so much nice items here!
got my first humble item finally into the workshop, on the right spot
Still need to work on the texture, but so happy that it finally worked that i thought i would share. Thank you guys for all the info in this thread!
That looks really great, walt - you might want to think about adding some fabric or something for him to grip onto and also to break up the texture colours a bit.
Also, it kiiiiiind of looked like a giant penis as it was loading.
That looks really great, walt - you might want to think about adding some fabric or something for him to grip onto and also to break up the texture colours a bit.
Also, it kiiiiiind of looked like a giant penis as it was loading.
I like the item, just needs some more flair to it, its a bit plain at the moment. I don't mind that it looks very phallic, I need a way to showcase my power, and this is the perfect way! "LOOK AT IT GO!"
Also, it kiiiiiind of looked like a giant penis as it was loading.
Oh reaaaly? never noticed
yeah i tried to add some fabric but never liked the way it looked, always distracted from the simplicity of the item, just a big bone. I might give it another try.
Well if you tried the fabric and it didn't work I'll trust your judgement, the bone itself looks ace and you've got some great colour variation happening within the bone itself regardless.
I like the item, just needs some more flair to it, its a bit plain at the moment. I don't mind that it looks very phallic, I need a way to showcase my power, and this is the perfect way! "LOOK AT IT GO!"
Haha I never said it was a bad thing ;D
For what it's worth, the first comment on my Lion Cloak was "Vagina".
So been looking at the changes in the test client, they're great, but apparently in order to test multiple files at once each item's .mdl file needs to be uploaded individually... but for some reason importing into the client doesn't appear to be creating a .mdl file... it only makes the .dmx and .qc files. Strange, I think it used to make .mdl files before this update.
Could someone verify this so that I know I'm not crazy? I'm looking in C:\Program Files (x86)\Steam\steamapps\common\dota 2 test\content\dota\models\items\ hero \ randomized# \ importfilename \
EDIT: Disregard this, found the actual directory with the .mdl is \Steam\steamapps\common\dota 2 test\dota\models\items\hero\randomized#\ But I'm fairly certain that this folder doesn't show up though unless the pak files are extracted like we were already doing before?
Guys,about a particle FX on items...
Does every item supports the FX,or just some?
If i understood it right,its doable on every item,but its prefferable on items that are below budzet,so that added particles don't cause more stress to the engine than a item with max poly count would.Right?
Speciffically,was wondering about wards and FX.They've got 1,5k budzet,so its neat,if u need to take away some polys for FX to not slow down the item proccesing,then wards would be an ideal item for FX to be used.
edit: just checked valve's new wards,they all got FX on them.Question still remains:Do they make a ward with 1,5k poly,then on top of it add a FX,or do they cut down a poly count a bit,so the FX wouldnt cause additional stress on rendering?
Guys,about a particle FX on items...
Does every item supports the FX,or just some?
If i understood it right,its doable on every item,but its prefferable on items that are below budzet,so that added particles don't cause more stress to the engine than a item with max poly count would.Right?
Speciffically,was wondering about wards and FX.They've got 1,5k budzet,so its neat,if u need to take away some polys for FX to not slow down the item proccesing,then wards would be an ideal item for FX to be used.
edit: just checked valve's new wards,they all got FX on them.Question still remains:Do they make a ward with 1,5k poly,then on top of it add a FX,or do they cut down a poly count a bit,so the FX wouldnt cause additional stress on rendering?
Use all 1.5k for the ward, don't worry about using any for particle effects. Those are completely separate from the ward. The only problem is there is no way to test new particles or make your own particles yet, its all done on valves side.
THIS IS THE BEST PATCH EVER! CK basemodel is now separated from his horse I hope we will get to make a badass mount for him now. Not that there is anything wrong with the one he has now, but i would love to try making one and see someone else in here give it a shot.
@vlad, great posts! Very informative. Will certainly be helpful for those starting out.
@Tvidotto, i would say that boar is finished. Good work!
@walt, awesome! But i agree with the others, some leather straps or something would make it look even better i think.
@Andrew, you can actually make particles in SFM particle editor and test those with your items too, but only in SFM.
I can try someday if it's working again in the itemtest, they took away that a couple of months ago. But i was able to load edited particles before that in the itemtest.
THIS IS THE BEST PATCH EVER! CK basemodel is now separated from his horse I hope we will get to make a badass mount for him now. Not that there is anything wrong with the one he has now, but i would love to try making one and see someone else in here give it a shot.
@vlad, great posts! Very informative. Will certainly be helpful for those starting out.
@Tvidotto, i would say that boar is finished. Good work!
@walt, awesome! But i agree with the others, some leather straps or something would make it look even better i think.
@Andrew, you can actually make particles in SFM particle editor and test those with your items too, but only in SFM.
I can try someday if it's working again in the itemtest, they took away that a couple of months ago. But i was able to load edited particles before that in the itemtest.
We tried getting them working on our chicken courier but were unsuccessful, even though everything we did was correct, so I believe it's still not possible to load them in through the itemtest. But I know you can edit particles that already exist in the client, so if they are already present you can create new ones to replace those. Adding new ones where they were there previously is still not possible.
Did some more work on my Slark concept, actually didn't wanted to make a shoulder piece, but I had an idea for using a turtle shell, from a Snapper turtle. Also added a handcuff, to give it more a prisoner look. Think I'm going to call the set something like "Fish Collector" wearing stuff from his enemies.
So, after some testing we've managed to figure out what's wrong with the additional wearables adding. New importer tool puts your mdls in \dota 2
test\dota\models\items\ instead of \dota 2
test\content\dota\models\items\ . You just need to navigate there, and you can use them in the new tool!
This will probably be fixed/explained tomorrow, i think.
just a bit of fooling around with another idea for a texture.
will have to look at it again tomorrow, when i'm not this sleepy,
but love to hear what u guys think..
goodnight!
thanks
I wanted it to be dragon themed, as I've always associated dragons with fire
Hopefully the texturing & rigging will go a bit smoother with this set
Well, I gotta thank Valve for adding portrait view; Showed me this little issue (which I cant think how I'll fix); His original teeth are showing. Anyone have any ideas how I can plausibly hide them?
Helped out another workshoper and in the process managed to go completely overboard and made this.
I have also had a bunch of "how to" requests after the tenderizer made it into the latest chest (yay), and am considering following this up with a tutorial centered around the above item i can forward people onto.
thanks
I wanted it to be dragon themed, as I've always associated dragons with fire
Hopefully the texturing & rigging will go a bit smoother with this set
you would probably want to flip her hair, so that that fringey part in on the other side to match the bones they have there
Overall the design looks a little too busy for my tastes, but thats just me , as long as you keep those rest areas it should turn out well
@Vlad: looking great, how the hell do you finish those models that quick?
Maybe I'm always overthinking everything
@Nele: Looking really nice, but like Anuxi said it's really busy and you won't see halve the detail from a distance. I'm not liking the belt on the bottom part though..
My courier is on a hold for now, because I want to finish one of the first sets for a hero this time, so I won't be limited to ideas because other ppl allready made it.
So I did some more work on Slark, never played with him before, but because I'm modeling parts for him I started playing Slark. It's not an easy hero to play with, but a lot of fun when it's going well
Finished blocking out all body parts, hope to finish the sword concept today. I would really appreciate some feedback guys
you would probably want to flip her hair, so that that fringey part in on the other side to match the bones they have there
Overall the design looks a little too busy for my tastes, but thats just me , as long as you keep those rest areas it should turn out well
thanks for the feedback
i know its detailed, but this is also a portfolio piece for me, so I kindof went all out on the sculpt
I havent looked at the rig yet... but I should soon, the skinning bit is a nightmare
what do you mean with 'rest areas'?
Andyk125 I agree with you on the belt now i thought i'd be a nice add-on, but it doesn't really add to the value... makes it a bit busy and takes away the attention from other stuff. i'll try and make it less busy
@Vlad: looking great, how the hell do you finish those models that quick?
Maybe I'm always overthinking everything
I personally think that simple, clean designs are the best. So a) don't overthink it b) plan ahead. Good topology will save you a lifetime.
Speaking of new models and interesting designs, we finished this.
Last update for today Added a harpoon in the armor and a sword.
The sword has two blades with a seahorse as grip, it's a high quality blade which he stole befor he went to prison..
Hey guys! I'm thinking about going ahead with this design for modelling (bottom right)
Was hoping for some last minute critiques/comments though, would be helpful thanks!
Hey guys! I'm thinking about going ahead with this design for modelling (bottom right)
Was hoping for some last minute critiques/comments though, would be helpful thanks!
really like the design and shading of the blade
there is a sven sword with blue details that turn red when he uses it ult, would look nice on yours too =]
I'd love to have a friendly competition, say we all pick one hero (like the new centaur warrunner) and we all design a set and make it.
Could be fun with 3 or 4 people
there is 2 clients, the dota beta and the dota test
the suggestion to use the dota test is to not mess with the main client and get VAC banned =]
was that your doubt?
Sorry or taking so long to reply to your speedy response! It was something to do with copying files from Main Client to Dota Test; but it's ok now as the latest patch lets you test multiple items at the same time, and that's all I really wanted to do.
Actually I was wondering if anyone wanted to team up with me, or offer suggestions. I've been working on this anti-mage as a monk set, but I feel like I've lost my way with this one. Is this even worth pursuing?
Honestly I can't texture at all, the only good items I've made have been textured by other people. Anyone see potential in this? Want to help by texturing?
I'd love to have a friendly competition, say we all pick one hero (like the new centaur warrunner) and we all design a set and make it.
Could be fun with 3 or 4 people
great idea Anuxi
can i participate with a courier? =]
btw, we need normal deadlines, i know that you can make an entire set in 2 hours, but we need a least couple weeks =]
Yey! I'm done with the Powerglove for Lion. Had a blast doing this, thinking of doing some more for Lion, may end up in a set. Have some ideas with the same theme.
Critique is always welcome! http://steamcommunity.com/sharedfiles/filedetails/?id=121254640
I'd love to have a friendly competition, say we all pick one hero (like the new centaur warrunner) and we all design a set and make it.
Could be fun with 3 or 4 people
I'm all for this
Centaur sounds like a good hero to pick, too.
I'm sure you'll find some way to make him beautiful, Anuxi, haha.
I'd love to have a friendly competition, say we all pick one hero (like the new centaur warrunner) and we all design a set and make it.
Could be fun with 3 or 4 people
I'm in. Maybe this will make me actually finish a set xD
I'd love to have a friendly competition, say we all pick one hero (like the new centaur warrunner) and we all design a set and make it.
Could be fun with 3 or 4 people
I'm game if someone can do my coloring (Uvs and, texture mapping is my weakness)
So I gave every hero a number and rolled 1-71 and got 23=huskar
Hahah I dunno if I will have time to do the first couple, but one a month would be cool. Like this month we do Slark, next month we do like rubick or soemthing. Heroes without many item sets would be cool.
We could make it go for a month? or two? Two seems a bit excessive though :<
I'd personally rather see you guys do a bunch of keeper of the light sets. But that's just me. But yeah, slark probably is best choice for the contest, as he is the most popular of the recently workshop enabled heroes.
Replies
Loving those new options! And you don't have to search after your files between every step!
got my first humble item finally into the workshop, on the right spot
Still need to work on the texture, but so happy that it finally worked that i thought i would share. Thank you guys for all the info in this thread!
Also, it kiiiiiind of looked like a giant penis as it was loading.
I like the item, just needs some more flair to it, its a bit plain at the moment. I don't mind that it looks very phallic, I need a way to showcase my power, and this is the perfect way! "LOOK AT IT GO!"
yeah i tried to add some fabric but never liked the way it looked, always distracted from the simplicity of the item, just a big bone. I might give it another try.
Haha I never said it was a bad thing ;D
For what it's worth, the first comment on my Lion Cloak was "Vagina".
Could someone verify this so that I know I'm not crazy? I'm looking in C:\Program Files (x86)\Steam\steamapps\common\dota 2 test\content\dota\models\items\ hero \ randomized# \ importfilename \
EDIT: Disregard this, found the actual directory with the .mdl is \Steam\steamapps\common\dota 2 test\dota\models\items\hero\randomized#\ But I'm fairly certain that this folder doesn't show up though unless the pak files are extracted like we were already doing before?
http://steamcommunity.com/sharedfiles/filedetails/?id=111405333
huge thanks to my friend Daniden for the critiques and all the guys that helped here in the forum =]
i'd love to watch that stream if it got saved. whats the link?
Does every item supports the FX,or just some?
If i understood it right,its doable on every item,but its prefferable on items that are below budzet,so that added particles don't cause more stress to the engine than a item with max poly count would.Right?
Speciffically,was wondering about wards and FX.They've got 1,5k budzet,so its neat,if u need to take away some polys for FX to not slow down the item proccesing,then wards would be an ideal item for FX to be used.
edit: just checked valve's new wards,they all got FX on them.Question still remains:Do they make a ward with 1,5k poly,then on top of it add a FX,or do they cut down a poly count a bit,so the FX wouldnt cause additional stress on rendering?
Use all 1.5k for the ward, don't worry about using any for particle effects. Those are completely separate from the ward. The only problem is there is no way to test new particles or make your own particles yet, its all done on valves side.
And did my first in-depth modelling guide.
Suggestions are welcome!
Cyborgimplyer
@vlad, great posts! Very informative. Will certainly be helpful for those starting out.
@Tvidotto, i would say that boar is finished. Good work!
@walt, awesome! But i agree with the others, some leather straps or something would make it look even better i think.
@Andrew, you can actually make particles in SFM particle editor and test those with your items too, but only in SFM.
I can try someday if it's working again in the itemtest, they took away that a couple of months ago. But i was able to load edited particles before that in the itemtest.
Should be here: http://www.twitch.tv/anuxinamoon/videos?kind=past_broadcasts
We tried getting them working on our chicken courier but were unsuccessful, even though everything we did was correct, so I believe it's still not possible to load them in through the itemtest. But I know you can edit particles that already exist in the client, so if they are already present you can create new ones to replace those. Adding new ones where they were there previously is still not possible.
Thanks everyone for the kind comments on my BH set! Didn't expect that much interest, for those that haven't seen it yet please vote or leave a message http://steamcommunity.com/workshop/filedetails/?id=120336817
Did some more work on my Slark concept, actually didn't wanted to make a shoulder piece, but I had an idea for using a turtle shell, from a Snapper turtle. Also added a handcuff, to give it more a prisoner look. Think I'm going to call the set something like "Fish Collector" wearing stuff from his enemies.
test\dota\models\items\ instead of \dota 2
test\content\dota\models\items\ . You just need to navigate there, and you can use them in the new tool!
This will probably be fixed/explained tomorrow, i think.
Also finished this
will have to look at it again tomorrow, when i'm not this sleepy,
but love to hear what u guys think..
goodnight!
Still need to fix the head part though, as you can prob see
really nice work there =]
I wanted it to be dragon themed, as I've always associated dragons with fire
Hopefully the texturing & rigging will go a bit smoother with this set
I have also had a bunch of "how to" requests after the tenderizer made it into the latest chest (yay), and am considering following this up with a tutorial centered around the above item i can forward people onto.
you would probably want to flip her hair, so that that fringey part in on the other side to match the bones they have there
Overall the design looks a little too busy for my tastes, but thats just me , as long as you keep those rest areas it should turn out well
Maybe I'm always overthinking everything
@Nele: Looking really nice, but like Anuxi said it's really busy and you won't see halve the detail from a distance. I'm not liking the belt on the bottom part though..
My courier is on a hold for now, because I want to finish one of the first sets for a hero this time, so I won't be limited to ideas because other ppl allready made it.
So I did some more work on Slark, never played with him before, but because I'm modeling parts for him I started playing Slark. It's not an easy hero to play with, but a lot of fun when it's going well
Finished blocking out all body parts, hope to finish the sword concept today. I would really appreciate some feedback guys
thanks for the feedback
i know its detailed, but this is also a portfolio piece for me, so I kindof went all out on the sculpt
I havent looked at the rig yet... but I should soon, the skinning bit is a nightmare
what do you mean with 'rest areas'?
Andyk125 I agree with you on the belt now i thought i'd be a nice add-on, but it doesn't really add to the value... makes it a bit busy and takes away the attention from other stuff. i'll try and make it less busy
Speaking of new models and interesting designs, we finished this.
The sword has two blades with a seahorse as grip, it's a high quality blade which he stole befor he went to prison..
Was hoping for some last minute critiques/comments though, would be helpful thanks!
really like the design and shading of the blade
there is a sven sword with blue details that turn red when he uses it ult, would look nice on yours too =]
Could be fun with 3 or 4 people
Andyk125, make sure you don't change his silhouette too much, atleast that's what i've been told a while ago.
Any thoughts on the witch doctor bone texture on the previous page..
Can't make up my mind.
Sorry or taking so long to reply to your speedy response! It was something to do with copying files from Main Client to Dota Test; but it's ok now as the latest patch lets you test multiple items at the same time, and that's all I really wanted to do.
Actually I was wondering if anyone wanted to team up with me, or offer suggestions. I've been working on this anti-mage as a monk set, but I feel like I've lost my way with this one. Is this even worth pursuing?
Honestly I can't texture at all, the only good items I've made have been textured by other people. Anyone see potential in this? Want to help by texturing?
great idea Anuxi
can i participate with a courier? =]
btw, we need normal deadlines, i know that you can make an entire set in 2 hours, but we need a least couple weeks =]
Critique is always welcome!
http://steamcommunity.com/sharedfiles/filedetails/?id=121254640
I'm all for this
Centaur sounds like a good hero to pick, too.
I'm sure you'll find some way to make him beautiful, Anuxi, haha.
I'm in. Maybe this will make me actually finish a set xD
I'm game if someone can do my coloring (Uvs and, texture mapping is my weakness)
So I gave every hero a number and rolled 1-71 and got 23=huskar
Edit: ah too late #5
We could make it go for a month? or two? Two seems a bit excessive though :<
Finally finished the higpoly x_______X
yay!
@anuxi
one month is more then enough
that is a great idea and im totaly in!
i can do a courier based on the hero theme =]]]
so, when we can start? today? tomorrow? we need to define a hero
some guys started slarks sets on the forum, we could follow them, what you guys think?
Anyone sorta wish their was a way to get a poll going in a thread after the thread had been created.
that way everybody could vote on the hero for the month.
If we are doing slark here you go a nice character sheet