Hey, can someone explain to me how to create a courier turn animation in blender? I tried a bunch of stuff and managed to get it to kind of work, but my model is always deformed like crazy when i look at it in the model viewer.
Getting to the final stretch on this model. Gorrem did the initial concept, then we banged it around into what it is now. Some craziness happening to the spec mask thats causing some pretty whacky pixelation, will fix tonight.
You might want to keep your style a little bit more outlandish, I'm not sure on the poly count for the item but you could of made the skull larger and more covering, also give the item more pop in color so its readable at a distance. You might also want to put a purple hue on the white as it stands out from her color pallete.
I'm learning making dota 2 iems and I have some newbie questions:
1. Are we allowed to customize the hero's face and proportion? or just items?
2. I downloaded dota 2 models on the workshop website. They are all triangulated so how can I use them? or they are just for references?
Heya, I'll help ya out in case others don't get around to it.
1. Kind of a tricky question! The models that are given from the workshop requirements page are pretty set in stone, honestly. If you're interested in giving an entirely new humanoid face, you'll be in for quite the challenge due to the polycount limits, and how there isn't really a slot there. Now, that's not to say you couldn't, technically, but it'd be very hard. The less humanoid the face, the easier it is, though. Generally giving little facial changes or touch ups is easier and better received by the community when it's on less humanoid characters.
2. Purely reference! Besides the rig and making sure your cosmetic models work on it, there's not much else you can really do with them, besides maybe pose them for a Marmo render or something of that sort.
Heya, I'll help ya out in case others don't get around to it.
1. Kind of a tricky question! The models that are given from the workshop requirements page are pretty set in stone, honestly. If you're interested in giving an entirely new humanoid face, you'll be in for quite the challenge due to the polycount limits, and how there isn't really a slot there. Now, that's not to say you couldn't, technically, but it'd be very hard. The less humanoid the face, the easier it is, though. Generally giving little facial changes or touch ups is easier and better received by the community when it's on less humanoid characters.
2. Purely reference! Besides the rig and making sure your cosmetic models work on it, there's not much else you can really do with them, besides maybe pose them for a Marmo render or something of that sort.
Hope that helps!
Thank Primrose! It helps me a lot. I have one more question:
Dota 2 workshop models are missing some heroes (Zeus for example). So is it possible to make items for those heroes? Also, is it required to make custom icons, wallpaper promotion,...? because I'm not a 2D artist so I'm a little bit worried about that
You could try to make items for heroes like Zeus but he's not really ready for the workshop just yet. Plus we don really know how the polygon/ texture limits really are so it's a bit iffy.
Found someone to animate for my little courier dude and at the same time finally posted my long time coming Qop Set. Was certainly a fun set to make. Concept by Cottonwings
Thanks folks! Cottonwing's concept was really great and I'm glad I could do the idea some justice hopefully.
Actually a question too, how do you get rid of the white aliasing happening on my turntable gif? I'm surprised and confused by its presence
Also, is it required to make custom icons, wallpaper promotion,...? because I'm not a 2D artist so I'm a little bit worried about that
It's not required, but highly advised as an item with poor presentation is very likely not going to be so popular, which in turn slims your chances of acceptance.
Custom ability icons aren't really necessary for that though, but a good promo cover, a good wallpaper and thumbnails can make a big difference.
There are a lot of talented 2d artists on this board you can collab with, maybe post some WIPs and make an offer, I'm sure someone will take the job if it's good enough.
oh man! that's such an awesome Sniper! I'm a little sad those fireballs in the loading screen don't show him off all that well. Would love to see him more readable in the promo image
I agree with the others. Right now you have a piece of shrapnel covering sniper, then not too far from that you have the muzzle flash. These 2 things are causing a conflict with what the focal point should be, sniper. Also if these "fireballs" are his shrapnel, I would say to make them all a bit smaller, as well as completely removing the one covering sniper
how do you get rid of the white aliasing happening on my turntable gif? I'm surprised and confused by its presence
to the right of the transparency checkbox in photoshop, change your Matte color to something dark. I usually use the same color as polycount's post background or the workshop bg color
No, they are not. It's just 2 chests for tournaments. Nothing new
Sorry I wasn't maybe clear about it. I mean we are getting frequent cosmetics again. Last week was JoinDota chest and now two chests, irrespective of source.
Replies
https://workshopcoyote.wordpress.com/2015/05/17/forgotten-treasures-part-special-edition-moa-chests/
I am very glad that you liked concept
Getting to the final stretch on this model. Gorrem did the initial concept, then we banged it around into what it is now. Some craziness happening to the spec mask thats causing some pretty whacky pixelation, will fix tonight.
You don't have to remove your post, mate. That was some nice concept art!
You might want to keep your style a little bit more outlandish, I'm not sure on the poly count for the item but you could of made the skull larger and more covering, also give the item more pop in color so its readable at a distance. You might also want to put a purple hue on the white as it stands out from her color pallete.
I'm learning making dota 2 iems and I have some newbie questions:
1. Are we allowed to customize the hero's face and proportion? or just items?
2. I downloaded dota 2 models on the workshop website. They are all triangulated so how can I use them? or they are just for references?
Heya, I'll help ya out in case others don't get around to it.
1. Kind of a tricky question! The models that are given from the workshop requirements page are pretty set in stone, honestly. If you're interested in giving an entirely new humanoid face, you'll be in for quite the challenge due to the polycount limits, and how there isn't really a slot there. Now, that's not to say you couldn't, technically, but it'd be very hard. The less humanoid the face, the easier it is, though. Generally giving little facial changes or touch ups is easier and better received by the community when it's on less humanoid characters.
2. Purely reference! Besides the rig and making sure your cosmetic models work on it, there's not much else you can really do with them, besides maybe pose them for a Marmo render or something of that sort.
Hope that helps!
Thank Primrose! It helps me a lot. I have one more question:
Dota 2 workshop models are missing some heroes (Zeus for example). So is it possible to make items for those heroes? Also, is it required to make custom icons, wallpaper promotion,...? because I'm not a 2D artist so I'm a little bit worried about that
http://steamcommunity.com/sharedfiles/filedetails/?id=446529573&savesuccess=1
Love the dagger.Really elegant and deadly
Actually a question too, how do you get rid of the white aliasing happening on my turntable gif? I'm surprised and confused by its presence
It's not required, but highly advised as an item with poor presentation is very likely not going to be so popular, which in turn slims your chances of acceptance.
Custom ability icons aren't really necessary for that though, but a good promo cover, a good wallpaper and thumbnails can make a big difference.
There are a lot of talented 2d artists on this board you can collab with, maybe post some WIPs and make an offer, I'm sure someone will take the job if it's good enough.
http://steamcommunity.com/workshop/filedetails/?id=446960988
Well If you remove the fireball in front of sniper, then I think it would look a bit better, since it is covering sniper up a little bit
I agree with the others. Right now you have a piece of shrapnel covering sniper, then not too far from that you have the muzzle flash. These 2 things are causing a conflict with what the focal point should be, sniper. Also if these "fireballs" are his shrapnel, I would say to make them all a bit smaller, as well as completely removing the one covering sniper
to the right of the transparency checkbox in photoshop, change your Matte color to something dark. I usually use the same color as polycount's post background or the workshop bg color
Congrats to all who got stuff in!
No, they are not. It's just 2 chests for tournaments. Nothing new
Sorry I wasn't maybe clear about it. I mean we are getting frequent cosmetics again. Last week was JoinDota chest and now two chests, irrespective of source.
KAIJUUUUUUU POWWEEEEEER!!!!!!
I guess it depends on what kind of symbol you're talking about.. Real world symbols probably won't work as Dota does not take place in our world.
http://steamcommunity.com/workshop/filedetails/?id=448053256
http://steamcommunity.com/sharedfiles/filedetails/?id=449330065
Our Armor of the Feral Bastion set for Beast Master is up!
right before the 26th
http://steamcommunity.com/sharedfiles/filedetails/?id=448972471
We just submitted our Rubick set for Mushi, go check it out!
Here's the big old image dump with the good stuff.
[ame]https://www.youtube.com/watch?v=U60EVh3XGX8[/ame]