saw your weapon there too, he is testing all the weapons, but i couldn understand what is he doing..
first question, who is he? =]
why he has access to all submitted itens and why he was taking snapshots of them?
He's just a guy who goes through the files in every patch to see whats changed. Everything he shows is currently in the test client which means it should be in the real client tomorrow.
He's just a guy who goes through the files in every patch to see whats changed. Everything he shows is currently in the test client which means it should be in the real client tomorrow.
Hey all. So I've been seeing some wicked good stuff on this thread and figured I'd share some ideas for items I'd like to make. It's nice to see a serious dedicated thread to this too.
I chose Bounty Hunter to start. His physique and style I think are really cool and just seems like a fun character to work on.
These were the first 3 I did. Far left was more of a brute assassin idea - almost orcish with the spike motif. Middle was a more refined assassin, third was just kind of outfit exploration.
I liked the more brutish one, fleshed it out with this initially. Then I saw the leg armor looked more like his default items so decided to change it up to this - also replaced the handkerchief with a shawl.
Basically - as someone who is also new to DOTA, is this working? Any other ideas to recommend? And while I do like painting, concepting is still something I'm working at. Are there also people here who are opposite and want to collaborate more on the 2D end?
@Dr.cube:
Unfortunately, no, they don't really follow a schedule with that. But you can already throw your stuff up on the workshop and get feedback/gather votes.
Yeah, that one's been up on the workshop for a while (here) but I still think you can make your design work if you really want to. The defining features in the one that I linked seem to to me to be the spikes while yours relies more on the roundness of the blade for its silhouette.
I sat down and reworked the axe a bit and I think I'm nearing something I can call complete. I'm gonna sleep on it to see if I still like it in the morning, but chances are I'm ready to move on to the next step. What that step is I'm not really sure, but I'll figure it out somehow. Probably unwrapping the whole thing.
Here it is, my nameless Axe axe.
Any c&c is very welcome! (Especially about the LOD-optimization, first time I've done that so I don't know if it's shit or not.)
I sat down and reworked the axe a bit and I think I'm nearing something I can call complete. I'm gonna sleep on it to see if I still like it in the morning, but chances are I'm ready to move on to the next step. What that step is I'm not really sure, but I'll figure it out somehow. Probably unwrapping the whole thing.
next steps =]
the high poly to get the normal map later, take care to not change much the overall shape, or you will need to change your low poly to fit the high poly
on the low poly:
smooth the normals that should be smoothed
unwrap
create the normal map with xnormals or any other program
ocllusion bake to help texture
texture and create the mask_1 and mask_2
@crazyone Nice, looks really sweet in-game. Could you possible write a little paragraph or two on how to get items compiled? I think there a bunch of us who are stuck trying to compile but we're hitting roadblocks everywhere
@crazyone Nice, looks really sweet in-game. Could you possible write a little paragraph or two on how to get items compiled? I think there a bunch of us who are stuck trying to compile but we're hitting roadblocks everywhere
im in the same with spudnik, i decompiled but couldnt do the inverse path
Hey I was wondering if anyone could help me out with a model im working on.
Its a helmet and a surcoat for omniknight. Everything is done but ive been stuck on compiling for days.
Im new to the valve stuff (mdls, compiling etc) and i cant seem to find any guides that really explain how it works.
So, im stuck on compiling atm. I use GUIStudioMDL to compile with a QC file. I manage to create some mdls but when i open them in alien swarm model viewer i get "Error loading model" and in-game test function shows nothing at all.
I've been experimenting and tried a million things but no luck.
with the assistance of my cosmic superpal Hellmouth the swordfish silhouette has been made 75% swooshier
so now i am mangling the topology instead
furthermore my cosmic superpal informs me that it looks like the fish is excreting the handle so i am going to attempt to integrate the tail into the handle instead
@beetrootChan:
Looking really sweet. I think you can add a lot more detail via topology, you should still be way under the poly budget. For example, you can make the fish look a bit meaner, maybe add some teeth Right now he looks a bit happy-go-lucky as it's being swung into the face of your opponent :P
with the assistance of my cosmic superpal Hellmouth the swordfish silhouette has been made 75% swooshier
so now i am mangling the topology instead
furthermore my cosmic superpal informs me that it looks like the fish is excreting the handle so i am going to attempt to integrate the tail into the handle instead
i really like how its going, just that thin part near the base that bothers me, make it appear weak
haha bad timing but I have worked on this thing and now I saw that almost the same item is comming to the store next patch, so it´s back to the sketch board again. But I still wanted to show it so it wasn´t just a waste of time.
@bumd197:
I really like the concept! If you polish up the texture a bit especially around the blade area, then I would say definitely post it to the workshop!
@TriggerHappyPuppy:
Awwww man, that sucks Though I must say that the model came out really nice!
Started work on a new item set for the Drow Ranger. I'm thinking light, cloth armor that is a bit more modest than her default attire, one that suits the concept of Ranger and subtlety. Got most of the blocking about right already.
haha bad timing but I have worked on this thing and now I saw that almost the same item is comming to the store next patch, so it´s back to the sketch board again. But I still wanted to show it so it wasn´t just a waste of time.
@ahktang:
Really nice, I like it very much. The only critique I have is that the "metal plates bolted on metal" works better on the shoulders than on the belt buckle. Maybe bring in some of the original color palette and give the belt a design ?
Just verifying information to receive money, however the whole W-8BEN and W-7 forms, having to get an ITIN and sending off various things like birth certificates seems a bit much. I think I'll just let them take 30% of it just to not do it, as stupid as that may seem.
Just verifying information to receive money, however the whole W-8BEN and W-7 forms, having to get an ITIN and sending off various things like birth certificates seems a bit much. I think I'll just let them take 30% of it just to not do it, as stupid as that may seem.
I like to know more information about this...
If I don't live in U.S. or europe for example, still am I able to get payment from them?
Btw, started a new bow for drow... I may improve it's textures... Comment also welcome.
If I don't live in U.S. or europe for example, still am I able to get payment from them?
Btw, started a new bow for drow... I may improve it's textures... Comment also welcome.
Yup think so, these forms I've mentioned seem to be to get a lower rate of tax as per agreements between the US and where you are from, but in order to fill out the form you have to apply with another form along with your passport or other identifications to get your Individual Taxpayer Identification Number to complete the first form. This is what steam says:
In order to take advantage of the income tax treaty between the United States and your country and allow for a exempt/reduced withholding tax rate, you will need to complete a Form W-8BEN, "Certificate of Foreign Status of Beneficial Owner for United States Tax Withholding". Without a completed Form W-8BEN, we will need to withhold 30% of your revenue share and remit these taxes to the IRS. You may want to consult with your tax advisors on whether you can recover these taxes as a foreign tax credit on your tax return. In completing the W-8BEN, you must provide a U.S. Taxpayer Identification Number (TIN) in order to claim benefits under an income tax treaty. If you are an individual and don't have a social security number (SSN) and are not eligible to get one, you must get an individual taxpayer identication number (ITIN). To apply for an ITIN, file Form W-7 with the IRS. It usually takes 4-6 weeks to get an ITIN. If you are not an individual who is an employer, you must enter an employer idenfication number (EIN). If you do not have an EIN, you should apply for one on Form SS-4. See the FAQ for further details on how to apply for an ITIN.
So it sounds like they're going to take 30% off unless i do that form, then I might get a rate that the two countries have agreed upon? I imagine it's not lower than 20% anyway, and I'm not really in a position to send off my identification for this while I'm looking for jobs.
The question from there on is, is the country I'm in going to want a piece too? I think steam takes 75% then IRS 30%, so it's about 16.6% left.
Hey guys, been working on a new helmet for Dragon Knight and I need some advice - which version do you guys like better, the one with the gold rim on the cheek protector or the one without? Also, any other critique is more than welcome! (And don't mind the non-working alpha on the hair on top, Maya viewport handles transparency very poorly )
I think the model with the gold trim might suit his overall color scheme better than the one without, but by itself, i think the model without the trim is more aesthetically appealing.
Love the snail! Only crit i'd have is to switch the boot color to a brown, not only would it match the dota 2 item (right now it looks like dota 1 boots) but it would also harmonize a bit better. Totally awesome courier though
I agree about the boot... I tried to match the colour scheme so the boot was recognizable, but it kind of destroys my pallet. Ill try something a bit more brown.
@Steaky - Is there any animations for it? If so, you should show a video on the workshop.
I am working on a couple items for Axe. Tell me which of these pauldrons you think is the coolest. Mostly just the basic design. I will add more details and such later on. If you don't like any or have cool ideas how to improve the designs, shout them out.
Edit: A lot of people liked 3, so I am gonna go with that one. It was also my fave. Feel free to still give me your crits.
Thanks guys, I'll play around with the one without the gold and see if I can make it work a bit better.
@Frump:
Great concepts, all 3 of them! My initial instinct was to go with no.3 as well, but then THIS shoulder popped into my mind. As long as you make yours different enough from that one, I'd say go for it
EDIT: Ended up going halfway between no rim and the gold rim, what do you guys think? Any last critique?
Sorry if that question was already answered several times but how the heck do i compile my item so i can test it with the ingame Viewer? Is there any step by step tutorial especially for Dota2? thx in advance
In a sudden burst of inspiration I came up with an idea for a hero I don't usually play that much, Crystal Maiden. Today I sat down during some downtime and thought I'd mock up an idea - instead I've been working most of the day and this is the result.
1 is LOD1, 2 is LOD0 and 3 is what I'm going to use for normal maps.
And this is Crystal Maiden's LOD1 model with the LOD0 hat and cape.
I finally got an excuse to model a witch hat. I seriously love witch hats.
And I just double checked - it does not clip much with her shoulder pads at all! I'm probably still gonna have to meddle a bit with the collar, though, but it's pretty much k.
Sorry if that question was already answered several times but how the heck do i compile my item so i can test it with the ingame Viewer? Is there any step by step tutorial especially for Dota2? thx in advance
PLEASE PLEASE PLEASE could somebody who has successfully exported and compiled write a little tutorial? I've spent way too many hours now on this without success to a point where I will give you .... in-game items!
PLEASE PLEASE PLEASE could somebody who has successfully exported and compiled write a little tutorial? I've spent way too many hours now on this without success to a point where I will give you .... in-game items!
I read in a pretty good tutorial that it is no longer necessary to compile, since Valve states on their Dota2 workshop info submissions page that they accept .OBJ and .MA files for the models, and .PSD and .TGA for textures/skins. I did my best to compile, but it was not veiwable in the Dota2 test environment. It was somewhat veiwable throught the Alienswarm sdk, so i figure it must be a directory issue. Let me find a link to the tutorial...
That'd be great, thank you! I did know about the fact that you're able to submit .OBJs and .TGAs, though - the main reason why I want to compile is that I want to check if the items actually look good in game or just in Maya before I submit them to the workshop.
I am starting from complete smd export and source modding illiteracy, and i am even still confused by what you mean when you say "use diffuse texture for real texture name".
Now i sort of have a better understanding of the qc file, but i am not certain how the relative file structure is plugged into the qc, and translated to the .mdl. I think your post gave me a bit more insight. .vmts are another puzzle.
I was attempting to follow Valve's instructions and have 4 textures named _color, _normal, _mask1, and _mask2. So do i plug these .tga files into the vmt with proper dota dir file structure and it will be visible? Did i get that right? I am really showing my ignorance here. Thanks for trying to help us newbies.
I think you should download VTFedit https://developer.valvesoftware.com/wiki/VTFEdit you then go to \materials\models\items or heroes for your normal, color, mask1, mask2, and vmt. Read sample vmt and copy, replacing with your normal, color, etc. remmeber to set right pixel size before importing to vtf.
Import your .tga using file-import in VTFedit and there you go!
Okay, sorry. For those who still need some reiteration, i think those of us who have been having trouble exporting and compiling to .mdl format have been neglecting our .qc file configuration greatly.
For us newbs, apparently it is vital in export you understand the way .qc files work in the compiling process. I would have fainted at those words a week ago, but here i am. the .mdl needs to know how to be accessed from the game, as well as your .vtf and .vmt. This is configured in your .qc before compiling, is what i am pretty sure everyone has been trying to bash into my thick noggin.
I have heard a lot of people asking for help, so i hope that justifies another post on this topic.
So in my case, i am exporting an .smd from Maya. In order for the model and images i am using as textures to be viewable in the Dota test environment, i would need to edit the associated .qc file, correct? The vital configuration of directory paths will not be automatically set, as there is no Dota2 sdk out yet to utilize during export, so for now, the process must be done manually. Do i follow?
So the .qc file needs to know the location where your .mdl will rest, that would be $modelname "items\kunkka\head_blueroguesmoonstonemonocle.mdl"
$model "default" "head_blueroguesmoonstonemonocle.smd" in my case.
The .mdl needs to know where it will end up before being compiled from an .smd, is that correct?
Replies
He's just a guy who goes through the files in every patch to see whats changed. Everything he shows is currently in the test client which means it should be in the real client tomorrow.
so it entered the game!
congrats =]
I chose Bounty Hunter to start. His physique and style I think are really cool and just seems like a fun character to work on.
These were the first 3 I did. Far left was more of a brute assassin idea - almost orcish with the spike motif. Middle was a more refined assassin, third was just kind of outfit exploration.
I liked the more brutish one, fleshed it out with this initially. Then I saw the leg armor looked more like his default items so decided to change it up to this - also replaced the handkerchief with a shawl.
Basically - as someone who is also new to DOTA, is this working? Any other ideas to recommend? And while I do like painting, concepting is still something I'm working at. Are there also people here who are opposite and want to collaborate more on the 2D end?
Unfortunately, no, they don't really follow a schedule with that. But you can already throw your stuff up on the workshop and get feedback/gather votes.
Looks very much like a better and more polished version of my axe. I guess it's back to the drawing board for me.
I want to do something for Crystal Maiden, but they have yet to split her model into item groups, right?
@KoRazDigital:
Yeah, that one's been up on the workshop for a while (here) but I still think you can make your design work if you really want to. The defining features in the one that I linked seem to to me to be the spikes while yours relies more on the roundness of the blade for its silhouette.
Here it is, my nameless Axe axe.
Any c&c is very welcome! (Especially about the LOD-optimization, first time I've done that so I don't know if it's shit or not.)
next steps =]
the high poly to get the normal map later, take care to not change much the overall shape, or you will need to change your low poly to fit the high poly
on the low poly:
smooth the normals that should be smoothed
unwrap
create the normal map with xnormals or any other program
ocllusion bake to help texture
texture and create the mask_1 and mask_2
forget something?
[ame="http://www.youtube.com/watch?v=xM-7KuSdBRY&feature=plcp"]Tidehunter - Tempest sight axe - YouTube[/ame]
finally finished it http://steamcommunity.com/sharedfiles/filedetails/?id=81651414&searchtext=
im in the same with spudnik, i decompiled but couldnt do the inverse path
Its a helmet and a surcoat for omniknight. Everything is done but ive been stuck on compiling for days.
Im new to the valve stuff (mdls, compiling etc) and i cant seem to find any guides that really explain how it works.
So, im stuck on compiling atm. I use GUIStudioMDL to compile with a QC file. I manage to create some mdls but when i open them in alien swarm model viewer i get "Error loading model" and in-game test function shows nothing at all.
I've been experimenting and tried a million things but no luck.
This is my QC file for the helmet:
$cd"C:\Users\****\Desktop\Models\omniknight\content\dota\models\items\omniknight\head_valor"
$modelname "heroes/omniknight/head_valor.mdl"
$model "default" "head_valor_lod0.dmx.smd"
$lod 1
{
replacemodel "head_valor_lod0.dmx.smd" "head_valor_lod1.dmx.smd"
}
$cdmaterials "models\items\omniknight\head_valor"
$hboxset "default"
$hbox 0 "head" -18.833 -15.556 -10.276 17.150 16.360 22.563
$surfaceprop "default"
$keyvalues { }
$illumposition 0.538 0.402 154.102
$sequence BindPose "BindPose" fps 30.00
so now i am mangling the topology instead
furthermore my cosmic superpal informs me that it looks like the fish is excreting the handle so i am going to attempt to integrate the tail into the handle instead
Looking really sweet. I think you can add a lot more detail via topology, you should still be way under the poly budget. For example, you can make the fish look a bit meaner, maybe add some teeth Right now he looks a bit happy-go-lucky as it's being swung into the face of your opponent :P
i really like how its going, just that thin part near the base that bothers me, make it appear weak
the rest is really good =]
Also the mesh seemed a bit thin so I may re-scale the low poly mesh after I see your comments...
Don't know at this point I may submit this or not... First of all I did this for testing...
Comment it please :thumbup:
I really like the concept! If you polish up the texture a bit especially around the blade area, then I would say definitely post it to the workshop!
@TriggerHappyPuppy:
Awwww man, that sucks Though I must say that the model came out really nice!
"Mistwalker Vestments"
Haha what the hell, man. Had the same idea and started working on it before I noticed it in the workshop.
Here's the WIP:
Making a set for Natures Profit now. Although he already has like 4 or 5 of them.
Really nice, I like it very much. The only critique I have is that the "metal plates bolted on metal" works better on the shoulders than on the belt buckle. Maybe bring in some of the original color palette and give the belt a design ?
I like to know more information about this...
If I don't live in U.S. or europe for example, still am I able to get payment from them?
Btw, started a new bow for drow... I may improve it's textures... Comment also welcome.
I finish my sven ruling sword .
may be there are red one ?
Just submitted my item as well if anyone wants to vote on it.
http://steamcommunity.com/sharedfile...s/?id=82221681
Yup think so, these forms I've mentioned seem to be to get a lower rate of tax as per agreements between the US and where you are from, but in order to fill out the form you have to apply with another form along with your passport or other identifications to get your Individual Taxpayer Identification Number to complete the first form. This is what steam says:
So it sounds like they're going to take 30% off unless i do that form, then I might get a rate that the two countries have agreed upon? I imagine it's not lower than 20% anyway, and I'm not really in a position to send off my identification for this while I'm looking for jobs.
The question from there on is, is the country I'm in going to want a piece too? I think steam takes 75% then IRS 30%, so it's about 16.6% left.
@Dr.cube - great image, and great model, going to vote on that =]
@spudnik - i think the same as archimedes
I just uploaded my first item. Its a custom courier. C&C (or votes) would be awesome!!
http://steamcommunity.com/sharedfiles/filedetails/?id=82326861&searchtext=
I agree about the boot... I tried to match the colour scheme so the boot was recognizable, but it kind of destroys my pallet. Ill try something a bit more brown.
@Steaky - Is there any animations for it? If so, you should show a video on the workshop.
I am working on a couple items for Axe. Tell me which of these pauldrons you think is the coolest. Mostly just the basic design. I will add more details and such later on. If you don't like any or have cool ideas how to improve the designs, shout them out.
Edit: A lot of people liked 3, so I am gonna go with that one. It was also my fave. Feel free to still give me your crits.
@Frump:
Great concepts, all 3 of them! My initial instinct was to go with no.3 as well, but then THIS shoulder popped into my mind. As long as you make yours different enough from that one, I'd say go for it
EDIT: Ended up going halfway between no rim and the gold rim, what do you guys think? Any last critique?
Steaky, awesome job, did you made the animations for the courier? i would love to see them!
Not sure if it's a success or not...
Also I just sent the compiled files which are just works...
Like mdl,vtx,vvd and vtf,vmt with correct directories...
http://steamcommunity.com/sharedfiles/filedetails/?id=82513878
1 is LOD1, 2 is LOD0 and 3 is what I'm going to use for normal maps.
And this is Crystal Maiden's LOD1 model with the LOD0 hat and cape.
I finally got an excuse to model a witch hat. I seriously love witch hats.
And I just double checked - it does not clip much with her shoulder pads at all! I'm probably still gonna have to meddle a bit with the collar, though, but it's pretty much k.
PLEASE PLEASE PLEASE could somebody who has successfully exported and compiled write a little tutorial? I've spent way too many hours now on this without success to a point where I will give you .... in-game items!
I read in a pretty good tutorial that it is no longer necessary to compile, since Valve states on their Dota2 workshop info submissions page that they accept .OBJ and .MA files for the models, and .PSD and .TGA for textures/skins. I did my best to compile, but it was not veiwable in the Dota2 test environment. It was somewhat veiwable throught the Alienswarm sdk, so i figure it must be a directory issue. Let me find a link to the tutorial...
1. make your SMD, use diffuse texture for real texture name
2. copy your item's original qc file and edit correct directories for example
$modelname "items\juggernaut\dota2ready_item_name.mdl"
$model "default" "yourSMD.smd"
$cdmaterials "models\items\juggernaut"
3.create your vtf/vmt files with vtf edit
copy vmt from original and edit texture names
put your materials to dota 2 beta\materials\items\hero\
4.compile your SMD with GUIStudioMDL
select alien swarm bin directory as config > orange box path
5. go to alien swarm swarm\models\items\hero\ your item.mdl, vvx,vtx
copy and paste it dota 2 beta\dota\models\items\hero\
6.open dota 2 and select your model.
And also this :thumbup:> http://steamcommunity.com/sharedfiles/filedetails/?id=82566571
I am starting from complete smd export and source modding illiteracy, and i am even still confused by what you mean when you say "use diffuse texture for real texture name".
Now i sort of have a better understanding of the qc file, but i am not certain how the relative file structure is plugged into the qc, and translated to the .mdl. I think your post gave me a bit more insight. .vmts are another puzzle.
I was attempting to follow Valve's instructions and have 4 textures named _color, _normal, _mask1, and _mask2. So do i plug these .tga files into the vmt with proper dota dir file structure and it will be visible? Did i get that right? I am really showing my ignorance here. Thanks for trying to help us newbies.
Import your .tga using file-import in VTFedit and there you go!
For us newbs, apparently it is vital in export you understand the way .qc files work in the compiling process. I would have fainted at those words a week ago, but here i am. the .mdl needs to know how to be accessed from the game, as well as your .vtf and .vmt. This is configured in your .qc before compiling, is what i am pretty sure everyone has been trying to bash into my thick noggin.
I have heard a lot of people asking for help, so i hope that justifies another post on this topic.
So in my case, i am exporting an .smd from Maya. In order for the model and images i am using as textures to be viewable in the Dota test environment, i would need to edit the associated .qc file, correct? The vital configuration of directory paths will not be automatically set, as there is no Dota2 sdk out yet to utilize during export, so for now, the process must be done manually. Do i follow?
So the .qc file needs to know the location where your .mdl will rest, that would be $modelname "items\kunkka\head_blueroguesmoonstonemonocle.mdl"
$model "default" "head_blueroguesmoonstonemonocle.smd" in my case.
The .mdl needs to know where it will end up before being compiled from an .smd, is that correct?