A buddy told me I should post my emoticons here, so here I go! Hi everyone at Polycount. :3 http://steamcommunity.com/workshop/filedetails/?id=317610605 Some emoticons: Right now I'm working on a tsundere Lina emoticon, these are some sketches (input wanted!) I'd also like to ask, which hero should I make an emoticon of…
Hi everyone, I hope you had a great Christmas :) I've been working this; character for my university brief I'm trying to make him look stylized and handpainted-ish? I've followed the Dota 2 texturing guide and I'm pretty happy with the result so far.. However, I'm trying to improve the texture and I guess right now I'm…
Hi everyone, Just found this great thread here after finishing my first set. Something short about me and this set; Together with 8 friends we started an indie game company two years ago, Talawa Games , and recently we have been in contact with James 2gd Harding and the GDstudio and we´ve been working together on this…
With their huge an talented team, they should ship 3 games per year at least... Where is half life 3!!!. At least i figure out you may work relaxed, pretty relaxed. Dota 2 is nice, and cs go passable... nothing really good compared to other games. They must give a big jump with their newer titles. When i look towards…
http://www.handplane3d.com/ Handplane will allow you to convert an object space normal to a perfectly weighted tangent space normal. I mainly do dota workshop these days, and the handplane plugin is amazing for perfect source normals baked in xnormal. Also if you are using UDK handplane can be a life saver. This also goes…
Thanks for some quick responses! Size is planned to be about the same size as a regular DOTA map, Summoners Rift from LoL as an example. Well characters are between 4-7 K poly and some of the most complex assets around 4k so i guess I'll just make a prototype and then try my self through. The reason I asked was if there…
Hi thank you for replying! Ok so I go into maya, select a joint and name it "attach_hitloc" (without quotes). Then selected the mesh and exported it an fbx. I name it Name_Ground then add the flying items to it and export another with Name_Flying finally I selected the bones and mesh and exported out some test animations.…
Try to work on making a specular and gloss map that defines your materials better, so it's not just all the same metal. As well, see if you can create area of rest and activity in the texture's diffuse as it feels too muddy and noisy right now. I'm not being drawn to the face by the way the textures are set up and creating…
Well I think this item is finally finished, Hair for Luna Dota 2 "heirloom of Lunation" I had to edit her ears a bit because of all of the nasty haters on workshop :< Repositioned the ears and made a shorter version. It has 4 switchabe versions Hair can be white or black and elven ears can be long or short. I hope it is…
I don't play DOTA so I'm not too familiar with the art-style, but to me this feels way too simple. For starters it's too flat IMO, give it a bit more depth (like this (make it half-spherical depthwise)), doing this would make the shield more practical as it'd (presumably) be easier to deflect incoming attacks. I'd also add…