GhostD - I am not quite sure what else there is to say about the channels/masks really ... the Valve doc covers pretty much anything, doesn't it ? What is there specifically that you find to be missing ? On the subject of how Polycount could help, I agree with the general theme expressed in many posts already : exposure.…
Hey Polycounters, We have a job opening for VFX artist for our upcoming game. The game is stylized, similar to Dota2 or LOL. ROLE: VFX (particle) artist ENGINE: Unreal PLATFORM: Mobile It's PAID and REMOTE. You can dedicate full-time or part-time. We have a huge amount of work coming up. The team is passionate and…
You shouldn't compare your work to other students. Your work probably does look much better than many students out there. However, in the real world you are competing with the industry's best. So that should be the bar you set for yourself. Barely scraping by what is acceptable, just won't cut it and it certainly will not…
A lot of us have probably read the Vavle Dota 2 character and texture art guides by now. If you haven't, then GET ON IT! http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf One of the techniques they talk about in the…
Hello there! I have recently started doing weapon concepts for DOTA2 heroes and ... I am looking for 3d artists for cooperation Here's the full album of my creations containing around 25+ weapons so far http://imgur.com/a/z4ri7#Qcjwuiz Everything in it - bellow Slardar weapon is unfinished early concept that was more or…
Same question i Did in the Dota 2 workshop Thread The Original Question: "hey guys just wondering... is there a way to mess up with the particles in Dota2? I mean I want to add or in the best case create a sweet particle effect for an item. Cheers people" Answer by Zipfinator (thanks a lot) In the Alien Swarm or CS:GO SDK…
Hello :) I'm facing a problem during the creation of my ward (the first thing i do for Dota2). I create textures files like it is explained in Valve's requirements (xxx_color (24 bits (or 32 with opacity), xxx_normal (24bits), xxx_mask1 and xxx_mask2 (32bits, and checked for alpha not fully black), all in .tga and in the…
Hi there Haftoof - I asked myself the same question while transitionning from studio jobs to being an indie. MayaLT seemed like a viable option, therefore I subscribed to it for several months and worked on a few Dota2 projects with it. From a toolset point of view it's pretty viable as it has most of the regular Maya…
its very much what pior said. i made 2 test screenshots for u. i used cm model and imported the texture with complete mask1 and mask2 in the dota shader. then i made a screenshot of the result, first with a full black mask2 blue channel (ingame and in marmoset) and then the same with a white channel. u can see rly nice…
Hey there, I am working very hard to improve my skills. I will post my latest Dota2 set here. I have the mindset to work until I find success. Obviously I have some improving to do, but i would really appreciate some feedback on how i can get better renders of my work. Video of set in action: [ame="…