Hey guys, Trying to get feedback on anyone who has been working with some of the older models that have not so fun item budgets for their slots. Or heroes that you think could have slot improvements. Hell even suggest new slot breakdowns for heroes that don't have them yet. Pretty much the new heroes that get reworked/new…
I wouldn't mind if they had a consistent number for each slot, for every hero. Example, every head item for all heroes is 650. Or something like that. Just finding a good 'average' spec for slots, rather than different per hero. That would make this whole issue easier to fix.
Problem with many heroes is that requirments are strictly based on their default parts. So if default part was very simple we have a problem. There are also heroes that have super hi budgets because base part was complex. Bad example here is Terrorblade with 1000/600 limit for his armor that is basicly 3parts combined and…
For the sake of productivity I think it might be best to focus the discussion on the original post related to items that have hard budgets to work with :) Still, a remark regarding odd hero breakdowns : it might sound strange, but I tend to think that this is one of the unique things that makes Dota set creation so fun !…
I agree on boosting in general every item that is under 200 or 300 in lod0, this will allow artist to be a bit more creative with their designs and not limited but the original design done by Valve. An example can be Dazzle polycount for the arm slot, that is based on only one sleeve in the original model. If an artist…
I really just want to see the rest of the heroes broken down, night stalker, and the rest of the reworks done, zeus slardar etc I hope that the new engine will raise most if not all the budgets across the board. If a lot of the budgets were up just 25-50 tris it could make a huge difference. And if most textures went up…
@Godzy What I mean its already hard to take all available parts into consideration and prepare item that will not intersect without items already in game. With more complications that could be almost impossible. On paper its fine. We merge forearms and shoulders slots and make some cool design for whole arms. However other…
Nice move Anuxi, I've wanted to mention this for some while, it's good that you brought it up. If it's ok, I'll bring up whatever I can think of not only LoD0. 1. Tiny: Weapon LoD0 Triangle Limit: 1200 LoD1 Triangle Limit: 800 Texture Size: 256H x 256W Tiny is huge, his weapon is huge too. his weapon is 4 times bigger than…
Meepo has too many slots in general. A few of them could be condensed. Specifically the hands and tail requirements are painful. 150 tris for two gloves and 150 tris for a tail. Hands are one of the most dense geo areas of a character and you have 75 tris to cover them. We're lucky Meepo sets aren't all wearing mittens. I…
I'm not sure if raising 1-2 budgets would actually help that much. Here are some of my suggestions: 1. I think valve should just even out all of the budgets or at least have a starting point for them. For example having the mount/summons lod0 start from ~2000 Tris and 512x512 texture size. I mean I doubt that anything will…