It's kinda funny. If he really is some giant bot mastermind/has Xthousand of loyal fans follow him,I wouldn't doubt it if he will just "pay" someone for their account and use that to spearhead the movement.
It's kinda funny. If he really is some giant bot mastermind/has Xthousand of loyal fans follow him,I wouldn't doubt it if he will just "pay" someone for their account and use that to spearhead the movement.
We can see if the workshop mafia is real... So lets do a bunch of sets for heros with a mafia theme to them, or maybe next months challenge should a mafia theme
Update on the weapon I posted before We switched it from being of Vengeful to Phantom Assasin due to polycount limits(Lovely 600tris LoD1 @ PA). Everything is finished, now it's alextz91's turn on to texturing ^^. Hope you guys like it, really enjoyed making this one and learnt a LOT.
So - whilst I'm waiting for the animations for my courier(s), I've started on a ward themed around Baba Yaga, to go along with DrySocket and Chemical Alia's amazing Baba Yaga courier.
Just the highpoly at the minute...
(sorry for the huge images - forgot to resize and re-upload)
looks amazing!
just unsure about the size of the details, they may look a little noisy in game
Ok I finally finished set for Slark. It was made for tournament organized by Dota 2 Srbija. I hope more detail will be available soon. Anyway right now I want to post sculpt and promo haha. Things that I am most proud of Screens and such can be seen on workshop so I will not spam here to much. It was hard to not post any updates ^^'
omg that artwork! its amazing!
guys, i've being working on a Lone druid set ( my favorite hero =] ) and would like to share for some feedback.
i have some crazy ideas about the model changing based on the item it carries and on the level of the trueform, that is why the bear have a mijollnir on the next gif
old version of the true form
But i dont know how Valve allows the precache for that. Another model that changes during the game is Tiny, butt it have just one texture, so there is no need to create a texture map when it is created in game and maybe its not that heavy to the engine and dont need a precache
So maybe its a total NO about those ideas
Im changing almost everything on this set, the bear and trueform are from scratch. the Trueform have 3 levels and all of them have blendshapes for the facial movements. There is also a custom entangle.
since its all custom, i will need to be really lucky with this one...
@Thiago
I've been looking at your stream every now and then and the work you did with the custom effects is really fantastic. But I have a multifaceted problem with the design of the set: There's no unified theme. The set is called Wolfhunter (I think) which is cool but where does it show? The only place on the set where you can get that is the shoulder slot, but then the bear is a red panda? The Trueform, I just don't understand what it's supposed to be, it looks like this guy to me which is a bit ridiculous, besides looking unfinished in terms of the texture. So to me it seems like you had a bunch of different ideas and mashed them all together into a set which breaks a lot of the really great work you put into it.
The set by itself looks great from what I can see from the topdown angle. The red panda could be damn sweet in an appropriately themed set. The animations on everything look very solid as always. The extra particle stuff you're doing is awesome. But there's no connection so it all falls apart for me.
Another thing to consider is that adding visuals for what items the bear carries may impact the game at the pro level as you no longer have to check its inventory to see what it carries, giving the enemy a (very) slight advantage.
Once I get after effects on my pc! I have the sculpt and texture process recorded, but I need AE and time! It's hard to come by lately. I'll update my thread with it when I get it together. Sorry it's been so long!
just unsure about the size of the details, they may look a little noisy in game
but really nice work =]
omg that artwork! its amazing!
guys, i've being working on a Lone druid set ( my favorite hero =] ) and would like to share for some feedback.
i have some crazy ideas about the model changing based on the item it carries and on the level of the trueform, that is why the bear have a mijollnir on the next gif
any feedback will be welcome!
About the particle, I think the only issue I see with it is the dirt, it's a bit much and I honestly feel the particle can work without it, or at least toning it down quite a bit more. The bamboo itself is brilliant, but I can't help but feel that it would work better on Spirit of Calm. Maybe it could be a feature of both?
As far as the items on the bear goes, youre really dancing on the fence with that one. Even though players can click on the bear to see what is in it's inventory, creating a visual change in the model itself could break that aspect of having to actually click on the bear to see what is equiped on it, acting as a handicap for players who use that item. It's really hard to judge it, maybe it's not to much of a problem, but at the end of the day, players would know best.
Hello. Hope still remember me. I am manager of Dota2.Ru . Currently we are looking for a item set or courier, that we can ship with our tournament ticket. Our offer: 40% from ticket sales. ticket will cost about 5$. Maybe you have some friends, that can help us? Or soe of your items, that was not added?
If someone is interested in making a courier for this, but needs a rigger and animator, I'd be up for some collaboration! Here's my steam, and thread with work.
Just submitted the Spetre weapon with Slimeface, please rate it up
Spectral Gladius
The Spectre known as Mercurial is a being of intense and violent energy who finds herself irresistibly drawn to scenes of strife as they unfold in the physical world. An ancient sword was once lost between the states of energy and was misshapen during the milenia that passed, that is until Mercurial the specter found the misshaped weapon and brought it down to the scenes of strife and struggle. Every single cut dealt to a physical being with the Spectral Gladius, gets her one step closer to ascension.
@Thiago
I've been looking at your stream every now and then and the work you did with the custom effects is really fantastic. But I have a multifaceted problem with the design of the set: There's no unified theme. The set is called Wolfhunter (I think) which is cool but where does it show? The only place on the set where you can get that is the shoulder slot, but then the bear is a red panda? The Trueform, I just don't understand what it's supposed to be, it looks like this guy to me which is a bit ridiculous, besides looking unfinished in terms of the texture. So to me it seems like you had a bunch of different ideas and mashed them all together into a set which breaks a lot of the really great work you put into it.
The set by itself looks great from what I can see from the topdown angle. The red panda could be damn sweet in an appropriately themed set. The animations on everything look very solid as always. The extra particle stuff you're doing is awesome. But there's no connection so it all falls apart for me.
Another thing to consider is that adding visuals for what items the bear carries may impact the game at the pro level as you no longer have to check its inventory to see what it carries, giving the enemy a (very) slight advantage.
Maybe I should have explained more about the wolfhuter idea, thanks for bringing that up, i will make it look more intense when i submit it
its not just the left shoulder piece but the more agressive claws (even if he doesnt use to attack) , the more agreesive right shoulder and the lycan's summon head on the left shoulder as the main part of the theme. My other entangle was on the same theme but a lot of people said that a bear trap would not fit lonedruid, so i changed to the bamboos
uploaded another gif to show the wolf trophy, (maybe i should weight that a little less to the shoulder itself, it make some strange movements)
And the trueform is not Taz, it was just a joke because some guys were saying that looks like the looney tunes tazmanian devil, there was other days where people people said that looked like a bulldog so i had a picture of admiralbulldog on my screen. And the textures are unfinished, i am pretty sure that i mentioned that
About the particle, I think the only issue I see with it is the dirt, it's a bit much and I honestly feel the particle can work without it, or at least toning it down quite a bit more. The bamboo itself is brilliant, but I can't help but feel that it would work better on Spirit of Calm. Maybe it could be a feature of both?
As far as the items on the bear goes, youre really dancing on the fence with that one. Even though players can click on the bear to see what is in it's inventory, creating a visual change in the model itself could break that aspect of having to actually click on the bear to see what is equiped on it, acting as a handicap for players who use that item. It's really hard to judge it, maybe it's not to much of a problem, but at the end of the day, players would know best.
Dancing in the fence, i like this sentence =]
And about the particles, i agree with you guys, it may be too much showing the items it carries. Radiance is pretty obvious because of the aura but Mijollnir not that much. Maybe instead of changing during the game it could be just an style, so it will already start with the item in the beginning of the game.
the entangle im planning to be bound with the "weapon" slot, the same used by the calderon and could be used with all the other spirit bears
----
thanks for the critiques guys, im going to focus a little more on them now. Cheers!
Hello. Hope still remember me. I am manager of Dota2.Ru . Currently we are looking for a item set or courier, that we can ship with our tournament ticket. Our offer: 40% from ticket sales. ticket will cost about 5$. Maybe you have some friends, that can help us? Or soe of your items, that was not added?
40% on a $5 ticket seems pretty low for a whole courier.
Maybe I should have explained more about the wolfhuter idea, thanks for bringing that up, i will make it look more intense when i submit it
its not just the left shoulder piece but the more agressive claws (even if he doesnt use to attack) , the more agreesive right shoulder and the lycan's summon head on the left shoulder as the main part of the theme. My other entangle was on the same theme but a lot of people said that a bear trap would not fit lonedruid, so i changed to the bamboos
uploaded another gif to show the wolf trophy, (maybe i should weight that a little less to the shoulder itself, it make some strange movements)
And the trueform is not Taz, it was just a joke because some guys were saying that looks like the looney tunes tazmanian devil, there was other days where people people said that looked like a bulldog so i had a picture of admiralbulldog on my screen. And the textures are unfinished, i am pretty sure that i mentioned that
Ok. But the main problem that I outlined in my original reply was that the set looks like you had a bunch of cool ideas and put them together into a mismatched set.
I'd say right now, the trueform is the weakest part, partly because even with finished textures, I think it'll still look weird design wise, partly because the other parts of the set just look that much better.
Does everyone use handplane for normals? I feel dumb, any time I try using it I get terrible, terrible results. You can't control the cage/ray distance and there are artifacts all over the place whereas in xnormal its fine.
Does everyone use handplane for normals? I feel dumb, any time I try using it I get terrible, terrible results. You can't control the cage/ray distance and there are artifacts all over the place whereas in xnormal its fine.
Wat!? Handplane is not for baking, you bake an object space map in something like xNormal, and use that and your low poly to get a perfect tangent space map weighted for source engine. If you show your maps it will indicate what is wrong
Hi guys, I've been interested in learning 3D modelling mostly for creating Dota2 items, I started learning 2 months ago and right now I'm working on a CM set. I don't know if this is the right thread to post this, but I'm having problem with the importer.
I deleted the history, froze transformations after skinning then tried importing the head item (the texture is not done yet though) but it appeared too big and floating above her head:
Here's the sculpt and low poly model for comparison (I used the base model downloaded from the technical requirements page. Also thanks Anuxi for the advices and tips on changing the neck and staff ):
I've tried scaling it down then freezing transformations again, but it stayed the same. I even tried importing the default head item that comes with the base model, but even the default head item would appear big and floating above her head. Is is the problem with the importer or I did something wrong? Is there a way to fix this? Thanks for reading this.
Hi guys, I've been interested in learning 3D modelling mostly for creating Dota2 items, I started learning 2 months ago and right now I'm working on a CM set. I don't know if this is the right thread to post this, but I'm having problem with the importer.
I deleted the history, froze transformations after skinning then tried importing the head item (the texture is not done yet though) but it appeared too big and floating above her head:
Here's the sculpt and low poly model for comparison (I used the base model downloaded from the technical requirements page. Also thanks Anuxi for the advices and tips on changing the neck and staff ):
I've tried scaling it down then freezing transformations again, but it stayed the same. I even tried importing the default head item that comes with the base model, but even the default head item would appear big and floating above her head. Is is the problem with the importer or I did something wrong? Is there a way to fix this? Thanks for reading this.
CM model from the technical page has not been updated to my knowledge. Decompile a recent model of her for proper scale. I may also have the .smds from a recent update
Does everyone use handplane for normals? I feel dumb, any time I try using it I get terrible, terrible results. You can't control the cage/ray distance and there are artifacts all over the place whereas in xnormal its fine.
Kite is right, maybe your problem is that you are skipping an important stage. Handplane is an extra stage after baking the normals to get the normals based on the engine, the diference is not that big comparing the maps but if you model have some flat parts its pretty noticeable when tested in game
40% on a $5 ticket seems pretty low for a whole courier.
Ok. But the main problem that I outlined in my original reply was that the set looks like you had a bunch of cool ideas and put them together into a mismatched set.
I'd say right now, the trueform is the weakest part, partly because even with finished textures, I think it'll still look weird design wise, partly because the other parts of the set just look that much better.
i do agree it seams low, i made a lot of mistakes in the past and one of them was not giving the proper valor to my work. I suggest you guys to not work for that and ask for more, because if we keep accepting low shares they will keep ask to work for less...
about the trueform i will see what i can do to make it look more interesting, im looking to this set for so long that i may be blind for some things, thanks for that =]
btw guys, i decided to give a try to the Marmoset toolbag 2 with the dota 2 shader and i have to say that is amazing!
crossposting the image from the marmoset announcing thread
There is some photoshop over it but its amazing how quick is the result in marmoset
im using the trial version but I am already convinced to buy =]
Hi guys, I've been interested in learning 3D modelling mostly for creating Dota2 items, I started learning 2 months ago and right now I'm working on a CM set. I don't know if this is the right thread to post this, but I'm having problem with the importer.
I deleted the history, froze transformations after skinning then tried importing the head item (the texture is not done yet though) but it appeared too big and floating above her head:
Here's the sculpt and low poly model for comparison (I used the base model downloaded from the technical requirements page. Also thanks Anuxi for the advices and tips on changing the neck and staff ):
I've tried scaling it down then freezing transformations again, but it stayed the same. I even tried importing the default head item that comes with the base model, but even the default head item would appear big and floating above her head. Is is the problem with the importer or I did something wrong? Is there a way to fix this? Thanks for reading this.
Won't you get watermarks for a student ver. ? You're not supposed to create workshop items with that anyway!
The only thing you get from a student version is a warning on the .MA and .MB files when you save and open them, informing you that the file was created using a student version of Maya (IIRC you can even manually edit the files and remove that message).
i do agree it seams low, i made a lot of mistakes in the past and one of them was not giving the proper valor to my work. I suggest you guys to not work for that and ask for more, because if we keep accepting low shares they will keep ask to work for less...
I agree. We need to stop this race to the bottom asap.
I feel it does a great disservice to the amount of work involved in creating these assets.
What is Valve's policy with student software anyway?
Valve really can't say much. You provide them a file in a specific format, that is then compiled to the game format. The software licenses are between the vendor and the user. If the vendor can show the user is out of compliance they will usually try to get them to be compliant, or then take legal action. Some software that is commercial free, but allows workshop revenue, has wording in the EULA that state this. Other software, like student licenses, do not say any thing like this in the EULA, so it could be taken that a student version can not be used for workshop, but again, Autodesk needs to define this. If you cannot afford Maya LE or Max full, there is always good ol' Blender, or spend $150 and get Modo SE for an amazing deal. Hope this helps?
Meh, I've been using Max as a student license for 2 years and getting quite comfortable with it. I don't want to turn to Blender and re-learn everything again. So, I'm sitting in a sticky situation. Blender isn't bad, but, I've come so far with Max that I don't see the need to just learn another 3D package. I suppose I should go to Blender since our currency converted from US Dollars to ZAR is waaaaaay too expensive. R 30'000? I can buy a car with that money.
Meh, I've been using Max as a student license for 2 years and getting quite comfortable with it. I don't want to turn to Blender and re-learn everything again. So, I'm sitting in a sticky situation. Blender isn't bad, but, I've come so far with Max that I don't see the need to just learn another 3D package. I suppose I should go to Blender since our currency converted from US Dollars to ZAR is waaaaaay too expensive. R 30'000? I can buy a car with that money.
This would really need to be something that Autodesk would need to answer, but reading the EULA they basically say that it would need to be for personal, or licensed educational use only, at least that's how I read it. If you have not read their EULA fully I suggest you do
@vertical: Well as far as I'm aware the student license allows you to use the software non-commercially, so until the moment it makes money then you are within your licensing agreement. If you do make money with it then I am sure you could immediately upgrade.
Just a thought.
Not that I am saying it is the best course of action but the most Autodesk would do is request that you upgrade.
Replies
http://www.reddit.com/r/DotA2/comments/21b9rt/seems_that_empiretvheaven_steam_account_is_locked/
It's kinda funny. If he really is some giant bot mastermind/has Xthousand of loyal fans follow him,I wouldn't doubt it if he will just "pay" someone for their account and use that to spearhead the movement.
#noMoreSus
We can see if the workshop mafia is real... So lets do a bunch of sets for heros with a mafia theme to them, or maybe next months challenge should a mafia theme
http://steamcommunity.com/sharedfiles/filedetails/?id=242204421
Got a couple more singles to do and then I think I'm doing a Rubick set with Fudgie.
Just finished my monthly community thing for Elder. Off to my brew set
[URL="http://steamcommunity.com/sharedfiles/filedetails/?
id=242230318"]http://steamcommunity.com/sharedfiles/filedetails/?id=242230318[/URL]
This needs to come with hannibal lecter inspired sound effect. Love the set, I want that facemask so bad!
got my own to share haha - collab with Ziedrich that's taken far too long for me to finish, give it a vote if you like!
looks amazing!
just unsure about the size of the details, they may look a little noisy in game
but really nice work =]
omg that artwork! its amazing!
guys, i've being working on a Lone druid set ( my favorite hero =] ) and would like to share for some feedback.
i have some crazy ideas about the model changing based on the item it carries and on the level of the trueform, that is why the bear have a mijollnir on the next gif
old version of the true form
But i dont know how Valve allows the precache for that. Another model that changes during the game is Tiny, butt it have just one texture, so there is no need to create a texture map when it is created in game and maybe its not that heavy to the engine and dont need a precache
So maybe its a total NO about those ideas
Im changing almost everything on this set, the bear and trueform are from scratch. the Trueform have 3 levels and all of them have blendshapes for the facial movements. There is also a custom entangle.
since its all custom, i will need to be really lucky with this one...
any feedback will be welcome!
I've been looking at your stream every now and then and the work you did with the custom effects is really fantastic. But I have a multifaceted problem with the design of the set: There's no unified theme. The set is called Wolfhunter (I think) which is cool but where does it show? The only place on the set where you can get that is the shoulder slot, but then the bear is a red panda? The Trueform, I just don't understand what it's supposed to be, it looks like this guy to me which is a bit ridiculous, besides looking unfinished in terms of the texture. So to me it seems like you had a bunch of different ideas and mashed them all together into a set which breaks a lot of the really great work you put into it.
The set by itself looks great from what I can see from the topdown angle. The red panda could be damn sweet in an appropriately themed set. The animations on everything look very solid as always. The extra particle stuff you're doing is awesome. But there's no connection so it all falls apart for me.
Another thing to consider is that adding visuals for what items the bear carries may impact the game at the pro level as you no longer have to check its inventory to see what it carries, giving the enemy a (very) slight advantage.
@bounch
Where's them wip videos?!:D
Once I get after effects on my pc! I have the sculpt and texture process recorded, but I need AE and time! It's hard to come by lately. I'll update my thread with it when I get it together. Sorry it's been so long!
working on the highpoly base for fudgies rubick set
About the particle, I think the only issue I see with it is the dirt, it's a bit much and I honestly feel the particle can work without it, or at least toning it down quite a bit more. The bamboo itself is brilliant, but I can't help but feel that it would work better on Spirit of Calm. Maybe it could be a feature of both?
As far as the items on the bear goes, youre really dancing on the fence with that one. Even though players can click on the bear to see what is in it's inventory, creating a visual change in the model itself could break that aspect of having to actually click on the bear to see what is equiped on it, acting as a handicap for players who use that item. It's really hard to judge it, maybe it's not to much of a problem, but at the end of the day, players would know best.
I love that set man. It makes Shadow Demon way cooler than default. Great job both of you. :thumbup:
Primary color
Alternate color
(yes, thats correct.)
Anyone interested? Message me or add MR.President[BOD] on steam.
If someone is interested in making a courier for this, but needs a rigger and animator, I'd be up for some collaboration! Here's my steam, and thread with work.
Spectral Gladius
The Spectre known as Mercurial is a being of intense and violent energy who finds herself irresistibly drawn to scenes of strife as they unfold in the physical world. An ancient sword was once lost between the states of energy and was misshapen during the milenia that passed, that is until Mercurial the specter found the misshaped weapon and brought it down to the scenes of strife and struggle. Every single cut dealt to a physical being with the Spectral Gladius, gets her one step closer to ascension.
Maybe I should have explained more about the wolfhuter idea, thanks for bringing that up, i will make it look more intense when i submit it
its not just the left shoulder piece but the more agressive claws (even if he doesnt use to attack) , the more agreesive right shoulder and the lycan's summon head on the left shoulder as the main part of the theme. My other entangle was on the same theme but a lot of people said that a bear trap would not fit lonedruid, so i changed to the bamboos
uploaded another gif to show the wolf trophy, (maybe i should weight that a little less to the shoulder itself, it make some strange movements)
And the trueform is not Taz, it was just a joke because some guys were saying that looks like the looney tunes tazmanian devil, there was other days where people people said that looked like a bulldog so i had a picture of admiralbulldog on my screen. And the textures are unfinished, i am pretty sure that i mentioned that
Dancing in the fence, i like this sentence =]
And about the particles, i agree with you guys, it may be too much showing the items it carries. Radiance is pretty obvious because of the aura but Mijollnir not that much. Maybe instead of changing during the game it could be just an style, so it will already start with the item in the beginning of the game.
the entangle im planning to be bound with the "weapon" slot, the same used by the calderon and could be used with all the other spirit bears
----
thanks for the critiques guys, im going to focus a little more on them now. Cheers!
40% on a $5 ticket seems pretty low for a whole courier.
Ok. But the main problem that I outlined in my original reply was that the set looks like you had a bunch of cool ideas and put them together into a mismatched set.
I'd say right now, the trueform is the weakest part, partly because even with finished textures, I think it'll still look weird design wise, partly because the other parts of the set just look that much better.
Hope you like it!)
http://steamcommunity.com/sharedfiles/filedetails/?id=242134775
Belt high-poly is mostly done for my tidehunter set. Any crits welcome:
Wat!? Handplane is not for baking, you bake an object space map in something like xNormal, and use that and your low poly to get a perfect tangent space map weighted for source engine. If you show your maps it will indicate what is wrong
I deleted the history, froze transformations after skinning then tried importing the head item (the texture is not done yet though) but it appeared too big and floating above her head:
Here's the sculpt and low poly model for comparison (I used the base model downloaded from the technical requirements page. Also thanks Anuxi for the advices and tips on changing the neck and staff ):
I've tried scaling it down then freezing transformations again, but it stayed the same. I even tried importing the default head item that comes with the base model, but even the default head item would appear big and floating above her head. Is is the problem with the importer or I did something wrong? Is there a way to fix this? Thanks for reading this.
CM model from the technical page has not been updated to my knowledge. Decompile a recent model of her for proper scale. I may also have the .smds from a recent update
Edit: smd's extracted on 1/31/14, been working on a set off these https://www.dropbox.com/s/r4a8dmly2xmg7ig/CM_smds.zip
Kite is right, maybe your problem is that you are skipping an important stage. Handplane is an extra stage after baking the normals to get the normals based on the engine, the diference is not that big comparing the maps but if you model have some flat parts its pretty noticeable when tested in game
i do agree it seams low, i made a lot of mistakes in the past and one of them was not giving the proper valor to my work. I suggest you guys to not work for that and ask for more, because if we keep accepting low shares they will keep ask to work for less...
about the trueform i will see what i can do to make it look more interesting, im looking to this set for so long that i may be blind for some things, thanks for that =]
btw guys, i decided to give a try to the Marmoset toolbag 2 with the dota 2 shader and i have to say that is amazing!
crossposting the image from the marmoset announcing thread
There is some photoshop over it but its amazing how quick is the result in marmoset
im using the trial version but I am already convinced to buy =]
Whenever baller dota work is mentioned, I feel like our community gets a couple more inches of ups!!
Or it's the Maya LT? Or Student?
The only thing you get from a student version is a warning on the .MA and .MB files when you save and open them, informing you that the file was created using a student version of Maya (IIRC you can even manually edit the files and remove that message).
I agree. We need to stop this race to the bottom asap.
I feel it does a great disservice to the amount of work involved in creating these assets.
Coming Soon!
Valve really can't say much. You provide them a file in a specific format, that is then compiled to the game format. The software licenses are between the vendor and the user. If the vendor can show the user is out of compliance they will usually try to get them to be compliant, or then take legal action. Some software that is commercial free, but allows workshop revenue, has wording in the EULA that state this. Other software, like student licenses, do not say any thing like this in the EULA, so it could be taken that a student version can not be used for workshop, but again, Autodesk needs to define this. If you cannot afford Maya LE or Max full, there is always good ol' Blender, or spend $150 and get Modo SE for an amazing deal. Hope this helps?
This would really need to be something that Autodesk would need to answer, but reading the EULA they basically say that it would need to be for personal, or licensed educational use only, at least that's how I read it. If you have not read their EULA fully I suggest you do
Just a thought.
Not that I am saying it is the best course of action but the most Autodesk would do is request that you upgrade.
Since the likely hood of making any money off the thing is so minimal, I dont think they waste their time with it.
I looked around and pretty much everyone is like "um. no comment/don't care"
Just do it.