Would someone care to show 3DS Max's version of material properties that would replicate Dota 2's visual appearance using the Slate Material Editor? This is what I could achieve in max:
I know there is a Dota 2 Direct X Shader for this purpose, I'm just curious how it would be put together in max as a material.
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hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
I think it's awesome, but the set changes her silhouette and stance A LOT, which might not be a good idea since the game relies heavily on those two for hero recognition.
i agree with you, i tried to make the animations give the same feeling of the default one to try to minimize the diferences
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
The phantom reaper!
Edit: also you should tone down the shine. I feel like there is too much contrast due to the shine. And maybe desaturate the armor until the saturation is closer towards the chest plate.
its not 1:1 with the icon but the changes i made were to give it a more solid look.
It's gonna be part of a bristleback flail to go along with the medallion that we finished yesterday
Edit: also you should tone down the shine. I feel like there is too much contrast due to the shine. And maybe desaturate the armor until the saturation is closer towards the chest plate.
The idea is awesome TviDotto, like others have mentioned though I wonder if changing the stance altogether might result in confusion. If this works though it could definitely inspire people to experiment with new weapon types for heroes. That would be really cool.
Tvidotto
Can u create some WD's sets or items. It could be great to see new WD's items. Thx :poly121:
Im busy creating WD items right now ... Let T_vidotto do his job of being awesome !
btw, the PA reaper is a superb idea, but i think its a but too far into silhouette change. As a dota 2 player, i doubt that i would recognize "that hero" if i suddenly saw her in the game.
EDIT: Is the technical requirements page malfunctioning for you guys too ? there are no names for heroes and their pages are in-accessible. Can anyone confirm ?
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hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
That headpiece is soooo pretttyyyy! Great work! From what I can see I think she still looks sufficiently like PA, but I'd need to see more footage to decide I think.
hey guys, its being a long time i dont post a project here. iwas doing a set for phantom assassin these days, i streamed the beggining of the process but in the end i was getting a lot tired so i decided to stop streaming
its not finished yet but i hope its close to it
it have 8 or 9 new animations, i planned to do all of them but some of the fits nice with the different kind of the weapon.
in the video its missing some diferent run cycles, the hasted one and the injuried
the weapon can also be used with the default animations, but i prefer the 2 handed style
any feedback will be appreciated
i hope you guys like it
awesome
@.@ next level phantom assassin and also remind me with anuxi set style
not fan of her head coz she looks too pretty for a badaas scythe assassin
hope she has custom awesome attack animation when she proc the 1000 dmg crit
Your idea is cool, TVidotto. Not sure about the blade but the head is awesome.
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
Your idea is cool, TVidotto. Not sure about the blade but the head is awesome.
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
Yeah... honestly if you go with that helmet/horn design you're going to get bombarded on the workshop with skyrim copyright rage. That design is iconic to Skyrim, and its the first thing pretty much anyone is going to think of.
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
Nice, if everybody is complaining about the horns, maybe change the angle? Face it back or to the sky?
Reworking my old item and practicing my sculpting. What do you think?
I know most of the detail will be lost importing, but I need to practice
Thanks guys )
I think i am gonna to publish this stuff to reddit or something to see some more statistics and check the Skyrim aspect. Never seen skyrim so, i dont wanna to make same mistake like in Anuwrath set for PL (people compared that to LOL hero, game I never seen for that moment).
@ Uliss: The model is coming great! I really like your sculpting.
About Skyrim, if you go with helmet 1 or 4 you're not gonna have any problem in my opinion, 2 and 3 could be too near though.
Or just embrace it and add a 'Fus Roh Dah' pack to his ulti :P
In all seriousness though, I think the problem is not with the horns, it's more about the general desing of the helmet.
Upon seeing your set, I immediatly remembered this character in the TES: Online trailer.
I know that that kind of helmet design isn't Bethesda's property at all, but it's heavily associated with their games now after Skyrim. Even on my Sven set I got a lot of comments saying that, just because it has a pelt and a nordic visor.
My 2¢ would be that you only need to change either the helmet's visor, the cheekguards or the horns.
So I just wanted to give a shout-out to a lot of the artists who helped me with questions that I had. I understand that there are a lot of people trying to make a living off of this and it would probably be in their best interests to have less competition.
But so far EVERYONE that I have talked to and asked advice from have been amazingly welcoming and genuinely interested in helping out.
As someone who started modeling last year and sees this as a hobby I just wanted to thank you experts.
Hello again, guys.
I have redesigned helm piece, to make visor not so reminding about Skyrim. Please check it out.
And also, i also mentioned that this set is missing for some eye-catching thing, so I desided to add a huge skull on his back. Not sure about how to get all this shoulders piece into 300tris but I want to try. What do you think about it. Comments are very welcome.
Thanks.
Not really a fan of the ones covering his mouth (2 and 3), but 4 and 1 both look really good! Specially those tusks on 4, they really fit with the hero.
The face plates on 2 and 3 make him look like a foot soldier(from ninja turtles) and aren't helping him look like he's on the light side imo. I like the negative space you created with the interior of #5 and the vertical war paint from #1. #4 might be the safest bet since most of his face isn't hidden behind visors like the others.
HI guys, Can someone please explain to me in terms of dota 2 items what mirroring is and why I'd use it. I've read up on it but cant seem to grasp the concept. I believe you guys would be far better at explaining it in context than a random site with a different purpose.
Razia, mirroring for Dota items is the same for any other modeling. The reason why people heavily advocate its use for Dota items is because it saves UV space and can give a better looking texture since you only UV half the mesh. Since Dota textures are small, you really need to know how to maximize your UV space
HI everyone, I've been doing some more work on my Templar Assassin set, theres a couple more areas I need to sculpt some detail (like the hair clasp) but for the most part the high res is done. I wanted to start experimenting with different colour schemes, which is why I have a couple of different things going on with the model. Would be great to hear what people think works.
Nice progress Toby, but i would go with some more color on the face mask...that medium gray kinda feels off a bit...i would go with the darker color you used in the shoulder pieces
Thanks for comments, guys. Thats realy helpfull. I think i'll make 1st or 4th variant of the helm and see what will be cooler in 3D. And yea, horns must be reworked.
@Ultimatec:
I remember something like that in earlier worshop submissions.
hey ultimatic, i totaly love ur item! this is exactly the itemstyle that i like
BUT i think the preview pic is rly terrible (all other pics inside the workshop
are good) - so maybe u should anyhow remake that.
good luck with it!
Guys, I ned help. Its crazy but its happening. Its weird and im geting out of my nerves.
Today I was working on my model, just opened same maya file that worked yesterday and today it doesnt. It exports correctly but one of the part of the model is missing (both of the "belts").
I have checked everything:
- normals are fine (smoothing groups), they are not inverted or something
- the whole thing has the same material
- I have reexport it from zero in MAX checking normals again there: same
- export geometry to OBJ, re import again and do weights again in MAaya: same, belts are missing.
- I have deleted all the temp files inside DOTA folder: same
Maya screenshots (this file was working yesterday!!!!)
Replies
I know there is a Dota 2 Direct X Shader for this purpose, I'm just curious how it would be put together in max as a material.
With those last hits, Na`vi.Tvidotto is just a dream haha looks amazing man love the idea!
i agree with you, i tried to make the animations give the same feeling of the default one to try to minimize the diferences
hahaha maybe i should change the cape into 2 flags
I KNEW iT! when i missed that last hit i though "someone is going to notice how noob i am, maybe i should record again"
and never recorded again...
and thanks! =]
The phantom reaper!
Edit: also you should tone down the shine. I feel like there is too much contrast due to the shine. And maybe desaturate the armor until the saturation is closer towards the chest plate.
awesome ! i really hope valve adds that .. the 0815 weapon styles are so fucking boring
[SKETCHFAB]f299770280364702a16055d4a3f340c8[/SKETCHFAB]
its not 1:1 with the icon but the changes i made were to give it a more solid look.
It's gonna be part of a bristleback flail to go along with the medallion that we finished yesterday
awesome suggestion guys, going to tone the specular down
i think i got too much time watching the in game test that i got used i didnt notice all the shine, now it bothers me =]
Can u create some WD's sets or items. It could be great to see new WD's items. Thx :poly121:
Im busy creating WD items right now ... Let T_vidotto do his job of being awesome !
btw, the PA reaper is a superb idea, but i think its a but too far into silhouette change. As a dota 2 player, i doubt that i would recognize "that hero" if i suddenly saw her in the game.
EDIT: Is the technical requirements page malfunctioning for you guys too ? there are no names for heroes and their pages are in-accessible. Can anyone confirm ?
hopefully i'll get the sculpt done tomorrow
That headpiece is soooo pretttyyyy! Great work! From what I can see I think she still looks sufficiently like PA, but I'd need to see more footage to decide I think.
@.@ next level phantom assassin and also remind me with anuxi set style
not fan of her head coz she looks too pretty for a badaas scythe assassin
hope she has custom awesome attack animation when she proc the 1000 dmg crit
I really love the headpiece~ amazing
Want to show you some wips for my beastmaster set. What do you think about head? Any thouths, suggestions and critics are very welcome. Trying to make some brutal viking out of this guy, but to keep him on the light side.
i'd go with #2
Nice, if everybody is complaining about the horns, maybe change the angle? Face it back or to the sky?
Reworking my old item and practicing my sculpting. What do you think?
I know most of the detail will be lost importing, but I need to practice
I think i am gonna to publish this stuff to reddit or something to see some more statistics and check the Skyrim aspect. Never seen skyrim so, i dont wanna to make same mistake like in Anuwrath set for PL (people compared that to LOL hero, game I never seen for that moment).
About Skyrim, if you go with helmet 1 or 4 you're not gonna have any problem in my opinion, 2 and 3 could be too near though.
Finished my Disruptor Beard
http://steamcommunity.com/sharedfiles/filedetails/?id=191947012&searchtext=
Or just embrace it and add a 'Fus Roh Dah' pack to his ulti :P
In all seriousness though, I think the problem is not with the horns, it's more about the general desing of the helmet.
Upon seeing your set, I immediatly remembered this character in the TES: Online trailer.
I know that that kind of helmet design isn't Bethesda's property at all, but it's heavily associated with their games now after Skyrim. Even on my Sven set I got a lot of comments saying that, just because it has a pelt and a nordic visor.
My 2¢ would be that you only need to change either the helmet's visor, the cheekguards or the horns.
Perhaps do something more celtic looking?
Anyway, the set is looking beastly (no pun intended). Hope this go well
But so far EVERYONE that I have talked to and asked advice from have been amazingly welcoming and genuinely interested in helping out.
As someone who started modeling last year and sees this as a hobby I just wanted to thank you experts.
Update on my slark dagger, comments please.
Oh, thank you so much for the feedback!
some more stuff to go along with that arm brace
I have redesigned helm piece, to make visor not so reminding about Skyrim. Please check it out.
And also, i also mentioned that this set is missing for some eye-catching thing, so I desided to add a huge skull on his back. Not sure about how to get all this shoulders piece into 300tris but I want to try. What do you think about it. Comments are very welcome.
Thanks.
The horns on shoulders are too big and broke the silhouette. Probably you need resize them.
Keep posting, i'm liking your ideas.
Link Workshop
@Ultimatec:
I remember something like that in earlier worshop submissions.
hey ultimatic, i totaly love ur item! this is exactly the itemstyle that i like
BUT i think the preview pic is rly terrible (all other pics inside the workshop
are good) - so maybe u should anyhow remake that.
good luck with it!
Today I was working on my model, just opened same maya file that worked yesterday and today it doesnt. It exports correctly but one of the part of the model is missing (both of the "belts").
I have checked everything:
- normals are fine (smoothing groups), they are not inverted or something
- the whole thing has the same material
- I have reexport it from zero in MAX checking normals again there: same
- export geometry to OBJ, re import again and do weights again in MAaya: same, belts are missing.
- I have deleted all the temp files inside DOTA folder: same
Maya screenshots (this file was working yesterday!!!!)
DOTA
The proof that it was working (right screenshots)
Am I missing something?
Thanks.