What i'mtrying to say is that first of all, the blade is undefined, there's no sharp parts. The scratches are unneeded and i think it's a friggin plague to add wear on every item, would you ever go in a battle with a weapon that looks like it's only good for... well, nothing. You can drop some nois on top to simulate metal grain most of the time.
The AO is too dark, symbols will be barely visible from the ingame view and whywould you need that thingon the side? I'd suggest to define the blade some more, add more weight to it, if you like the design, but i think there are more clever ways to keep the lil blade.
What i'mtrying to say is that first of all, the blade is undefined, there's no sharp parts. The scratches are unneeded and i think it's a friggin plague to add wear on every item, would you ever go in a battle with a weapon that looks like it's only good for... well, nothing. You can drop some nois on top to simulate metal grain most of the time.
The AO is too dark, symbols will be barely visible from the ingame view and whywould you need that thingon the side? I'd suggest to define the blade some more, add more weight to it, if you like the design, but i think there are more clever ways to keep the lil blade.
Thanks for the honest critique!
I toned down the wear'n'tear from my other stuff, but it apparently is still too much. The AO is 100%, should have been 80% or less, my mistake. The small blade is actually from a real sword (called hachiwara), and it had a little blade/hook on its side to remove armor. I tried to exaggerate it making it bigger and adding a division, so it didn't look just like a small detail. The symbols are pretty small indeed. I intended on having them double that size, but scrapped this idea during sculpting, then decided to do them anyway on the texture, and they turned out small like that.
I'll see if I can revise the model or do another one, but for now, stuff like this is what helps me get better. Thanks!
All right... 'Got a start on my rat... 'Handled the fur a couple of different ways and could use some opinions on which fur rendering style works better. I figure it's better to ask earlier than later.
After seeing all the awesome stuff coming out of this thread I decided to start making my own Dota items. Here's my first set ever, its for Faceless Void. Got the sculpts done and soon moving on to retopo. I know I'll probably need some help actually getting this into the game but I'm excited to learn!
@sukotto - :O that looks awesome. I can't wait to see it textured. Getting it into the game is easy-peasy once you get all the silly tecnhical mistakes done and out of the way. We've been through them all though, so we're here for ye buddy.
@Zaphk - love that texture style...guess i need to learn me some 3dcoat.
Shit, did a staff for skywrath, going to test it ingame and hes not on the list of the importer t_t, anyone know if they gonna add him soon or something? xD
Shit, did a staff for skywrath, going to test it ingame and hes not on the list of the importer t_t, anyone know if they gonna add him soon or something? xD
I really hope they add them next week, cant't wait to see our Tusk set ingame =P
@sukotto - :O that looks awesome. I can't wait to see it textured. Getting it into the game is easy-peasy once you get all the silly tecnhical mistakes done and out of the way. We've been through them all though, so we're here for ye buddy.
@Zaphk - love that texture style...guess i need to learn me some 3dcoat.
Thanks! But I think I'll have to rethink the head slot, I didn't realize that the whole head is an item that is included in the poly limit. And theres no way I can get the head and my mask under 400 tris
You may just have to retopologize both pieces together as a single mesh, it'll probably be a bit tricky but you should be able to get it under the poly limit without having to redesign it. The set looks awesome, let us know how you get on!
I've been working on a custom spiderling based on a jumping spider but I've hit a wall. I had assumed that we were stuck with the default animations and would have to bind any new models to the existing skeleton like you do with hero items but it would seem that you can supply your own animations. This is great, but I have absolutely no idea about animation whatsoever, are there any good tutorials that would help me with this in DOTA? I'll keep googling but I'm not really sure where to start!
I may have to shelf this project for awhile, it might be a little bit more complex than I had hoped for my second item. It's all good practice anyway.
Hi guys! The typical story, long time lurker, now actually got the courage to register up and post something
I've been doodling something every once in a while, but I haven't finished anything yet. I love Clockwerk, but he's not in the workshop yet. However, Tusk came around and I had this idea of eskimoish hood/cloak for him. Started with the hood:
I started modelling it too, and did a rough model that I got to Zbrush. I tested how it would look with quick texture steal trick:
I will make the outer ring look like the shoulder armor on him, so clumps of fur, and maybe add a furry ball on top. I work on a mobile game company, and I'm actually more of an animator, so Zbrush is a challenge. One of the reasons I registered is to get good feedback because I really need it when I sculpt. I started working on a courier too, since then I could do animations, but it's a little too much for a first submission
Btw, Tusk isn't in the workshop hero list in-game. Am I missing something here? Or should I just wait few days?
Anyway, cheers everyone!
Nice concept. I've been planning something very similar myself since tusk came out, his character model is just screaming for a fluffy hood in my opinion. I guess I'll have to make some changes to differentiate it from yours!
As for feedback, I'd suggest making the fur part fluffier so that it matches the trim on the rest of his clothing in terms of size and it might just be the angle, but the back of the hood is a little bit too pointy so I'd suggest taking a look at that too.
Glad I'm not alone having just started, keep it up!
I'm not deleting any spam anymore, it's useless it just keeps going and some downvote everything when you start deleting all the spam... Really not sue why Valve isn't taking drastic actions for these spams.
None the less I started working on my With doctor set again, now that alpha´s can be used on every heroe Textures are still wip and still need to add a few thing but here's the result so far!
@Vlad Probably just random screenshots taken from google uploaded on workshop judging their file size. I just wonder why... if they planing later to edit those items with some sort of spam/advertise images? However there is possibility that they are just trolls goofing around
Hi. I'm not sure if here is the correct place to post this as I am new to both polycount and modeling for dota 2. Please forgive me, but I have a few questions.
I have seen many youtube tutorials in which the person models against an image and then mirrors the half model. Would this work in dota 2 or is this going about it the wrong way?
If it is, are there any tutorials on how to do it the right way?
Because frankly, I found a tutorial for dota 2 weapons and it was good but it was for an anti mage weapon. Which I want to do something for Medusa who I understand just got released.
Hi. I'm not sure if here is the correct place to post this as I am new to both polycount and modeling for dota 2. Please forgive me, but I have a few questions.
I have seen many youtube tutorials in which the person models against an image and then mirrors the half model. Would this work in dota 2 or is this going about it the wrong way?
If it is, are there any tutorials on how to do it the right way?
Because frankly, I found a tutorial for dota 2 weapons and it was good but it was for an anti mage weapon. Which I want to do something for Medusa who I understand just got released.
I'm using Blender if that helps.
Mirroring certainly can be used for Dota 2. In fact it's probably quite encouraged as your UVs can then be mirrored and overlapped, which means you get effectively double the texture space. This can be a huge difference when working with such small texure sizes.
In general I use the mirror function no matter what I am modelling, Dota 2 or otherwise. You can then make changes to each side afterwards to mix it up a bit. I'm not familiar with Blender so I can't help you with that program specifically I'm afraid.
The texture sizes and tri counts vary for different heroes and item slots. You should check out the various allowances here: http://www.dota2.com/workshop/requirements Unfortunately, Medusa has just been released on the workshop so her tri counts and texture sizes haven't been specified yet, although you could work them out yourself from downloading the file on the Medusa page.
Well, seems your question has more to do with basic UV mapping than anything specific to Dota 2.
All you got to do is:
1-Start your mesh making sure its mid point X is set to 0;
2-Delete everything in one side of the X axis and add the 'Mirror' modifier;
3-After done editing, add seams, unwrap your mesh and make all the adjustments in the UV map;
4-Hit 'Apply' in the the mirror modifier tab, so the mirrored part becomes an editable part of the mesh, thus you'll have a perfectly mirrored UV map, as both sides will have the exact same position in the UV map.
Again, always check if your mid vertexes are all zeroed in the X axis to prevent mid vertexes not joining properly.
Other important thing to bear in mind is that you can't have overlapped UV maps when baking, thus before baking, make a version especially for baking saving it to other blender file.
Then you can proceed to:
1-Select half the mesh and open the UV editor, so it will appear only that half in the UV map for you to select;
2-Move it to a position out of the rendering space, so you'll have no problems baking the AO and the normalmaps.
Replies
Crits on the color please
Tried to keep on Jugg's palette, but not all red/orange/yellow, so I didn't have yet another orange sword. Kinda reminds me of the Battle Fury.
What i'mtrying to say is that first of all, the blade is undefined, there's no sharp parts. The scratches are unneeded and i think it's a friggin plague to add wear on every item, would you ever go in a battle with a weapon that looks like it's only good for... well, nothing. You can drop some nois on top to simulate metal grain most of the time.
The AO is too dark, symbols will be barely visible from the ingame view and whywould you need that thingon the side? I'd suggest to define the blade some more, add more weight to it, if you like the design, but i think there are more clever ways to keep the lil blade.
Reminds me of Daenerys Targaryen somehow, i guess if you combine all of her hairstyles it'll look something like that hah. Good job!
Thanks for the honest critique!
I toned down the wear'n'tear from my other stuff, but it apparently is still too much. The AO is 100%, should have been 80% or less, my mistake. The small blade is actually from a real sword (called hachiwara), and it had a little blade/hook on its side to remove armor. I tried to exaggerate it making it bigger and adding a division, so it didn't look just like a small detail. The symbols are pretty small indeed. I intended on having them double that size, but scrapped this idea during sculpting, then decided to do them anyway on the texture, and they turned out small like that.
I'll see if I can revise the model or do another one, but for now, stuff like this is what helps me get better. Thanks!
Yeah, it looks pretty sweet!
I went for a bit of a hybrid of hachiwara/jutte, the jutte being this one:
Much better! I like it!
All right... 'Got a start on my rat... 'Handled the fur a couple of different ways and could use some opinions on which fur rendering style works better. I figure it's better to ask earlier than later.
Thanks for your time...
EDIT: Accidental double post. Delete me please!
Well, Primrose and I finally finished our Hippogryph set. Check it out, all pictures lead to workshop links
unless i'm in direct competition with anuxi...then i'm gg'ing.
damn, this is beautiful. Nothing beats a good hand painted model. Is it possible to see a texture flat?
/\ Awesome work guys Model and textures look great as always!
Great job bro! I really dig this helmet! I'm also working on Skywrath Mage, he is a great character!!
It seems that we'll have tons of great designs for him, can't wait to see em all! gogo polycount
Sure, here's the texture:
@Zaphk - love that texture style...guess i need to learn me some 3dcoat.
I really hope they add them next week, cant't wait to see our Tusk set ingame =P
Thanks! But I think I'll have to rethink the head slot, I didn't realize that the whole head is an item that is included in the poly limit. And theres no way I can get the head and my mask under 400 tris
I've been working on a custom spiderling based on a jumping spider but I've hit a wall. I had assumed that we were stuck with the default animations and would have to bind any new models to the existing skeleton like you do with hero items but it would seem that you can supply your own animations. This is great, but I have absolutely no idea about animation whatsoever, are there any good tutorials that would help me with this in DOTA? I'll keep googling but I'm not really sure where to start!
I may have to shelf this project for awhile, it might be a little bit more complex than I had hoped for my second item. It's all good practice anyway.
http://steamcommunity.com/sharedfiles/filedetails/?id=141550484
They sure have their own style
Also me and my lowly concept peon did something:
Clickclack
I've been doodling something every once in a while, but I haven't finished anything yet. I love Clockwerk, but he's not in the workshop yet. However, Tusk came around and I had this idea of eskimoish hood/cloak for him. Started with the hood:
I started modelling it too, and did a rough model that I got to Zbrush. I tested how it would look with quick texture steal trick:
I will make the outer ring look like the shoulder armor on him, so clumps of fur, and maybe add a furry ball on top. I work on a mobile game company, and I'm actually more of an animator, so Zbrush is a challenge. One of the reasons I registered is to get good feedback because I really need it when I sculpt. I started working on a courier too, since then I could do animations, but it's a little too much for a first submission
Btw, Tusk isn't in the workshop hero list in-game. Am I missing something here? Or should I just wait few days?
Anyway, cheers everyone!
As for feedback, I'd suggest making the fur part fluffier so that it matches the trim on the rest of his clothing in terms of size and it might just be the angle, but the back of the hood is a little bit too pointy so I'd suggest taking a look at that too.
Glad I'm not alone having just started, keep it up!
http://steamcommunity.com/sharedfiles/filedetails/?id=141731025
Everyone is having similar ideas for Tusk hahah Also thought about a eskimo style for him T_T
I'll try to differentiate too
http://steamcommunity.com/sharedfiles/filedetails/?id=141853616
http://steamcommunity.com/sharedfiles/filedetails/?id=141861930&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=141859462&searchtext=
I can't imagine that it's a serious submission. It's sorta funny.
Just report them and they'll be gone in a day or two.
The spam really is getting insane.
http://steamcommunity.com/sharedfiles/filedetails/comments/140870748
File Size: 0.091 MB
Seems legit
None the less I started working on my With doctor set again, now that alpha´s can be used on every heroe Textures are still wip and still need to add a few thing but here's the result so far!
Obviously, very work in progress!
Nice wip ) Keep on going.
http://steamcommunity.com/sharedfiles/filedetails/?id=141941319
There's more!
http://steamcommunity.com/sharedfiles/filedetails/?id=141896857
http://steamcommunity.com/sharedfiles/filedetails/?id=141636423
Fantastic job, I bet this will be the next Workshop hit
Crafted by Tusk himself, a gift to make sure his best friend won't forget him.
Link to the workshop
Hope you guys like it
I have seen many youtube tutorials in which the person models against an image and then mirrors the half model. Would this work in dota 2 or is this going about it the wrong way?
If it is, are there any tutorials on how to do it the right way?
Because frankly, I found a tutorial for dota 2 weapons and it was good but it was for an anti mage weapon. Which I want to do something for Medusa who I understand just got released.
I'm using Blender if that helps.
Mirroring certainly can be used for Dota 2. In fact it's probably quite encouraged as your UVs can then be mirrored and overlapped, which means you get effectively double the texture space. This can be a huge difference when working with such small texure sizes.
In general I use the mirror function no matter what I am modelling, Dota 2 or otherwise. You can then make changes to each side afterwards to mix it up a bit. I'm not familiar with Blender so I can't help you with that program specifically I'm afraid.
The texture sizes and tri counts vary for different heroes and item slots. You should check out the various allowances here: http://www.dota2.com/workshop/requirements Unfortunately, Medusa has just been released on the workshop so her tri counts and texture sizes haven't been specified yet, although you could work them out yourself from downloading the file on the Medusa page.
it'd be nice to think it might be - fingers crossed!
All heroes have alpha's now? How did I miss this? Please do tell what I need to do to get alpha's in?
Well, seems your question has more to do with basic UV mapping than anything specific to Dota 2.
All you got to do is:
1-Start your mesh making sure its mid point X is set to 0;
2-Delete everything in one side of the X axis and add the 'Mirror' modifier;
3-After done editing, add seams, unwrap your mesh and make all the adjustments in the UV map;
4-Hit 'Apply' in the the mirror modifier tab, so the mirrored part becomes an editable part of the mesh, thus you'll have a perfectly mirrored UV map, as both sides will have the exact same position in the UV map.
Again, always check if your mid vertexes are all zeroed in the X axis to prevent mid vertexes not joining properly.
Other important thing to bear in mind is that you can't have overlapped UV maps when baking, thus before baking, make a version especially for baking saving it to other blender file.
Then you can proceed to:
1-Select half the mesh and open the UV editor, so it will appear only that half in the UV map for you to select;
2-Move it to a position out of the rendering space, so you'll have no problems baking the AO and the normalmaps.
Hope this helps.