Compiling model the old way - from maya to compile using a qc and vtm file. really complete and after setup its the quickest way to test your model in game multiple times http://www.polycount.com/forum/showp...&postcount=592
by Spudnik
MESA - maya plugin for working with source files, import and export
The objective of MESA, is to make the full asset creation process within the Maya interface so it supports mod and item creation with any games that have workshop publishing tools. MESA is compatible with all recent versions of Maya ( 2011/2012/2013/2014 with x86 and x64 bits )
if you want you can add my twitch channel, http://www.twitch.tv/masternorma
Time from time make items there, its watching a lot of Russian people, but i don't think so that it will be a problem to speak whis people who know English.
Reyne and Soulstice, thanks, hope that can help you guys
the polycount teached me a lot and im sure its true to the other guys, but sometimes is hard to someone new to find the information inside all those posts, hope that list will help =]
Hey Tvidotto, any chance you still have those rigging streams for cyborgmatt's stuff? Been looking into getting into the rigging/pipeline side for dota 2. Good thread btw
Hey Tvidotto, any chance you still have those rigging streams for cyborgmatt's stuff? Been looking into getting into the rigging/pipeline side for dota 2. Good thread btw
unfortunatelly i lost all those videos, i didnt press the "save forever buttom" on twitch...
hello, i was wondering if there are any texturing tutorials out there.... i`ve been working my ass out to look for some, but didnt find any, and i can`t quite figure out valve`s texture guide (for 3ds max)
Does anyone know how to add particle effects? After some searches I realized that it needs some coding into the .qc file but i didn't really get how it all works...
Actually, since Blender is potentially getting an official Steam release I'm going to put together a series of tutorials on making dota 2 items with blender.
A tutorial on rigging simple things like capes and pony tails in maya would be very useful for people that have no rigging or animation background. Could somebody please make one or point me towards a good tutorial? (even if it's not dota specific)
Guys. Can someone make a video about shader masks 1 & 2? I made model, unwrapped, created textures _color and _normal. I have no idea how to make masks...
A tutorial on rigging simple things like capes and pony tails in maya would be very useful for people that have no rigging or animation background. Could somebody please make one or point me towards a good tutorial? (even if it's not dota specific)
Awesome compilation of tutes. Always interesting to see different people's workflows. I recently created a guide on light baking for 3dsmax users. I was wondering if it could be included in the main post?
Just finished a guide on creating Dota 2 workshop items from a concept artists perspective. Potential challenges, reworks and advice for people looking to get into it.
An animation workflow step-by-step-guide would be great. It's not needed to cover the super technical details, just the broad way of doing things from start to finish. Pretty much like the video From Max to Dota 2 kind of way would do.
An animation workflow step-by-step-guide would be great. It's not needed to cover the super technical details, just the broad way of doing things from start to finish. Pretty much like the video From Max to Dota 2 kind of way would do.
I record small guide to russian community for a long time (on russian language, with very useful links). you can add it to the rest of the materials, if you believe necessary. http://youtu.be/V6o3ipmg-3w
Not sure if this stuff fits here, but I made a breakdown of my texturing process here and posted some tips on getting a better image quality in-game using SweetFX here.
Not sure if this stuff fits here, but I made a breakdown of my texturing process here and posted some tips on getting a better image quality in-game using SweetFX here.
Thanks for the info.
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
Edit, the post below is answered here in the dota 2 workshop thread
Thanks for the info.
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
SweetFX exists for a long time and the only time that I heard of problems with it was with Planetside 2 for whatever reason. And SOE explicitly stated that no external tools were allowed. Meanwhile ArenaNet also explicitly said that it was allowed on Guild Wars 2, since it's just a graphical modification. SweetFX isn't malicious itself, so VAC shouldn't give a false positive, since it doesn't mess with the game's memory or files, it's just a "hook" that pretty much only changes colors.
Anyway, I always do some research before using SweetFX on games with some form of anti-cheat, and while searching for VAC's relation with SweetFX I found this thread and also a post on Reddit about using it on CSGO here. I also asked around /r/Dota2 and some people said that they use it for over a year without issues.
All in all, it's pretty much a use it at your own risk. While it isn't a cheat and I don't think it can be detected as one, you can't tell for sure without Valve's explicit statement, unless you consider that post that I've linked above. So you can either just use it on your local servers when taking promo screenshots to be safe and then turn it off when playing Matchmaking if you don't trust it, or just don't use it at all. In the end it's up to you.
thanks for the post, i just took a look for now, but I'm interested in animation and animation & characters, if you know some about this from the basics, please let us know.
thanks again and keep the good working
Guys , out of so many method . Basically we make a framework in 3ds , and then sculpt it .
1) Is the framework = low poly and the sculptured = high poly ?
2) What is the term for the step converting high poly to low poly
3) Do we retain the framework as low poly ?
Replies
http://dev.dota2.com/showthread.php?t=35923
Compiling model the old way - from maya to compile using a qc and vtm file. really complete and after setup its the quickest way to test your model in game multiple times
http://www.polycount.com/forum/showp...&postcount=592
by Spudnik
Taking your textures to the next level with light baking - 3dmax
by Identikal
The Making Of A Set
by Oroboros
Valves guide to Huds
Layering all the bakes on photoshop
by belkun
Sweetfx tutorial - a way to get more crispy images for presentations
by belkun
Hair modeling by
SnowStorm
Export Assets to Source Engine with MESA
by Fuzzz
Approached To Work On A Tournament Item? A Guide For You
by Oroboros
Anuxinamoon
T_Vidotto
http://www.twitch.tv/tvidotto
Sith Happens
http://www.twitch.tv/liveworkshop
Prosomogy
http://www.twitch.tv/masternorma
Nikey
http://www.twitch.tv/mgn_nikey/new
Helenek
www.twitch.tv/helenek
Zaphk
http://www.twitch.tv/zaphk
Motenai
http://www.youtube.com/user/motenai82/videos
Robo
http://www.twitch.tv/robomik
maya gradient shader created by the polycount user Kodde
[ame="http://www.youtube.com/watch?v=R52kclEBa8E"]Creating a gradient texture in Maya with MEL script - YouTube[/ame]
dowload at his site
Dota Hero Shader for 3d MAX and MAYA
Vengeful Spirit chart by JedTheKrampus
http://www.polycount.com/forum/showpost.php?p=2013343&postcount=69
Character rigs on Maya 2014 by Helenek
or on the guide here
http://www.liveworkshop.com/
http://www.workshophatemachine.com/
--- Tools
MESA - maya plugin for working with source files, import and export
The objective of MESA, is to make the full asset creation process within the Maya interface so it supports mod and item creation with any games that have workshop publishing tools. MESA is compatible with all recent versions of Maya ( 2011/2012/2013/2014 with x86 and x64 bits )
more information and download on the site
http://puppet-master.net/plugins/mesa-2-0/
Krita,Digital Painting Tool
http://krita.org/item/220-krita-2-8-0-released
[ame="http://www.youtube.com/watch?v=arezUds3mLA&feature=share&list=PLnYib-IkrHVb4WAPw8fI6u2gp0wUhXh3q"]Legion Commander set - Sculpt part 1 - YouTube[/ame]
legion commander sculpt playlist
by Motenai
http://www.polycount.com/forum/showthread.php?t=110022
bow for drowRanger - concept
http://www.youtube.com/watch?v=mf63aFHevR4
Radiance for spectre by Robo
http://youtu.be/3GQNW_J4lz8
by Vlad
[ame="http://www.youtube.com/watch?v=7kfCMU7xK4A"]http://youtu.be/3GQNW_J4lz8[/ame]
by DoubleLeaf
[ame="http://www.youtube.com/watch?v=o9emx5kWxNI"]Dota - Making Of - Bludgeon of the Aquatic Steed - Retopo - YouTube[/ame]
by Airborn Studios
[ame="http://www.youtube.com/watch?v=NrQz4xfSfUA"]Dota - Making Of - Bludgeon of the Aquatic Steed - Sculpting - YouTube[/ame]
by Airborn Studios
[ame="http://www.youtube.com/watch?v=WUzgwSBWm-Q"]Dota - Making Of - Bludgeon of the Aquatic Steed - Blockout - YouTube[/ame]
by Airborn Studios
[ame="http://www.youtube.com/watch?v=OEB8Aci_-yg"]Dota2 Making of - Laments of the Dead - YouTube[/ame]
by Airborn Studios
Time from time make items there, its watching a lot of Russian people, but i don't think so that it will be a problem to speak whis people who know English.
Add my twitch channel - http://www.twitch.tv/mgn_nikey/new. When i'm not in google hangout, i'm streaming.
Reyne and Soulstice, thanks, hope that can help you guys
the polycount teached me a lot and im sure its true to the other guys, but sometimes is hard to someone new to find the information inside all those posts, hope that list will help =]
And I would love to see some courier tutorials. I've had little luck finding any hard info on the process
unfortunatelly i lost all those videos, i didnt press the "save forever buttom" on twitch...
but i plan to do a new one
im planning to that, my idea is to do one from the very beginning on the concept to the final submition, i hope it dont get too boring
because just making items isn't enough anymore. :smokin:
Oops, I put this on the wrong thread.
Here is my thread if you want to help me or give feedback.
http://www.polycount.com/forum/showthread.php?p=1905775#post1905775
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
http://www.digitaltutors.com/tutorial/824-Introduction-to-Rigging-in-Maya
Great resource if your looking to rig in maya
Thanks for sharing the links/making the videos
You can find the link here:
http://steamcommunity.com/sharedfiles/filedetails/?id=183672148
Cheers!
http://steamcommunity.com/sharedfiles/filedetails/?id=186809308&tscn=1382104264
Hud Skin Guide
http://steamcommunity.com/sharedfiles/filedetails/?id=187943419#163031
In the works!
http://www.youtube.com/user/motenai82
Thanks for the info.
Are we allowed to use 3rd party applications in dota 2? I thought valve bans you for a month by using a 3rd party application. I'm not sure the details though but I think it came in with the new armory/inventory patch.
Edit, the post below is answered here in the dota 2 workshop thread
SweetFX exists for a long time and the only time that I heard of problems with it was with Planetside 2 for whatever reason. And SOE explicitly stated that no external tools were allowed. Meanwhile ArenaNet also explicitly said that it was allowed on Guild Wars 2, since it's just a graphical modification. SweetFX isn't malicious itself, so VAC shouldn't give a false positive, since it doesn't mess with the game's memory or files, it's just a "hook" that pretty much only changes colors.
Anyway, I always do some research before using SweetFX on games with some form of anti-cheat, and while searching for VAC's relation with SweetFX I found this thread and also a post on Reddit about using it on CSGO here. I also asked around /r/Dota2 and some people said that they use it for over a year without issues.
All in all, it's pretty much a use it at your own risk. While it isn't a cheat and I don't think it can be detected as one, you can't tell for sure without Valve's explicit statement, unless you consider that post that I've linked above. So you can either just use it on your local servers when taking promo screenshots to be safe and then turn it off when playing Matchmaking if you don't trust it, or just don't use it at all. In the end it's up to you.
thanks again and keep the good working
1) Is the framework = low poly and the sculptured = high poly ?
2) What is the term for the step converting high poly to low poly
3) Do we retain the framework as low poly ?