We are looking into adding some support for Dota 2 content in
Marmoset Toolbag 2, does this sound like something that would be interesting/useful to the Dota community?
This would likely involve some custom shader models to match the look of the Dota 2 shader, as well as a few features to support loading of Dota 2 style texture content.
If this sounds cool to you guys, please let me know what sort of features or functionality you would like to see.
Replies
big thumbs up from me.
I would absolutely be willing to help test and give feedbacks if this were to happen.
Seriously, everything I need now is a custom dota shader with masks and animation support.
I agree with bounch, if you manage to put it on Steam i think the visibility would increase drastically for workshop artists.
Right now, the rendering is the only part of my pipeline that still feels really hack-ish for lack of a better word. I'm definitely more than willing and happy to support the effort on your part to provide a solution with my wallet and by beta testing.
I upgraded to 2.0 for my latest project and had a blast doing my promo images, having Dota 2 shader support would be such a help.
You guys should contact Valve about being added to the third party revenue split for Workshop items so we can all throw some cash your way
having a special dota shader that recognizes all the same channels as our authrored textures as well as having the same features as the game shader would be great. im sure youve seen the Maya/max shader that some guys have made here on polycount which is really nice as it is but with the lighting capabilities of marmo would take this to the next level!
happy to help test.
As Bounch said, I'm sure Valve would be interested in getting Marmoset2 on steam as well in that case!
If you need any beta testing help, or even just some dota meshes and textures to test with I'm more than willing to help out.
I haven't even had time to use Toolbag 2.0 yet because all I make nowadays is dota shit!
Having to not have to save additional maps for going into Marmo would be a dream. I'd be happy just with support for the masks. I don't think matching all of the shader parameters is totally necessary, just the emissive, metalness, half lambert and rimlight.
It looks like most of you guys want shaders that match the look as close as possible that can be fed by DOTA-centric content, ie: pulling all of the channels into the correct slots.
Is there anything else you guys would like to see?
Also a few of you have mentioned TB on steam, and I'm curious, is there any reason you would rather purchase it on steam than directly from us?
Thanks for the offers for testing btw, if we do decide to add DOTA shader support we will likely roll it out with an update, at which point we will be very happy to hear what you guys think about it. I doubt we'll do a closed beta though.
companys do this because they want to reach alot bigger userpool for their product, but steam is a gamerpool and not an artist pool - so ur sellnumbers would not be alot higher at all, u just loose more revenue.
having tune-ables exposed like rimlight color and some other things valve changes per-character like the gradient mapping would be stellar.
I imagine there being young modders/modelers out there that might have an easier time purchasing something through steam than a private website (easier to convince their parents with a known reputable market, or because they have steam wallet funds and no credit card).
I haven't really used toolbag but is it possible to import valve-format animations to it? so users can simply extract the animations from root files and import them into toolbag.
Many heroes have custom particle effects for some of their slots such as Anti-mage and Doom for their weapon slot. Perhaps an option for importing meshes that replace those effects would be handy. Also I see that more people are designing custom effects, so the option for changing the default effects would be nice too.
That aside some heroes such as morphling have some heavy effects on them that make a lot of effects on the designed items. Maybe somehow you can put that into consideration as well.
One last thing would be to have these 4 default lighting presets:
Dire day
Dire night
Radiant day
Radiant night
These options are all I could think of
Thanks a lot
As for the features for dota workshop:
- dota like shader would be great, however I imagine it would be hard to setup as most heroes have individual shader settings
- focus on presentation capabilities both for promo and icon images. That would require to load all parts with given pose or full animation
- focus attention on specific item (making one part lightly glow, gray out other parts a little or something like this)
- capture image with transparent background to be able to add/paint it later manually.
- as people said before would be awesome to have somekind of dota specific lightning/env settings.
My focus was mostly on displaying hero cosmetics but I can imagine that people working on couriers/summons/wards would like to have some tool to show their work in most badass way possible with different animation cycles and so on.
Anyway thank you EQ for interest!! I am really looking forward to this.
You already can capture images with transparent background on Marmoset 2, just go to Capture>Settings (Ctrl+P) and there's a transparency checkbox
I agree with all other features you pointed out. Personally I just want an option to automatically assign masks channels and stuff, but having a shader like the game would be perfect, since I use it mainly for checking out textures and making promos.
If the shader matched the actual DOTA 2 shader that would be great and a real time save. If it could somehow pull the material values (specular strength, gloss values etc.) right from each hero's .VMT files (which are very human readable and easy to understand) in the DOTA2 game folders that would be AMAZING and make Marmoset a complete one-stop solution!