Welcome to our Dota 2 Monthly Community Competition #18
This month we will keep doing SINGLE ITEMS!
Items based on the heroes like Huds, Couriers or Wards will also be accepted, but they will not compete for the trophy to keep the competition even for everyone
The theme this month is: KNIGHTS
And we are going to have then split equally between dire and radiant
Heroes list:
RADIANT SIDE
Omni Knight
Dragon Knight
DIRE SIDE
Chaos Knight
Abaddon
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.
It is mandatory to post the work in progress, or else the submition will not be accepted!Prizes
We will announce the 5 best items in the end of the month based on the decision of the judges. The first place will also be winning a mini Greentooth trophy!
Getting your item displayed on the first post*Items with images bigger then 200 px and/or missing the name of the contributor will not be accepted till fixed Quote:
SET NAME by USERNAME
PHP Code:
or this one for 2 creators
PHP Code:
Code:
SET NAME by
USERNAME
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!**
Rules
- open for teams of any size
- it is 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
- 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=123800Inspiring 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
-coots7Presentation
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/1QtZyPrevious MonthsJULYJUNEMAYAPRILMARCHFEBRUARYDECEMBERNOVEMBEROCTOBERSEPTEMBERAUGUSTJULYJUNEMAYAPRILMARCHFEBRUARY
Replies
I will definitely join this month, i really like the theme you guys suggested
Really want to improve on my previous ck weapon, so looks like I'll have a go!
I mean the second variant
This is my first time posting on Polycount. I have been wanting to participate in these workshops for some time now, and I finally have my chance to do so.
I decided to go with a weapon for the Dragon Knight. Feedback is most welcome, do not hold back!
Thank you,
-Aitnar
Concept by Doubleleaf/Bel and textures will be done by Deadman
I guess we'll use the Ulti for the competition.
Hopefully I can get it to work a little better on model than I did in concept.
@Markovnikov, I like the direction the helmet is going in. Have you tried placing some dragon horns on top to see how it looks? Also, the plating looks like it could stick out a bit more to pop its silhouette. Just some ideas.
I refined some details and added a base to the spikes in the concept. I have a huge blank space behind the blade and am struggling to get a design in there. Any ideas?
Thank you
Anyways this month's competition looks great! Going to participate for sure.
i dont know! i tried a somewhat hipster item for windrunner and there are a lot of mixed thoughts in the comment section http://steamcommunity.com/sharedfiles/filedetails/?id=288667564
@Godzy- Looking nice and crisp! The shoulders seem like the curves do not really match the rest, almost like cloth curves.
@Markovnikov- Interested to see how this turns out. Helmet shapes look good.
@Aitnar- I really like this!
@rock- I'm curious who this weapon is for?
@danpaz3d- I think that the inside shapes could be pulled out better. Give it some depth
Here is my first Abaddon sword concept. More to follow
Here is an update on my Dragon Knight weapon. Did some more concept refining, and finished the base model for the most part. Have a few more pieces to make, and then clean up the geometry.
Question about DK's technical requirements. I'm not sure which limit is for the weapon and shield. Any help would be most appreciated.
Weapon
LoD0 Triangle Limit: 500
LoD1 Triangle Limit: 350
What do you mean by "which limit"?
lod1 is an ingame geometry, it's necessary for all items. lod0 is portrait/preview model, u may not have it.
But i prefer making lod0 first and then cut it to fit lod1, so i have both lods.
Nice concept, btw :thumbup:
Very quick, very rough sculpt before I disappear for a holiday. Just wanted to keep you all up to date, and to ask if there's any major issues I should address before I start refining.
So first of all, my polished concept:
Highpoly and lowpoly (Lod1 still 70 polys left to use.):
And textures (completly uneconomic layout and not a single bit optimized.. Im still learning and inpatient at the same time )
As I mentioned, everything wip and about to get redone.. Any technical advice? Thanks!
(Sorry for the image heavy post)
Apologies for being unclear. I thought that LoD0 was the weapon polygon limit and Lod1 was the shield polygon limit. You answered my question perfectly though. Thank you!
Blimey, that's a lot of detail! Are you sure its gonna show properly in game?
@Xajai - These look great! My favorites are the first and forth from the left. Great job.
@Xajai: The omni Hammer is looking fabulous!
Heres an update of my progress.. Slowly started to figure out how things work with scultping on a very beginner basis. So, I optimized my concept once again since I thought it would fit abba a little better.. heres my progress:
Last image heavy post I swear
Textures are wip, any thoughts?
might be a bit too big, haha. looks more like a club to me, make the blue edge at a more acute angle
just as a bit of a tip, a lot of the time you can just copy the faces/vertices around the handle of the normal weapon to make your handle.
As an example look at your diffuse with the Saturation dropped. Your values are pretty monotone across most of the weapon.
You really want to push those values to not only help create some focal points but to really sell your materials
My interpretation of the Eye of Skadi for him. I will most likely remove the actual iris and pupil, but I also may make a version with it for funsies
I usually change the textures a lot from the concept, so I will make the colors blend with Abaddon's color scheme then.
EDIT: also made a perspective view of it, but it looks a bit messy.
Yeh, over detailing is the bane of my Dota 2 ambitions , I will post a progress shot tomorrow!