°rik
cool idea but try to me more creative with the order of the books. He is a mage - The books order can be more messy.
I paint something for you:
Thanks a ton for the paint-over. I was trying to keep the staff top-heavy like the original, but that is a great idea and the books are much more interesting in that spiral pattern. I'll make a proxy and see how it looks.
Combined the spiral books with a mounted golem head idea I was mulling over. Probably won't be stars up at the top, but various trinkets.
Looks like they've ninja added a few more heroes to the requirements page. The only new one I can pick out is Lina, there's too many now to keep track of each time it updates. The link to her zip is currently 404 though.
Hi everyone, so i'm at my first object for Dota2.
I still didn't publish cause i still have to figure out the mask textures. Anyway here it's the diffuse + normal.
It's a shuriken for Bounty Hunter, the idea was to put together 3 desolators and tie them to a ring. Let me know that you think please
Oh sorry maybe i expressed myself in the wrong way...i just have to make them still
P.S. if you come up with some cool name for it, i will appreciate it a lot. The best i could come up with was "Shuriken of Desolation"...sooooooo original -_-
P.P.S How do you test the 2 masks in realtime to adjust them?
Here are some ideas for the direction you could take this.
Thanks for the paintover The last one you did is kinda what I had in mind but i like the idea of the horns curving the other way. Guess I will make both and see what fits the high poly best.
Hi everyone, so i'm at my first object for Dota2.
I still didn't publish cause i still have to figure out the mask textures. Anyway here it's the diffuse + normal.
It's a shuriken for Bounty Hunter, the idea was to put together 3 desolators and tie them to a ring. Let me know that you think please
Hi everyone, so i'm at my first object for Dota2.
I still didn't publish cause i still have to figure out the mask textures. Anyway here it's the diffuse + normal.
It's a shuriken for Bounty Hunter, the idea was to put together 3 desolators and tie them to a ring. Let me know that you think please
awesome paint work man, really liked it
my way os testing in game is reaplacing any in game item, but probably the in game compiler will be a quicker way for your weapon
Ya, its missing for me as well. Earlier today, the workshop site was glitching out and showing everything in French for me. They must have been working on an update and it went funky for a bit. I don't know why they'd get rid of the percentage though.
Ok so I'm making an Axe..for Axe, but I want to take it into Z-brush to add extra detail for the normal map. But when I do it rounds it off completely. The only way i know how is to make a high poly in 3DSmax and export it to Zbrush, but can i get a normal map from the high poly that i send to Zbrush?
I'm still sorta new with this whole thing but i'd like to give it a go, what's the best way to go about it?
noone of the couriers on the workshop are in game, the couriers made by the community that are in game were made by guys that were asked by valve to do
like the tegu and i think the mec
the couriers are a lot more complex than itens to match the artstile and be well compiled
they are updating a lot of things every week, adding a custom courier on the game is something not important compared to a new hero
noone of the couriers on the workshop are in game, the couriers made by the community that are in game were made by guys that were asked by valve to do
like the tegu and i think the mec
the couriers are a lot more complex than itens to match the artstile and be well compiled
they are updating a lot of things every week, adding a custom courier on the game is something not important compared to a new hero
Fair enough, Your couriers look better than the official ones, like that weird chest thing with an eye.
Fair enough Your couriers look better than the official ones, like that weird chest thing with an eye.
many thanks! that made my day better =]!
some of them i really dont like like the treasure chest and the zombie tree with the treasure chest on the head, but the drodo and the juggernaut dog are awesome =]
Thanks man, and yes i know you are the king of courriers
After seeing your Gatuja and the Silly Dragon i really though about doing one. Btw i think i added you on Steam if i'm not wrong...:)
About the glow, i used the self illumination already, what i was talking about is a glow effect around the weapon in certain areas, like the one i've seen in all the Doom sword entries...
I want to take my low poly axe into Z-brush to get extra detail for a normal map, but when I do, it smooths it off waaay to much. What's the best way to get around this? the only way I can think of is making a high poly in Max and exporting it over to zbrush, but even then, can I get a normal map from that to put onto my low poly?
Hey guys, been a while (and Uni's starting up so running short on time these days.)
Wings don't seem to be doing well, probably going to redo the colors after I can get the right ideas. In other news, my Armor for OD loads properly, so while I make the materials I wanted to pause and ask a question. Most of the biggest complaints were that the wings "didn't match" or were the wrong color. Below I have 2 shots of the armor, front features pure black (mostly), with the shoulders being a gradient from black to the native light color. In the second picture, there's two arrows pointing out different gradients. I'd appreciate if someone could tell me if the lower one on the leg in any way matches the wings.
Alright, back to working on art and getting comfortable in zBrush again.
Got a new club for Ogre coming up.
@Starcofski - Never use pure black, or white for that matter.
@Hideous - There are tons of zBrush tutorials out there. Check our wiki, google, youtube, Pixologic's main site, or even zBrushCentral for beginner material.
@Paskie - It seems to look good. Post some more angles, and maybe a zoomed out shot, to make sure you don't lose some of those small details too easily in-game.
@Hideous : What I usually do(this may not be the best workflow for sure, its just the one I use) is :
1º : Highpoly in 3dsmax, basically making the general shape and putting support loops so the subdivision in Zbrush doesn't destroys it.
2º : Export it to Zbrush, add all the detail I want.
3º : Export the Highpoly from Zbrush and also the Lower subdivision too.
4º : Remove all the supports loops from that lower subdivision from Zbrush and optimice it, make LoD0 out of it. Then Unwrap it.
5º : Make loD1 out of the unwrapped LoD0.
6º : Bake Highpoly normals into LoD0.
PD: The reason to export the lower subdivision from Zbrush is that the item will have some minor adjustments that come from the sculpting, so it will fit better when baking than the highpoly from Step 1.
Hey guys, i'm interested in creating an item for dota 2. And i've got a question. When i'm creating a weapon, for example, do i need to tailor it for a hand (create mesh, then pimp it to right size/etc?) or do i need the mesh and game will take care of everything itself? And is there any limits on dimensions and proportions. Thanks a lot.
And i don't understand all these Lod1 and Lod0. Do i need two separate meshes (If i do highpoly in zbrush first, then retopologize)?
Also, how long does it take for item to be approved in workshop?
The mesh must be the right size, but there aren't any other restrictions other than the polygon counts. And the higher poly version (lod0) is the version used in other places than the in-game version (lod1). It isn't a must to use, but then the game will use the low-poly version, which may or may not look worse on close up.
Also I don't know how long it will take to get the item approved, if it gets approved. I have had some troubles getting my models to compile.
Hey guys, i'm interested in creating an item for dota 2. And i've got a question. When i'm creating a weapon, for example, do i need to tailor it for a hand (create mesh, then pimp it to right size/etc?) or do i need the mesh and game will take care of everything itself? And is there any limits on dimensions and proportions. Thanks a lot.
And i don't understand all these Lod1 and Lod0. Do i need two separate meshes (If i do highpoly in zbrush first, then retopologize)?
Also, how long does it take for item to be approved in workshop?
The size limit is really what you can get away with with out it clipping, Lod 0 is used in the portrait window, Personally I don't see the point of using lod 0 unless the item is viewable in the portrait. The only thing you have to do is make sure its skinned to the right bone and its placed on top of whatever your replacing.
I have a general question for you folks.
I've created a weapon for Slardar. He has not yet been officially released to the workshop by valve.
I was wondering if I should hold off on submitting my item until they release him, or just submit now?
My logic so far was that I will just wait until they release him to the workshop and I can drop my weapon day one. I fear that if I submit now, it may just get buried and forgotten about.
So I guess I've pretty much convinced myself to hold off until they release him, but I'm still curious about others thoughts on submitting items for characters not yet officially on the workshop.
and here is a wip shot, the texture resolution is currently one step larger(512x256) than it will be ingame:
Thanks for answers. Couple of noobie ones:
I don't understand what exactly do i need and how in mask1 and mask2. I understand that i need to use channels in photoshop, instead of just painting layers. But do i need to pain all these metalness, freshnel, specularity channels for one item? I'm kinda confused.
Any step-by-step advices? I'm looking at creating weapon now, so i will need spec, self-ilum etc. Do i paint them only on specific uv islands, or i must fill all of them with greyscale or something? Thanks.
Replies
Thanks a ton for the paint-over. I was trying to keep the staff top-heavy like the original, but that is a great idea and the books are much more interesting in that spiral pattern. I'll make a proxy and see how it looks.
Combined the spiral books with a mounted golem head idea I was mulling over. Probably won't be stars up at the top, but various trinkets.
Love the axe set and style.
Here are some ideas for the direction you could take this.
I still didn't publish cause i still have to figure out the mask textures. Anyway here it's the diffuse + normal.
It's a shuriken for Bounty Hunter, the idea was to put together 3 desolators and tie them to a ring. Let me know that you think please
What's the issue you're having with the masks?
P.S. if you come up with some cool name for it, i will appreciate it a lot. The best i could come up with was "Shuriken of Desolation"...sooooooo original -_-
P.P.S How do you test the 2 masks in realtime to adjust them?
You don't have to worry too much about names; a lot of items get their names changed once Valve accepts them into the game.
Presenting...
The Combat Log!
http://steamcommunity.com/sharedfiles/filedetails/?id=99274926
I know Tiny isn't one of the supported heroes for items, but I just had to do this.
Thanks for the paintover The last one you did is kinda what I had in mind but i like the idea of the horns curving the other way. Guess I will make both and see what fits the high poly best.
something unusual for jugg
Awesome its nice to see some good masks for jugg, I think there's only 1 on the workshop all the others look really odd
Awesome texture man!
http://steamcommunity.com/sharedfiles/filedetails/?id=99372992
Third times a charm they say.
awesome paint work man, really liked it
my way os testing in game is reaplacing any in game item, but probably the in game compiler will be a quicker way for your weapon
Didn't know you even could.
It seems to have disappeared, odd.
Ya, its missing for me as well. Earlier today, the workshop site was glitching out and showing everything in French for me. They must have been working on an update and it went funky for a bit. I don't know why they'd get rid of the percentage though.
The Flying Desolation (yeah, new name!) is completed at last!
Workshop Link
And here 2 screenshots.
Looks pretty good, maybe a tad squashed though imo.
great item! voted up!
glow you can add by the self illumination texture, i think is the alpha on mask1
if you want to make a courier and need an animator just ask =]
here are mines
http://steamcommunity.com/id/tvidotto/myworkshopfiles?appid=570
Ok so I'm making an Axe..for Axe, but I want to take it into Z-brush to add extra detail for the normal map. But when I do it rounds it off completely. The only way i know how is to make a high poly in 3DSmax and export it to Zbrush, but can i get a normal map from the high poly that i send to Zbrush?
I'm still sorta new with this whole thing but i'd like to give it a go, what's the best way to go about it?
How come they aren't in the game yet?
i dont know =[
but i have some thoughts about it
noone of the couriers on the workshop are in game, the couriers made by the community that are in game were made by guys that were asked by valve to do
like the tegu and i think the mec
the couriers are a lot more complex than itens to match the artstile and be well compiled
they are updating a lot of things every week, adding a custom courier on the game is something not important compared to a new hero
Fair enough, Your couriers look better than the official ones, like that weird chest thing with an eye.
many thanks! that made my day better =]!
some of them i really dont like like the treasure chest and the zombie tree with the treasure chest on the head, but the drodo and the juggernaut dog are awesome =]
this is the one im working now
Thanks man, and yes i know you are the king of courriers
After seeing your Gatuja and the Silly Dragon i really though about doing one. Btw i think i added you on Steam if i'm not wrong...:)
About the glow, i used the self illumination already, what i was talking about is a glow effect around the weapon in certain areas, like the one i've seen in all the Doom sword entries...
Help is appreciated.
Wings don't seem to be doing well, probably going to redo the colors after I can get the right ideas. In other news, my Armor for OD loads properly, so while I make the materials I wanted to pause and ask a question. Most of the biggest complaints were that the wings "didn't match" or were the wrong color. Below I have 2 shots of the armor, front features pure black (mostly), with the shoulders being a gradient from black to the native light color. In the second picture, there's two arrows pointing out different gradients. I'd appreciate if someone could tell me if the lower one on the leg in any way matches the wings.
Got a new club for Ogre coming up.
@Starcofski - Never use pure black, or white for that matter.
@Hideous - There are tons of zBrush tutorials out there. Check our wiki, google, youtube, Pixologic's main site, or even zBrushCentral for beginner material.
@Paskie - It seems to look good. Post some more angles, and maybe a zoomed out shot, to make sure you don't lose some of those small details too easily in-game.
Cool that you can used the paintover !
1º : Highpoly in 3dsmax, basically making the general shape and putting support loops so the subdivision in Zbrush doesn't destroys it.
2º : Export it to Zbrush, add all the detail I want.
3º : Export the Highpoly from Zbrush and also the Lower subdivision too.
4º : Remove all the supports loops from that lower subdivision from Zbrush and optimice it, make LoD0 out of it. Then Unwrap it.
5º : Make loD1 out of the unwrapped LoD0.
6º : Bake Highpoly normals into LoD0.
PD: The reason to export the lower subdivision from Zbrush is that the item will have some minor adjustments that come from the sculpting, so it will fit better when baking than the highpoly from Step 1.
Hope this helped :P
And i don't understand all these Lod1 and Lod0. Do i need two separate meshes (If i do highpoly in zbrush first, then retopologize)?
Also, how long does it take for item to be approved in workshop?
Also I don't know how long it will take to get the item approved, if it gets approved. I have had some troubles getting my models to compile.
The size limit is really what you can get away with with out it clipping, Lod 0 is used in the portrait window, Personally I don't see the point of using lod 0 unless the item is viewable in the portrait. The only thing you have to do is make sure its skinned to the right bone and its placed on top of whatever your replacing.
http://steamcommunity.com/sharedfiles/filedetails/?id=99842686
I've created a weapon for Slardar. He has not yet been officially released to the workshop by valve.
I was wondering if I should hold off on submitting my item until they release him, or just submit now?
My logic so far was that I will just wait until they release him to the workshop and I can drop my weapon day one. I fear that if I submit now, it may just get buried and forgotten about.
So I guess I've pretty much convinced myself to hold off until they release him, but I'm still curious about others thoughts on submitting items for characters not yet officially on the workshop.
and here is a wip shot, the texture resolution is currently one step larger(512x256) than it will be ingame:
Also, fuck these comment spammers that have popped up on the Workshop - I'm deleting comments like every 20 minutes.
I don't understand what exactly do i need and how in mask1 and mask2. I understand that i need to use channels in photoshop, instead of just painting layers. But do i need to pain all these metalness, freshnel, specularity channels for one item? I'm kinda confused.
Any step-by-step advices? I'm looking at creating weapon now, so i will need spec, self-ilum etc. Do i paint them only on specific uv islands, or i must fill all of them with greyscale or something? Thanks.