Agreed with Vayne, the one you've currently chosen to flesh out just doesn't have anything super interesting. Its expectionally generic in it's current form. I will say the bottom right one has the most interesting silhouette.
Hey guys! Awesome thread here! I am not really new to polycount but new to this thread and before that I was mostly an observer of some sort ^^.
I made a weapon for faceless void and encountered something strange with the preview in the dota 2 workshop. When I compile the weapon and preview it in the workshop the standard particle effect of the original weapon shows but when I start a custom game with my weapon the particle effect does not show. Is it possible that there is no particle effect for faceless void with custom weapon to begin with? Or is it because there is no second page to assign particles? But again why does it show in the preview?
I hope this is the right thread for this kind of question if not I am terribly sorry
Would be great if someone has an answer
I made a weapon for faceless void and encountered something strange with the preview in the dota 2 workshop.
Don't make anything for Faceless Void right now, as he is being remodeled the importer might be updated after the new model is released, and Valve will not add any new cosmetics for him until after this
Hmm that's a bummer...the weapon is finished ^^ just wanted to clear the particle issue.
Where can I get those kind of informations about which hero is being changed?
Btw kite212 thank you for the answer and warning .
Hmm that's a bummer...the weapon is finished ^^ just wanted to clear the particle issue.
Where can I get those kind of informations about which hero is being changed?
Btw kite212 thank you for the answer and warning .
Just hang onto it until after the update, then submit
Yes will do thx, still would be nice to know where you got your information about the model change...
Faceless won the remodel vote from TI4 to be the next hero remodeled. It will be tied to one of the up coming updates, so his remodel will be announced on the dota2 blog
@zoiid: Void won the model rework poll held by Valve in TI4, so he's gonna be remodeled soon. Also Slardar, but I'm not sure where the info came from though.
The Source Engine does support Sprites. Most likely you'll want to do whatever it is in particles otherwise I'm guessing that you'd have to manually compile your model with sprites outside of Dota 2.
@kite212 I was wanting to create one for an orb on a weapon. I was thinking it would save geometry and I would always have the angle I want.
@ReMixx Thanks for the info. That looks/sounds pretty in depth and I have never done anything with a manual compile. >.< I could probably get what I am looking for with particles, but I have yet to use them with Dota. I am sure I could figure it out, I just don't have a clue where to start or how they are implemented.
@kite212 I was wanting to create one for an orb on a weapon. I was thinking it would save geometry and I would always have the angle I want.
@ReMixx Thanks for the info. That looks/sounds pretty in depth and I have never done anything with a manual compile. >.< I could probably get what I am looking for with particles, but I have yet to use them with Dota. I am sure I could figure it out, I just don't have a clue where to start or how they are implemented.
After the engine update, the particle submission support should hopefully be better, I would probably wait until then to do something like this, and use the particle system
What's with this new 'workshop DLC' thing. I clicked to install, it says it will install on game start up but it's not.
'state' is Not Installed. Though premium DLC is, which is another way to buy 3 sets (Murder of Crows and 2 more).
...Oh, those 3 sets are 'pro sets', 25% of proceed split between pro and contributors, so that looks like the pro/ticket thing may have just gotten worse.
-edit..
to answer my own question, looks like workshop submission now includes a few more options,
'other' , animation replace for items, custom game mode.
What's with this new 'workshop DLC' thing. I clicked to install, it says it will install on game start up but it's not.
'state' is Not Installed. Though premium DLC is, which is another way to buy 3 sets (Murder of Crows and 2 more).
...Oh, those 3 sets are 'pro sets', 25% of proceed split between pro and contributors, so that looks like the pro/ticket thing may have just gotten worse.
-edit..
to answer my own question, looks like workshop submission now includes a few more options,
'other' , animation replace for items, custom game mode.
That's the Workshop Tools Alpha for testing custom game creation tools and modes.
The premium DLC with 3 sets is for the Free to Play sets for Fear, Dendi and Hyhy that come with purchase of the Free to Play bundle.
Both of these have been there for quite a while. The blogpost for the Workshop Tools Alpha was in August last year, and the Free to Play bundle was... before TI4 I think? Soooo yeah. It's not actually the case that anything is "getting worse".
After the engine update, the particle submission support should hopefully be better, I would probably wait until then to do something like this, and use the particle system
I second this.
It looks like there's a special Particle System renderer that can handle animated sprites:
@ReMixx Thanks a lot for the info, it is a big help. I was not aware of the workshop tool documentation for this.
My only remaining question is, does anyone know when the engine update is? I know they discouraged the use of particles for the Chinese New Year. So I would assume they feel the same regarding any set until the engine is updated. I just don't want to hang on to a set if it is a while off.
@ReMixx Thanks a lot for the info, it is a big help. I was not aware of the workshop tool documentation for this.
My only remaining question is, does anyone know when the engine update is? I know they discouraged the use of particles for the Chinese New Year. So I would assume they feel the same regarding any set until the engine is updated. I just don't want to hang on to a set if it is a while off.
You're welcome!
I don't think anyone knows. They said early 2015 but what does that mean in "Valve-Time"?
I'm hoping that it comes with the New Bloom update. My reasoning being that they didn't want to build a new map from scratch for Diretide or Frostivus, but surely we'll get one for New Bloom right? The Engine Update facilitates making maps easier. Just seems like it'd be the perfect time to say "Hey, new engine that makes making maps easier! We made this new map with it! See it works! " But of course it's Valve so this won't be the case hehe.
I don't think anyone knows. They said early 2015 but what does that mean in "Valve-Time"?
I'm hoping that it comes with the New Bloom update.
Well they also said the workshop sales tool was coming in 2015, and they released it before Jan was over, so maybe Valve time is changing :poly142: As for the update with new bloom I don't think we will see the engine update with this, but I would hope it will be in the next big update after new bloom, maybe around spring time ( 'murica spring)
Hey guys, I was curious how dota 2 was about making holiday related skins? Such as a christmas set or whatnot. Do they have a policy against them?
I think as long as the item doesn't look out of place, it is fine. You can see many halloween themed sets that got accepted in the game.
As for masks, there is this guide written by Vlad (or Vermillion Wlad) and this guide written by T_Vidotto. Check them out
there are some strange points to note, for example the fishskin texture that is covering the body is going upwards instead of downwards. it would make alot more sense if u would change that. also the transition between the fishskin body material and that orange whatever arms looks rly hard and unatural. same thing on the antennas on the head. and point designwise since the whole thing is some kind of a fish or underwhater creature why is he wearing a leatherbelt? and why is even wearing a belt at all?
@Stirner: pretty cool concept you got there, hope to see it being translated to 3d soon ! @Rubus: the amount of details you managed to transfer from the sculpt to the low poly is amazing, though i think the texture doesnt really do the justice though, it lacks some serious gradients-value changings and focus point, maybe you should take a look again at the valve's texture guide for more information about that.
Hey, guyz! I just finished back slot for Lich. What do you think about this?
Looks awesome! really nice work on the icicles, nice detail that one, and all the details!
Btw, how do you get a texture on the model in zBrush, I realise I've never done it, dunno how, and it would help out a lot for my DP set if I could get the original texture on the body, would appreciate the help if it's not a pain to explain
@Lando_Mange
Yep, sure
1. Convert TGA file of color in JPG file.
2. In ZBrush tool 'Texture' -> 'Import' and import your JPG-file. Select your file. Flip it with 'Flip V' in this menu.
3. Now click in right side menu tool 'Texture map' and select your texture file.
4. Model with color, profit!
@Lando_Mange
Yep, sure
1. Convert TGA file of color in JPG file.
2. In ZBrush tool 'Texture' -> 'Import' and import your JPG-file. Select your file. Flip it with 'Flip V' in this menu.
3. Now click in right side menu tool 'Texture map' and select your texture file.
4. Model with color, profit!
Replies
Thanks for the feedback guys! Maybe we'll finish the bottom right one too. I couldn't resist and started sculpting.
I make changes to the model.
Sorry, i'm new here.
@Reza - laughed hard on some
I made a weapon for faceless void and encountered something strange with the preview in the dota 2 workshop. When I compile the weapon and preview it in the workshop the standard particle effect of the original weapon shows but when I start a custom game with my weapon the particle effect does not show. Is it possible that there is no particle effect for faceless void with custom weapon to begin with? Or is it because there is no second page to assign particles? But again why does it show in the preview?
I hope this is the right thread for this kind of question if not I am terribly sorry
Would be great if someone has an answer
Don't make anything for Faceless Void right now, as he is being remodeled the importer might be updated after the new model is released, and Valve will not add any new cosmetics for him until after this
Where can I get those kind of informations about which hero is being changed?
Btw kite212 thank you for the answer and warning .
Just hang onto it until after the update, then submit
Yes will do thx, still would be nice to know where you got your information about the model change...
Faceless won the remodel vote from TI4 to be the next hero remodeled. It will be tied to one of the up coming updates, so his remodel will be announced on the dota2 blog
so right now, i'm working an idea for a magical cauldron courier chap, this is as far as i've got so far!
not sure if i'm on the right lines, or how likely these sort of things are to make it into the workshop these days, so thoughts etc. welcome...
*edit* a bit more info in the back of my sketchbook thread
http://www.polycount.com/forum/showthread.php?p=1798225#post1798225
[ame]https://www.youtube.com/watch?v=0hzxwoZDI9s[/ame]
[ame]https://www.youtube.com/watch?v=5Y0Oqfhr374[/ame]
The engine probably supports this, but you being able to do anything with this is a whole different bag of cats, what are you trying to do?
The Source Engine does support Sprites. Most likely you'll want to do whatever it is in particles otherwise I'm guessing that you'd have to manually compile your model with sprites outside of Dota 2.
https://developer.valvesoftware.com/wiki/Sprite
@ReMixx Thanks for the info. That looks/sounds pretty in depth and I have never done anything with a manual compile. >.< I could probably get what I am looking for with particles, but I have yet to use them with Dota. I am sure I could figure it out, I just don't have a clue where to start or how they are implemented.
After the engine update, the particle submission support should hopefully be better, I would probably wait until then to do something like this, and use the particle system
'state' is Not Installed. Though premium DLC is, which is another way to buy 3 sets (Murder of Crows and 2 more).
...Oh, those 3 sets are 'pro sets', 25% of proceed split between pro and contributors, so that looks like the pro/ticket thing may have just gotten worse.
-edit..
to answer my own question, looks like workshop submission now includes a few more options,
'other' , animation replace for items, custom game mode.
That's the Workshop Tools Alpha for testing custom game creation tools and modes.
http://blog.dota2.com/2014/08/dota-2-workshop-tools/
The premium DLC with 3 sets is for the Free to Play sets for Fear, Dendi and Hyhy that come with purchase of the Free to Play bundle.
Both of these have been there for quite a while. The blogpost for the Workshop Tools Alpha was in August last year, and the Free to Play bundle was... before TI4 I think? Soooo yeah. It's not actually the case that anything is "getting worse".
I second this.
It looks like there's a special Particle System renderer that can handle animated sprites:
https://developer.valvesoftware.com/wiki/Particle_System_Renderers
(first one in that list)
Edit: Lol the simple example particle system from the new Workshop Tools Documentation shows how to do a simple sprite particle.
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Particles/Particle_Effect_Tutorial_1
My only remaining question is, does anyone know when the engine update is? I know they discouraged the use of particles for the Chinese New Year. So I would assume they feel the same regarding any set until the engine is updated. I just don't want to hang on to a set if it is a while off.
You're welcome!
I don't think anyone knows. They said early 2015 but what does that mean in "Valve-Time"?
I'm hoping that it comes with the New Bloom update. My reasoning being that they didn't want to build a new map from scratch for Diretide or Frostivus, but surely we'll get one for New Bloom right? The Engine Update facilitates making maps easier. Just seems like it'd be the perfect time to say "Hey, new engine that makes making maps easier! We made this new map with it! See it works! " But of course it's Valve so this won't be the case hehe.
Well they also said the workshop sales tool was coming in 2015, and they released it before Jan was over, so maybe Valve time is changing :poly142: As for the update with new bloom I don't think we will see the engine update with this, but I would hope it will be in the next big update after new bloom, maybe around spring time ( 'murica spring)
moving onto the mask mapping phase, never done it before, any tips/guides would be much loved!
As for masks, there is this guide written by Vlad (or Vermillion Wlad) and this guide written by T_Vidotto. Check them out
(If You are interested in collab send me a pm.)
We're wrapping it up at this point and I'd appreciate to hear some C&C on the texturing from your fresh eyes before calling it done.
It looks like a new smaug depiction. :-D But I like it.
@Rubus: the amount of details you managed to transfer from the sculpt to the low poly is amazing, though i think the texture doesnt really do the justice though, it lacks some serious gradients-value changings and focus point, maybe you should take a look again at the valve's texture guide for more information about that.
Will give it a time and try to fiddle with it with my eyes fresh, thanks for the feedback
Looks awesome! really nice work on the icicles, nice detail that one, and all the details!
Btw, how do you get a texture on the model in zBrush, I realise I've never done it, dunno how, and it would help out a lot for my DP set if I could get the original texture on the body, would appreciate the help if it's not a pain to explain
Yep, sure
1. Convert TGA file of color in JPG file.
2. In ZBrush tool 'Texture' -> 'Import' and import your JPG-file. Select your file. Flip it with 'Flip V' in this menu.
3. Now click in right side menu tool 'Texture map' and select your texture file.
4. Model with color, profit!
Thanks man, will try it out asap!
add me on steam if you're interested.
drop a like if u wish:) : http://steamcommunity.com/sharedfiles/filedetails/?id=390509268
Cool! Upvoted, totally in support of all things Venge
This was looks really different, in a good way, hope it gets in!
Well, it's up and you can check it out! Leave a like if you like it!
(Pardon the huge images! :poly122:)
http://www.dota2.com/newbloom/part3