So i kinda looked around for a straight answer because i know it's kinda lame to ask but.. To anyone that has had items accepted about how much money can you earn from a set that gets accepted on average?
So i'm gonna try to put something together for Axe. I'd like to do a bracer as part of the set, i've seen them in game and was wondering if this was for misc slot? Also when i mirror say a shoulder pad does it double my poly count for that slot or work more as an instance?
Just to say that the game asset generator v2 is out, it will not only convert your Dota sculpt into a game assets with every lods at your desired polycount, textures baked and composited and loaded with lighting effects like Source 2 and rim light in one click but it can now fusion every meshes to make a low poly that envelop the high poly to optimize the polycount and the UV map. Here is an examples with cylinders:
You just have the enable the option "create envelop".
You will need a build of Blender 2.77 to use it.
It will soon generate your mask1 and mask2 quickly with the result directly in the viewport, you can already paint the specularity, self illumination and metalness.
Hey guys, I just learned how to export models from Reborn. I saw the gif before about how to export animations as well. What I don't understand is that the models I exported didn't come with bones or bind points, so cosmetics wont bind to heroes, and animations won't play (I'm using Blender). I'm looking to get the cosmetics and heroes out of the game and pose them (so I can fix them up for 3D printing). Any ideas on how to do that or somewhere I can find old files from a version of Dota before the reborn update? I used to be able to get models out of the data files, but since they changed the file format, I can't anymore. Thanks!
Hey guys, I just learned how to export models from Reborn. I saw the gif before about how to export animations as well. What I don't understand is that the models I exported didn't come with bones or bind points, so cosmetics wont bind to heroes, and animations won't play (I'm using Blender). I'm looking to get the cosmetics and heroes out of the game and pose them (so I can fix them up for 3D printing). Any ideas on how to do that or somewhere I can find old files from a version of Dota before the reborn update? I used to be able to get models out of the data files, but since they changed the file format, I can't anymore. Thanks!
Sup guys! Someone knows, when be added lonedruid trueform in workshop tools? Maybe someone has contacts with Valve and communicates with them about technical issues!
I feel like workshop is slowly dying. Is it just me? Valve is not communicating with the artists at all, they totally ignored Anuxi's post on Reddit. We cannot work on particle effects anymore, there's no guide to use workshop tools properly, all the models are outdated/broken. It's also not profitable to work on bigger sets because 3-item sets get the same revenue as 8-item ones, I see some of the veterans here are working on different stuff now. What do you guys think about these issues?
I feel like workshop is slowly dying. Is it just me? Valve is not communicating with the artists at all, they totally ignored Anuxi's post on Reddit. We cannot work on particle effects anymore, there's no guide to use workshop tools properly, all the models are outdated/broken. It's also not profitable to work on bigger sets because 3-item sets get the same revenue as 8-item ones, I see some of the veterans here are working on different stuff now. What do you guys think about these issues?
Valve is just slow when it comes to getting this stuff done, i mean look at how long its taken them to get every hero ported over from Dota 1. Do agree about the communication though, it would be really nice to have a workshop community manager on their end, who would communicate things with us.
I feel like workshop is slowly dying. Is it just me? Valve is not communicating with the artists at all, they totally ignored Anuxi's post on Reddit. We cannot work on particle effects anymore, there's no guide to use workshop tools properly, all the models are outdated/broken. It's also not profitable to work on bigger sets because 3-item sets get the same revenue as 8-item ones, I see some of the veterans here are working on different stuff now. What do you guys think about these issues?
1 - reddit post - They usually never answer anything on reddit, because if they do any kind of statement it can backfire, like when they mentioned on the first diretide that was a annual event. Imagine if they mention that they plan to release new heroes on the following months?, people may start annoying then with "hey Valve, you said that 2 months ago, where is what you promised?" So it is much better to do their work without spending time answering stuff that can backfire. They really consider their time the most valuable stuff around, so they try to use it in the most wise way
2 - particles effects where never optimized enough for the engine (words from a Valve employee) which means that it causes them extra work to fix, it takes less time to create one them to check every single detail on the submitted particle to see if it will not break the gameplay (like some particles did in the past by being visible on the fog or showing where the hero teleported)
3 - they actually updated some models, and the ones broken were broken since forever, it is not a new thing =]
4 - profitability - a good example, couriers where part of the ultra rare drop on chests in the past, being bundled with particle effects. Making some people buying chests only for the rare expensive courier, and those couriers where not generating revenue to the creators. Following your line of thinking, people would stop doing courier at a certain point, but they kept doing Of course, doing a 3 piece set is easier then making a Tiny set, but there are more things when deciding which hero to work, sometimes, doing extra work on a 10 pieces set and getting it in game is more worthy then doing 5 3 pieces set and not getting any accepted
5 - some people move on, some new people appear, I am not following the amount of set being submitted if they reduced or not, but if they are still getting accepted in the game there are still a workshop, doesnt matter then ammount of competidors. one thing I am sure, the quality of items on the workshop is getting higher I see a reduction of people around the forum lately, but I believe is just because people switched to skype, which is easier and more informal.
My view on this is like so: 1. Reddit and communication in general - it was always like this. They will most likely read it, think about it, implement changes when necessary, but will never give you straight answer. 2. Custom stuff - for me this is a positive change. Valve never allowed officially to work on particles/custom animations, and it was their mistake to ever bundle a set made with this kinda stuff. This were getting out of hand really fast. Stuff like this should be supported by tools available for everyone or be totally forbidden. 3. As Thiago said they are now updating old models so its actually awesome! 4. Here is a simple rule. You will not make 8 slotted set, someone else will 5. I guess you can work on same thing for ever. As Thiago said, some people go, others come. Its all good as long as it flows
Once is however certain. That polycount dota 2 sub forum fas died out. I can understand that as people like posting their stuff more on social media. And I support this as well because its only way to interact and get feedback from community of players. As what we do is for the players, not for other artists
Item Workshop Tool: SMD file support has been discontinued for workshop models and animations — existing SMD submissions can be processed, but new submissions must use either FBX or DMX file formats
Item Workshop Tool: SMD file support has been discontinued for workshop models and animations — existing SMD submissions can be processed, but new submissions must use either FBX or DMX file formats
so i give up search app for export smd and dmx anymore -_-
Finally finished this set that I've been working on for...well checking the first save date it has been more than a YEAR! Time flies when your having "fun"
Hey, folks. Long time no see. Got a quick concept for my long-awaited hero, Bane. Gonna use it as a study and do the whole thing myself, so expected time of it's arrival is around summer. c:
Name is Boogeyman's... something... something epic.
Hey, folks. Long time no see. Got a quick concept for my long-awaited hero, Bane. Gonna use it as a study and do the whole thing myself, so expected time of it's arrival is around summer. c:
Name is Boogeyman's... something... something epic.
It's interesting, But a little bit like faceless void.
My tool to create Dota assets in few minutes evolve! You can now generate a stylized weapon from your artwork, paint with an innovative tool, each color is an ID and is bind to a gradient map. You can also composite your image in one node. And it will like before bake all your maps, save them and generate your lods. Download: http://linko.projects.free.fr/dblender.zip
Replies
will be soon in workshop
If you get import error, try to export DMX with "Binary 9" and "Model 22"
Edit: I realized the cloth physics for the robe works but staff doesn't work. Maybe broken model?
Feel the Battlemage's Fury!
http://steamcommunity.com/sharedfiles/filedetails/?id=630364319 …
Our set for Pugna is complete! time to start working on Undying.
http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
Just to say that the game asset generator v2 is out, it will not only convert your Dota sculpt into a game assets with every lods at your desired polycount, textures baked and composited and loaded with lighting effects like Source 2 and rim light in one click but it can now fusion every meshes to make a low poly that envelop the high poly to optimize the polycount and the UV map. Here is an examples with cylinders:
You just have the enable the option "create envelop".
You will need a build of Blender 2.77 to use it.
It will soon generate your mask1 and mask2 quickly with the result directly in the viewport, you can already paint the specularity, self illumination and metalness.
Hello guys!
i just published my new Phantom Lancer Set.
Pls have a look:
http://steamcommunity.com/sharedfiles/filedetails/?id=631285990
Thy:)
Just finish my new set for EarthShaker , feel free to check it out
http://steamcommunity.com/sharedfiles/filedetails/?id=632755902
Thanks!
model
RIP
Vote - http://steamcommunity.com/workshop/filedetails/?id=635330549
3D - https://www.artstation.com/artwork/VBERR
http://steamcommunity.com/sharedfiles/filedetails/?id=635434915
http://steamcommunity.com/sharedfiles/filedetails/?id=635509836
Please support us in the DOTA Workshop.
are you trying with fbx2016? I had problems with him too and went back to maya 2015, now it works
1 - reddit post - They usually never answer anything on reddit, because if they do any kind of statement it can backfire, like when they mentioned on the first diretide that was a annual event. Imagine if they mention that they plan to release new heroes on the following months?, people may start annoying then with "hey Valve, you said that 2 months ago, where is what you promised?"
So it is much better to do their work without spending time answering stuff that can backfire. They really consider their time the most valuable stuff around, so they try to use it in the most wise way
2 - particles effects where never optimized enough for the engine (words from a Valve employee) which means that it causes them extra work to fix, it takes less time to create one them to check every single detail on the submitted particle to see if it will not break the gameplay (like some particles did in the past by being visible on the fog or showing where the hero teleported)
3 - they actually updated some models, and the ones broken were broken since forever, it is not a new thing =]
4 - profitability - a good example, couriers where part of the ultra rare drop on chests in the past, being bundled with particle effects. Making some people buying chests only for the rare expensive courier, and those couriers where not generating revenue to the creators.
Following your line of thinking, people would stop doing courier at a certain point, but they kept doing
Of course, doing a 3 piece set is easier then making a Tiny set, but there are more things when deciding which hero to work, sometimes, doing extra work on a 10 pieces set and getting it in game is more worthy then doing 5 3 pieces set and not getting any accepted
5 - some people move on, some new people appear, I am not following the amount of set being submitted if they reduced or not, but if they are still getting accepted in the game there are still a workshop, doesnt matter then ammount of competidors. one thing I am sure, the quality of items on the workshop is getting higher
I see a reduction of people around the forum lately, but I believe is just because people switched to skype, which is easier and more informal.
I didnt want this to get too long, my bad =]
1. Reddit and communication in general - it was always like this. They will most likely read it, think about it, implement changes when necessary, but will never give you straight answer.
2. Custom stuff - for me this is a positive change. Valve never allowed officially to work on particles/custom animations, and it was their mistake to ever bundle a set made with this kinda stuff. This were getting out of hand really fast. Stuff like this should be supported by tools available for everyone or be totally forbidden.
3. As Thiago said they are now updating old models so its actually awesome!
4. Here is a simple rule. You will not make 8 slotted set, someone else will
5. I guess you can work on same thing for ever. As Thiago said, some people go, others come. Its all good as long as it flows
Once is however certain. That polycount dota 2 sub forum fas died out. I can understand that as people like posting their stuff more on social media. And I support this as well because its only way to interact and get feedback from community of players. As what we do is for the players, not for other artists
http://steamcommunity.com/sharedfiles/filedetails/?id=643954881
http://steamcommunity.com/sharedfiles/filedetails/?id=647649260
- Added Tinker to the Item Workshop
- Added Bane to the Item Workshop
- Added Night Stalker to the Item Workshop
http://www.dota2.com/springcleaningCheck out more images here. Leave a like/ favourite/ comment if you like what you see- it would be greatly appreciated!
http://steamcommunity.com/sharedfiles/filedetails/?id=651617688
Finished another DOTA set with Ken Darmadi.
Please support us in the DOTA Workshop.
Zeus blue, turquoise and yellow (arcana) with some small white, green areas.
http://imgur.com/KWGOkES
Imho my zeus would be a terrible wraith king.
Inner Eye of the Golden Wind - Phantom Lancer
http://steamcommunity.com/sharedfiles/filedetails/?id=652969567
http://steamcommunity.com/sharedfiles/filedetails/?id=654265169
http://www.dota2.com/workshop/requirements/Bane
Got it thanks man
http://steamcommunity.com/workshop/filedetails/?id=655879793
http://steamcommunity.com/workshop/filedetails/?id=653965011
Download: http://linko.projects.free.fr/dblender.zip
http://blenderartists.org/forum/attachment.php?attachmentid=430396&stc=1
http://blenderartists.org/forum/attachment.php?attachmentid=429671&stc=1
http://blenderartists.org/forum/attachment.php?attachmentid=429353&stc=1