Congratulations to everyone who got something accepted.
By the way, would anybody be interested in texturing this Aghanim's Scepter themed Earth Spirit Staff?
Snowstorm's progress on our Medusa set. What do you guys think? We have changed it about 50 times since the original concept until we were working on something we both liked, still kinda making it up as we go along.. Neither of us can work on it for another week anyway but some feedback would be nice. Heres some of the various concepts we came up with along the way:
What do you guys think? We are probably going to continue with our original plan to mix up all of the designs on the bottom row- we like the colors on the bottom left, but we want to incorporate design elements from the bottom right since we like that headpiece more (but we will definitely add the snaketail hair)
Hi folks! Been a while since we did something but I just finished wrapping up our latest set, this time for Death Prophet. Quite liked how this one turned out, especially in game. Check it out if you like it
someone help me? I am new to dota 2 workshop but I'm doing a set for the sniper . The problem is specifically on the cover when I will test it the animation does not work properly , or simply does not work , already tried in several different bones . I'm using Blender.
Gizmo is finally done, was quite a learning experience making a courier.. starting from scratch can be quite daunting. But also means a blank canvas to work on! Hope you guys like it!
Anyone do me a favor? I've been tearing my hair out trying to get a custom power cogs model for clockwerk in my game. I've tried uploading it to ability2 through workshop, and I've tried compiling it with studiomdl and replacing game files with the custom cogs mdl.
The former binds it to clockwerk's feet and gives no option for custom .smd animation, and the latter isn't compiling the textures at all, it's entirely invisible in-game (bar an outline when you hover over it)
Does anyone have advice or a link to how I'm supposed to go about making and testing the rattletrap ability2 slot?
Guys does someone know why I am getting black shadows at the bottom of the weapon. I tried changing normal maps, smoothing groups. If someone can help me I would be glad. Thanks.
Anyone do me a favor? I've been tearing my hair out trying to get a custom power cogs model for clockwerk in my game. I've tried uploading it to ability2 through workshop, and I've tried compiling it with studiomdl and replacing game files with the custom cogs mdl.
The former binds it to clockwerk's feet and gives no option for custom .smd animation, and the latter isn't compiling the textures at all, it's entirely invisible in-game (bar an outline when you hover over it)
Does anyone have advice or a link to how I'm supposed to go about making and testing the rattletrap ability2 slot?
Try checking your color map's alpha channel. If it is entirely black, it means that it will be invisible. If its fully black, fill it entirely with white
a gradient in Value to make the bottom part darker would help too.
Maybe is a personal taste, but I think the gigantic eye is what most describe a ward, not sure if it is possible on this design, but I would try the eyes bigger
Yeah the eyes being bigger would help, though it might look kinda goofy. One thing about wards, is the eyes should be fairly obvious, having the entire ward yellow makes the eyes drastically less noticeable, might be worth trying some different colored furs on the giraffe itself.
Hi all its been a what seems ages since Mop and I started this guy but we just finished wrapping up our latest courier, WiK (Renamed after Neox pointed out the last name was not going to go down well in Germany).
He's a little fun and silly like a courier should be, so I am quite happy with him.
Theres a video and other art on the workshop. Hope you guys like im!
hi guys , if i submit a set next week,will it still able to make it to ti5 if possible?
Unless someone here has some ins at Valve its impossible to tell, but since they said any items hoping to get in by August had a deadline of being submitted mid May, its unlikely.
Does anyone know when we can start using particles again?
Also: On Dota: Reborn
- Are polybudgets being raised?
- Where is the importer?
- What other changes effect hatters?
Last but not least. Where do guys go to find this kind of info? It feels like there might a bunch of changes, but nobody over here seems to be talking about it or discussing it.
@Tyn: I don't think there's a way to import things in Reborn currently. That's why they said that the items have to be submitted before the deadline for them to get in game before end of august. The Reborn client is a beta and IMO the importer will most likely no longer be in the game itself. I hope we will have to use the workshop tools, since all the other stuff (like particle editor and whatnot) are already there. As for polycounts being raised: would be great, but seems highly unlikely. I don't think there's really a way to find what kind of new stuff they will add/change unless you're directly in contact with valve.
btw, i just change the helmet with new model, fill some color in to test ingame. My first set for Legion Commander. I don't know when is the best time to submit, should i submit when i finished or wait for custome particle in reborn part?
Hey guys I was wondering if someone could give me some information about custom animations. I managed to create my own .smd animations which I would like to add to a custom weapon. How do you submit this ? Do you submit just the .smd's to the workshop or do you compile them ? I could not find any guide of how to do it properly
Hey guys I was wondering if someone could give me some information about custom animations. I managed to create my own .smd animations which I would like to add to a custom weapon. How do you submit this ? Do you submit just the .smd's to the workshop or do you compile them ? I could not find any guide of how to do it properly
Thank you!
Mine have not been accepted yet , but this is what I do .
1)If you have custom bone , export it together with the mesh in a form of fbx and let the ingame compiler do the job
2)Test it in game , there are tutorial on the net .
3)Zip edited qc file with the smd animation and submit under other category .
Mine have not been accepted yet , but this is what I do .
1)If you have custom bone , export it together with the mesh in a form of fbx and let the ingame compiler do the job
2)Test it in game , there are tutorial on the net .
3)Zip edited qc file with the smd animation and submit under other category .
Thank's so much for responding and giving me some tips
I have another question concerning your 1. point :
Let's say I would like to add a custom bone to the head of the model : do I add this bone to the headitem.smd or the character.smd which holds the whole rig ?
Because the character.smd has to know that a new bone is there as doe's the headitem.smd I thought. I tried all day and was searching but I wasn't able to find anything about how to add a new bone and which file to compile afterwards
Would be more than thankful if anyone knows any kind of tutorial for that
Thank's so much for responding and giving me some tips
I have another question concerning your 1. point :
Let's say I would like to add a custom bone to the head of the model : do I add this bone to the headitem.smd or the character.smd which holds the whole rig ?
Because the character.smd has to know that a new bone is there as doe's the headitem.smd I thought. I tried all day and was searching but I wasn't able to find anything about how to add a new bone and which file to compile afterwards
Would be more than thankful if anyone knows any kind of tutorial for that
Well I have no experiences in rigging and how they behave , but try merging the headitem.smd with custom bone to the character.smd that has only normal bone , and see if it merge correctly or not . If not , use the character.smd . And besides , I hope animators can enlighten me in this factor .
Hi, guys im facing a problem in parenting my chaos knight's helmet. I'm a maya user, as for parenting, I selected my model and parent to the head joint called "head4" but the outcome was weird.
Replies
By the way, would anybody be interested in texturing this Aghanim's Scepter themed Earth Spirit Staff?
this's my new set for Legion Commander, just finish sculpt and fill some colour in. Hope you guys will like it
Concept by Virtualman
concept is gorgeous!! cant wait to see the progress on this one!
Please leave a like if you like it!
Snowstorm's progress on our Medusa set. What do you guys think? We have changed it about 50 times since the original concept until we were working on something we both liked, still kinda making it up as we go along.. Neither of us can work on it for another week anyway but some feedback would be nice. Heres some of the various concepts we came up with along the way:
What do you guys think? We are probably going to continue with our original plan to mix up all of the designs on the bottom row- we like the colors on the bottom left, but we want to incorporate design elements from the bottom right since we like that headpiece more (but we will definitely add the snaketail hair)
Gizmo is finally done, was quite a learning experience making a courier.. starting from scratch can be quite daunting. But also means a blank canvas to work on! Hope you guys like it!
The former binds it to clockwerk's feet and gives no option for custom .smd animation, and the latter isn't compiling the textures at all, it's entirely invisible in-game (bar an outline when you hover over it)
Does anyone have advice or a link to how I'm supposed to go about making and testing the rattletrap ability2 slot?
http://imgur.com/z5139ty
Try checking your color map's alpha channel. If it is entirely black, it means that it will be invisible. If its fully black, fill it entirely with white
hope you guys will like it
Link video: https://www.facebook.com/eddyshindota2workshop/videos/vb.1637086883178478/1648738928679940/?type=2&theater¬if_t=video_comment
New concept for juggernaut katana , it will also be used in the latest short film contest . Animation will be remade.
Guys , which would be the best and any recommendation and critics ?
http://images.akamai.steamusercontent.com/ugc/519385854234373819/3C3A0C863BA5FF4DB2A38A5A6D703AE1CC2D64C2/
http://steamcommunity.com/sharedfiles/filedetails/?id=464490142
a gradient in Value to make the bottom part darker would help too.
Maybe is a personal taste, but I think the gigantic eye is what most describe a ward, not sure if it is possible on this design, but I would try the eyes bigger
Yeah the eyes being bigger would help, though it might look kinda goofy. One thing about wards, is the eyes should be fairly obvious, having the entire ward yellow makes the eyes drastically less noticeable, might be worth trying some different colored furs on the giraffe itself.
He's a little fun and silly like a courier should be, so I am quite happy with him.
Theres a video and other art on the workshop. Hope you guys like im!
[ame]https://www.youtube.com/watch?v=HDBm5Z1BA50[/ame]
Unless someone here has some ins at Valve its impossible to tell, but since they said any items hoping to get in by August had a deadline of being submitted mid May, its unlikely.
Aw i missed that , still gonna submit it thou
Also: On Dota: Reborn
- Are polybudgets being raised?
- Where is the importer?
- What other changes effect hatters?
Last but not least. Where do guys go to find this kind of info? It feels like there might a bunch of changes, but nobody over here seems to be talking about it or discussing it.
Thank you!
I really liked that courier, excellent animation and a cool concept.
Mine have not been accepted yet , but this is what I do .
1)If you have custom bone , export it together with the mesh in a form of fbx and let the ingame compiler do the job
2)Test it in game , there are tutorial on the net .
3)Zip edited qc file with the smd animation and submit under other category .
Thank's so much for responding and giving me some tips
I have another question concerning your 1. point :
Let's say I would like to add a custom bone to the head of the model : do I add this bone to the headitem.smd or the character.smd which holds the whole rig ?
Because the character.smd has to know that a new bone is there as doe's the headitem.smd I thought. I tried all day and was searching but I wasn't able to find anything about how to add a new bone and which file to compile afterwards
Would be more than thankful if anyone knows any kind of tutorial for that
Well I have no experiences in rigging and how they behave , but try merging the headitem.smd with custom bone to the character.smd that has only normal bone , and see if it merge correctly or not . If not , use the character.smd . And besides , I hope animators can enlighten me in this factor .
I started working a courier that is based on an old model of mine...
Finished the lowpoly of my owl and cat and baked. Overpaint to figure out the final textures:
older concept:
I've now done my first courier, named King Chompterton. He's meant for the Dota 2 Elite Series tournament in Toronto.
http://steamcommunity.com/sharedfiles/filedetails/?id=453252555
Desert Thunder
http://steamcommunity.com/sharedfiles/filedetails/?id=474008559
video looks so cool man congrats !
and nice courier
http://imgur.com/l58nE2R
this is the outcome of the head. Please help