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  • Ashot
    Vovosunt, thanks. I fixed mesh normals and redone normal map too. It's fine now.
    CF63639657B0273E4563FA10D532106126DBE820
  • Rubus
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    Rubus polycounter lvl 5
    @katze:

    That's one badass Tiny, very curious to see the lesser level versions :q
  • Vovosunt
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    Vovosunt polycounter lvl 4
    @Baddcogg: Hellrider Batrider? Fuck yeah! Oh how I wish that it would be possible to add custom materials to items... Maybe you could add some particles thought.
    And I would remove or make more prominent the tiny teeth because I really don't think anyone will see them in game. In dota less but bigger > more but smaller
  • GreenShade
    It took a month, but I made some progress on my Divine Bow:
    divine_bow_04.png
    This is the high poly model, I think some light wood material would work, with a slightly glowing gem maybe. I don't know if I should try to sculpt some detail on this or the texture is enough.
    The low poly model is also done, 448 tri (450 was the limit for lod1). Unfortunately the model is quite asymmetric so I can't really cheat with the UV mapping.
  • katzeimsack
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    katzeimsack polycounter lvl 18
    Thanks Rubus!

    I'm sorry for blocking the front row. Tiny has just too many slots. 4 x 4 + weapon.
    I hope one day Valve will come up with a smart way to merge those items into less thumbnails.
    I still have to post 9 assets till tiny is complete :(
  • Toyoka
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    Toyoka polycounter lvl 5
    Hey everyone, been working on my Riki dagger on and off for the past week-and-a-half and pretty much finished it. But as I imported, it seems I hit a roadblock:

    377980b444.jpg

    As you can see, it shows up as mostly untextured (you can see a bit of the color map on the right of the handle). Not sure why this is happening as I have the proper texture proportions for the weapon (128x256) and the texture's UVs are fine in Modo. Any help is appreciated! :)

    Edit: PAGE 666! :D
  • Baddcog
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    Baddcog polycounter lvl 9
    @vovo, thanks, yeah no that you mention it they do seems small. Already have the lods broken down so no worried about that. But they are looking pretty small now :)
  • Rubus
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    Rubus polycounter lvl 5
    @Toyoka:

    Probably it's a weird interaction of the metalness mask with the specular ones, try messing around with their values and see if something happens.
  • Toyoka
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    Toyoka polycounter lvl 5
    Rubus wrote: »
    @Toyoka:

    Probably it's a weird interaction of the metalness mask with the specular ones, try messing around with their values and see if something happens.

    Hm.. it's definitely not metalness, since it seems the whole color map (and normal map, possibly the other 2 masks as well) has been scrunched up into the handle area. Not sure if the grey solid color is due to one of the masks or not but I know that untextured areas appear invisible, not grey (so it could be a mask, but I can't really tell). I resized the source texture from a square 2048x2048 image to the final 256x128 TGA (exporting to Dota 2 through Modo, and Modo doesn't allow higher-resolution textures to be exported than what the requirements ask for) before importing it.

    Tried reassigning the textures to the model. Even checked the VMT which was created with the import, found nothing out of the ordinary; no luck.

    Edit: it may very well be something to do with the texture resizing or assignment. Currently finding ways to fix it.
  • Prosomogy
  • katzeimsack
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    katzeimsack polycounter lvl 18
  • Baddcog
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    Baddcog polycounter lvl 9
    Toyoka, select the obj in Modo and check the lists tab> fbx normals. If you used the base mesh in anyway the fbx normals can be transfered over and you'll get weird results.

    --
    A couple of menu shots:

    fyrebat_02.jpg
    fyrebat_05.jpg

    (I did increase the size of the teeth a bit, still small but staying i think.

    Would love to find someone to do particles.
  • enmi
    I have a question regarding Drow Ranger. She has an arrow by her hand in the base model but I don't know what texture map it should be in. It doesn't seem to be included in any of the textures of the items and i don't know if the geometry should be included with the bow, quiver or what. I've made my own arrow but now I need to know which uv-map to put it in :P
    Help me! :3
  • Baddcog
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    Baddcog polycounter lvl 9
    probably in her model, did you look at the uvs for it?
  • Drew Carrymore
    enmi wrote: »
    I have a question regarding Drow Ranger. She has an arrow by her hand in the base model but I don't know what texture map it should be in. It doesn't seem to be included in any of the textures of the items and i don't know if the geometry should be included with the bow, quiver or what. I've made my own arrow but now I need to know which uv-map to put it in :P
    Help me! :3

    I haven't looked to be sure but it's probably models/projectiles/drow_arrow.mdl
  • Toyoka
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    Toyoka polycounter lvl 5
    Baddcog wrote: »
    Toyoka, select the obj in Modo and check the lists tab> fbx normals. If you used the base mesh in anyway the fbx normals can be transfered over and you'll get weird results.

    --

    I managed to fix it. I created a new scene and carried over the mesh and materials. It seems that it may have been something I had done to the scene/transformers that may have screwed up the model. Thanks anyways!
  • mihalceanu
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    mihalceanu polycounter lvl 6
    Hey guys , just finished a submision for this month's contest, check it out :):


    Crown of the Myst by mihalceanu

    200x200.resizedimage
  • toby.rutter
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    toby.rutter polycounter lvl 7
    I got some great feedback about improving the design of the cape, which is what I've been mainly focusing on, I've also been tweaking some of the colour values and generally noodling with the textures. I have most of the masks finished now so I'm just going to focus on getting the best results out of the colour maps.

    AVyH1qQ.jpg
  • MugenMcFugen
    Gonna post it here too, my first submited item that I did completely on my own :P

    Helmet of Nocturnal Liquidator by MugenMcFugen

    Tuwsas9.jpg?1?5843
  • Andyk125
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    Andyk125 polycounter lvl 4
    Hi guys,

    After some health issues, I'm finially back into making Workshop items again. I managed to get something up on the workshop again together with penor. Penor did the animation and video, I did the rest.

    The idea for the ward is to have custom banners, so ppl can support their favorite Team or Tournament. Of course the idea can be extended with maybe cutsom banners for players, if Valve makes that possible :p I hope you guys like the idea and any support or vote would be appreciated!

    For some reason there are still some workshop issues because of the new digital Tax information :S But I hope that will get sorted by Valve


    qn6IbJ9.jpg
    U0C0bHt.jpg
  • Baddcog
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    Baddcog polycounter lvl 9
    Bumped up the contrast, made the bones darker. tried to match clinkz look more.
    FyreBat_Contrast.jpg
    Fyrebat_contrast_ingame.jpg
  • Snowstorm
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    Snowstorm polycounter lvl 5
    A little low on inspiration atm, so I'm doing an update to an old set. Sculpt WIP.

    9DQfJsK.jpg
  • ncparvu
    Hi, these are my new models:



    Malefic by ncparvu

    [IMG][/img]wrdl7c.jpg

    Snorkel by ncparvu

    [IMG][/img]263f1qh.jpg
  • DestroyerGR
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    DestroyerGR polycounter lvl 5
    Halloween pumpkin mask for Pudge
    No colors on it yet..Any thoughts?

    51rqe9.jpg
  • blossomalex
    Just uploaded our new set for PA, my favorite dota2 hero <3 hope you like it!
    fpqceua.jpg?1
  • yakonusuke
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    yakonusuke polycounter lvl 2
    Hey everyone, first post here! I used to be only a 2D artist, but since I started doing my own 3D items I thought I might join polycount. :) So here I am saying hello and showing my very first own item. Was more like a practice piece to get used to the item creation pipeline. Gonna do one or 2 more before I'll start with a set, I think. http://steamcommunity.com/sharedfiles/filedetails/?id=324050774&searchtext=

    Cool stuff, Blossomalex! Mine is for PA, too :)

    ED07D4D91A776B19ABD5285C8AFA872D7AEAC351
  • vikk0
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    vikk0 polycounter lvl 6
  • agito666
    i just notice this thread reached page 666 ... :P


    UTieSX0.jpg

    i still thinking want to continue or not lol... no idea for back slot XDDD

    thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....

    http://i.imgur.com/gvdpa.png
  • stkopp
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    stkopp polycounter lvl 4
    Wow dark magic is here)
    mw0mGRb.png
    Anyway, good job everyone! I found really amazing works in this thread.
    We just realised or set for kunkka! Check it, thumbs up :thumbup: appriciated ;)
    484437F6F6B50A4214BBE9BAD2933B6131F1F84E
  • vertical
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    vertical polycounter lvl 9
    Awesome kunkka mate! Really well done.
  • Pipotchi
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    Pipotchi polycounter lvl 4
    agito666 wrote: »
    i just notice this thread reached page 666 ... :P


    UTieSX0.jpg

    i still thinking want to continue or not lol... no idea for back slot XDDD

    thinking want to use thunder god from japan, but that thing, the floating pan cakes is very common concept, and One piece got a character used that and now everyone know that thing....

    http://i.imgur.com/gvdpa.png

    I think this looks rly good. Also there are perhaps ways to create something which is similar to the circle of symbols which ppl will recognize the link, but not the exact same, for instance like in pokemon there are these guys:

    250px-641Tornadus.png

    250px-642Thundurus.png

    Just the circular shape is enough for me to know that it is the same effect that they went for. and I think it works well being unique to them at the same time
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    8E4EKwm.png

    Convince me to make this
  • Hunter-Killer
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    Hunter-Killer polycounter lvl 4
    That jacket is actually really cool, oddly fitting! Err... MAKE IT! :D
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    Juggernauts amazing rippling muscles are too big for any ordinary coat though!
  • Linko
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    Linko polycounter lvl 7
    I am starting the armor for my Berserker's Rage set. The shield and helmet aren't finished.

    96d915ca-2c1d-470b-9b24-e68b2d8a236e.jpg
  • Vovosunt
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    Vovosunt polycounter lvl 4
    Hey guys! Working on a SK set. Freestyled it in zBrush and trying to figure out the colors. Any comments, crits and suggestions are appreciated.
    c63e157c74.jpg7e367f8dec.jpgfaa3c03266.jpg
  • bladeshot
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    bladeshot polycounter lvl 5
    Hello guys! Collaboration between Ojseve, Fancy Rita and me
    WIP shot of mask from Halloween set for Rubick.
    Facade of King Magus

    AI2MjJp.png

    Concept

    xPBVfpZ.png
  • Andyk125
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    Andyk125 polycounter lvl 4
    8E4EKwm.png

    Convince me to make this

    If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of :) I really like the concept, looks refreshing!

    I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.

    JxmAU1x.jpg
  • Kraken
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    Kraken interpolator
    I'm currently working on courier for Bounty hunter. I want your opinion about head design - which do you think is better?
    LjKmNnJ.png
  • bladeshot
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    bladeshot polycounter lvl 5
    Kraken wrote: »
    I'm currently working on courier for Bounty hunter. I want your opinion about head design - which do you think is better?
    LjKmNnJ.png

    Wow courier looks great. It'd be great to have both styles but I think hood looks cooler ;)
  • ChiZ
    Oh God I love the mini hero couriers. I like the hood version because I think it'll inject some color and separation from standard Bounty Hunter from the isometric view. :)
  • Toasty
    Hi all, quick question about Low Violence version submissions.

    I'm working on a Pudge set that has blood, a skull and an exposed bone that could need a low violence version (model/texture).
    Should a low violence version of a set be submitted at the same time as the full version, or it is something best left off the workshop until Valve asks for it?

    =Toasty
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    Andyk125 wrote: »
    If his muscles are too big, why don't u remove the arm parts, so it looked they are ripped of :) I really like the concept, looks refreshing!

    I finially uploaded my Ember headpiece, which i finished a few months ago. I tried to add particles to it, but didn't really like the outcome so I've now uploaded it without particles.

    JxmAU1x.jpg

    I am really loving that Helmet, Here's hoping we get some 99 cent single chests again
  • enmi
    I'm having problems with Drow Ranger again, this time it's the cape. It seems like the files provided on the workshop website are outdated because this weird error occurs during her running animation (see picture)

    I thought it must be an error on my part but I tried importing her original cloak and the same thing happened. Now I've been told to decompile her files directly from the game and use those which seem like a good solution.

    I've got the .smd-files but after spending yesturday trying to install the proper plug-ins needed to open those files in Maya I realized Source SDK plug-ins don't work on 64bit version of Maya which is what I'm using. Is there any way to get around this without having to get a new version of Maya?
  • Reyne
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    Reyne polycounter lvl 6
    I think you just add "cape_" or "_cape" (cant remember which end it goes on) to all the appropriate bone names.
  • enmi
    Reyne wrote: »
    I think you just add "cape_" or "_cape" (cant remember which end it goes on) to all the appropriate bone names.

    Yeah I thought it was a skinning problem at first (which it surely looks like) but I made a test where I just took the original cape which should be skinned correctly but it looks like the bones just flip out completely in game. I'm thinking they might have changed something in the rig which hasn't been updated in the files you download from the workshop site.

    The problem only shows during the run animation, in all the other animations the cape looks just fine.
  • pear
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    pear polycounter lvl 8
    @enmi uh oh still having issues with that cape? send me your smd file and ill find the issue. i had the same problem last month when i made my drow set but i forgot how to fix it.
  • down_limit
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    down_limit polycounter lvl 10
    Vovosunt wrote: »
    Hey guys! Working on a SK set. Freestyled it in zBrush and trying to figure out the colors. Any comments, crits and suggestions are appreciated.

    Hey! set looks very good! conception and geometry forms give pleasure for eyes) aboute color - i dont shure than orange color is best veriation. default ellow can looks better maybe. hope you have time for some experiments with orange+yellow+green colors)
    good work
  • enmi
    pear wrote: »
    @enmi uh oh still having issues with that cape? send me your smd file and ill find the issue. i had the same problem last month when i made my drow set but i forgot how to fix it.

    The only file I have is the model downloaded directly from the workshop site. I can't open .smd files in Maya since the plug-ins don't work on my version. I'm guessing there might be an error in the bones or something. You sent me a bunch of .smd files to work with but since I can't open them I'm stuck >__<

    I'll need to get an 86x version of Maya for the Source SDK to work. Still don't know if it will fix my problem.
  • Baddcog
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    Baddcog polycounter lvl 9
    Any comments before I call this done? Tried to do some particles but alien swarm ctd's right now.

    firebat_finish.jpg
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