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Dota 2 - Workshop Thread

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  • Karkeng Chan Jia Jyn
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    Karkeng Chan Jia Jyn polycounter lvl 2
    Hi guys :) i would like to ask for the workshop is there any special submittion category for TI5? u know something like Spring 2015?
  • AstraZeroZak
  • danjohncox
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    danjohncox polycounter lvl 7
    Wondering about some quick advice! I'm doing an item for a tournament and I'm curious if anyone can suggest what a usual good split is. I'll have an animator/rigger and some of the money will be going to the prize pool. There's lots to consider of course but I'm curious if anyone knows of a reasonable ballpark for splits that are reasonable.
  • jessman
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    jessman polycounter lvl 4
    Hey all, I am an experienced animator with eight shipped titles, including Guitar Hero III: Legends of Rock, and Trigger Fist. I am looking for people to collaborate with. Below are links to my resume and demo reel.


    My resume - http://www.jesseobrien.com/resume.pdf


    [vv]57693799[/vv]


    [vv]90963176[/vv]
  • putka
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    putka polycounter lvl 6
    How do you guys decide on which hero you should make a set for?

    For example in the community chest thread, Shock said it's best not to create for chen, slardar, void or kotl atm cause they might be getting overhauled.

    Where does one find such information? :D

    Do you guys also check how recently new sets were added for certain heroes and pick one that hasn't seen new sets in a while?

    Or is all this of very little significance and you guys just go with whatever inspires you?

    Appreciate any insight into this.
  • Insaneophobia
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    Insaneophobia polycounter lvl 5
    Usually, from my experience, people tend to just do a set for who they want to. Like, you get an idea for a cool set, and it just evolves from there.

    Sometimes people get requested a set from different organizations/pro players etc.
  • putka
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    putka polycounter lvl 6
    Thanks Insane :). Yeah I was wondering about those requested sets as well. Do they bypass the normal submission process? If you're a pro player, you can order a custom set and Valve will guaranteed let it through?
  • Insaneophobia
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    Insaneophobia polycounter lvl 5
    Nope, I believe it still goes with the same process as everything else. Although I'm not the best to ask, since I've never worked on a pro set before
  • putka
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    putka polycounter lvl 6
    Seems like a massive risk then, for both parties :)

    Thanks!
  • vantruong2411
    we love Slardar so much, so we design this set for him.
    come and vote plz :D
    Hope u like item-hero lore.
    link:http://steamcommunity.com/sharedfiles/filedetails/?id=431959557
    tongtheLSdb2a7.jpg
    [ame="http://www.youtube.com/watch?v=b7MPKBnPxaw"]http://www.youtube.com/watch?v=b7MPKBnPxaw[/ame]
    GIF.gif
    portrait.gif
    2 styles Loadingscreen:
    loadingscreenJPEG.jpg
    loadingscreenebcc7.jpg
    Black King Bar style:
    GIFbkbnhe.gif
    Custom ability icons:4skilltheochieudoc.jpg
  • Reyne
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    Reyne polycounter lvl 6
    I think using so much grey isn't very appealing. Dota is a very vibrant game and the flat grey makes it look like it is just an AO map.
  • vikk0
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    vikk0 polycounter lvl 6
    (XPOSTING MY ISSUE)

    Guys, i need some H3LP! 03f714e0ecf01877ea0c337dacaeb854.png
    I'm testing the rigging and stuff, while Mango finishes the textures and masks, and this clipping is happening when Sniper uses his blendshape's facial animations.
    I don't know what I can do to avoid his facial animation to clip the mustaches... Is there any way to export the fbx from Maya with blendshapes info? Or any other way to fix that?


    Any help will be very appreciated :) Thanks in advance
  • Tvidotto
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    Tvidotto polycounter lvl 9
    vikk0 wrote: »
    (XPOSTING MY ISSUE)

    Guys, i need some H3LP! 03f714e0ecf01877ea0c337dacaeb854.png
    I'm testing the rigging and stuff, while Mango finishes the textures and masks, and this clipping is happening when Sniper uses his blendshape's facial animations.
    I don't know what I can do to avoid his facial animation to clip the mustaches... Is there any way to export the fbx from Maya with blendshapes info? Or any other way to fix that?


    Any help will be very appreciated :) Thanks in advance

    to export with blendshapes I believe it need it to be an smd, I may be wrong, I did that some months ago.

    Usually Valve is the one to do the blend shapes in the end, but if you want to make some promo video you need to do them by yourself and compile "manually"
  • vikk0
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    vikk0 polycounter lvl 6
    Tvidotto wrote: »
    to export with blendshapes I believe it need it to be an smd, I may be wrong, I did that some months ago.

    Usually Valve is the one to do the blend shapes in the end, but if you want to make some promo video you need to do them by yourself and compile "manually"

    Oh, I see! The clipping only happens when he sniffs..but its annoying..
    I'll try that out! If I dont make it until the Event deadline, I'll try to provide a update afterwards. Thanks :)
  • Baddcog
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    Baddcog polycounter lvl 9
    Can you just beef up the moustache enough to cover up the issue? doesn't look like it would take much.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    vikk0 wrote: »
    Oh, I see! The clipping only happens when he sniffs..but its annoying..
    I'll try that out! If I dont make it until the Event deadline, I'll try to provide a update afterwards. Thanks :)

    I forgot to mention, the blend shapes uses some expressions to work, I asked Valve but the workflow is inside their tools on maya so they cant share.

    Even if you do a perfect work with the blend shapes, they will not work the same way, but it will probably fix the moustache issue

    Here is an example (1:31)
    https://youtu.be/k1-e6N6UkcI?t=1m31s

    It doesnt work perfectly because of the lack of expression but I think it is enought
  • JovaGrof
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    JovaGrof polycounter lvl 4
    Ey guys,here is my last concept,looking for collab

    image.jpg
  • Reza
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    Reza polycounter lvl 3
    JovaGrof wrote: »
    Ey guys,here is my last concept,looking for collab

    image.jpg


    sLv7qBO.jpg
  • pior
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    pior grand marshal polycounter
    Hello Jova - it's a great design, but you might want to have a closer look at the downloadable Sniper model and its budget restrictions in order to determine if your design is actually doable. To give you an idea, here is a recent Sniper model by Airborn studios and the budget breakdown they worked with :

    dotaset_01.jpg

    Now I am not saying that a full trench coat would be completely impossible to do (the bracers slot could be used for the sleeves, and the cape and shoulder slots could be combined somehow in order to build the coat), but it might be more frustrating that it seems. Just thought I'd give you a heads up.
  • JovaGrof
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    JovaGrof polycounter lvl 4
    Thx Pior,I had conversation with few artists when I had very rough sketch on start and yea,all of them told me the same,it is quite challenge but not impossible..... here is what I have on mind about combined parts.....

    image.jpg
  • pior
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    pior grand marshal polycounter
    Yeah ... from there my advice would be to test things out very early on with an untextured model. At the end of the day its not so much about polygon count (after all, anything can be baked to a very simple lowpoly model) and more about the tricky aspects of building deformable models sitting on top of an existing body. I've had something similar going on with my recent WR (gave her a chest piece covering most of the front of her torso) and while optimizing the model down to a low count was not really an issue, the deformation and rigging adjustments I had to make drove me insane and ended up costing me a lot of time :/

    Again, it might not be impossible but it will be tricky and potentially frustrating. As long as you catch issues early it might be fine - just try to avoid having a modeler spend hours on a sculpt and a bake, only to realize that the rigging falls appart and everything has to be rebuilt and rebaked multiple times. However, you could ask the modeler to spend a day or two on a on-budget, untextured but rigged and exported lod0 model to see if it all works - and later on, go on with the sculpt and bakes.

    You might face resistance about such a non-linear workflow (some artists only want to work in zbrush and dislike working in lowpoly) but I think it will be necessary in order to make it all work without too much messing around.
  • Shock
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    Shock polycounter lvl 5
    i wonder how it would look like if someone would only wear ur arm slots and another shoulder slot :D
  • vikk0
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    vikk0 polycounter lvl 6
    Baddcog wrote: »
    Can you just beef up the moustache enough to cover up the issue? doesn't look like it would take much.
    Oh, yeah, Im gonna try that now, Thanks! :D
    Tvidotto wrote: »
    I forgot to mention, the blend shapes uses some expressions to work, I asked Valve but the workflow is inside their tools on maya so they cant share.

    Even if you do a perfect work with the blend shapes, they will not work the same way, but it will probably fix the moustache issue

    Here is an example (1:31)
    https://youtu.be/k1-e6N6UkcI?t=1m31s

    It doesnt work perfectly because of the lack of expression but I think it is enought

    Oh dang...hopefully that's not a big issue for our submissions then! But yeah, I'd think twice now about creating something that may be on a blend shape way :D
    Can't wait to see what's going to change of this technical modding aspects on Source 2.
    And yeah, that bear was DOPE! :)
    THanks!



    And oh, JovaGrof, that sniper concept is really ace! However, Im pretty much sure you would like to consider what pior said about creating a low poly on the very early stage to test if it works. I am just finishing an Sniper Set right now, and god... it's a very low budget hero, with very low texture size. The main concern is really about creating mesh where the body deforms most. Those medals you painted, for instance, could deform as hell, even if you rig it to the closest joint. Anyway, please do no take this as a non encouragement, and be brave and do it :D
    Best of luck for ya! :)
  • Karkeng Chan Jia Jyn
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    Karkeng Chan Jia Jyn polycounter lvl 2
    Hi guys , does valve accept ability icons?
  • SeeingTriangles
    @Karkeng Chan Jia Jyn: yes Valve does. Also apparently abilities icons are quite popular with the workshop viewers.
  • katzeimsack
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    katzeimsack polycounter lvl 18
    Finished my lastest DOTA set with Bao:

    http://steamcommunity.com/sharedfiles/filedetails/?id=434820412


    loadingscreen.jpg

    tech_turn_pc.gif

    Please vote if you like it!
  • vikk0
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    vikk0 polycounter lvl 6
    Shameless Xpost from our Chest event Entry.
    3D by me, and 2D by Mango :)

    5DF50F53AC42074EE687D485B5F20504C825FF7A

    9E9953D93BBC7ED5F1C249E9F69DA34F12368688
  • variant844
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    variant844 polycounter lvl 2
    ^You have my vote :)
    Great sniper set)
    Love the hat :D
  • Karkeng Chan Jia Jyn
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    Karkeng Chan Jia Jyn polycounter lvl 2
    @SeeingTriangles ok thanks for the info :) gonna get the ability icons done
  • mihalceanu
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    mihalceanu polycounter lvl 6
    katzeimsack : thats sexy as hell :)

    I finished a bristleback set with Noblebatterfly
    workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=435842483

    TzbQNye.jpg

    cheers
  • Karkeng Chan Jia Jyn
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    Karkeng Chan Jia Jyn polycounter lvl 2
    WOW that is one crazy awesome set :D voted!
  • Shock
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    Shock polycounter lvl 5
    Polycount Community Chest Event

    hey people, i just set up the big collection!
    im rly happy with the result. all of u guys did such an amazing work!
    like, favor and share it with ur friends :)

    A4849560DF9170E736E532CC00BC1CA626E53254

    check it out :)
  • Swaggernaut
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    Swaggernaut polycounter lvl 2
    Hey Guys! Almost done with the Meepo set, meanwhile I was just working on this ward with Chanfree

    nQgunB2.png?1
  • Karkeng Chan Jia Jyn
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    Karkeng Chan Jia Jyn polycounter lvl 2
    Fmna8R3.jpg

    Hi guys this is my 2nd set hope you guys like it :) C&C are welcome
  • wuttivas
    hi dude i have problem

    i import head riki but i not see it

    thumb-B201_55465379.jpg

    thumb-14B7_55465379.jpg

    and this frist my porduct

    thumb-4032_55465498.jpg

    thumb-7764_55465498.jpg
  • Karkeng Chan Jia Jyn
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    Karkeng Chan Jia Jyn polycounter lvl 2
    @wuttivas actually u can ,its just that the head is off screen .Try binding the skin with this method by selecting the mesh first then select the joints then bind skin. hope it works :)
  • CiDDi
    Hello everyone! Want to share you my new set "Relic of the Chronoptic Elements" (collab with Nullf)
    637x358.resizedimage
    http://steamcommunity.com/workshop/filedetails/?id=437012805
    hope you'll like him
  • Konras
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    Konras polycounter lvl 12
    @CiDDi Love this design. Perfect set for Lesh!
  • CiDDi
    Konras wrote: »
    @CiDDi Love this design. Perfect set for Lesh!

    Wow, thanks a lot! Glad that you like him!
  • Stirner
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    Stirner polycounter lvl 2
    Hi guys! One more set concept is finished, looking for collab. WNSWAjh.png
  • phobalien
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    phobalien polycounter lvl 6
    Hi guys, I'm back with my dragon knight set after almost 5 months!
    Very busy with work so whenever I could sput some hours on the model I did... I have usually kept the progress for me and some close friends after the hipoly pass... well, now I'm done I would say and I like to share the result with the community.

    As I stated originally, this dragon knight is a bit of an homage to Dracul/Gabriel of the Lords of shadow games from Castlevania. He is a "Dragon knight" after all!
    So long coat, mostly red leather and dragon horns all around.
    The back story of Dragon knight works very well with this design as the set shows the legacy with the dragon that forged his strength with the knight.

    anyway, I hope you like it! Soon I will finalize it with the extra materials and I will submit it ;).
    Cheers
    N9j8c7h.jpg
    N9j8c7h
  • Clyptic
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    Clyptic polycounter lvl 6
    Almost finished with this set, a re-textured version of a WK set I made last year. I liked the design, but the old texture were terrible.

    tJejKBE.jpg
  • Swaggernaut
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    Swaggernaut polycounter lvl 2
    Hey guys, have been really busy lately juggling between the ward and the Meepo set with Stirner and RockIt.

    Have finished rigging the Meepo set, So here is a side by side comparison between our set and the default one:

    yiISL2q.png?1

    qNi5jpH.png?1
  • Anuxinamoon
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    Anuxinamoon polycounter lvl 14
    phobalien wrote: »
    Hi guys, I'm back with my dragon knight set after almost 5 months!
    Very busy with work so whenever I could sput some hours on the model I did... I have usually kept the progress for me and some close friends after the hipoly pass... well, now I'm done I would say and I like to share the result with the community.

    As I stated originally, this dragon knight is a bit of an homage to Dracul/Gabriel of the Lords of shadow games from Castlevania. He is a "Dragon knight" after all!
    So long coat, mostly red leather and dragon horns all around.
    The back story of Dragon knight works very well with this design as the set shows the legacy with the dragon that forged his strength with the knight.

    anyway, I hope you like it! Soon I will finalize it with the extra materials and I will submit it ;).
    Cheers
    N9j8c7h.jpg
    N9j8c7h

    God that design, I'm gonna be super blunt, so don't read on if you don't have a bit of thick skin.
    Your design has amazing potential! I love the distribution of weight, and lines. But the whole set is executed on a sub par level. I don't have much to go on from this image so I can't assess what went wrong but it looks like a slightly muddy high (I'm looking at the horn material on the shoulder, the shield and the helm.) Couple that with a texture style that doesn't fall in line with the dota2 style, plus I haven't seen an in game view to assess if it even works in game; It makes for this set to fall down for me.

    If you can provide other shots, like when you get the masks on and some in game shots (remember to take some from the default camera angle) I'd gladly give more thoughts on this set.

    I really hope you don't stop designing, your design eye is very nice, I would just like to see the execution fit the art style of dota2 a bit more. :)
  • mihalceanu
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    mihalceanu polycounter lvl 6
    phobalien : as Anuxi said , your set is a bit muddy texture wise , but you can fix that pretty easy imo .

    As a suggestion , I wouldnt use brown and desaturated colors for that hero . He is all about bright red+yellow and black

    ref of a good set : https://s-media-cache-ak0.pinimg.com/originals/e6/3e/14/e63e14f23766a4605ceeb845be58b360.jpg

    here's a quick test :xjkYoOW.jpg
  • Pipotchi
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    Pipotchi polycounter lvl 4
    personally i really like the brown, it makes him stand out from the other dragon knight sets and it has a really nice softness to the colors which makes him look more ancient- but i agree with it perhaps being a bit muddy. and perhaps repeating the dragon face twice, on the shield and on his back could be avoided- id remove the face on his back because faces on backs always confuse me from a design perspective lol
  • Swaggernaut
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    Swaggernaut polycounter lvl 2
    Hey guys, When I import my items into the dota 2 importer tool, my masks sometimes don't work. Has this happened to anyone before? How can I fix it?
  • Clyptic
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    Clyptic polycounter lvl 6
    @phobalien Seeing as everyone else is, I'll give my 2 cents. I personally like the brown and the back face ( I did that on my necro set). The design is pretty good over all, but as stated, lacks edge control so it looks muddy. I did a rough paint over of how I think it could be improved, hope it helps.

    5e396Lf.jpg
  • phobalien
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    phobalien polycounter lvl 6
    Hi people... wow after a couple of days all this attention is unexpected :)!
    First off, thanks for the time to comment my model, I appreciate any critique and feedback since it can lead to improvements.
    On the other end I learned with time that you will never pleased everyone so the best you can do is please yourself and some others in the process!
    Now to the comments:

    @Anuxi: Hi there, we don't know each others personally and I'm pretty new to dota in general so here is quick intro: this is my first complete dota model, with the previous one being the Lifestealer set made with Motenai where I took care of general design a hipoly sculpt.
    Usually my week is pretty busy as I am artist and runner of Forge Studios. This is not an excuse for work done sloppy of course! But I believe this wasn't the case. I work on this model over 6 months I think... with very discontinued time and focus.
    I believe the design and modelling to be pretty solid for Dota and general standards. The texturing, when I will be able to show some flat diffuse screens, will look good as well i believe. However, yes I may have fall short on the execution of the horn material and even after some tweak I did, perhaps I could do an extra pass.
    As I said, this was the first set where I had to deal with textures and material for dota so I won't really shine as a master in handling them I believe.
    Also, I found the material preset of Dragon knight to be super reflective in game and it is very annoying. However there is possibly more I can do to control that.
    About the dota style in texturing it I don't see this distance honestly.
    I could touch up the highlights but I will have to reduce the metalness maybe so is a more visible effect. Maybe that would work?
    Of course, thanks for your time in providing feedback :)

    @mihalceanu: ehi man, thanks for the image and I have actually tried that in the beginning... I didn't like that much contrast to be honest. I know is a common choice for a red dragon to have black horns but even looking at your image now It doesn't work for me. Still as Clyptic suggested after you, maybe if I push more the highlights it will become more defined and less muddy.

    @Pipotchi: thanks for the support on the brown :). About the double face, in the end was a choice to be able to see the dragon both from front and back... the original idea was to have it only on the back. Later however I went on the shield as well... there was a moment were I was thinking ''well, what about the sword then...and the knee pad... and..'' luckily my sanity went back ;).
    In any case as you can imagine, removing one of the 2 is too much work and redesign so, giving that I'm happy with it, this time it will stay :P

    @Clyptic: thanks for the supporting image man. I think I will try something like that. This way the muddy effect should be reduce due to more contrast and definition. Following Motenai and others artists suggestions I had already boosted the highlights but I see I can do more. I will pair this with a less specular strength on the masks perhaps.

    Thanks everyone for the feedback. I will see to grab some screens tomorrow to show you more how it looks as a flat texture and in-game as it is now.
    So you can see better how it was put together.
    Sorry for he long post as well but I did it with passion and I don't want to look like a dumb artist :).
    Best
  • phobalien
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    phobalien polycounter lvl 6
    @ Anuxi: funny enough we have both worked for Kingdom death for a bit :)
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