This isn't a question: if you feel the burning urge to say "go back to TF2!!! this is DOTA2!" or some variation there of, write in on your blog, a DOTA 2 forum or tell your therapist, but leave it out of contest threads.
Everyone else, please report these types of posts, I will ban repeat offenders.
Are we allowed to change the skin textures, or just the armor?
Answer: You cannot change any existing textures. You should be creating brand new, additive 3D artwork and their textures for this contest. This is not a 'texturing' contest where you are to update the existing model textures.
Is Antimage really included? He's in the list but does not have a guideline/model on the workshop. No Antimage is the only one missing in the workshop.
Hi. When I usuly submit items for dota 2 I newer submit any lod0 mesh becuse this text "If your item isn't highly visible in the hero's portrait, leave this blank and we'll use the in-game geometry instead." Is it the same for this contest or should I make an lod0 also for maybe render shoots?
Answer: Valve has requested that you create multiple LOD's for your entry so you should do as the brief describes.
If I'm making a full armor set for a character, does each piece have to integrate with the vanilla armor or not? (For example, if I modeled a seamless transition between the body and legs for my armor set, would I have to make the body also integrate with the default legs?)
Answer: Whatever you create should work with the default setup of your chosen Hero.
How do you apply the "mask" textures that are included with these models? I am previewing the Pugna model for instance using Marmoset Toolbag and don't know under which kind of material to add them. I would like to know more information as to how to create them too.
EDIT: Nevermind, I just noticed the tutorial video above.
If your hero was heavily influenced by something, such as if I was to make the Sniper look like a member of the 1813 British Redcoats... would that be classified as not being original? I have seen a few people commenting on other peoples work that it looks like something else... got me wondering.
Answer: You can certainly draw inspiration from real-life designs etc. But its worth asking yourself if that is something Valve is going to choose.
@Ichll3D
I think that's kind of a grey zone. I don't think there's anything wrong with being influenced my one design or another as long as you don't simply copy it, but instead mke it your own. That's what the WIP threads are for, people can judge it from an outside perspective and tell you whether or not it looks "just copied". One thing is for certain though: you may not use copywritten material. (though in the case of historical armor you shouldn't have a problem with that)
Given that there will only be 10 winners, what happens with the rest of the items? Can we keep them in the workshop? Are they still eligible to get in game? Or if they lose the contest are they out for good?
I'm only asking because I'm sure that this contest will draw more than 10 entries worthy of being in game.. And the current workshop situation is a lot different to when we had the polycount TF2 contest.
Answer: Valve may release additional ones in the store at a later date, as they did with the TF2 Polycount Pack. I am sure, though, you could resubmit the items out side of the contest once the winners are announced if you are so inclined.
I'm just curious, since most of the base models have parts of the armor still on them. Can we cover up those with the new items or are Valve super strict here?
@Tekoppar
If you mean making an item that covers up part of the base model, then yes you can. I might be misunderstanding you though so browse through the list of accepted items to see if you can find an example of such an item.
The requirements state that the texture maps size should be 256.
However, when importing the models, the texture maps on that model are 2k.
Why do we have lower sized texture maps?
Windrunner which is the model I'm using has her hair as her helmet and its a big trademark for this hero, without the hair i don't think she is recognizable. Am i able to reuse her hair for the contest or alter it a bit or do i have to recreate it?
Windrunner which is the model I'm using has her hair as her helmet and its a big trademark for this hero, without the hair i don't think she is recognizable. Am i able to reuse her hair for the contest or alter it a bit or do i have to recreate it?
Yea you can, but you should try to change the hair style, it can still be orange.
Not sure if this has been asked but I have a question regarding models that make use of a seperate head, say Faceless Void, Slardar, etc. Basically, I want to know if we're suuposed to make entirely new heads for these heroes or if it's okay to make headgear that goes on top of this seperate head model? I suppose this goes for any hero with seperate models that appear to be part of the actual hero (Sand King's tail for example).
This could possibly affect which hero I end up making items for
If we make armour to cover up the armour on the original model, where would that armour go upon entry? For instance, Doom Bringer has default leg armour, and if I want to make new armour to go on top, where do I submit that/what are the limitations? (I don't see a slot for leg armour on the Doom Bringer page)
Answer: I would suggest you create items for the slots available.
Could we perhaps get a stickied poll in the forum? I'm a little curious since we have 49 or so heroes to choose from some definetively come off as more popular. Would be interesting to see in a poll just how popular certain characters are (perhaps if someone wants to work on a less used hero).
@Selaznog:
Technically, yes, you can make armor for the legs but you're going to have to attach it to (i.e. include it with) one of the other slots (belt or tail in the case of Doombringer would probably be best) which cuts into your poly budget. If the boly budget is not holding you back, by all means, go for it
since we have 49 or so heroes to choose from some definetively come off as more popular.(perhaps if someone wants to work on a less used hero).
I would like to believe this is why the contest is being held to entice some to switch over to try and explore all characters and not just stick to Mr.populars..
@Selaznog:
Technically, yes, you can make armor for the legs but you're going to have to attach it to (i.e. include it with) one of the other slots (belt or tail in the case of Doombringer would probably be best) which cuts into your poly budget. If the boly budget is not holding you back, by all means, go for it
Thanks I was wondering this myself, is this official word?
The Brewmaster zip download is missing the shoulder obj. There is a file named that, but all it contains is the weapon and off hand. Is there a way we can get this fixed, or does anyone want to try to rip it from the smd or maya file?
My question was how to begin modeling if your absolutely fresh and looking up the term speed modeling in google helped a lot.
I have blender and found out how to generally load the model now, so I edited this post.
Blender has an introduction set of tutorials which ends for a membership, so I suggest joining a dota 2 workshop group if anyone has similar questions and are overwhelmed by the amount of info at the start.
Anyone else having issues downloading the spectator client? I click the link for the install and nothing happens. Can anyone shed light on the situation? I have a lot of games on steam so it shouldn't be a limited version.
@Kend:
Submit through the game itself, it'll ask you for your lod1 and lod0 geometry which it will also preview (this is the only way to check how items will look ingame) before submitting.
If you just want to preview, go through the steps just as if you were going to submit, but cancle it after it compiles and previews the model.
to repeat an old question in hopes of a definite answer:
Is the "face limit" just counting Ngon faces, or Tri's?
I understand that on importing faces are counted as faces regardless of tri/quad - but I'd hate for people to submit things that are within import limits but off spec for the contest.
Getting an error in the DOTA 2 viewer "Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
My pipeline.
1. Import Hair SMD (Bones/rig)
2. Import my Hair (Reset Transform pivot to 0.0.0/reset Xform)
3. Apply Skin modifier to my model
4. Add the Head Bone to my Model
5. Export my Model (With and without bone)
When i import it its just hovering there while the character is doing her animation, Textures are working fine its just not properly sticking to the bone, any ideas?
While I understand that the acceptable formats are .SMD (Valve's SDK I believe), .FBX (Autodesk) and .DMX (unfamiliar with this one), I was curious as to if there was an easy way to convert these so I can use the program Blender in order to create for this contest. I have been unable to find appropriate file converters for those file extensions in order to open and manipulate the files given by Valve. If anyone knows a workaround right off the top, or of another free program that can be used with these appropriate file extensions, please let me know as I am looking forward to submitting something. Thanks!
to repeat an old question in hopes of a definite answer:
Is the "face limit" just counting Ngon faces, or Tri's?
I understand that on importing faces are counted as faces regardless of tri/quad - but I'd hate for people to submit things that are within import limits but off spec for the contest.
An N-gon is the incorrect term. N-gons have infinite number of sides, polygons have 4 sides. You are not allowed to have 5 sided faces.
Hello, sorry if this can be explained elsewhere, but what are the different lods for, for example;
Weapon
LoD0 Polygon Limit: 500
LoD1 Polygon Limit: 350
So say my weapon is 400, does that mean i need to do two LODs. Just noticed on other peoples threads that not many are worried about the initial LoD1 budget.
I read the technical requirements but doesnt say much on what the two LoDs are used for.
A quick question - how far are we able to stray from the hero's established colour scheme. For example: Nyx Assassin's armour is majority dark red hues with some orange/gold trim, if we were to make and item set with more golds/sandy-browns etc. Would this be acceptable?
Answer: Ask yourself this instead: Would it look good and is it something you'd be proud to submit for this contest? If yes, by all means, do what you'd like.
There are some new heroes being broken up for cosmetics, as you can see on Cyborgmatt's blog, namely Night Stalker and Razor: Are we allowed to make items for these heroes when the resources arrive?
Am I the only one who noticed Dota2 is using CMYK over RGB to derive color pallets?
I was confused about this at first. Is this just something I've been overlooking, or has it been common knowledge to use CMYK for a while now?
I ask, because otherwise, I'd be picking the wrong complimentaries.
Additive RGB:
RED <-> GREEN
BLUE <-> ORANGE
YELLOW <-> PURPLE
Subtractive CMY:
MAGENTA <-> GREEN
CYAN <-> RED
YELLOW <-> BLUE VIOLET
Replies
Everyone else, please report these types of posts, I will ban repeat offenders.
Answer: You cannot change any existing textures. You should be creating brand new, additive 3D artwork and their textures for this contest. This is not a 'texturing' contest where you are to update the existing model textures.
Thank you VERY much for that!
Does anyone have any tips for setting up a "proper" preview environment in Max for testing all the maps?
http://www.mattwhite.us/files/antimage.zip
Here ya go, I exported all his SMDs and VTFs and put them in a Maya file and an FBX and included all the SMDs.
Answer: Valve has requested that you create multiple LOD's for your entry so you should do as the brief describes.
Answer: Whatever you create should work with the default setup of your chosen Hero.
EDIT: Nevermind, I just noticed the tutorial video above.
Just want to make sure we CANNOT pick Axe? I had a good idea for him.
All the picks and not picks are confirmed. I'm pretty sure tide, axe and so on are omitted due to the amount of items they already have.
Ex: A friend and I make an Anti-mage set, and then a Clinkz Set. Can both of them be at the Top10?
Answer: If both entries are chosen by Valve as their picks for the Top 10, then they would both be winners.
Awesome! Thanks!
Answer: You can certainly draw inspiration from real-life designs etc. But its worth asking yourself if that is something Valve is going to choose.
I think that's kind of a grey zone. I don't think there's anything wrong with being influenced my one design or another as long as you don't simply copy it, but instead mke it your own. That's what the WIP threads are for, people can judge it from an outside perspective and tell you whether or not it looks "just copied". One thing is for certain though: you may not use copywritten material. (though in the case of historical armor you shouldn't have a problem with that)
Given that there will only be 10 winners, what happens with the rest of the items? Can we keep them in the workshop? Are they still eligible to get in game? Or if they lose the contest are they out for good?
I'm only asking because I'm sure that this contest will draw more than 10 entries worthy of being in game.. And the current workshop situation is a lot different to when we had the polycount TF2 contest.
Answer: Valve may release additional ones in the store at a later date, as they did with the TF2 Polycount Pack. I am sure, though, you could resubmit the items out side of the contest once the winners are announced if you are so inclined.
Answer: You can cover those.
If you mean making an item that covers up part of the base model, then yes you can. I might be misunderstanding you though so browse through the list of accepted items to see if you can find an example of such an item.
However, when importing the models, the texture maps on that model are 2k.
Why do we have lower sized texture maps?
I think we get the originals. In game they're all sized down.
It's really obvious on some heroes, look at Earthshaker's portrait and you'll see indivual pixels on the texture.
hmm i guess it makes sense like that... thx!
Also your linkedin 'widget' doesn't seem to work, where it says paste everything but the linkedin.com
Windrunner which is the model I'm using has her hair as her helmet and its a big trademark for this hero, without the hair i don't think she is recognizable. Am i able to reuse her hair for the contest or alter it a bit or do i have to recreate it?
Yea you can, but you should try to change the hair style, it can still be orange.
This could possibly affect which hero I end up making items for
Answer: I would suggest you create items for the slots available.
Technically, yes, you can make armor for the legs but you're going to have to attach it to (i.e. include it with) one of the other slots (belt or tail in the case of Doombringer would probably be best) which cuts into your poly budget. If the boly budget is not holding you back, by all means, go for it
I would like to believe this is why the contest is being held to entice some to switch over to try and explore all characters and not just stick to Mr.populars..
Thanks I was wondering this myself, is this official word?
nvrmnd I am sure I can't.
Answer: This is covered in the submissions and Hero guidelines on the Dota 2 Workshop page./COLOR]
I have blender and found out how to generally load the model now, so I edited this post.
Blender has an introduction set of tutorials which ends for a membership, so I suggest joining a dota 2 workshop group if anyone has similar questions and are overwhelmed by the amount of info at the start.
http://www.dota2wiki.com/wiki/Dota_2_Wiki:Model_Pictures
Answer: Added - thanks Jacque!
Submit through the game itself, it'll ask you for your lod1 and lod0 geometry which it will also preview (this is the only way to check how items will look ingame) before submitting.
If you just want to preview, go through the steps just as if you were going to submit, but cancle it after it compiles and previews the model.
Is the "face limit" just counting Ngon faces, or Tri's?
I understand that on importing faces are counted as faces regardless of tri/quad - but I'd hate for people to submit things that are within import limits but off spec for the contest.
My pipeline.
1. Import Hair SMD (Bones/rig)
2. Import my Hair (Reset Transform pivot to 0.0.0/reset Xform)
3. Apply Skin modifier to my model
4. Add the Head Bone to my Model
5. Export my Model (With and without bone)
When i import it its just hovering there while the character is doing her animation, Textures are working fine its just not properly sticking to the bone, any ideas?
An N-gon is the incorrect term. N-gons have infinite number of sides, polygons have 4 sides. You are not allowed to have 5 sided faces.
Weapon
- LoD0 Polygon Limit: 500
- LoD1 Polygon Limit: 350
So say my weapon is 400, does that mean i need to do two LODs. Just noticed on other peoples threads that not many are worried about the initial LoD1 budget.I read the technical requirements but doesnt say much on what the two LoDs are used for.
Sorry if this is a silly question.
Answer: Ask yourself this instead: Would it look good and is it something you'd be proud to submit for this contest? If yes, by all means, do what you'd like.
Answer: Your entry should be as original as possible.
I was confused about this at first. Is this just something I've been overlooking, or has it been common knowledge to use CMYK for a while now?
I ask, because otherwise, I'd be picking the wrong complimentaries.
Additive RGB:
RED <-> GREEN
BLUE <-> ORANGE
YELLOW <-> PURPLE
Subtractive CMY:
MAGENTA <-> GREEN
CYAN <-> RED
YELLOW <-> BLUE VIOLET
Here is a link or two to pages I read:
The Real Color Wheel
The Painting Guide - Color Wheels...
I know it's a weird question, and probably the least of anyone's troubles, but I thought I knew about color, apparently - I don't know enough.
Concepts would help immensely here. Both for you and for the community in giving you feedback on the color scheme.
@Frankenz
As long as you recreate it yourself and don't copy-paste (All submissions have to be original)
@Jetamo
Not unless Valve explicitly states so. So far, the list is what we're allowed to use.