Good afternoon, here I decided to lay out part of work, I won't manage to finish until the end of competition, but I will try to carry out the conceived.
not that i know about such things. but the only thing i would recommend is going back in and muting out some of the high contrast elements.
DOTA 2 blog art guidelines
"An overabundance of detail in small areas. In Dota, patches of small detail can look good in the profile view of a hero, but tend to become hard to read during the normal course of the game. Where and how to use detail, what color values, levels of contrast to apply on that detail are critical considerations when creating items for Dota.
Not taking advantage of value gradients that could enhance a hero’s readability. If the brightness and tone of the colors at a hero’s feet are as intense as those at the head, the character can become difficult for the eye to break apart at a glance. More on this in our Dota 2 art guide.
Some sets are extremely well executed and quite beautiful, but at the same time don’t push on the character design enough. This is always in a delicate balance. Items should be recognizable as unique and enhance the hero’s identity without being so radical as to shift the lore into too alien a territory."
Replies
misc - http://steamcommunity.com/sharedfiles/filedetails/?id=115222152
head - http://steamcommunity.com/sharedfiles/filedetails/?id=115221981
legs - http://steamcommunity.com/sharedfiles/filedetails/?id=115221732
shoulder - http://steamcommunity.com/sharedfiles/filedetails/?id=115221519
arms - http://steamcommunity.com/sharedfiles/filedetails/?id=115221122
back - http://steamcommunity.com/sharedfiles/filedetails/?id=115220944
weapon http://steamcommunity.com/sharedfiles/filedetails/?id=115220684
not that i know about such things. but the only thing i would recommend is going back in and muting out some of the high contrast elements.
DOTA 2 blog art guidelines
"An overabundance of detail in small areas. In Dota, patches of small detail can look good in the profile view of a hero, but tend to become hard to read during the normal course of the game. Where and how to use detail, what color values, levels of contrast to apply on that detail are critical considerations when creating items for Dota.
Not taking advantage of value gradients that could enhance a hero’s readability. If the brightness and tone of the colors at a hero’s feet are as intense as those at the head, the character can become difficult for the eye to break apart at a glance. More on this in our Dota 2 art guide.
Some sets are extremely well executed and quite beautiful, but at the same time don’t push on the character design enough. This is always in a delicate balance. Items should be recognizable as unique and enhance the hero’s identity without being so radical as to shift the lore into too alien a territory."
otherwise i'd pay money for this set.
http://steamcommunity.com/workshop/filedetails/?id=115293595