3-4 times actually.

    This is easy to say, but I am working with sword proportions as well that need to be maintained :x There's kind of a certain size that I feel a juggernaut weapon is restricted to due to silhouette. Eventually scaling ruins that silhouette if I keep just making everything bigger.
    Snowstorm wrote: »
    The textures are also rather flat. That's the case with a lot of other items as well, but they generally have geometric detail which makes the flat textures look designed and interesting. Take the hand guard for example - it's just a flat grey piece of "metal" i guess you could say. But because there's no detail on it really just looks like a bunch of polygons. Adding weathering on the edges is one way to offset this by giving the material of the piece character. Or you could try adding engraving, or perhaps simply make the shape less flat.

    I think I can see what you mean about the handguard and I have ideas now that might help. As for weathering, do you think the blade should be weathered as well? I kind of felt that Juggernaut would keep his blade pristine but if it helps the overall appeal, then it might just be better to do it.

    Also, does anybody have a really good resource they turn to for weathering blades/armor?
  • Selaznog
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    Selaznog polycounter lvl 8
    kite212 wrote: »
    The deadline was Jan 20th, and that was after the extension...



    Thanks! Sorry I didn't see a deadline on the workshop page anywhere haha.

    And Vayne, maybe I will do a China theme then :P

    Thanks guys
  • kite212
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    kite212 polycounter lvl 15
    Fletch wrote: »
    Also, does anybody have a really good resource they turn to for weathering blades?

    motenai :poly136:
    Selaznog wrote: »
    Thanks! Sorry I didn't see a deadline on the workshop page anywhere haha.

    And Vayne, maybe I will do a China theme then :P

    Thanks guys

    It was on the Dota blog, but with everything they did for other APAC markets, I also see no reason not to still do some Chinese themed sets
  • belkun
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    belkun polycounter lvl 7
    Progress on the treant!

    GoxWapo.jpg
  • Andumy
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    Andumy polygon
    Damn ! that's gorgeous
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Konras wrote: »
    @Vertical I alwayse admired this base diffuse making process that BoBo showed on this livestream. Its about 2h mark on this video:
    http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2
    One thing to note that green channel in normalmap probably should be inverted for generating base diffuse. Another thing is that I don't see any point lightning in your texture, there is only very weak AO. Also Valves texture was for sure overpainted after that judging from brush strokes and shadow direction that would not occur after simle light baking.
    Anyway check the video. I recommend watching from begging to the end as it is great :)


    woah, huge thanks for the link!
  • Tvidotto
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    Tvidotto polycounter lvl 9
    darkkyo wrote: »
    Anyone know if its possible to increase the triangle limit on the importer client-side? So you could test higher poly versions of an item? You know, by changing some kind of parameter in a coded file or something... Just curious if this is possible.

    yep it is but you need to compile the model by yourself using a .qc file

    i normally do that to test before the retopo, i like to test the silhouette before committing to the other stages
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