Good morning Polycounters and Polycountees!!!
I have been making a series of posts over on Reddit regarding the Workshop. I'm looking to generate content and renewed interest for anyone that wants to join in Workshop collaboration for the official Spring Call to Arms; I posted yesterday in the Workshop Collab thread as well. I'm proficient with 3D tooling, however, I don't have a ton of experience working in the Workshop...I would like to change that this year. I'm looking forward to any replies - thanks!
Cheers,
Evan
Replies
If you want to get started then download any of the simple heroes (say, Sniper or WR) and make a clothing item from start to finish (and by finish I mean : all the way to the import process and ingame testing, will textures plugged in and so on).
This is all doable with practice, nothing impossible there. But yeah if you want to get into collabs then the very least you can do is to be proficient with the technical aspect of things before teaming up.
dev.dota2.com is also a frustrating experience...not to mention some of the aspects of the Workshop in it of itself.
I have plans to use Paint3D, Paint.NET, Substance Painter, Zbrush, and Maya...much to my dismay I know that tooling (alone) may not be enough when dealing with unfamiliar restraints from Valve.
Pior, thank you again for your reply.
What you do need is : Getting the Workshop files of a single hero, and do, say, a hat for it. For that all you need is Maya or Blender, and one application to edit/create texture files. That's it. Everything else would just get in the way of understanding how things work. Trust me, start with the *very* basics.
[edit] oh btw, you don't need anything from dev.dota2.com either. Unless things have changed, last I did workshop stuff all one needed was the hero files and the workshop guides.