Wow, that's really great to hear that we got someone who helped create a movie to work along side us as workshop artist! Courier looks great guys, Fantastic work on the animations as well
After over one year of working on it, Seraphic Apotheosis is now finally up on the Workshop! Don't forget to check the video, a lot of work was put into it!
Those wings are great, how did you rig them? with only the original bones? it looks a crazy if you did it =]
well done
Could use some advice on how to tackle the feathers on this helmet, the lod limit is 350/500, which im having a super hard time trying to get to with how im doing it, basically, right now.
Basically, the feathers going along the top of the helmet eat up more than a third of the tri count, and thats doing the center row as a simple flat plane, and the outer feathers as 2 tris each per side, which leaves me very little for the rest of the helmet. On top of that, each feather currently has its own texture, which is taking up a huuuuge amount of my texture space. Having never dealt with something like this before, im not sure how to correctly go about it.
TTZ,
Really the only way to do the feathers is an alpha plane (same for side feathers). The problem is you won't get the volume from the front angle and honestly not sure how you could really get that and keep the low poly count for in game models.
That's part of the difficulty, making something look really awesome and having it bake down good to such low tri counts.
Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume from the front as baddcog mentioned. After that I'd add a few more individual or grouped feathers to give it the illusion of the shape you want, once again leaving them at angles that will let them be seen from the front. Something like the pic on the left. Then mirror all the feathers so they can be seen from both sides.
My central plane mirrored is abouttttt 32 polygons. So if you set yourself a 100 poly limit for the feathers you have a decent 68 more polys to play with. The ear feathers likewise look like sub-10 polygon pieces to me.
I think when you approach such models you need to ask yourself the following - if I leave all this geometry there will the viewer be able to see any of it? In Dota 2's case I think the answer is just no. Even if you left the centre plane as a single plane of polygons without additional indivdual or grouped feathers players would not be able to tell the difference from the normal camera angle. So that's what I would do for the LOD1. With the LOD0 you have a little more budget, so then the individual feathers could be added to bulk up the volume from the portrait view.
Also, if you want to do each feather duplicated, I suggest baking a single feather out to texture and duplicating that in your model so all the individual feathers use the same UV coordinates. I'd personally do that in a modeling package. Nobody will notice that the feathers are all duplicated if they've been shaped differently, and that's just the sort of work you need to do to make such geometry work within the constraints of a game engine.
Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume from the front as baddcog mentioned. After that I'd add a few more individual or grouped feathers to give it the illusion of the shape you want, once again leaving them at angles that will let them be seen from the front. Something like the pic on the left. Then mirror all the feathers so they can be seen from both sides.
My central plane mirrored is abouttttt 32 polygons. So if you set yourself a 100 poly limit for the feathers you have a decent 68 more polys to play with. The ear feathers likewise look like sub-10 polygon pieces to me.
I think when you approach such models you need to ask yourself the following - if I leave all this geometry there will the viewer be able to see any of it? In Dota 2's case I think the answer is just no. Even if you left the centre plane as a single plane of polygons without additional indivdual or grouped feathers players would not be able to tell the difference from the normal camera angle. So that's what I would do for the LOD1. With the LOD0 you have a little more budget, so then the individual feathers could be added to bulk up the volume from the portrait view.
Also, if you want to do each feather duplicated, I suggest baking a single feather out to texture and duplicating that in your model so all the individual feathers use the same UV coordinates. I'd personally do that in a modeling package. Nobody will notice that the feathers are all duplicated if they've been shaped differently, and that's just the sort of work you need to do to make such geometry work within the constraints of a game engine.
I'll give that a shot, you're right in that pretty much any depth is lost in game, i figured having the feathers are least bend might be worth doing but its pretty much not.
@badcogg - I know, i made the mistake of doing the design first and looking at the tri limit later. =X
uwahhhh my WR set made it in. I'm so happy!!!!!!!!!!!!! Now I can pursue this dream!!!! Thanks everyone so much, especially Shock, for your feedback and suggestions for my WR set at the polycount contest. I really couldn't have made it without you guys!!!
Congrats to everyone who gets something in too!!! So many great sets!
Congratulations to everyone who got something accepted.
By the way, would anybody be interested in texturing this Aghanim's Scepter themed Earth Spirit Staff?
Snowstorm's progress on our Medusa set. What do you guys think? We have changed it about 50 times since the original concept until we were working on something we both liked, still kinda making it up as we go along.. Neither of us can work on it for another week anyway but some feedback would be nice. Heres some of the various concepts we came up with along the way:
What do you guys think? We are probably going to continue with our original plan to mix up all of the designs on the bottom row- we like the colors on the bottom left, but we want to incorporate design elements from the bottom right since we like that headpiece more (but we will definitely add the snaketail hair)
Hi folks! Been a while since we did something but I just finished wrapping up our latest set, this time for Death Prophet. Quite liked how this one turned out, especially in game. Check it out if you like it
someone help me? I am new to dota 2 workshop but I'm doing a set for the sniper . The problem is specifically on the cover when I will test it the animation does not work properly , or simply does not work , already tried in several different bones . I'm using Blender.
Gizmo is finally done, was quite a learning experience making a courier.. starting from scratch can be quite daunting. But also means a blank canvas to work on! Hope you guys like it!
Anyone do me a favor? I've been tearing my hair out trying to get a custom power cogs model for clockwerk in my game. I've tried uploading it to ability2 through workshop, and I've tried compiling it with studiomdl and replacing game files with the custom cogs mdl.
The former binds it to clockwerk's feet and gives no option for custom .smd animation, and the latter isn't compiling the textures at all, it's entirely invisible in-game (bar an outline when you hover over it)
Does anyone have advice or a link to how I'm supposed to go about making and testing the rattletrap ability2 slot?
Guys does someone know why I am getting black shadows at the bottom of the weapon. I tried changing normal maps, smoothing groups. If someone can help me I would be glad. Thanks.
Anyone do me a favor? I've been tearing my hair out trying to get a custom power cogs model for clockwerk in my game. I've tried uploading it to ability2 through workshop, and I've tried compiling it with studiomdl and replacing game files with the custom cogs mdl.
The former binds it to clockwerk's feet and gives no option for custom .smd animation, and the latter isn't compiling the textures at all, it's entirely invisible in-game (bar an outline when you hover over it)
Does anyone have advice or a link to how I'm supposed to go about making and testing the rattletrap ability2 slot?
Try checking your color map's alpha channel. If it is entirely black, it means that it will be invisible. If its fully black, fill it entirely with white
a gradient in Value to make the bottom part darker would help too.
Maybe is a personal taste, but I think the gigantic eye is what most describe a ward, not sure if it is possible on this design, but I would try the eyes bigger
Yeah the eyes being bigger would help, though it might look kinda goofy. One thing about wards, is the eyes should be fairly obvious, having the entire ward yellow makes the eyes drastically less noticeable, might be worth trying some different colored furs on the giraffe itself.
Hi all its been a what seems ages since Mop and I started this guy but we just finished wrapping up our latest courier, WiK (Renamed after Neox pointed out the last name was not going to go down well in Germany).
He's a little fun and silly like a courier should be, so I am quite happy with him.
Theres a video and other art on the workshop. Hope you guys like im!
Replies
Demonic Upheaval for Warlock was finally finished! Check out the video:
http://steamcommunity.com/workshop/filedetails/?id=450476552
The Bundle replaces all slots of the hero + the Ultimate ability and a Loading Screen.
Original concept: Noblebatterfly
Everything else: Gumbata
Those wings are great, how did you rig them? with only the original bones? it looks a crazy if you did it =]
well done
I wouldnt expect less from you, amazing set as usual!
yes.
Looks famil, but at least you dressed it up, nice.
I like the head part most.
Free to use for sets now?
Basically, the feathers going along the top of the helmet eat up more than a third of the tri count, and thats doing the center row as a simple flat plane, and the outer feathers as 2 tris each per side, which leaves me very little for the rest of the helmet. On top of that, each feather currently has its own texture, which is taking up a huuuuge amount of my texture space. Having never dealt with something like this before, im not sure how to correctly go about it.
Really the only way to do the feathers is an alpha plane (same for side feathers). The problem is you won't get the volume from the front angle and honestly not sure how you could really get that and keep the low poly count for in game models.
That's part of the difficulty, making something look really awesome and having it bake down good to such low tri counts.
Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume from the front as baddcog mentioned. After that I'd add a few more individual or grouped feathers to give it the illusion of the shape you want, once again leaving them at angles that will let them be seen from the front. Something like the pic on the left. Then mirror all the feathers so they can be seen from both sides.
My central plane mirrored is abouttttt 32 polygons. So if you set yourself a 100 poly limit for the feathers you have a decent 68 more polys to play with. The ear feathers likewise look like sub-10 polygon pieces to me.
I think when you approach such models you need to ask yourself the following - if I leave all this geometry there will the viewer be able to see any of it? In Dota 2's case I think the answer is just no. Even if you left the centre plane as a single plane of polygons without additional indivdual or grouped feathers players would not be able to tell the difference from the normal camera angle. So that's what I would do for the LOD1. With the LOD0 you have a little more budget, so then the individual feathers could be added to bulk up the volume from the portrait view.
Also, if you want to do each feather duplicated, I suggest baking a single feather out to texture and duplicating that in your model so all the individual feathers use the same UV coordinates. I'd personally do that in a modeling package. Nobody will notice that the feathers are all duplicated if they've been shaped differently, and that's just the sort of work you need to do to make such geometry work within the constraints of a game engine.
Forgot to post this, Silencer set in the workshoppers!
http://steamcommunity.com/sharedfiles/filedetails/?id=450061120
I'll give that a shot, you're right in that pretty much any depth is lost in game, i figured having the feathers are least bend might be worth doing but its pretty much not.
@badcogg - I know, i made the mistake of doing the design first and looking at the tri limit later. =X
http://www.dota2.com/store/itemdetails/10924/
Quickly, dig trough old dota 2 memes and cash in quickly!
Congrats to everyone who gets something in too!!! So many great sets!
By the way, would anybody be interested in texturing this Aghanim's Scepter themed Earth Spirit Staff?
this's my new set for Legion Commander, just finish sculpt and fill some colour in. Hope you guys will like it
Concept by Virtualman
concept is gorgeous!! cant wait to see the progress on this one!
Please leave a like if you like it!
Snowstorm's progress on our Medusa set. What do you guys think? We have changed it about 50 times since the original concept until we were working on something we both liked, still kinda making it up as we go along.. Neither of us can work on it for another week anyway but some feedback would be nice. Heres some of the various concepts we came up with along the way:
What do you guys think? We are probably going to continue with our original plan to mix up all of the designs on the bottom row- we like the colors on the bottom left, but we want to incorporate design elements from the bottom right since we like that headpiece more (but we will definitely add the snaketail hair)
Gizmo is finally done, was quite a learning experience making a courier.. starting from scratch can be quite daunting. But also means a blank canvas to work on! Hope you guys like it!
The former binds it to clockwerk's feet and gives no option for custom .smd animation, and the latter isn't compiling the textures at all, it's entirely invisible in-game (bar an outline when you hover over it)
Does anyone have advice or a link to how I'm supposed to go about making and testing the rattletrap ability2 slot?
http://imgur.com/z5139ty
Try checking your color map's alpha channel. If it is entirely black, it means that it will be invisible. If its fully black, fill it entirely with white
hope you guys will like it
Link video: https://www.facebook.com/eddyshindota2workshop/videos/vb.1637086883178478/1648738928679940/?type=2&theater¬if_t=video_comment
New concept for juggernaut katana , it will also be used in the latest short film contest . Animation will be remade.
Guys , which would be the best and any recommendation and critics ?
http://images.akamai.steamusercontent.com/ugc/519385854234373819/3C3A0C863BA5FF4DB2A38A5A6D703AE1CC2D64C2/
http://steamcommunity.com/sharedfiles/filedetails/?id=464490142
a gradient in Value to make the bottom part darker would help too.
Maybe is a personal taste, but I think the gigantic eye is what most describe a ward, not sure if it is possible on this design, but I would try the eyes bigger
Yeah the eyes being bigger would help, though it might look kinda goofy. One thing about wards, is the eyes should be fairly obvious, having the entire ward yellow makes the eyes drastically less noticeable, might be worth trying some different colored furs on the giraffe itself.
He's a little fun and silly like a courier should be, so I am quite happy with him.
Theres a video and other art on the workshop. Hope you guys like im!
[ame]https://www.youtube.com/watch?v=HDBm5Z1BA50[/ame]