Although I'm not new to modding, I've just started creating things for the Dota 2 Workshop. I mainly plan to release full sets, because I enjoy making complete looks for characters.
I currently work in MODO Steam Edition, and Photoshop, and most of my concept sketching is done on paper.
I have a DeviantArt page
http://cgramnaes.deviantart.com/ (that sees no traffic at all) where I intend to post some concept sketches for projects as they come, though they'll probably end up in here, too.
Submitted Workshop Items
Magebreaker's Arsenal
http://steamcommunity.com/workshop/filedetails/?id=238737923
Magebreaker's Arsenal is my first attempt at creating a full set for Dota 2, and my first experience with MODO. I imagine my second project will go a lot smoother, with the initial learning curve mostly overcome, but since I've had some complaints about his weapon, I might end up making an alternate one for the set before moving on.
Amberlight Raiment (Accepted)http://steamcommunity.com/workshop/filedetails/?id=244003478
This is the set I originally wanted to make when I started creating stuff for the Dota 2 Workshop, but since I was just getting the hang of how everything works, I didn't feel confident that I could pull it off. I got some practice polishing up renders in Photoshop, something I felt like I fell short on for the Magebreaker's Arsenal. The enchantress skeleton and triangle limitations were a bit frustrating to work with at times, but I did what I could with it, and I hope the results look like they can carry the design.
Replies
So if you were to make a new weapon I would suggest maybe experimenting with a weapon which is a lot shorter.. its a shame because I think both weapons look nice, but they dont really fit the hero for the reason I said
edit: alternatively a good thing to do would be make a recording of the attack animation so you can prove the animation doesnt look unwieldy or weird with the huge weapon flying through the air.
I'm already working on my next set, though, so I probably won't be making any more changes to the Magebreaker, at least not for a while.
Here's the sculpt, and an early WIP for the low poly paint job (Bad render, sorry).
It's the project I originally wanted to do as my first, but quickly realized I didn't have the know-how to do at the time. After learning my way around MODO with the Magebreaker set, I figure I'll be able to do it now. It's my first time doing any real sculpting at all, so that was exciting.
It's for Enchantress, and will focus mostly on an enchanted ambers and bark theme.
The liripipe is supposed to help maintain her silhouette in place of her large ponytail.
The yellow tips on her horns is going to be glowing with the self-illumination map to match the ambers, if I can pull that off.
There's cutout areas for her hood where I intend to do some alpha transparency, but I'm concerned about her bald head being visible through it, not to mention the lack of a backface inside the hood...
I also learned some better UV layout habits as I was designing this, but I still feel like I can do better (and should), given the low resolution of the Dota 2 textures.
I'm having some real trouble trying to match his base armor color, because of how plastic-y it looks. I'm really torn when it comes to white armor in general. It's so easy to lose details. With shaders, it can look more metallic, but then again, white never reads well with metallic shine, and it'll subtract even more detail.
I'd want to go with more of a steel color for him, but then I think he'd look way too similar to Dragon Knight.
I'm probably going to add some white into the cloth at the front and back of his waist, but I haven't really decided on how to break it up yet.
With the Templar Assassin set all finished up and nearly ready to release, I've started working on a Wraith King set.
Here's the weapon, which still needs some mask and color adjustments... His armor is going to have shattered elements like the sword, hopefully while keeping a less than shabby look overall.
I still don't know why his specular values are so extreme in-game and not in the loadout, but it's kind of annoying. :shifty: The bloom effect from the detail mask also only shows up in-game, but at least that's what I was banking on.
Anyway, I kind of hate his standard color scheme, and while I think I strayed a bit too far away from it with the first color draft (It's based on his lower body colors), I would love some input on it.
I would also appreciate some thoughts on what you guys think is acceptable in terms of how far you can/should deviate from a hero's standard colors.
First of all, a huge fan of your works even since the days you were making skins.
The idea is really good but the pants are clipping a bit, so if you can, please fix that - it is inevitable that items from different sets will clip and now that I looked again it clips with the original model.
Also if possible add a second version (style) of those pants because the majority of the community doesn't like the Jasmine pants she have.
The clipping at the knees has actually been fixed in the final version of the TA set, although if you're referring to the clipping with her standard skirt bit, then that's unavoidable, because even her standard legs clip with that part. Here's a some pictures of the final version.
As for the Jasmine pants thing, these are very different from those, and I don't intend to make a second style without it. In fact most of the set was built around them as a thematic element. It's more like classic ninja pants than anything, thus the various Asian inspired elements throughout.
My thoughts on clipping in general is that you should do your best to avoid it, obviously. That being said, all heroes in Dota 2 have some inherent clipping issues, even in their standard sets, especially when animating, and some types of clipping is just unavoidable.
So Modo SE can be used for full sets? I had concerns about it only working on weapons, since the lack of animation/rigging tools seemed like it might prevent proper rigging of clothes, and couldn't find information on that myself.
Very nice to know.
Just a warning, if you're looking to get into it! I'm thinking of upgrading to full Modo with the Steam functionality plugin, but I'm not entirely convinced it'll get rid of these problems, so I haven't decided yet.
Some progress on the WK set. Helmet and Pauldron are pretty much finished. I'm looking forward to getting the chest and back slots done next, since they're going to really tie together the design.
Still need to adjust the breakage on all of these parts to look more cohesive from the in-game view.
Mmmm... I use 701 and for me at least I'd still rather do the rigging in another package than in Modo. I've never gotten comfortable enough in the rigging workflow to keep on using it.
If you're looking for a free alternative just for rigging use I'd suggest Blender - the rigging setup is very straightforward and works as expected. Blender can also import and export straight to and from smd. Allows you to test with decompiled animations and all that. That way you get the best of both worlds - Modo SE for modeling, texturing etc with a good rigging workflow using Blender.
Here's some progress with the chest:
Again, I think the bloom effect added by the detail map is really important to the look I'm going for, but even knowing that, I'm a bit frustrated with just how different the in-game look is from the loadout look. Still trying to adjust specular/exponent/metalness values, but the difference between the two looks is making things difficult.
@Snowstorm: The problem I'm having is mostly due to problems Modo SE has with rigging because of its limitations, and some bugs that seem to come with that. Like not being able to make anything less than a 100% bind, not being able to adjust auto binds, and not being able to bind to more than 5 or 6 bones in some cases for a mesh. I'm still trying to figure out if some of this is user error, though.
@DireWolf: I'm very thankful for the compliment! I'm still really new to this stuff, and I'm not really good at the technical stuff, much less explaining it. I do love to design, though, and I hope that's what's coming through in my sets!
Back slot is pretty much finalized. I still think I might need to add some of that glow on the inside of the collar like his standard set has on the fur. I thought adding a scabbard on his back would be a neat and unusual choice. It obviously wouldn't play well with other weapons, but then again, I don't think most of this set would mesh well with other parts anyway.
Only thing left is the arms, and then I'll be going through everything again to polish up shader masks and rigging.
Finally a real mage Lina and not a random-floaty-chick-on-fire XD
Great execution as well.
BTW my only crit would be that the hood is a bit off hue-wise compared to her corset.
I feel it should have a bit more of magenta in it.
@vertical: Thank you! While Lina was who I played the most in classic Dota, I actually couldn't remember what she looked like, and finding pictures of her has been really difficult. I hope it's not too close!
@pior: Thanks! I've had more than a few looks at your amazing Lina concepts while working to make sure I didn't end up with anything too close to what you have planned. Same with agito's!
I've started work on a Doom set, which I'm enjoying a lot more than I thought I might. Only finished the head so far, but I'm trying to go for something a bit more surreal-ish without going over the top with it. His mouth is amazing, so I'm kind of building the whole set design around it, hopefully succeeding in the end. :poly124:
I'd really like to build more organic parts, because it would carry more of the head design into it, but everyone tends to do armor, and his base body is best suited for that on account of all the armor he already wears. I'd love some opinions on that.