Welcome to our 9th monthly unofficial Dota 2 workshop friendly competition
This month we are keeping the single item style and this month of November the theme will be
"Single and not crowded items"
which means that you can do a single item for any hero that is
NOT a
Weapon or a
Head piece.
even if you get a slot that could fit a weapon, its not allowed for this month (examples: lone druid back and bounty hunter back)
so in resume, weapons are not allowed even if they are not the weapon slot. shields are accepted
be creative and think out of the box! =]
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The competition
the idea of the competition is to create items in a friendly environment and with the feedback of the other participants to get the best result possible.
The single item style is good for the guys that are not used to make items, sometimes they just need a little pull with references and deadlines to get an item done
From this month and the next ones, its mandatory to post the work in progress, or else the submition will not be accepted!
Each month we are sponsored by
HANDPLANE, which give us 2 licenses to be handled to the 2 best items
Handplane is a tool for creating normal maps that are synced to specific game engines. Much like encoding and decoding an mp3, the math used to calculate tangent space must match between the normal map and the game engine. When the code does not match, you will often see gradients on your models. For workshop artists, this means you can eliminate the need for hard edges and supporting geometry that you would have otherwise used to control shading behavior. A video comparing different normal maps in the source engine:
handplane is free for non-commercial use and we explicitly allow commercial steam workshop development under the free license.
http://www.handplane3d.com"
*** update, now its 4 licenses!, thanks Alec!
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Getting your item displayed on the first post
PHP Code:
or this one for 2 creators
PHP Code:
set_name - name of your set, use equal as on the workshop
workshop_user_link - your workshop page, so people can browse your other items easily
Username - the name you think its easier to people find you, can be the one from polycount or the steam
item_link - the workshop page of your item
thumbnail_img - the image link of the thumbnail that is INSIDE your item page on the workshop
(the thumbnail is the one with 200 pixels wide, you can get from your items page or add Code:
/200x200.resizedimage
to the end of the link)
**itens with larger thumbnails will not be accepted!**
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Rules
- open for teams of any size
- its allowed one item per hero per team/person ( two or more items for the same hero made by the same team/person will not be accepted)
- everyone should keep posting feedback on other works, the feedback should be constructive
- the final submition need to be a single item that doesnt break the rules
- it must be submitted to the workshop before the deadline but not before the start of the competition
- The item should be made on the month of the competition, its ok to continue one started earlier, but you should work most of it during the month
- the deadline is the last day of the month at 23:59 (since we live in different timezones, some submitions may be accepted couple hours after the deadline)
- From this month and the next ones, its mandatory to post the work in progress, or else the submition will not be accepted!
---Tutorials/working in progress videoshttp://www.polycount.com/forum/showthread.php?t=123800
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Inspiring quotes
"It is absolutely insane the amount of top quality content that is being produced every single time here on Polycount. It's great to see so many cosmetics deliver not just on the technical end but also make for such great fittings in every other branch. You guys are doing an exceptional job and contests like this are only helping boost that exponentially. Brilliant stuff."
Wykrhm Reddy"It was bloody hard picking from this list, I honestly enjoyed all of the entries. Keep up the good work guys!"
Cyborgmatt
Wow, that's really awesome. Please keep us at Valve informed so we can help draw attention to the winners, progress threads, etc.
Some advice:
Try to give some attention to heroes that are under-served so far (in terms of amount of content).
The success of sets tracks well with the popularity of the hero. (Although popularity can vary between updates and as Icefrog changes balance.)
Look for heroes that the community seems to have trouble creating content for. Good work can really open up the design landscape and help people think about the dynamic range of potential designs.
Don't forget about single items (instead of full sets). Many of the most popular items in the game are single items. Mounts and weapons make good candidates for this, but it varies by hero.
Mix up these approaches. So maybe one month you do a popular hero and another month you do a hero that has few items.
-Brandon Reinhart (Valve)
I love you guys for doing this! Dota2 is my favorite game at the moment and Polycount is my favorite community! I'm very proud to be apart of such dedicated artists and I smile every time I see some Polycount work in game
-coots7
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Presentation
the presentation is a really important part on the workshop, save some time before the deadline for that. the first impression means a lot on the workshop.
If you want to fancy your presentation here is a the polycount logo over the aegis, there is no need of it to be used
http://puu.sh/1QtZy
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Previous MonthsOCTOBERSEPTEMBERAUGUSTJULYJUNEMAYAPRILMARCHFEBRUARY
Finished entriesWheel of Fate by
Göddy and
ShockTwisted Tail of the Tormentor by
BelkunHeart of the Fundamental
Modelled by
Blender2Dota, and concept by
Bernoulli
Caustic Crawlers
By BeetrootChan
Sylvan Beard by
SyleiWinged Assassin by
Hunter-KillerBoreas Embrace by
Sylei and
Godzy
Majestic Mantle by
Vayne and
StefcoPower Booster by [UN]cagdasx44
Replies
Here are some interesting item slots--
Naga Siren Tail
Meepo Backpack
Queen of Pain Wings
Death Prophet Dress
Sand King Tail
OD Wings
Alchemist Goblin Body
Tidehunter back piece (Tide needs some more item love IMO!)
I haven't really gotten anywhere when it comes to modelling yet (I've started experimenting just a little), so I won't be able to make this item. However, if anyone wants the concept, just PM me. I may be of some help when it comes to texturing - maybe.
first sketches:
My little Dagger
Concept
ADD/PM me if u want to model it.
Cheers
keep this in mind: http://dota2.gamepedia.com/Eldritch_Ice_Set
Hm, one concern - do axe shoulders count as "non-crowded"? On the wiki there are 10 different axe shoulder items already in-game.
http://dota2.gamepedia.com/Axe
Should there perhaps be a sort of threshold under which we consider "non-crowded"? Or maybe at least a list of heroes who already have a ton of sets, so the entire hero is considered crowded.
I can't speak for Tvidotto, but this is how I've understood the contest. We're supposed to make items for non-crowded slots. If we take my concept as an example, even though it contains weapons, in fills the armor-slot for Axe. This slot is almost never designed for except in sets. So there aren't a lot of cosmetics one could put in the slot.
This contest, as I've understood it, is to go against that trend and make single items for slots which don't currently have a lot of single items. Correct me if I'm wrong
EDIT:
Yes, there are 10 items for the slot, but there are also 10 full sets for Axe. Meaning that all the armor-items for Axe are part of sets, so there are no single-items for that slot. Maybe this fact doesn't matter, I don't know, but in this case I've misunderstood the contest.
Pugna cape and shoulders (top one is mine), comments? Also looking for a partner to do sculpting.
Trying to do a tail different from his current ones, here's something I quickly put together in about 5min:
Probably going to change the shape a bit, since I think it's too girly for him.
Now this I like. Do you think you'll have enough polys/texture space to pull it off?
http://steamcommunity.com/sharedfiles/filedetails/?id=136116759&searchtext=
Same idea
ok let me try to explain better, i will add that to the rules too
you can do every slot you want that is NOT an weapon or a a headpiece (shields allowed)
also its writen on the rules " even if you get a slot that could fit a weapon, its not allowed for this month"
so its better to not add weapons to the slots, or it may be considered unacceptable.
The intention is to create something new! the idea will count a lot this month
Sadies gave some nice suggestions on a previous post
try to think out of the box, like butterfly wings for doom or bunny ears for ursa. (just joking here =])
Guys, that is something REALLLY important
check the polycount limit before the concepts, i made the same mistake with my AM set and had to discard a lot of work on the head piece with just 250 tris available
i dont think so, they are really different. almost all the items on DK are based on dragons.
The silhouette of the single wing is much more interesting then the one with 2 in my opinion
thank you Tvidotto
thx mdk, i just have to make this one a little more detailed, so far its just a first very fast drawn sketch, i think as soon i give it more "identity" there should not be a problem anymore with those others
I made a crude concept, just so you could see something. Size/Color/Form probably change as I get started in 3dsmax.
I hope to get the modelling done soon, but the texturing is always the tricky part for me.
yeah thx for ur info it was very helpfull in this early stage its alot easier to take care or such things
So first, there was the concept.
Which is kind of over the top. I'd love to do the original ponyta hair, but a lot of the characteristics of the original model just wouldnt translate well in game. Sometimes, the stuff that I concept end up being kind of pointless - in this case, the saddle feathers and rumpcover would be hidden by kotl's skirt.. Easier to design down than up.
And then drew up the base model:
And I started working on retexturing the default horse into something that would fit this armor better:
So yeah. That's where I am so far. Would love to hear opinions and suggestions before taking this even farther. I'm afraid the concept might not work as a solo item, or that the feathers are too long, etc.
Twisted Tail of the Tormentor by Belkun
lol!
The horse is looking pretty good, though do you plan on doing more sculpting on it? Or are you just going to do pure colour painting for the textures?
I wasn't planning on working on a mount! Just the armor, I swear! I think working on the default horse model is kind of shoring up my weaknesses - I pretty much only do 2d stuff, so if the horse looks good, people may be more forgiving on the model. >.<
There's not much that can be added to the horse base other than the horse hoof tufts like this percheron, or maybe making the body stockier. Not sure. >.<
im a little unsure of adding an sword to it, its a little against the rules this month
btw, did you check the number of poligons for the misc? normally is really low
if it's not in the weapon slot nor the head slot, then it's okay. that was the starting idea so i don't see how it would be a problem.
This is what my weaver back looks like right now.
I decided to integrate the skull into the scales of the back, instead of just painting it via texturing.
As I am quite new to 3D modelling I'll tell you how I created this, in hope of getting some feedback:
I created a lod0 model in 3dsmax; tri count is 666 (< 700)
Then I tesselated it with 3dsmax up to 10k tris.
exported and loaded in ZBrush; created 4 levels of subdivisions
used the standard brush and smoothing for scultping.
done.
I have the feeling that I could do much more with ZBrush, but I don't know what and how... Any tips?
Also... how do I get the rest of the weaver model with original textures into my pics? Mdk created such nice looking pics of his axe shield, I want to do that, too!
LOD0 and LOD1
Meanwhile, I've been putting work down on the pony, and I've learned a few things.
cruel, cruel texture limits! The quality felt too low to me, so I rejiggered the uv space so the triangles on top have larger uvs, and the ones on the bottom of the tail are smaller. So while the uv island takes up the same amount of space, the results look much nicer.
I'm going to try doing sculpting on the tail for a normal map. Kind of a weird workflow, but I found it easier to plan out the tail in 2d first. >.<
No workflow is weird so long as it works :P Sounds like you're right on track with the UV thing. The black and white alone seems to clash a little with Kotl's colour scheme though, so I'm looking forward to seeing it with its armour piece.
The UV is organized to make use of the animated lava/flame effect. You can't see it yet but I will try and get an in game video when it is more complete.
screen grab in Blender:
render in Marmoset:
Here is an in game animation:
Haha, I guess we'll have to see! This might turn out to be inefficient - I've already had to repaint the textures after relayouting the uv map. I'll try to keep the clashing colors in mind while painting the rest of this; I'm kind of worried that it won't fit kotl as a solo item, and would only work with an entire set. >.<
Are you working in Blender? I can show you how to change UV layout and keep the same texture.
Yes, I am! That would be fantastic, I didnt even know it was possible! Thanks for the help.
sorry if didnt make it too clear.
i added on the rules now that weapons are not alowed, even if they are not on the weapon slot. do you guys think that is ok like that?
@Foxclover - Yeah the texture transfer thing is super useful! You can also use it to paint on say an unwrapped version that has no seams but is inefficiently unwrapped and then transfer that over to an unwrapped version that is cut up to fit the square space better.
Here is the tutorial I promised to foxclover.
[ame="http://www.youtube.com/watch?v=V78IJ00sTYs&"]Change UVs and keep textures (Blender) - YouTube[/ame]