very cool man! I think you should do a montage of the DotA2 animations, ~10 seconds or so; and place that right after the twinkies bit. Especially if you are aiming for game animation gigs.
Hi there. I have a little problem about some .FBX from DOTA2 (dota2.com/workshop/requirements) I tried to import my .FBX in Softimage XSi 2012 SAP (Crosswalk 2013). But with some .FBX, my software crash. Some people working on this software have an issue ? EDIT: Now, I just Import -> Crash -> Try to recover -> Save as...…
A full PBR hand-painted look is achieved from good sculpting and clever shaders. Keep baking those AO maps, because they are still useful, even if you don't stuff them directly into the albedo anymore. This is the future, we put them in better places now. As was posted before, read up on Valve's hero shader for DOTA2.…
Hello! Here I will spread my models. This is my first project for DOTA2. By the way, I am looking for a concept artist to work together.:) The set can be found here. http://steamcommunity.com/sharedfiles/filedetails/?id=504469303 If you like to put :thumbup:
@Rolt - every art created needs to be approved by art directors. And there's also art/style guides in real large team. Check out DOTA style guide. http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf
He's more of a special case, in his case he does everything (adds bones and adjusts animations) so valve only ports the item to the hero. For the axe. http://dota2.gamepedia.com/The_Blood_Chaser "Created by Valve"
You need some work whis masks. Here guide by vavle: http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf I think that if you will work whis it you will get nice item in game ;3