Hey everyone! I've been lurking in the dota shadows for awhile and finally decided to step into the proverbial light. Welcome to my workshop Here's my first offering, a nasty looking sword for a hero that no longer exists! More to come!
I started making this awesome character by Geoff Trebs like a week ago, almost settled my mind on doing a level of detail close to that of Dota. Any critique will be really helpful, thanks for viewing! **********Latest Update***********
If you go with Blender I'd start by going through the Basics on Blender Cookie. Just a quick glance at YouTube there seems to be tutorials for both TF2 and DOTA stuff in relation to Blender, but their quality may vary.
I remember zbrush producing bad results if the Uvs are sharing the same space. Is this true for xnormal? I was going to try out those DOTA baking tutorials available on the front page if polycount tonight.
Love how jiggly everything is! Slightly offtopic, did you get into the animation 'beta' by filling in the form? If yes, how long did they take to respond? I'd love to show my dota animations with it
I have included a link to my Shapeways final product ready for purchase. Feel free to check it out :smile: https://www.shapeways.com/product/4RD9JJK6G/juggernaut-head-dota-2-contest-design
U can decompile dir_1.vpk and get models. Look at this http://www.cyborgmatt.com/dota-2-model-viewer-guide/ After step 4 u should decompile .mdl and get smd from there
This is a project I'm still working for a school project, based on a concept art that I did, it's in the block out phase yet. Looking to get a cartoon, more LoL/Dota style instead of a realistic one.
I'm not sure if there's a lack of work, but you could present it in a more compressed fashion no doubt. I love the assets though, looks like they're for a dota game?
not your fault, is also wrong on Dota shader documentation black means using the base color to tint the specular white means using the specular color for the the specular