here is something i made for beastmaster, was really inspired by the epic stuff you guys do when i went to ti and did a quickie concept on my phone during the event, really helped me branch out a bit from my usual tf2 stuff
Hi all ! I just finished this bundle, which was a collaboration with 4 fine Workshoppers/Polycounters. The Coiffes of the Firebrand is an item pack consisting of 5 neck accessories and 5 hairdos for Lina. Some feature unique special effects - animated gifs are shown in the respective item galleries !
^would be great to see how those details hold up on a 256x256.
Is there 40-50 disgruntled workshop artists down voting every new submission? I haven't submitted anything in ages but noticed that the first 30-40 votes were all negative when I added some stuff yesterday. Anyone else with a similar experience?
I did experience in the past that my item ( 1 weapon , 1 custom effect bundle ) got down voted simultaneously , whereas vote is only one sided towards the weapon section . And the most interesting stuff is when youtube view count is only 9% of the total vote .
Some crazy good stuff submitted for this deadline, awesome work everyone! Apart from the Razor set, here are some of the singles I worked on this month:
You can check out the sculpts and a Marmoset Viewer preview of the Vengeful Spirit hat on my ArtStation here!
Great work everyone, some of the sets here are truly amazing.
I am also trying my hand out on a set, i have a few parts of it modeled and textured and they work fine if i import them one by one via the workshop tab in Dota 2.
The problem is when i try to preview more of them at once, if i click to add other models to the hero at the same time, it asks me for an mdl, is there any way i can preview them in the game without compiling an mdl? and if not, what is the easiest way to compile one? (does dota workshop tools work for that?)
I tried searching for the answer to this but couldn't find anything on the subject.
Thanks
Dota 2 automatically compiles mdls for you every time you import a model. You just need to navigate to the folders containing the items you've imported before and use the mdls that have been compiled there.
Btw, how do I go about extracting assets from the game? It looks like the jugg set that is downloadable at the Technical Requirments is different from the actual in game. And it looks like it includes a head model. Or is the in game model not the model we should be working from? Here is a pscreen shot of the differences. Notice the width of the arm. Not even the same textures too.
The downloadable models aren't always up to date. Best practice is to extract the updated models from the game and use that. It can be pretty troublesome.
I personally try to work from the downloadable models but only if I've checked that there are no differences.
The downloadable models aren't always up to date. Best practice is to extract the updated models from the game and use that. It can be pretty troublesome.
I personally try to work from the downloadable models but only if I've checked that there are no differences.
So what's the easiest way of doing this? I got the jugg files out using GFC but I need to convert the files. I tried compiling tex_c2tga but it wouldn't work on my 64 bit machine for some reason. And I also tried D2ModKit to convert the files but that didn't work either. And that's only for textures. I need to convert vmesh_c files to readable objs. I was watching a tutorial on extracting models from Pior but the files he extracted are different. They have a .vtx extension. I'm guessing they were all changed during the Reborn Update?
Rendered : yeah, as far as I am aware all the files are different now. You can get the old paks by downloading Dota2Test, which still uses the old system. That said, there is no way to know how long this will remain available.
Was able to extract the files from Test Client however those files are the same as the ones in the Technical Requirement so they are outdated. Guess I'll just have to wait and see if there are any other way to converting the new files to readable files.
The first is waiting patiently for valve to update the workshop resources which in all likelihood will not happen for a long while.
The second is using a source 2 model decompiler when one is developed. No time estimate for when this may happen.
The third is forcibly ripping it with something like ninjaripper and then repairing the results for use as a base.
First option will give the best results. Third option is the fastest.
So what's the easiest way of doing this? I got the jugg files out using GFC but I need to convert the files. I tried compiling tex_c2tga but it wouldn't work on my 64 bit machine for some reason. And I also tried D2ModKit to convert the files but that didn't work either. And that's only for textures. I need to convert vmesh_c files to readable objs. I was watching a tutorial on extracting models from Pior but the files he extracted are different. They have a .vtx extension. I'm guessing they were all changed during the Reborn Update?
Well the Dota 2 Test client just got deleted... It wouldn't have stayed up to date with Reborn anyway. My suggestion is to wait until Valve reveals what they have in store for the workshop tools next week. They might provide a way to decompile models from the model viewer or something so that they don't have to constantly update their workshop resources.
In the meantime I suggest testing your base meshes with the Source 2 model viewer to make sure they fit before proceeding too far. Anuxi has an awesome tutorial for how to do that:
[ame]https://www.youtube.com/watch?v=e44ZAO58vrI[/ame]
@BlueFlytrap: Yeah, I think I'll wait haha.Unless someone manages to decompile a lot of the models from Reborn and just post it somewhere.
@Snowstorm: Yeah, hopefully they create a more streamlined set of tools to make this Item creation pipeline a lot more intuitive. And yeah, was watching that tutorial a few days ago. Will try it as soon as I get some low poly down.
Hey guys, I have a question, is it ok if we copy an armor concept from other game and create one for dota 2 heroes? Like you got Jason mask for Pudge, Bioshock helmet for Tidehunter, etc...
Hey guys, I have a question, is it ok if we copy an armor concept from other game and create one for dota 2 heroes? Like you got Jason mask for Pudge, Bioshock helmet for Tidehunter, etc...
Copying is generally not okay, whether it be from other workshop creators or other franchises entirely. That's someone else's idea you're basically trying to make money off of. On the other hand, borrowing heavy inspiration and motifs from other art is usually alright as long as it doesn't cross over the boundary into outright plagiarism. The Tidehunter helmet doesn't look enough like a Big Daddy helmet for there to be any issues; diving helmets have been around for a long time.
Copying is generally not okay, whether it be from other workshop creators or other franchises entirely. That's someone else's idea you're basically trying to make money off of. On the other hand, borrowing heavy inspiration and motifs from other art is usually alright as long as it doesn't cross over the boundary into outright plagiarism. The Tidehunter helmet doesn't look enough like a Big Daddy helmet for there to be any issues; diving helmets have been around for a long time.
So, do you mean that we can borrow the ideal, the style, the color, but as long as we don't make it looks totally the same then it would be ok?
Because I see that in Dota 2 there're some heroes that looks the same style as heroes from "Heroes of the storm", especially the Pudge, he looks a lot like Butcher from Blizzard.
So, do you mean that we can borrow the ideal, the style, the color, but as long as we don't make it looks totally the same then it would be ok?
Because I see that in Dota 2 there're some heroes that looks the same style as heroes from "Heroes of the storm", especially the Pudge, he looks a lot like Butcher from Blizzard.
The ideal thing to do would be to create your own wholly original ideas. You shouldn't be trying to copy other's ideas just because they are successful. It's fine if you see something that inspires you and you want to integrate a similar feeling into your own designs but someone else's idea should probably not be the starting point for your own creations.
So, do you mean that we can borrow the ideal, the style, the color, but as long as we don't make it looks totally the same then it would be ok?
Because I see that in Dota 2 there're some heroes that looks the same style as heroes from "Heroes of the storm", especially the Pudge, he looks a lot like Butcher from Blizzard.
Pudge and Stitches look similar because they're based off the same hero from Dota1.
So you just basically using the word "based off" for everything looks similar?
Maybe I did use the wrong word, I didn't mean "copying" for everything, I was just meant for a survey, tentative subject on how you guys thinking about an idea for a new design.
Just wanna make this clear.
Replies
here is something i made for beastmaster, was really inspired by the epic stuff you guys do when i went to ti and did a quickie concept on my phone during the event, really helped me branch out a bit from my usual tf2 stuff
I just uploaded a Gyrocopter set:
Workshop Page
Let me know if you have any feedback or suggestions.
Sword for Doom
http://www.polycount.com/forum/showthread.php?t=156513
http://steamcommunity.com/sharedfiles/filedetails/?id=502978179
We'll try to add two more items to it before the Aug 24th deadline. We'll see !
Thanks for dropping by
wip concept of a void set
Vote
Is there 40-50 disgruntled workshop artists down voting every new submission? I haven't submitted anything in ages but noticed that the first 30-40 votes were all negative when I added some stuff yesterday. Anyone else with a similar experience?
When I uploaded my last set I forgot to un-hide the collection. I got quite a few negative votes on every item. (probably like 30% + negatives)
Once I made the collection visible I was getting 90% positives for the set.
I think players hate singles more than valve.
Hey guys , check out my Legion set
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=505045467
Workshop Link
Energie War-Tool and Netherium Burning Face
http://steamcommunity.com/sharedfiles/filedetails/?id=505413363
You can check out the sculpts and a Marmoset Viewer preview of the Vengeful Spirit hat on my ArtStation here!
So I want to introduce you...XD
The Flying Dutchman
Concept/Textures/Loadscreen/Promo: Vladimir Ziryanov (mmx)
Model and Rigg: Ady Solomon (Godzy)
God damm.I forgot the time.the deadline was over~ whatever, here is our new work.
http://steamcommunity.com/workshop/filedetails/?id=505668775
Quick model of a legion commander ward I thought off the top of my head. Still just a blockout
omg! that is brillant!
really well done sir
they are releasing some beta access, you just need to send them an email at https://goo.gl/O6aURk
here is a test I made
https://sketchfab.com/models/d26281e06df24847afe970b914f7f3c8
takes some time to get a good fbx export working but it is really nice to be able to see the animations on a browser
comment feedback is welcomed...
I am also trying my hand out on a set, i have a few parts of it modeled and textured and they work fine if i import them one by one via the workshop tab in Dota 2.
The problem is when i try to preview more of them at once, if i click to add other models to the hero at the same time, it asks me for an mdl, is there any way i can preview them in the game without compiling an mdl? and if not, what is the easiest way to compile one? (does dota workshop tools work for that?)
I tried searching for the answer to this but couldn't find anything on the subject.
Thanks
Btw, how do I go about extracting assets from the game? It looks like the jugg set that is downloadable at the Technical Requirments is different from the actual in game. And it looks like it includes a head model. Or is the in game model not the model we should be working from? Here is a pscreen shot of the differences. Notice the width of the arm. Not even the same textures too.
I personally try to work from the downloadable models but only if I've checked that there are no differences.
So what's the easiest way of doing this? I got the jugg files out using GFC but I need to convert the files. I tried compiling tex_c2tga but it wouldn't work on my 64 bit machine for some reason. And I also tried D2ModKit to convert the files but that didn't work either. And that's only for textures. I need to convert vmesh_c files to readable objs. I was watching a tutorial on extracting models from Pior but the files he extracted are different. They have a .vtx extension. I'm guessing they were all changed during the Reborn Update?
Here's our rough stage 1 progress so far:
The first is waiting patiently for valve to update the workshop resources which in all likelihood will not happen for a long while.
The second is using a source 2 model decompiler when one is developed. No time estimate for when this may happen.
The third is forcibly ripping it with something like ninjaripper and then repairing the results for use as a base.
First option will give the best results. Third option is the fastest.
Well the Dota 2 Test client just got deleted... It wouldn't have stayed up to date with Reborn anyway. My suggestion is to wait until Valve reveals what they have in store for the workshop tools next week. They might provide a way to decompile models from the model viewer or something so that they don't have to constantly update their workshop resources.
In the meantime I suggest testing your base meshes with the Source 2 model viewer to make sure they fit before proceeding too far. Anuxi has an awesome tutorial for how to do that:
[ame]https://www.youtube.com/watch?v=e44ZAO58vrI[/ame]
@Snowstorm: Yeah, hopefully they create a more streamlined set of tools to make this Item creation pipeline a lot more intuitive. And yeah, was watching that tutorial a few days ago. Will try it as soon as I get some low poly down.
Copying is generally not okay, whether it be from other workshop creators or other franchises entirely. That's someone else's idea you're basically trying to make money off of. On the other hand, borrowing heavy inspiration and motifs from other art is usually alright as long as it doesn't cross over the boundary into outright plagiarism. The Tidehunter helmet doesn't look enough like a Big Daddy helmet for there to be any issues; diving helmets have been around for a long time.
So, do you mean that we can borrow the ideal, the style, the color, but as long as we don't make it looks totally the same then it would be ok?
Because I see that in Dota 2 there're some heroes that looks the same style as heroes from "Heroes of the storm", especially the Pudge, he looks a lot like Butcher from Blizzard.
The ideal thing to do would be to create your own wholly original ideas. You shouldn't be trying to copy other's ideas just because they are successful. It's fine if you see something that inspires you and you want to integrate a similar feeling into your own designs but someone else's idea should probably not be the starting point for your own creations.
This made me cringe so hard...
If you have to ask if 'copying' is okay, whatever you're doing is probably not morally or legally ethical.
So you just basically using the word "based off" for everything looks similar?
Maybe I did use the wrong word, I didn't mean "copying" for everything, I was just meant for a survey, tentative subject on how you guys thinking about an idea for a new design.
Just wanna make this clear.