Valve has uploaded a character and texturing guide for the Dota2 community on the Steam Workshop page for Dota2.
These are essentially now your "art bibles" for modding Dota2. Pallets, silhouettes, geometry, UV's, and tons more are discussed to give you guidance to crafting some awesome pieces for the game. These are an awesome pair of documents. Even if you aren't interested in modding the game, I encourage you to download and take a look at them. They are great examples of the range of considerations that developers can/should/sometimes deal with when creating their own projects.
They are both pdf's so you can download them to your own machine and ponder them slowly off or online as you see fit. There is even some hints inside them that more testing tools are in the pipeline for us.
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Thanks, Valve.
Switch to another web browser. I got that problem with firefox but the link worked in IE.
http://wiki.polycount.com/CategoryConceptFundamentals
1. They said used 'clamping' on the point light map, what exactly does this mean?
2. Does anyone have any ideas on how they light and render in DOTA 2? It has a distinct style to it.
Sirdelita, I think they have put a 90 90 90 grey layer set to screen on top of the point light map, group that and then set the layer group to Soft Light. Setting the grey layer to screen causes all values darker than that 90 90 90 layer to the same shade of grey. If I am wrong, someone please let us know.
My question is about the UV map. It looks like there are overlapping UVs, but the two halves are not symmetrical along the head and spine. Wouldn't that cause a line in the AO and Point light maps along the UV seam where it repeats?