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created Dota 2 Polycount Contest 'Q&A Thread'
on 10-07-2012 05:39 PM
This is thread is your best bet for asking any questions you might have about the Dota 2 Polycount Contest. The polycount team and Valve will do their best to get back to you with answers as quickly as possible.
For information about the contest including the rules and specifications visit this page here.
For further pipeline information, check out the Dota 2 wiki: http://www.dota2wiki.com/wiki/Dota_2...Model_Pictures
Last edited by adam; 10-11-2012 at 07:42 AM..
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, Administrator,
8,657 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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So this contest is character only and not props/environments?
Answer: Characters only. We'll be having a Challenge shortly after the winers for this contest are announced that will be a broader range of artist types.
Last edited by adam; 10-08-2012 at 04:21 PM..
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, spline,
235 Posts,
Join Date Jan 2012,
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Is floating geometry acceptable?
Answer: Yes.
Last edited by adam; 10-08-2012 at 04:19 PM..
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, vertex,
31 Posts,
Join Date Feb 2011,
Location Florida
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Is making multiple entries/item sets (each with its own thread) allowed?
Answer: Yes. You have 6 weeks and must match all of the requirements, however.
Last edited by adam; 10-08-2012 at 04:20 PM..
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, triangle,
379 Posts,
Join Date Dec 2010,
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Suppose we've started something and it's mostly at the concept/blockout stage. Is finishing this and submitting it to the contest go? Somewhat relatedly, I expect people to resubmit their already-submitted items just for the contest and wonder if that'll fly too. Not something I'd want to encourage, but doubt there's anything to stop it.
Answer: They need to have a thread on Polycount that shows the progress. Valve will be checking this for all entries. As for things already started as a concept, I can't see Valve having an issue with that.
Last edited by adam; 10-08-2012 at 04:38 PM..
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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I'm not sure if there is anything you can do about this but maybe you can relay it to whoever is in charge.
The model Wind runner is missing the OBJ shoulders.
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, vertex,
31 Posts,
Join Date Feb 2011,
Location Florida
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Can we change the texture of the hero at all?
Answer: You can’t change the base hero’s texture. Changes should be additive (new models).
Last edited by adam; 10-08-2012 at 04:49 PM..
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, vertex,
31 Posts,
Join Date Feb 2011,
Location Florida
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Should we do all the item set pieces to be eligible?
For example, if I pick Doom Bringer. I'm suposed to do all parts (Head, Shoulder, Arms, Belt, Back, Tail and Weapon)?
ty!
Answer: This wasn't clear in the rules and will be after this is written: You do not need to do every item set piece that is available for that Hero. A minimum of 3 items per Hero item set must be completed.
Last edited by adam; 10-08-2012 at 04:53 PM..
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, line,
77 Posts,
Join Date Jul 2009,
Location Florianópolis, Brazil
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Can someone participate even if they suck at everything?
Answer: Of course.
Last edited by adam; 10-08-2012 at 04:49 PM..
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, vertex,
27 Posts,
Join Date Aug 2012,
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What does "item set" mean?
how many items makes a set?
Answer: Answered this above: 3 item minimum. An item set should be of a cohesive design.
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, polygon,
529 Posts,
Join Date Nov 2010,
Location Tampere, Finland
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If i've done already 1 item for Bounty Hunter, and already submitted in the workshop, can i create a complete set in theme with that item (that item included)?
Answer: Your entry must be completely original for this contest.
Last edited by adam; 10-08-2012 at 05:39 PM..
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, spline,
173 Posts,
Join Date May 2005,
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Just to clarify, does DOTA2 use jiggle bones like TF2 does? The guidelines make note of being able to use "additional bones" beyond the one that's rooted to the base model, but does not go into any further detail.
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, insane polycounter,
5,643 Posts,
Join Date Oct 2004,
Location Melbourne, Australia
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Are we allowed to rework old submissions into new ones?
What if I wanted to rework from scratch an old item set of mine, starting with reworking the concepts?
Answer: Your entry must be completely original for this contest.
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, triangle,
296 Posts,
Join Date May 2010,
Location Halifax, Nova Scotia, Canada
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Is there a tool for previewing dota 2 assets? the _mask1 and _mask2 textures seem to be compilations of many different textures which needs a special shader to view.
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, polygon,
529 Posts,
Join Date Nov 2010,
Location Tampere, Finland
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Is there a reason that Bloodseeker isn't on the acceptable heros list, or is that just an oversight?
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, null,
7 Posts,
Join Date Jun 2012,
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^ Seconding Olli's question. Working with the old Alien Swarm SDK just doesn't cut it if we want to really dig into good looking effects with the hero shader. At the moment it seems like it's necessary to actually submit items to the workshop to even preview them in the game - resubmitting your WIP each time you want to look at it with accurate shaders is kind of iffy...
edit: v Oh hey thanks BrontoThunder, knowing that helps.
Last edited by Vrav; 10-08-2012 at 06:54 PM..
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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You don't have to submit it, there's a preview stage before the submission stage.
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, polygon,
655 Posts,
Join Date May 2010,
Location Sydney
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Is there a short tutorial on mask1 and mask2? I feel dumb for asking but I dont entirely understand how they work for specular.
EDIT: Anyone with the same question check out the first post on page 3 by Quiggalo. Thanks man!
Last edited by Selaznog; 10-09-2012 at 12:39 PM..
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, polygon,
745 Posts,
Join Date Mar 2012,
Location British Columbia, Canada
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Quote:
Originally Posted by Selaznog
Is there a short tutorial on mask1 and mask2? I feel dumb for asking but I dont entirely understand how they work for specular.
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http://www.dota2.com/workshop/requirements
Explained in the UVs and Texturing portion (way down in the bottom of the page)
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, polygon,
529 Posts,
Join Date Nov 2010,
Location Tampere, Finland
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Are we allowed to use parts already there. like When making a New helmet for huskar can cut out the ponytail and use that has part of the new item?
Answer: Your entry must be completely original.
Last edited by adam; 10-08-2012 at 08:59 PM..
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, spline,
199 Posts,
Join Date Jul 2011,
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You guys spelled "Enchantress" wrong in your hero list and shouldn't this banner only include heroes on your list? For example, tidehunter is in the banner, but not in your list as acceptable heroes. Drow and Naga Siren are the only ones in your list on the banner.
Last edited by Qwiggalo; 10-08-2012 at 09:24 PM..
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, spline,
116 Posts,
Join Date Mar 2011,
Location Los Angeles, CA
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Adam, can you ask Valve to definitively state whether the model limits are meant to be in tris or polys?
So far, the in-game submission tool simply counts total facecount (regardless if tri or poly) so people can import a higher poly model if its not triangulated.
Last edited by aivanov; 10-08-2012 at 09:47 PM..
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, triangle,
379 Posts,
Join Date Dec 2010,
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Quote:
Originally Posted by aivanov
Adam, can you ask Valve to definitively state whether the model limits are meant to be in tris or polys?
So far, the in-game submission tool simply counts total facecount (regardless if tri or poly) so people can import a higher poly model if its not triangulated.
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Did you make a thread on the dev forum about this? JohnM could prolly answer this.
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, spline,
116 Posts,
Join Date Mar 2011,
Location Los Angeles, CA
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Quote:
Originally Posted by aivanov
Adam, can you ask Valve to definitively state whether the model limits are meant to be in tris or polys?
So far, the in-game submission tool simply counts total facecount (regardless if tri or poly) so people can import a higher poly model if its not triangulated.
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As far as i know i think we are talking about tris. When i imported my model in the game the first few times i was over the limit, and it was referring to tris.
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, spline,
173 Posts,
Join Date May 2005,
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Are we allowed to ignore some bones? (Like if I made shorter hair would i have to use hair_R2C0 even if i have no need for it?
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, spline,
199 Posts,
Join Date Jul 2011,
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