@katzeimsack: Awesome Tiny! I'm looking forward to this @Tvidotto: I'm very happy to see this stuff coming out! There are great tips for people who are starting on workshop, and for us all! Amazing tutorial! Congratz! @Andumy: Here, grab my vote! Seriously, very nice set! GJ
If anyone knows how to fix this seam, give it facial flexes and make it not look like I just copy pasted Faceless Void's face I'll only take 10% of the money.
To fix seams, you can sample colors closest to the seam in photoshop and paint over the edges on your maps, or import your mesh into zbrush, subdivide, drop in your texture, polypaint over the seam, export, and bake the polypaint in xnormal.
Yeah, been using QSM for well over a year now, amazing plugin, very flexible too. I've been trying to convert everybody who asks to it ^^
I am going to have to try this plugin, Tvidotto's guide is the first I have seen of this somehow. If it gives results like my manual process, I will be easily converted :thumbup:
All weather effects have a pretty drastic effect on your screenshots. Moonbeam weather makes for some seriously overblown rimlights! I like playing the game with it on, though. All the sparklies. Just have to remember to unequip it for screens.
PSA: Rainy Weather Effect ruins the lighting quality of your screen shots. Stick to the default lighting. Atleast to me it looks horrendous.
Discuss...
Yeah default is the way to go, I play with moon beam, but workshop screenshots default all the way. Also add to the PSA Toggle UI should always be used for screenshots from the preview window
Damn, went on hiatus for a week and a half, and missed a couple pages! Lots of awesome work, especially that Dazzle set! Holy moly! First-day purchase!. The only thing I think might need to change is the horns, which look very similar to a head cosmetic that Leshrac has.
Anyways, I was working on my dagger recently and decided to use lights and occlusion as part of my workflow for my materials, instead of me painting in the lights and occlusion.
Here's the unlit base sculpt (which is not complete yet, mind you):
And here's the model with lights and occlusion (the picture is blurry, sorry about that! Took it straight for the render window):
The lights definitely do it a lot better than I do, and they're also easy to change/revert and move around. Loving every bit of this, and learning a lot. Feedback is appreciated!
Hi guys! I am working on a new WD set, the theme is ingredients like a true witch doctor. Right now I am trying out the particle system but beginning to realize it´s way over my head so if I dont do any progress there I will just skip all the fancy stuffs and stay only with the cosmetics.
I am going to have to try this plugin, Tvidotto's guide is the first I have seen of this somehow. If it gives results like my manual process, I will be easily converted :thumbup:
Lets convert everyone!!! =]
jokes a part, here is the texture tutorial guide part 4 - ways of previewing your texture
Last year a lot of people had a good chance of getting something in. With a wards patch, a couriers patch, singles chest and more than 4-6 sets per month or every two weeks.
This year, one chest of 4-6 sets + courier per month... Boohoo...
i think valve realized that their single item chest and event sales dropped more and more.
(mostly because they added one bad quality and boring design single item after another and when u opend like 50 chests to get a good courier u ended up with 45times the same useless rare - and mostly without the good one u wanted).
then they tested that full set system and found that alot more people are willing to buy those chests, also because of the *non-double* loot system. that worked great and here we are now.
im still sad that this means that many many rly good single items now stuck in workshop limbo, mostlikly never going to be added. but a solution for this would be to use those single items for tourney bundles - instead of using bad sets that didnt made it. its actualy up to us artists.
Forcing us to go the tourney route is half-assed solution. I avoid buying tourney tickets for sets or items because I don't watch tourneys and am only interested in the item. One can argue that I could always check the Steam Market for those items. Though almost always the items are sold at very high prices compared to getting them from a chest. One good example is Motenai's ember spirit blades which are so good but are very expensive on the market, far above price of a key, and we're only obtainable via a ticket.
All in all, DotA2 is being very picky with their selection process lately and only very few stuff making it in each month. Additionally, it seems Valve are pushing their own work via Arcana's as they released one each month so far and already more are on the way. Arguably, it would be less favourable to release a lot of cosmetics alongside an Arcana release.
All in all, the bottom line is something noone can deny, things have gotten much worse for DotA2 workshop artists.
All in all, the bottom line is something noone can deny, things have gotten much worse for DotA2 workshop artists.
Things have gotten more balanced. Gone are the days where several hours of work can net you several thousand dollars. Most of the complaints I hear are people saying they have to do more and more, yet fail to compare the ammount of money they earn they work compared to artist working outside the workshop. The workshop is a fucking gold mine if you play your cards right. I'll tell you this, and maybe it's just me, but it's pure bullshit in my opinion to see one artist make upwards of a year salary of another artist in a eighth of the time for a tenth of the work.
Things tend to always work out as they're intended to in the end. :thumbup:
If I understood your post correctly, then you simply agree that more stuff should be accepted and thus spreading the revenue to the extent of balancing with artists outside the workshop. Though that was never my focus. As I was comparing last year to this year. We have much more high quality stuff being submitted but less stuff getting in. One can do the homework and compare both last and this year to find that is being the case. Now every other artists are resorting to giving up revenue by sticking their hard worked assets to tourneys and pro teams/players. It is like that Valve are happy to support as many tournaments and pro players but have cut back their support to artists. One can argue that Valve can support the game without the workshop. Well, with how TI4 went, maybe they can and thus leaving us, workshop artists, to be the least important part of the community that supports the game...
For the record, I continue to make stuff and working continously to improve my work because I like the art style and the theme. Many artists know that about me despite having almost nothing Ingame. I waiting each patch to see new hats being released and as a person who was completely against paying for cosmetics, working as a workshop artist made me appreciate the work being made and the value added by other workshop artists.
TL;DR: Valve have their own plans but so far, more quality stuff being submitted and less stuff released with time.
Sorry but I felt like venting this out somewhere and everyone is welcome to prove me otherwise. This isn't some challenge but hopefully spurs a healthy discussion.
I'm with Andrew on this one, the workshop is balanced. The only difference between how it was and how it is, is that there is now certain quality expected in the work. People now expect professional quality work, as they are paying for it.
I only have one set in, and I admit, it seems like it was a lot easier back then (2013) as there weren't many expectations. But now that there are pro's/studios putting in the effort to make great sets/items, those who are still learning, just have to catch up, and I'm ok with it.
The main reason why I started is to learn to make great in-game models. I actually admire that there are examples of professional quality work for me to see where I need to improve.
For tourneys teams/players, that shouldn't really make a difference. The popularity+chance of it getting in-game is still based on the quality of the set and the artwork.
For tourneys teams/players, that shouldn't really make a difference. The popularity+chance of it getting in-game is still based on the quality of the set and the artwork.
I find it's quite the opposite. Yes most of the team items are very well made, but there were quite a few that in my opinion were really sub-par. It feels like Valve wants more artist to collaborate and share their income with teams.
I find it's quite the opposite. Yes most of the team items are very well made, but there were quite a few that in my opinion were really sub-par. It feels like Valve wants more artist to collaborate and share their income with teams.
Yup! Especially the part on collaborating with other artists hits the nail on the head. :thumbup: You see more people working on items together that gets in than artists that goes solo.
Replies
@Andumy: You got my vote! Really well done, all of you!
@Tvidotto: I'm very happy to see this stuff coming out! There are great tips for people who are starting on workshop, and for us all! Amazing tutorial! Congratz!
@Andumy: Here, grab my vote! Seriously, very nice set! GJ
To fix seams, you can sample colors closest to the seam in photoshop and paint over the edges on your maps, or import your mesh into zbrush, subdivide, drop in your texture, polypaint over the seam, export, and bake the polypaint in xnormal.
Yeah, been using QSM for well over a year now, amazing plugin, very flexible too. I've been trying to convert everybody who asks to it ^^
I am going to have to try this plugin, Tvidotto's guide is the first I have seen of this somehow. If it gives results like my manual process, I will be easily converted :thumbup:
Discuss...
Yeah default is the way to go, I play with moon beam, but workshop screenshots default all the way. Also add to the PSA Toggle UI should always be used for screenshots from the preview window
http://steamcommunity.com/sharedfiles/filedetails/?id=319380134
looks like legion commander
and err... bloodseeker or Beastmaster or Bristle Back??
I think its CM and Elder Titan, gauging by the back pieces and legs.
2 styles: Binocular and Monocular
Anyways, I was working on my dagger recently and decided to use lights and occlusion as part of my workflow for my materials, instead of me painting in the lights and occlusion.
Here's the unlit base sculpt (which is not complete yet, mind you):
And here's the model with lights and occlusion (the picture is blurry, sorry about that! Took it straight for the render window):
The lights definitely do it a lot better than I do, and they're also easy to change/revert and move around. Loving every bit of this, and learning a lot. Feedback is appreciated!
Beard reminds me of Christmas Tree
Jokes aside, great job on textures! Can I take a look at highpoly?
Gotta add in the gradients, finish some small details in the tail and add hanging items in the bag as well.
But for the most part, texture-wise it's done, diffuse-only renders follow:
@Prosomogy: Love the christmas tree
(wasnt able to post anything yet.. and now both posts popped up here).
cool
there is no highpoly handwork
Feedback is welcome .
Marmoset render:
Ingame:
Marmoset weapon only / wireframe:
http://steamcommunity.com/sharedfiles/filedetails/?id=320527014&searchtext=
Lets convert everyone!!! =]
jokes a part, here is the texture tutorial guide part 4 - ways of previewing your texture
http://steamcommunity.com/sharedfiles/filedetails/?id=318218107
I dont remember if i posted the part 3, here is the link
http://steamcommunity.com/sharedfiles/filedetails/?id=317722099
http://www.blendswap.com/blends/view/72035
Storm Scarab of the Stormy Steppes
I have been craving some more $.99 singles
Set came out really nice, and I love this loading screen!
Last year a lot of people had a good chance of getting something in. With a wards patch, a couriers patch, singles chest and more than 4-6 sets per month or every two weeks.
This year, one chest of 4-6 sets + courier per month... Boohoo...
(mostly because they added one bad quality and boring design single item after another and when u opend like 50 chests to get a good courier u ended up with 45times the same useless rare - and mostly without the good one u wanted).
then they tested that full set system and found that alot more people are willing to buy those chests, also because of the *non-double* loot system. that worked great and here we are now.
im still sad that this means that many many rly good single items now stuck in workshop limbo, mostlikly never going to be added. but a solution for this would be to use those single items for tourney bundles - instead of using bad sets that didnt made it. its actualy up to us artists.
All in all, DotA2 is being very picky with their selection process lately and only very few stuff making it in each month. Additionally, it seems Valve are pushing their own work via Arcana's as they released one each month so far and already more are on the way. Arguably, it would be less favourable to release a lot of cosmetics alongside an Arcana release.
All in all, the bottom line is something noone can deny, things have gotten much worse for DotA2 workshop artists.
Things have gotten more balanced. Gone are the days where several hours of work can net you several thousand dollars. Most of the complaints I hear are people saying they have to do more and more, yet fail to compare the ammount of money they earn they work compared to artist working outside the workshop. The workshop is a fucking gold mine if you play your cards right. I'll tell you this, and maybe it's just me, but it's pure bullshit in my opinion to see one artist make upwards of a year salary of another artist in a eighth of the time for a tenth of the work.
Things tend to always work out as they're intended to in the end. :thumbup:
For the record, I continue to make stuff and working continously to improve my work because I like the art style and the theme. Many artists know that about me despite having almost nothing Ingame. I waiting each patch to see new hats being released and as a person who was completely against paying for cosmetics, working as a workshop artist made me appreciate the work being made and the value added by other workshop artists.
TL;DR: Valve have their own plans but so far, more quality stuff being submitted and less stuff released with time.
Sorry but I felt like venting this out somewhere and everyone is welcome to prove me otherwise. This isn't some challenge but hopefully spurs a healthy discussion.
I only have one set in, and I admit, it seems like it was a lot easier back then (2013) as there weren't many expectations. But now that there are pro's/studios putting in the effort to make great sets/items, those who are still learning, just have to catch up, and I'm ok with it.
The main reason why I started is to learn to make great in-game models. I actually admire that there are examples of professional quality work for me to see where I need to improve.
For tourneys teams/players, that shouldn't really make a difference. The popularity+chance of it getting in-game is still based on the quality of the set and the artwork.
If you guys have critics or somethink pls let me know.
http://steamcommunity.com/sharedfiles/filedetails/?id=320475124&searchtext=
I find it's quite the opposite. Yes most of the team items are very well made, but there were quite a few that in my opinion were really sub-par. It feels like Valve wants more artist to collaborate and share their income with teams.
Yup! Especially the part on collaborating with other artists hits the nail on the head. :thumbup: You see more people working on items together that gets in than artists that goes solo.
Holy grail uncovered.