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  • Tvidotto
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    Tvidotto polycounter lvl 9
    @ Onilolz and Zaphk - Great work as usual =]]
    Delmo wrote: »
    I've submitted a Tidehunter weapon onto the workshop. The weapon is constructed out of a crab claw and driftwood binded by rope. The workshop link is below.

    That weapon looks great!
    Kraken wrote: »
    Guys! I have backface cull problem with WR cape. Does anyone knows is this ok? I tried a default one but it has the same issue. However i saw WR sets without that problem in workshop.
    need help:(
    1mnENWM.png
    bladeshot wrote: »
    Looks great. Too bad Valve probably won't accept solo items anymore :c

    @Kraken IF you work the internal part with geo for the Lod0 and want to keep the lod1 without its totally fine. Think like that, lod0 is just the dota camera, there is no way to see the internal part, maybe just a little bit but that is not a problem, the lod 0 is used on the inspector mode, where people like to find the weirdest angles possible =]

    @Bladeshot - Any source for that? Not trying to be those annoying guys on reddit asking for source but if you are based on the last time they added single items we can also say that Valve does not accept courier anymore since they are not adding them for months
    Zipfinator wrote: »
    Just uploaded a CM hair that I did with Arty. We will be doing a DP set together with custom particles next.

    http://steamcommunity.com/sharedfiles/filedetails/?id=250239874

    0E4AA651D4479CE25321C3163DB64AD5D42C9240


    That looks really nice Zipfinator, im just missing some gradient on the hair, some sets uses that i think those look really fine in game
  • JayKLegendary
    Since Lycan is SUPER popular nowadays lemme throw this in here..
    lycanset.jpg
    Lycanwolf.jpg

    The idea is to make Lycan as mobile as possible, so..
    Kurasame from FF-Type 0 with his Half-cape.

    Anyway, Concept is up for grabs. Anybody wants?
  • AbyssWalker
  • Bernoully
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    Bernoully polycounter lvl 4
    A quick WIP sneak peek on my latest project!

    hiGjaro.jpg

    You might have seen this original concept art from cottonwings:

    nHAuCTn.jpg
  • LRoy
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    LRoy polycounter lvl 14
    Has anyone else had trouble with the particle effects? I load them into the importer and it changes nothing. The first attempt I did worked, but now every time I alter the verts it ignores it and stays with the first one. I'm exporting as fbx if it makes any difference.

    -edit-

    i figured it out. i had to completely restart dota to test any changes.
  • OniLolz
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    OniLolz polycounter lvl 13
    LRoy wrote: »
    Has anyone else had trouble with the particle effects? I load them into the importer and it changes nothing. The first attempt I did worked, but now every time I alter the verts it ignores it and stays with the first one. I'm exporting as fbx if it makes any difference.

    -edit-

    i figured it out. i had to completely restart dota to test any changes.

    You can just change the output name. :)
  • darkkyo
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    darkkyo polycounter lvl 6
    I'm currently working on a courier for the first time and I have a couple questions about where I'm at in the process if anyone would be kind enough to share some wisdom...

    So I just did all my bakes and I'll be texturing very shortly, but out of curiosity and the need to look ahead I checked out the import courier section of the in-game importer. I noticed that you upload a model for both the flying and the ground states of the courier and that they use the same texture. I am not familiar with rigging at all so it is something I'll need to get acquainted with very shortly. My questions at this point are as follows:

    1) Do these models need to be rigged with all required bones before they can be imported?
    2) For the separate flying and ground versions, do I need to bend/modify the model(bend it in specific spots to set the "standard" look/form for that state)? Or bend/modify the riggings?
    2) At what point are animations uploaded? Is it the step after I import the model and so I'm just not seeing it yet?
    3) Do animations need to be completed before I can preview the model in-game?

    I'm sure I have more questions but this is all I can think of at the moment. Thanks very much in advance!
  • Rubus
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    Rubus polycounter lvl 5
    1 & 4:

    You need some kind of animation to import the model, but you can just export a rest pose and use it for all the required ones.

    2:

    Not sure what do you mean with bend, but you'll need to have one skeleton for each model, so you'll do the flying/ground rigging as if in two unrelated models.

    3:

    There's a second instance of the window for each form (ground & flying) where the animations and bones for effects are, you need to set those too in order to import.

    Hope it helps.
  • hayes87
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    hayes87 polycounter lvl 6
    darkkyo wrote: »

    1) Do these models need to be rigged with all required bones before they can be imported?
    2) For the separate flying and ground versions, do I need to bend/modify the model(bend it in specific spots to set the "standard" look/form for that state)? Or bend/modify the riggings?
    3) At what point are animations uploaded? Is it the step after I import the model and so I'm just not seeing it yet?
    4) Do animations need to be completed before I can preview the model in-game?

    1) Not really, you can rig the whole mesh to single bone and it will work
    2) Not sure what you mean, but in the flying model you generally need to animate it in the same spot of the ground one, but keep in mind that game will move it upwards 160 units. So in the death animation you need to make it dying and falling bellow the ground. Helenek made some ref to help with that here.
    3) Need to click the arrows on the bottom of the submission to view the animation tabs. http://i.imgur.com/0daaekO.jpg
    4) not really you can fill the slots with a single dummy animation file.
  • LRoy
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    LRoy polycounter lvl 14
    OniLolz wrote: »
    You can just change the output name. :)

    ah man, this still happens I have no idea why. No matter how much I change the mesh or file name it's stuck on the first one I did.

    anyone have this crap happen?
  • Tvidotto
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    Tvidotto polycounter lvl 9
    LRoy wrote: »
    ah man, this still happens I have no idea why. No matter how much I change the mesh or file name it's stuck on the first one I did.

    anyone have this crap happen?

    changing the name should work, but if you are testing in game that one you need to at least disconnect and ask the compiler to load the map again
    darkkyo wrote: »
    I'm currently working on a courier for the first time and I have a couple questions about where I'm at in the process if anyone would be kind enough to share some wisdom...

    So I just did all my bakes and I'll be texturing very shortly, but out of curiosity and the need to look ahead I checked out the import courier section of the in-game importer. I noticed that you upload a model for both the flying and the ground states of the courier and that they use the same texture. I am not familiar with rigging at all so it is something I'll need to get acquainted with very shortly. My questions at this point are as follows:

    1) Do these models need to be rigged with all required bones before they can be imported?
    2) For the separate flying and ground versions, do I need to bend/modify the model(bend it in specific spots to set the "standard" look/form for that state)? Or bend/modify the riggings?
    2) At what point are animations uploaded? Is it the step after I import the model and so I'm just not seeing it yet?
    3) Do animations need to be completed before I can preview the model in-game?

    I'm sure I have more questions but this is all I can think of at the moment. Thanks very much in advance!

    I think you got all the answers already, but i would like to suggest that can test your silhouette before doing the lowpoly, i normally get my highpoly, reduce it on maya or on zbrush and add to the game.
    Sometimes i add a model with 10 or 20k triangles but that to work you need to compile your model manually
  • darkkyo
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    darkkyo polycounter lvl 6
    hayes87 wrote: »
    2) Not sure what you mean, but in the flying model you generally need to animate it in the same spot of the ground one, but keep in mind that game will move it upwards 160 units. So in the death animation you need to make it dying and falling bellow the ground. Helenek made some ref to help with that here.

    Thanks for all the answers!! Quite useful knowledge all around for someone who has never attempted anything more than simple weapons/armor... I guess I should explain what I meant in question 2.
    What I'm talking about is what makes the ground and flying versions different, namely the pose that the courier's body is in. I designed the courier so that in its most relaxed position(its idle pose) it is close to how it looks while flying... so the flying pose is already sort of made. Now I need to make the ground pose for the ground model upload. Do I modify the model itself to make the ground/crawling pose or do I rig a skeleton/bones inside the model and bend those to create the ground model? I hope that explains it better. I guess what I'm asking is what exactly is the method of morphing one state of the courier to another for the two uploads? What needs to be done?
    Tvidotto wrote: »
    I think you got all the answers already, but i would like to suggest that can test your silhouette before doing the lowpoly, i normally get my highpoly, reduce it on maya or on zbrush and add to the game.
    Sometimes i add a model with 10 or 20k triangles but that to work you need to compile your model manually

    Hmmm... Isnt the high poly enough to test the silhouette? Normally when I want to test an item before making a low poly I just chunk out/delete big parts of the high poly to save as a temporary low poly and then I only view the high poly in the importer screen to see how it looks.
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    tumblr_n49j7kq5JI1r43xj0o1_500.png
    got all the shape key names transferred
    now to do the actual shaping
  • cottonwings
    Made couple of changes after hearing C&C from other workshop artists. Here's a V2 of my rose and macabre-inspired Queen of Pain set. I have to say that the wings are my favorite part of her. Isn't it fun playing around with materials and design elements? DanJohnCox will be in charge of modelling this baby, so I'm super super excited! <3
    YZjS9Re.jpg
  • belkun
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    belkun polycounter lvl 7
    @cottonwings

    This is probably my favorite set for QoP. Love the overall theme of it, very original! Every single piece is really well put together and the whole package looks incredibly stunning. Can't wait to see DanJohnCox bringing this to life, and I'm sure he's going to an awesome job at it!

    So, pretty much finished that Puck set I'm making with Arty, just some promo materials left now! We're hopefully submitting it next week. Here's a still from a little turntable I'm making:

    dmyoNR5.jpg
  • OniLolz
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    OniLolz polycounter lvl 13
    So I got bored today and started playing with shapes for a new sven sword.

    This is what I got so far. Still Wip:
    8eFVQ.png
  • Rubus
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    Rubus polycounter lvl 5
    darkkyo wrote: »
    Do I modify the model itself to make the ground/crawling pose or do I rig a skeleton/bones inside the model and bend those to create the ground model? I hope that explains it better. I guess what I'm asking is what exactly is the method of morphing one state of the courier to another for the two uploads? What needs to be done?

    Treat them as two separate models, as they are, the geometry and skeleton from the flying and ground versions are completely independent of each other.

    So for the ground version, make a skeleton/geometry of its own.
  • Nemozini
    Kraken wrote: »
    Guys! I have backface cull problem with WR cape. Does anyone knows is this ok? I tried a default one but it has the same issue. However i saw WR sets without that problem in workshop.
    need help:(
    1mnENWM.png

    You need to model the back face. No double sided materials. The files you downloaded from the workshop technical page are single sided. But if you decompile the actual mdl of windrunner's cape, it will have both sides included.

    It is a horrible poly limit of 250 for both cape and scarf imo.
  • hayes87
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    hayes87 polycounter lvl 6
    darkkyo wrote: »
    I guess what I'm asking is what exactly is the method of morphing one state of the courier to another for the two uploads? What needs to be done?

    Oh, the ground and flying models/rigs are completely separate and the transition between them its instant. The only thing they share its the texture files.
  • kite212
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    kite212 polycounter lvl 16
    Tastes great baked! Baked normal maps, straight out of xNormal into Source with nothing to re-bake! Handplane plugin is amazing.

    StaffBake2.jpg

    Edit: Bonus in game test image:
    StaffInGame1.jpg
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    HI8Ioo1.png

    well this is awkward
    his portrait head disappears and his face doesn't even animate any more
    good lord I've had just about enough of this invoker
    every time I have to muck about with the games files it's always you
  • oDD
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    oDD polycounter lvl 18
    This thread is scary :) I haven't posted anything in ages. a weapon for Earthshaker

    Workshop Page

    render_finger.jpg
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    ok so I used the reload_fullbodyportraitdata command and his face animates again ingame
    but in the importer ingame test the flexes break and he only moves his eyes but won't open his mouth
    the hairs flexes work fine but I still can't see if they match up at all.
    this is really weird.

    officially nominating invoker for "Worst Character to Work With of the Year" award
  • kite212
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    kite212 polycounter lvl 16
    Edit: This piece is done, onto the next
    StaffColorDone.jpg
  • TommyTehZombie
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Made couple of changes after hearing C&C from other workshop artists. Here's a V2 of my rose and macabre-inspired Queen of Pain set. I have to say that the wings are my favorite part of her. Isn't it fun playing around with materials and design elements? DanJohnCox will be in charge of modelling this baby, so I'm super super excited! <3
    YZjS9Re.jpg

    LOVED IT! those wings are great!
  • bounchfx
    Tvidotto wrote: »
    LOVED IT! those wings are great!

    agreed, fantastic job, cotton!
  • darkkyo
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    darkkyo polycounter lvl 6
    hayes87 wrote: »
    Oh, the ground and flying models/rigs are completely separate and the transition between them its instant. The only thing they share its the texture files.
    Rubus wrote: »
    Treat them as two separate models, as they are, the geometry and skeleton from the flying and ground versions are completely independent of each other.

    So for the ground version, make a skeleton/geometry of its own.

    Thanks guys! Been working on this and I've been pretty successful so far, but I have a follow up question:
    What about parts of the model that are only present during one mode/state or the other? For example if your courier grows wings to fly? Does the ground model have these wings/parts hidden away somewhere or can I just delete them from the ground model all together?
  • Linko
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    Linko polycounter lvl 7
    I am making a Gold Digger item for Alchemist, maybe i will do a complete set. It's a wip, i havent textured it yet.

    517008back.png

    328992item.jpg

    I've seen that i am limited to a 256*256 texture resolution for the weapon and backpack but the source files of Alchemist's weapon is in 1024*1024 why?
  • Andumy
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    Andumy polygon
    Linko wrote: »
    I've seen that i am limited to a 256*256 texture resolution for the weapon and backpack but the source files of Alchemist's weapon is in 1024*1024 why?
    The defaults are at 1024 for quality purposes,you can submit your textures as 1024*1024 and the engine will resize them automaticly at 256*256.
  • agito666
    tumblr_n4c71qX6aS1sxkih7o1_1280.gif

    new shirt workshop design :P
    gonna change the word "IS" into "WAS" when i wake up tomorrow XD
  • kite212
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    kite212 polycounter lvl 16
    agito666 wrote: »

    new shirt workshop design :P
    gonna change the word "IS" into "WAS" when i wake up tomorrow XD

    :thumbup: That's wonderful!
  • Rubus
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    Rubus polycounter lvl 5
    Speaking of t-shirts, is anyone receiving a spam from a 'Chlo
  • Baddcog
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    Baddcog polycounter lvl 9
    I gave them some DA messages. I suppose if several complaints are made the guy will just be shut down.
  • Rubus
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    Rubus polycounter lvl 5
    Nice, let's hope this one gets shut down for good.

    While I highly doubt Valve would ever add anything from that guy, it's more than time to this kind of people suffer some backlash for their blatant fraudulent behavior.

    And of course, in the current state-of-mess the Workshop has turned into, the last thing we need is precious space filled with stolen art.
  • Sukotto
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    Sukotto polycounter lvl 8
    A lot of the International designs contain stolen art like promo art/loading screens put on posters with the full roster to kinda hide the stolen stuff. Though it seems like enough is getting reported to ease my mind
  • agito666
    most of them stole from a famous shirt printing website that allow artist submit their work there, Redbubble.com , there used to be biggest dota2 fanart prints collection there, but removed last time before this TI event...then we can see those farkers stole from there and put it in valve. so far i spotted 2 there.

    here is the list i made before
    http://agito666.tumblr.com/post/82365876913/art-thief
  • Automedic
    Rubus wrote: »
    Speaking of t-shirts, is anyone receiving a spam from a 'Chlo
  • cottonwings
    even so, no art thief can make it through approval, since Valve requested for full resolution of the illustration/design :) Blurry, stretched out artwork in 72 dpi? OUT.
  • Nemozini
    even so, no art thief can make it through approval, since Valve requested for full resolution of the illustration/design :) Blurry, stretched out artwork in 72 dpi? OUT.

    But if the artwork is simple, more like vector art. Wouldn't interpolation algorithms be able to make it look as good at 300 dpi?
  • agito666
    Nemozini wrote: »
    But if the artwork is simple, more like vector art. Wouldn't interpolation algorithms be able to make it look as good at 300 dpi?

    if he trace (or re-trace) it into vector then that one will be a headache case.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Im trying to report as much submitions as i can but aparentlly its getting worse with time.

    There is also a lot of guys trying to act as middle man, submitting other guys works and talking with them later. Looks obivous for use that this middle man is not necessary but for someone new to the workshop the trap could work, so as much as we hunt down those guys the better
  • vikk0
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    vikk0 polycounter lvl 6
    Hey guys! Since I'm doing Dota 2 Workshop for a long time, I kinda miss to sculpt random things (specially characters), and my anatomy was getting pretty weak. So, I did a quick (and fancy) sculpt yesterday to keep things fresh, and to celebrate the easter holiday. Well, happy easter to those who are still eating chocolate :D

    usA0XGR.jpg?1

    Here is the turn around, so you can shoot at me:
    Z6gDjbP.jpg?1

    And another update on DR set. Need to polish the cape, but the back is pretty much done. Please let me know what you think :)

    8ic28.png
  • Chemical Alia
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    Chemical Alia polycounter lvl 7
    Yeah, there's soo much stolen art. Whenever I get a spam link from that Chloe person (or the other accounts linking to the same stuff), I blocked communication so they can't advertise on my page further.

    SPEAKING OF ADVERTISING ❤
    poster_preview_by_chemicalalia-d7fgh1t.jpg

    ns_preview_by_chemicalalia-d7fgh21.png

    ishul_shog_watches_by_chemicalalia-d7fed6i.png

    fDvsIMu.png

    eS4Wp8D.png

    pczsKPp.png

    I never get to do straight up 2d art these days, so that was super fun. SORRY ABOUT THE GIGANTIC IMAGES.

    Also, is anyone having trouble uploading their source psds to the merchandise workshop? I keep getting an error that says "branding image must be under 2MB" in the menu where you upload your psd. And when I tried to upload a temp jpg/png, it told me that "only jpg, png and gif allowed".

    I ended up having to save a small flattened image with some text that says IMPORTER DOESN'T WORK, PLACEHOLDER just to get through the submission process. I was gonna post about this on the dotadev forums, but I'm wondering if happened to anyone else as well.
  • Nemozini
    Did you put everything in one PSD file, what was the total size?
  • Andyk125
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    Andyk125 polycounter lvl 4
    @Alia, Really nice artwork, I think that retro look is amazing.

    Here's an update on the Elder weapon, it's almost finished.
    Also some progress on a hoody design for my bloodstone blades, because they are still not ingame :p Well only for me :D

    Hcd2MJI.jpg

    mdL9Zw4.jpg
  • cottonwings
    @Chemical Alia: I adore your 2D drawings a lot, please make more of these if there's free time !!

    @Andy: Well for that hoodie, I don't see girls have a problem with tha- :X
  • agito666
    10270792_842462969103227_3089563850635361508_n.jpg

    QOP shirt deisgn for TI sketch, put here to let people check in case got anything wrong on anatomy then i can change it before finalize since i quite weak in those XD
    * also hair flow XD
  • Nemozini
    Edit: reworked submission.
  • Chemical Alia
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    Chemical Alia polycounter lvl 7
    Nemozini wrote: »
    Did you put everything in one PSD file, what was the total size?

    Each submission has its own PSD. They said it needs to be unflattened and 300 dpi, so it's basically GIGANTOR.

    Edit: I flattened a bunch of layers, added a text disclaimer that I have full layer source available, and after getting the filesize under 100 MB, it works. I think there's a secret arbitrary limit of 200 MB. Which sounds huge, but when you're dealing with those sizes, not really that crazy v:
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