Hello guys, I am sorry to ask again, I been asking around here and there on the artists on how they make concepts, can anyone here give a resource for inspiration or characther/item design, I seem to find no good character design tutorial, (Wich I may apply to Dota 2 Set creation.)
I would love to hear the concept artists method for coming up with concepts.
@Creeow: frankly, Character Design is a very complicated topic and most character concept artist just try whatever comes up in their heads. That of course comes from a lot of practice and years of experience. I know it's a half-assed answer, but that's really it, practice makes perfect, try until it looks good, even if it looks terrible at first
But if just you're searching for inspiration try Pinterest. There's ton of people just finding great concepts and putting them onto boards.
Hello guys, I am sorry to ask again, I been asking around here and there on the artists on how they make concepts, can anyone here give a resource for inspiration or characther/item design, I seem to find no good character design tutorial, (Wich I may apply to Dota 2 Set creation.)
I would love to hear the concept artists method for coming up with concepts.
Thanks.
I usually do some art research in different ways, direct, indirect and non-related.
You can find inspiration in almost everything, looking at other games, watching movies, real life etc.
It's a complicated topic to be fair, try to find a theme before you start drawing things, makes the things easier.
Hi everyone, is there a way to import the smd files into 3ds max 2015? I can't load the models. Also curious how to get them into zbrush properly. This workflow, coming off of messing around with unreal engine 4 seems archaic Thanks for any help. (I skimmed this thread, I may have missed it, sorry I'm new)
Hi everyone, is there a way to import the smd files into 3ds max 2015? I can't load the models. Also curious how to get them into zbrush properly. This workflow, coming off of messing around with unreal engine 4 seems archaic Thanks for any help. (I skimmed this thread, I may have missed it, sorry I'm new)
1) SMD exporter is only in the 2012 version of Max, so you have no other option but to download the old version.
2) In order to properly export the model in ZBrush to properly distribute the smoothing groups and put two checkboxes: "Use NURMS Subdivision" and "Separate by smooth group". After this export file in OBG with recommended settings for ZBrush.
Hi, im new to dota 2 and ive been reading and watching alot of tutorials etc. i have a few questions that i hope you guys might be able to answer. Ive been downloading many programs to get things working. i.e. sourcefilmaker, GCfscape, alienswarm sdk and various plugins for 3d max and maya. I might use maya instead of 3dmax because i dont want to use 3dmax 2012. Can i just download the characters from dota2 workshop and use the maya scenes or fbx? or do i have to use gcscape and extract everything (as they are more update? which workflow is more upto date? Could somebody also give my a list of stuff i really need, im abit confused about the viewers, plugins and workflows.
Hi, im new to dota 2 and ive been reading and watching alot of tutorials etc. i have a few questions that i hope you guys might be able to answer. Ive been downloading many programs to get things working. i.e. sourcefilmaker, GCfscape, alienswarm sdk and various plugins for 3d max and maya. I might use maya instead of 3dmax because i dont want to use 3dmax 2012. Can i just download the characters from dota2 workshop and use the maya scenes or fbx? or do i have to use gcscape and extract everything (as they are more update? which workflow is more upto date? Could somebody also give my a list of stuff i really need, im abit confused about the viewers, plugins and workflows.
If you will download any hero files from the link that i posted before you will see that you will have inside the model folder 3 other folders : maya,fbx,smd.
You can open the .ma file from maya folder directly with maya or you can import into a scene the fbx files (in order to do this you must activate your fbx plug-in ,windows->settings/prefferences->Plug-in Manager->fbxmaya.mll and check load and autoload. now you can import fbx into current scene too)
My question is really stupid in my opinion but i just cant understand what to do with highpoly sculpt and low poly base mesh?Please help,and again sorry for stupid question.
whatever: You make the high-poly sculpt so that you can bake the normal maps, which usually just shows more detail on the mow poly, but it really isn't there. Also it can help in texturing stage.
whatever: You make the high-poly sculpt so that you can bake the normal maps, which usually just shows more detail on the mow poly, but it really isn't there. Also it can help in texturing stage.
There are numerous guides out there that show you how to use this program called xNormal. Download it and learn how to use it by watching some videos on youtube.
Hey guys, I'm new around here and still pretty newish to dota 2. I've been wanting to start making items and contributing to the workshop for a while now but I have literally no idea how and where to get started. Would anyone mind pointing me in the right direction ? Thanks a lot !
any tutorial for making loading screen and preview images for your set..I AM totally noob in painting plz guys help..
oh special mention: TVIDOTTO and SMITY you guys are the best i watch every scene of your tutorials..guess what i manage to complete a set for CM..tnx guys peace...
Marmoset gives pretty good results in my opinion, especially since they have officially added Dota 2 shader and mask support.
Oh that's great. I have the original Marmoset license, I don't have v2.0. Do the masks incorporate the in-game effects (like animated texture shaders on characters, etc)? Or are they just for material definition (gloss, reflection color, etc)?
Hi guys i have a question. lets say if you did the concept already you won't know whether it will be accepted in the game. how do you make sure that the concept stage pass through before all the hardwork to put in on the 3D models. So as to not waste time if its not gonna pass through anyway right.
Hi guys i have a question. lets say if you did the concept already you won't know whether it will be accepted in the game. how do you make sure that the concept stage pass through before all the hardwork to put in on the 3D models. So as to not waste time if its not gonna pass through anyway right.
No one knows what the Volvo needs/wants. My best advice is to create the best art you can, as quickly and often as you can, and use the community for feedback and growth. The entire process is less about the concept "persay", and more about the perfect execution of an awesome idea.
Edit: PS, You will always throw out more work then work accepted, as is the nature of art
Oh that's great. I have the original Marmoset license, I don't have v2.0. Do the masks incorporate the in-game effects (like animated texture shaders on characters, etc)? Or are they just for material definition (gloss, reflection color, etc)?
Thanks!
I'm not sure about the animated textures, there is a section when changing from Albedo Colour to Dota Colour where you can input a Detail Mask. That is what does the animated textures but I haven't tested it myself.
Also I believe only 2.0 has the shader support for Dota 2. You would need to upgrade to take advantage of it.
I'm not sure about the animated textures, there is a section when changing from Albedo Colour to Dota Colour where you can input a Detail Mask. That is what does the animated textures but I haven't tested it myself.
Also I believe only 2.0 has the shader support for Dota 2. You would need to upgrade to take advantage of it.
Yeah I was wondering whether or not to buy the 2.0 upgrade; it sounds like it is my best option to be honest. I doubt Marmoset has support for the detail masks but I guess I'll check that out soon enough.
Curious- are there any tutorials out there for skinning organic meshes in maya? I know the basics of painting weights but every time I do it I feel like there's a better method I'm unaware of.
So what is the word on single sided cloaks/capes? I see many characters with single sided capes and cloaks but I don't know if the policies have changed lately or if Valve favors one over the other. Any idea on this?
Hi guys i have question About Upload Item
im 3d Art and have several years of experience but i cant understand how upload my Custom item for any hero
As an example consider i Maked my custom item for TerrorBlade hero and now i gonna to Upload that
in dota2 workshop we must select hero and select loadOut slot like Weapon But if i Change Base mesh Like TB Body or head What should I do now؟؟؟؟؟؟؟
loadOut Means we must dont change base mesh and just make Seprate item like Hat or mask But i see item is store with Fully change baseMesh
can some one Guide me
Sry For my bad Eng
tanks
RealArt: for some heroes, such as Mirana or windranger, or omniknight, their base models (meshes) should remain the same, but for some heroes such as TiBi metamorphosis or sandking, you have certain freedoms.
For example Sandking only comes with the default body. you can customise his head, stinger, claws, and legs therefore resulting in a completely new look for him, but in the same time maintaining somewhat of his shape.
i don`t exactly know what you can change in the actual body of TerrorBlade, but my best advice is to download his original meshes from the d2 workshop site, and analise the different pieces of the character. if TB model is his full body but no armour, then... you are pretty much stuck to making hats/horns/armours/weapons.
...you CAN try changing his whole appearance, but... it`s very risky. depends on your model.
hope i helped.
Does anyone have a step by step of their entire process for doing a model or a set past the concept stage, from opening it in maya for the first time to importing in the game?
Been studying Zbrush for the last month or so, but I am still having issues importing assets from Maya and figuring out when to do the little things. I feel like theres a lot of options and tutorials to look at when it comes to sculpting and texturing, and maybe a shortage of the more boring in between stuff. Thanks!
Can somebody give me some advices on how to start drawing the color map ?
I mean should I take the normal or the uv map as reference or to draw on top of them? If yes which one?
Hi Toasty, thanks for reply. Had checked the T_Vidotto's guide just yesterday, I was looking for color texture guide like the valve's one, but with photoshop included.
Hi Toasty, thanks for reply. Had checked the T_Vidotto's guide just yesterday, I was looking for color texture guide like the valve's one, but with photoshop included.
T_Vidotto's guide does use photoshop, and the Valve guide is using photoshop also, so not sure what exactly you are looking for
Replies
i need expert one to guide me a little bit by teamvewier please (using 3dmax)
skype:kingofwar1994
I would love to hear the concept artists method for coming up with concepts.
Thanks.
But if just you're searching for inspiration try Pinterest. There's ton of people just finding great concepts and putting them onto boards.
http://www.youtube.com/playlist?list=PLYnrCOtOLnPnAJ-AxxmKsaglejXuLb-uN
I usually do some art research in different ways, direct, indirect and non-related.
You can find inspiration in almost everything, looking at other games, watching movies, real life etc.
It's a complicated topic to be fair, try to find a theme before you start drawing things, makes the things easier.
Was it a custom made tool?
on 4th page:
http://www.polycount.com/forum/showpost.php?p=2056460&postcount=99
1) SMD exporter is only in the 2012 version of Max, so you have no other option but to download the old version.
2) In order to properly export the model in ZBrush to properly distribute the smoothing groups and put two checkboxes: "Use NURMS Subdivision" and "Separate by smooth group". After this export file in OBG with recommended settings for ZBrush.
each hero got his materials and for model .ma .obj and .fbx
Pretty straightforward and easy to understand. Might be trivial for the seasoned artist.
http://www.polycount.com/forum/showpost.php?p=2094877&postcount=205
If you will download any hero files from the link that i posted before you will see that you will have inside the model folder 3 other folders : maya,fbx,smd.
You can open the .ma file from maya folder directly with maya or you can import into a scene the fbx files (in order to do this you must activate your fbx plug-in ,windows->settings/prefferences->Plug-in Manager->fbxmaya.mll and check load and autoload. now you can import fbx into current scene too)
Can you explain me the process please?
The ones I know of are:
Maya LT
Marmoset Toolbag
Substance Designer
HLMV
What would you guys recommend the most for preview?
oh special mention: TVIDOTTO and SMITY you guys are the best i watch every scene of your tutorials..guess what i manage to complete a set for CM..tnx guys peace...
Oh that's great. I have the original Marmoset license, I don't have v2.0. Do the masks incorporate the in-game effects (like animated texture shaders on characters, etc)? Or are they just for material definition (gloss, reflection color, etc)?
Thanks!
Please feel free to add this thread to the list! Maybe under "Particles" and described as "how to put particles on items that didn't have any before"?
No one knows what the Volvo needs/wants. My best advice is to create the best art you can, as quickly and often as you can, and use the community for feedback and growth. The entire process is less about the concept "persay", and more about the perfect execution of an awesome idea.
Edit: PS, You will always throw out more work then work accepted, as is the nature of art
I'm not sure about the animated textures, there is a section when changing from Albedo Colour to Dota Colour where you can input a Detail Mask. That is what does the animated textures but I haven't tested it myself.
Also I believe only 2.0 has the shader support for Dota 2. You would need to upgrade to take advantage of it.
Thanks for the info!
http://twitch.tv/gephoria
Cheers,
Eduardo
im 3d Art and have several years of experience but i cant understand how upload my Custom item for any hero
As an example consider i Maked my custom item for TerrorBlade hero and now i gonna to Upload that
in dota2 workshop we must select hero and select loadOut slot like Weapon But if i Change Base mesh Like TB Body or head What should I do now؟؟؟؟؟؟؟
loadOut Means we must dont change base mesh and just make Seprate item like Hat or mask But i see item is store with Fully change baseMesh
can some one Guide me
Sry For my bad Eng
tanks
For example Sandking only comes with the default body. you can customise his head, stinger, claws, and legs therefore resulting in a completely new look for him, but in the same time maintaining somewhat of his shape.
i don`t exactly know what you can change in the actual body of TerrorBlade, but my best advice is to download his original meshes from the d2 workshop site, and analise the different pieces of the character. if TB model is his full body but no armour, then... you are pretty much stuck to making hats/horns/armours/weapons.
...you CAN try changing his whole appearance, but... it`s very risky. depends on your model.
hope i helped.
these are like dota2 workshop holy bible.:thumbup::thumbup:
I have read a number of guides on particle submissions but none mention any way to add particles to items which have no previous attachment points.
Cheers!
Eduardo
https://www.youtube.com/watch?v=ckXKS7qAbT0
Also what settings should be used when extracting the animations through FBX?
Been studying Zbrush for the last month or so, but I am still having issues importing assets from Maya and figuring out when to do the little things. I feel like theres a lot of options and tutorials to look at when it comes to sculpting and texturing, and maybe a shortage of the more boring in between stuff. Thanks!
Thank you! This is exactly what I was looking for.
I mean should I take the normal or the uv map as reference or to draw on top of them? If yes which one?
T_Vidotto has made some very clear step by step tutorials that cover from baking, painting to finalizing the textures for use ingame. Check them out.
http://steamcommunity.com/sharedfiles/filedetails/?id=316375622
-Toasty
T_Vidotto's guide does use photoshop, and the Valve guide is using photoshop also, so not sure what exactly you are looking for