This is thread is your best bet for asking any questions you might have about the Dota 2 Polycount Contest. The polycount team and Valve will do their best to get back to you with answers as quickly as possible.
For information about the contest including the rules and specifications visit this page
here.
For further pipeline information, check out the Dota 2 wiki:
http://www.dota2wiki.com/wiki/Dota_2_Wiki:Model_Pictures
Replies
Answer: Characters only. We'll be having a Challenge shortly after the winers for this contest are announced that will be a broader range of artist types.
Answer: Yes.
Answer: Yes. You have 6 weeks and must match all of the requirements, however.
Answer: They need to have a thread on Polycount that shows the progress. Valve will be checking this for all entries. As for things already started as a concept, I can't see Valve having an issue with that.
The model Wind runner is missing the OBJ shoulders.
Answer: You cant change the base heros texture. Changes should be additive (new models).
For example, if I pick Doom Bringer. I'm suposed to do all parts (Head, Shoulder, Arms, Belt, Back, Tail and Weapon)?
ty!
Answer: This wasn't clear in the rules and will be after this is written: You do not need to do every item set piece that is available for that Hero. A minimum of 3 items per Hero item set must be completed.
Answer: Of course.
how many items makes a set?
Answer: Answered this above: 3 item minimum. An item set should be of a cohesive design.
Answer: Your entry must be completely original for this contest.
What if I wanted to rework from scratch an old item set of mine, starting with reworking the concepts?
Answer: Your entry must be completely original for this contest.
edit: v Oh hey thanks BrontoThunder, knowing that helps.
EDIT: Anyone with the same question check out the first post on page 3 by Quiggalo. Thanks man!
http://www.dota2.com/workshop/requirements
Explained in the UVs and Texturing portion (way down in the bottom of the page)
Answer: Your entry must be completely original.
So far, the in-game submission tool simply counts total facecount (regardless if tri or poly) so people can import a higher poly model if its not triangulated.
Did you make a thread on the dev forum about this? JohnM could prolly answer this.
As far as i know i think we are talking about tris. When i imported my model in the game the first few times i was over the limit, and it was referring to tris.
Ok reproduced and added to the dev blog.
Another question, If we're doing a hero with armour attached to the base model, can we model armour on top/delete the armour attached to the model? Just curious because I'm worried about my entry having clashing designs.
it will be able to create entire character like the couriers?
thanks
Answer: Our next Challenge will not be with Valve or related to Dota 2.
Yea I noticed this situation as well today importing the models.
For my entry it says:
limit is for lod 1 550 polys on the site but then I import the head it says 624 polys?
If I needed the extra 50 would that be okay?
This is indeed a bit confusing, I mean I will stay at the 550 but many will be confused if they view the base designs poly counts and are wondering why can't we just match or get near to the defaults since we will be replacing them anyway.
*for maya
I thought it was tris as well, but I tested it today and imported a 600face(poly)/1200tri sphere into a 650 max 'poly' slot and it worked.
Answer: You can do whatever you think is best for your item set.
It says Body, head and shoulders.
I guess Body refers to the arm pieces and the waist part. Should we leave the skirt and the top as it's part of the body mesh?
I guess head is hair.
Shoulders are the shoulders / mask
Body are the arm pieces and the belt thing.
Thanks.
Answer: Your best bet is to ask this one on the Dota 2 dev forum.
Have man
All signs point to that, but it's a bit weird then because there's already base boots, and upper armor that has a set color palette that goes completely against what Im planning. So I'm kind of hoping I'm wrong.
Specifically I'd like to do Kunkka, he is not listed on the PC post, but is on the workshop page.
Cheers
Answer: Only the ones on the list are available for this contest.
Can you please give us a light on this. Why there are several heroes available on the workshop, but not for the contest and several heroes are available for the contest, but not listed on the workshop? It's very confusing.
Answer: I can't answer it specifically, no. That's the list Valve gave us.
Unforunately you are right. As someone who has made a TA set, and (from the looks of it?) got it into game, I can say it's a pain, but that's how it works. "Head" is her hair, "Shoulders" is her shoulder pads and face mask, and "Armour" is her skirt, bracers and sleeves.
Answer: For now, the list on the page is the list of Hereoes chosen for this contest. Good luck!
The post detailing how to do so is located here.
Edit this and go over the limits at your own discretion (Valve may even auto-reject you for it); the heroes do have hard limits on polycount and texture size and will not work past a certain point (this depends on the hero). I would only use this as a last resort if you needed to fudge a few extra tris on to your submission(s) or to take some beauty shots in-game(without submitting the high-end specs of course).
Answer: This is an entire community for creating videogame art. Click around! (Check the wiki, linked at the very top.)
Can I name "limited user" as a member of a team when submitting to workshop?
[ame="http://www.youtube.com/watch?v=6_pTAxfvKwc&feature=g-upl"]From Maya to Dota 2 - YouTube[/ame] at 2:00 I also added a mask1&2 tutorial.