Hi everyone!
I finished my first item, a weapon for Slark. Nothing too fancy, but I think this is a good start.
Now I need to sort out my tax info stuff.
I like the shape of this as well as the colors, I just think that you can push the masks further, especially with the metal parts. I would say increase the metal just a bit and then increase the spec on the metal, but add some darker spots in the spec, like dirt and stuff to break it up. Keep at it! Happy hatting!
Hi guys
Im newbie and this is my first time i join dota 2 workshop.
I have some problem with creating particles of Jug's sword. Can anyone help me how tơ creat them?
Pls thx so much
@AstraZeroZak - Very nice Tiny set, I really like the detached arms. @Nikey - AM set came out great and as many have mentioned the metal mask is spot on! @Clyptic - That mask makes WD look really sinister, nice job! @Channfree - Silly looking ward, but in a good way! @Nobiru - I like how you gave Lich an almost Persian outfit look, fitting!
Shameless cross-post from my thread, any feedback would be awesome!
ClockBot is nearing completion. The animations (created by Chay) are good as finished and the particles are on the way. Below are a few examples of it in motion:
Next project is a courier based on Night Stalker called "BatCat"
Still in the early concept stage so just a basic blockout for now. Unsure if to go for the wings on the back or under the arm (personally I prefer the wings on the back)
If people have any suggestions or feedback would be very grateful to hear it!
Just submitted an Earthshaker set with FudgieWudgie! A bit of a different take on the usual 'generic' themes he gets, and we also went from the initial ideas to the final submission in a bit over a week, which was actually really fun. Go check it out on the Workshop!
Also, I created a blog to post some of the progress and documentation of my Dota 2 projects, and everything about ES is up there if anyone is interested. Here's the link: http://belkun.tumblr.com/
@Eddy Shin: If you are asking about creating new particle effects, I would stay away from them for the time being. Valve has said they are working on a new particle engine or something of the sort, and has asked us to refrain from using them until then.
@Hunter-Killer: For your courier I think you should make some of the facial features less cartoon like even if you are going for a cute look. His mouth/lip areas are a bit to round and his overall head shape is pretty much a sphere. I would try to keep it a little closer to Night Stalker in form.
@Eddy Shin: If you are asking about creating new particle effects, I would stay away from them for the time being. Valve has said they are working on a new particle engine or something of the sort, and has asked us to refrain from using them until then.
@Hunter-Killer: For your courier I think you should make some of the facial features less cartoon like even if you are going for a cute look. His mouth/lip areas are a bit to round and his overall head shape is pretty much a sphere. I would try to keep it a little closer to Night Stalker in form.
@Clyptic: thx a lot, but can i ask some more question?
can you help me where i should import the healing ward of Jug? And how many tris i can create for healing ward?
sr my english still suck TvT
@Eddy Shin: Instead of selecting wearable item when importing, select ability and scroll down to jug. I do not see healing ward on jug's tech requirement page, so I have no idea if valve accepts them nor do I know the poly limit/map size. It is possible they accept them and you just have more freedom when making them, but again, I have no idea.
@Eddy Shin: if you're talking about the default particle that Jugg has on his blade (like the default particle that AM has on his weapons) then you need to create a new mesh for the particles. You can read about that here. I think the particles on Jugg can be used similar to AM's, since many of Jugg's weapons have the default particles on too.
As for the Healing Ward, I think it will be in the Ability section like Clyptic said. As for the poly limit and texture size, according to what Reza said in this thread, LOD0 is 3500, LOD1 is 3000 and texture size is 512x512, maybe you should ask Reza about the healing ward. Although IMO it's quite hard to create a satisfying Healing Ward without any particles involved, and since we shouldn't do particles for now, I don't think now is the right time for custom Healing Ward.
As for the critique, many parts look kinda low poly, especially the hair and the pants. Are you using all of the poly we're allowed to use? Maybe it would look better if you put some more polys into the pants. His head is kinda low too, I think it would look better if you put his head a bit higher. Right now it looks like his neck his really short. Right now the gold lines have the same color, it would look much better and more realistic if you used some gradient. Also, if you don't mind, could you please show us the normal maps?
Work in progress for Skywrath, no idea how im going to do the low poly for the feathers on the helm, if uh...anyone has any tips id gladly take them =X
@Clyptic & SeeingTriangles: thx you guys so friendly @SeeingTriangles: i just create the LOD1 first because i think will be easier if i created LOD1 then smooth them by adding tris. All of them you can see is LOD1. I tried Zbrush but is not good at all so... that it
thanks for the comments and I appreciate that, i will work harder ^^
it is difficult to communicate with you guys in English, but thanks again, a lot ^^
This is normal map of mask and tosso:
And i just update texture too, so many work to do, btw what software you use to render? I just use Vray but not good enough. Can you teach me?
@Eddy Shin: the sculpt is a bit shallow, especially the hair's and the cloth's. You should check out other artists' streams, you will be able to learn a lot. I mainly watch Anuxi's stream, almost everything I've learned came from her twitch As for the texture, make sure that it gets darker on the lower parts. For rendering, maybe you should try Marmoset toolbag 2.
My WR set is finally done. The loadingscreen is drawn by Keinhangia Since this set is not in the polycount event chest anymore, I thought it would be more appropriate to post it here instead. Please drop a like if you guys like it. Thanks everyone for your feedbacks and support
@SeeingTriangles: fcking awesome!!!! she is so cute, moe and loli
i just voted on workshop ^^
thx a lot for help, me and my brother still draw the loading screen for our set. Hope you guys will like it when we made public
Hey Guys! Newcomer here, just decided to show you guys what I'm working on
Meepo set that I'm working on the Stirner. It's still in the blocking out phase, so there still is a lot of room for more details! Would love to hear your thoughts/critique on how the set looks so far!
Hi guys, first time posting around here. I'm working on a set for vengeful and I've run into a problem with her wings. I'd appreciate any help I can get!
(Dont mind the weird masks on her textures, they are placeholders.)
Can someone explain what I'm doing wrong? No matter what bone I attach these wings to they keep messing up in the same way. Here's some pics of my problem.
At first, it looks fine. Like this.
But then you notice that something isn't quite right...
I'd say it's something like you have the rigged to 2 bones..
The wing bone and root bone for example. If it's 50/50 then they are being influenced too much by the root bone. (I don't know her rig so just an example).
@Richatu: I agree with Baddcog, it's kinda hard to tell what's wrong with the rig, it looks quite fine to me in the gif. One thing bothered me though, from the pics and gif it looks like you can't see the wings from the back. Did you have a backside for the wings?
Well it seems like to me they are somewhat staying in place, they are bending in on themselves once she gets to the 180 position, making it hard to see them (they are actually squishing and deforming).
Then when she comes back around they are being scaled back to their origin.
So if they are all on root bone they will follow her around. If they are only 50% root and 50% nothing they will scale 50% at 180 degrees. Trying to stay in original location to world and also trying to rotate around with her.
I always quick test rigs in 3d before export, grab bones and rotate them, just be sure to cntrl z after every rotation, don't want the rig getting out of whack.
Thanks for all the answers guys, I haven't bothered checking because I thought my post didn't go through (I had to post that in that ''hello'' thread hehe). I was surprised to see all your answers!
First of all, Baddcog has the right idea. They are twisting and deforming when i spin her around. I tried what you said with rotating inside my 3d program (blender). I have rigged the wings to the root bone right now, and I've also tried the spine 3 bone. I get the same results as within dota, when i spin the mesh around the wings deform. Any ideas guys? This is a really frustrating issue
From what I saw is that the wing only rotate 1/2 of the total rotation . this is why when you turn 180 degree the wing appears to be only 90 degree ( 1 straight line ) . It can be the reason why it seems normal when it is at origin ( 360 deg , 720 deg , etc).
If you are using 3ds try using reset xform and make sure you only skin it to the correct bone .
Or you can try reimport the bones or get decompiled version from the main dota2 file .
Hey guys, just wondering, how do you generally feel about posting your sets to reddit once they are complete? Recently I have seen a lot of animosity towards cosmetics and there seems to be a lot of people very eager to tear into any set just because they believe cosmetics are prioritized by valve over other issues that they want fixed (whether thats true or not, i cant say). Reddit seems a great way to get views for your item, but I would prefer not to post it if its going to attract a heavy string of downvotes in the workshop and make the item have a much lower chance to get in. Do you guys find that after posting on reddit, you get a big influx of downvotes on your workshop item or is it mostly positive or neutral effects that comes with the extra attention? (hopefully my question makes sense) Is there anything else good or bad that comes with reddit posting too? (perhaps a good place to get followers?..)
From what I saw is that the wing only rotate 1/2 of the total rotation . this is why when you turn 180 degree the wing appears to be only 90 degree ( 1 straight line ) . It can be the reason why it seems normal when it is at origin ( 360 deg , 720 deg , etc).
If you are using 3ds try using reset xform and make sure you only skin it to the correct bone .
Or you can try reimport the bones or get decompiled version from the main dota2 file .
Thank you, reimporting the bones did the trick! I'll remember that next time I run into problems. Thanks so much!
@Pipotchi: I understand what you meant. I think that if the item is good, it will be received positively on Reddit. If you're concerned about the downvotes that your items might get from reddit, you can try linking the reddit post directly to the image of your set/item/loadingscreen instead of the workshop entry, then post the workshop entry link in the comment section or post them when people ask for it. I think by doing that, you can prevent a certain amount of downvotes since there are many people who don't even read the comment section. The downside is that you will also lose some upvotes and lots of views too.
I've only posted my set on Reddit once, and it was right after I submitted my items to the workshop, so I can't really tell if the votes are from reddit or not. I think of Reddit as a double-edged sword, but if the item is interesting and good, you and your item can get a lot of exposure from it, you can also receive feedback from many different people, and getting feedback is always a good thing, sometimes there are some really interesting suggestion too.
Hi guys, this is my first set. Hope you guys will like it.
Looks awesome! Did you apply your x_color as 256 x 256? Try doing 1024 x 1024 I *think* it makes the textures sharper even though its downscaled by them!
Just sitting here thinking, you guys think there's too much photoshop used in the preview images? Some of the accepted accepted items have REALLY posh photoshop jobs, but the items are pretty average.
Looks awesome! Did you apply your x_color as 256 x 256? Try doing 1024 x 1024 I *think* it makes the textures sharper even though its downscaled by them!
i just try it but the texture file look not good TvT
Just sitting here thinking, you guys think there's too much photoshop used in the preview images? Some of the accepted accepted items have REALLY posh photoshop jobs, but the items are pretty average.
That's become the expected standard.
You should have some in game shots on your item, curious to see how it looks in game, the masks can make a lot of difference. With all that gold and metal your set could really shine (see what I did?)
Anyway, it's good for people to see it in game too.
Guys I'm using Maya LT, it has a Polygons count at the top left, the item I'm making has a 350 limit, have I gone over the limit, confused because some people say its the tris that get counted?
It's the tri's. So yeah, you need to drop another 300ish. A polygon is simply a face, if you consider that most faces will be made up of 4 vertices, each one of those is 2 tris. IF you triangulated your mesh, you would see all 600 odd faces.
What I found weird, for instance Riki's tail is something like 500 tris when you import it, but the limit set by Valve is 350, feels unfair
@bluegoon: It's just like what Agito666 said. Items made by Valve aren't limited by the restrictions that they set for us. Check the poly limit and texture size on the technical requirements and make sure your items meet the requirements.
After some Zbrush symmetry issues (apparently it finds the average symmetry point, instead of using the mesh origin) i finally got to work on the Dark Souls inspired (yeah blatantly stolen) Sven set.
This is practice for me to rework something from one style to another, not really counting on it getting into the game.
Finished up this set, Rotworm Scourge with Pipotchi last week and got it up onto the workshop. Was my first time working with a secondary collaborator and a great experience overall.
Hey everyone! I'm hoping I could get some feedback and CC on this Centaur set I am working on. 5 months ago I didn't really know how to do much of anything and now here I am!
my first attempt so really anything is appreciated
Replies
I finished my first item, a weapon for Slark. Nothing too fancy, but I think this is a good start.
Octoblade:
Now I need to sort out my tax info stuff.
I like the shape of this as well as the colors, I just think that you can push the masks further, especially with the metal parts. I would say increase the metal just a bit and then increase the spec on the metal, but add some darker spots in the spec, like dirt and stuff to break it up. Keep at it! Happy hatting!
Im newbie and this is my first time i join dota 2 workshop.
I have some problem with creating particles of Jug's sword. Can anyone help me how tơ creat them?
Pls thx so much
@Nikey - AM set came out great and as many have mentioned the metal mask is spot on!
@Clyptic - That mask makes WD look really sinister, nice job!
@Channfree - Silly looking ward, but in a good way!
@Nobiru - I like how you gave Lich an almost Persian outfit look, fitting!
Shameless cross-post from my thread, any feedback would be awesome!
ClockBot is nearing completion. The animations (created by Chay) are good as finished and the particles are on the way. Below are a few examples of it in motion:
Next project is a courier based on Night Stalker called "BatCat"
Still in the early concept stage so just a basic blockout for now. Unsure if to go for the wings on the back or under the arm (personally I prefer the wings on the back)
If people have any suggestions or feedback would be very grateful to hear it!
Come upvote it if you enjoy it!
Also, I created a blog to post some of the progress and documentation of my Dota 2 projects, and everything about ES is up there if anyone is interested. Here's the link: http://belkun.tumblr.com/
@Hunter-Killer: For your courier I think you should make some of the facial features less cartoon like even if you are going for a cute look. His mouth/lip areas are a bit to round and his overall head shape is pretty much a sphere. I would try to keep it a little closer to Night Stalker in form.
@Clyptic: thx a lot, but can i ask some more question?
can you help me where i should import the healing ward of Jug? And how many tris i can create for healing ward?
sr my english still suck TvT
As for the Healing Ward, I think it will be in the Ability section like Clyptic said. As for the poly limit and texture size, according to what Reza said in this thread, LOD0 is 3500, LOD1 is 3000 and texture size is 512x512, maybe you should ask Reza about the healing ward. Although IMO it's quite hard to create a satisfying Healing Ward without any particles involved, and since we shouldn't do particles for now, I don't think now is the right time for custom Healing Ward.
As for the critique, many parts look kinda low poly, especially the hair and the pants. Are you using all of the poly we're allowed to use? Maybe it would look better if you put some more polys into the pants. His head is kinda low too, I think it would look better if you put his head a bit higher. Right now it looks like his neck his really short. Right now the gold lines have the same color, it would look much better and more realistic if you used some gradient. Also, if you don't mind, could you please show us the normal maps?
Write me in message.
@SeeingTriangles: i just create the LOD1 first because i think will be easier if i created LOD1 then smooth them by adding tris. All of them you can see is LOD1. I tried Zbrush but is not good at all so... that it
thanks for the comments and I appreciate that, i will work harder ^^
it is difficult to communicate with you guys in English, but thanks again, a lot ^^
This is normal map of mask and tosso:
And i just update texture too, so many work to do, btw what software you use to render? I just use Vray but not good enough. Can you teach me?
My WR set is finally done. The loadingscreen is drawn by Keinhangia Since this set is not in the polycount event chest anymore, I thought it would be more appropriate to post it here instead. Please drop a like if you guys like it. Thanks everyone for your feedbacks and support
i just voted on workshop ^^
thx a lot for help, me and my brother still draw the loading screen for our set. Hope you guys will like it when we made public
Meepo set that I'm working on the Stirner. It's still in the blocking out phase, so there still is a lot of room for more details! Would love to hear your thoughts/critique on how the set looks so far!
(Dont mind the weird masks on her textures, they are placeholders.)
Can someone explain what I'm doing wrong? No matter what bone I attach these wings to they keep messing up in the same way. Here's some pics of my problem.
At first, it looks fine. Like this.
But then you notice that something isn't quite right...
Aand here's a gif.
I'd say it's something like you have the rigged to 2 bones..
The wing bone and root bone for example. If it's 50/50 then they are being influenced too much by the root bone. (I don't know her rig so just an example).
Was it an automatic rig or manual?
Then when she comes back around they are being scaled back to their origin.
So if they are all on root bone they will follow her around. If they are only 50% root and 50% nothing they will scale 50% at 180 degrees. Trying to stay in original location to world and also trying to rotate around with her.
I always quick test rigs in 3d before export, grab bones and rotate them, just be sure to cntrl z after every rotation, don't want the rig getting out of whack.
First of all, Baddcog has the right idea. They are twisting and deforming when i spin her around. I tried what you said with rotating inside my 3d program (blender). I have rigged the wings to the root bone right now, and I've also tried the spine 3 bone. I get the same results as within dota, when i spin the mesh around the wings deform. Any ideas guys? This is a really frustrating issue
If you are using 3ds try using reset xform and make sure you only skin it to the correct bone .
Or you can try reimport the bones or get decompiled version from the main dota2 file .
Thank you, reimporting the bones did the trick! I'll remember that next time I run into problems. Thanks so much!
I've only posted my set on Reddit once, and it was right after I submitted my items to the workshop, so I can't really tell if the votes are from reddit or not. I think of Reddit as a double-edged sword, but if the item is interesting and good, you and your item can get a lot of exposure from it, you can also receive feedback from many different people, and getting feedback is always a good thing, sometimes there are some really interesting suggestion too.
glad it works , glhf
https://steamcommunity.com/workshop/filedetails/?id=421059990
Looks awesome! Did you apply your x_color as 256 x 256? Try doing 1024 x 1024 I *think* it makes the textures sharper even though its downscaled by them!
i just try it but the texture file look not good TvT
That's become the expected standard.
You should have some in game shots on your item, curious to see how it looks in game, the masks can make a lot of difference. With all that gold and metal your set could really shine (see what I did?)
Anyway, it's good for people to see it in game too.
What I found weird, for instance Riki's tail is something like 500 tris when you import it, but the limit set by Valve is 350, feels unfair
Oh OK when I was learning all this stuff I saw some guy give that tip.
you should check the dagon bug in NYX misc slot ... see the budget there. lol
Hah, that's fantastic. It looks a bit like Timbersaw in armor! :poly142:
Anyway, I'm slowly trying to pick Maya back up. Starting with a relatively basic concept:
This is practice for me to rework something from one style to another, not really counting on it getting into the game.
Finished up this set, Rotworm Scourge with Pipotchi last week and got it up onto the workshop. Was my first time working with a secondary collaborator and a great experience overall.
my first attempt so really anything is appreciated