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Active: 4504 users

DotA 2 Workshop, giving it a go!

Blogs > Josh-FiveO
Post a Reply
Josh-FiveO
Profile Blog Joined September 2011
Denmark174 Posts
Last Edited: 2012-06-07 14:05:50
June 07 2012 14:03 GMT
#1
Hello fellow TL'ers.

Upon discovery of the Steam workshop for DotA 2, I was thrilled. I have always thought it was awesome with modelling and graphical design, the power of just creating awesome models for games and the like. I have played DotA for many years now, and lately I can't make myself play any more than 1-2 games before getting bored with it, and not wanting to play the rest of the day. I just lost my job, schools over for now, so I have a lot of spare time.

Considering that I always thought it could be cool and awesome to be able to, I have loads of sparetime I could use productively, and losing my job means losing an income (which is nice to have, but not necessary, I am 15 soon 16) and you CAN make money in the steam workshop and maybe if I get good, I might be able to use that later on.

I have been reading a few blogs on how to setup the necessities, and how to submit and so on. I just think it could be a fun and productive way to spend my time. And if it doesn't work out, it doesn't work out. Nonetheless, my time would be better spent than on Reddit all day. (I might even escape Reddit, as the first human ever.)

Also, working with a game I really care about will be beneficial as I will probably be more inspired and motivated.

EDIT: Forgot to mention something.

*****
A creative man is motivated by the desire to achieve, not by the desire to beat others.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
June 07 2012 16:58 GMT
#2
Good luck, got any ideas yet?
Josh-FiveO
Profile Blog Joined September 2011
Denmark174 Posts
June 07 2012 18:01 GMT
#3
I have one that I really miss form DotA 1, Sven's old crooked sword, it looked really awesome!
A creative man is motivated by the desire to achieve, not by the desire to beat others.
Canola
Profile Blog Joined February 2011
Canada159 Posts
June 07 2012 20:07 GMT
#4
Good luck - the current content is missing a lot of variety and seems to be focused around a few heroes. So my advice is if you wanna get noticed, don't make anymore Jugg masks or Nature's Prophet staves, focus on the heroes who are underepresented in the items yet see a lot of play.
Zizinstoff
Profile Joined October 2011
United States20 Posts
June 07 2012 20:14 GMT
#5
Sounds awesome, I've been wanting to start up on it once I get the spare time. Would you mind linking the blog post that explains how to set up and submit? thanks Good luck with your modeling!
All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using force, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.
Rayeth
Profile Blog Joined April 2010
United States883 Posts
June 07 2012 20:26 GMT
#6
There are lots of heroes who see lots of play and have no items currently available:

Leshrac
Sand King
Lina
CM
VS
Chen
Lycan
Dark Seer
Pudge
Windrunner

There are of course lots more, but those are the ones off the top of my head that see lots of play.
The Innocent shall suffer... big time.
Josh-FiveO
Profile Blog Joined September 2011
Denmark174 Posts
June 07 2012 21:45 GMT
#7
On June 08 2012 05:14 Zizinstoff wrote:
Sounds awesome, I've been wanting to start up on it once I get the spare time. Would you mind linking the blog post that explains how to set up and submit? thanks Good luck with your modeling!

http://wyksblog.com/getting-started-dota-2-cosmetics/ A damn nice help.

On June 08 2012 05:26 Rayeth wrote:
There are lots of heroes who see lots of play and have no items currently available:

Leshrac
Sand King
Lina
CM
VS
Chen
Lycan
Dark Seer
Pudge
Windrunner

There are of course lots more, but those are the ones off the top of my head that see lots of play.

I would say Pudge has a fair amount of content, other than that you are absolutely right. I think Windrunner would be one of the most convenient to mod. Her bow especially has a lot of potential since it draws a lot of attention of the overall model. Yeah, I definitely see a lot of potential there. Thanks for the input.
A creative man is motivated by the desire to achieve, not by the desire to beat others.
Makkasu
Profile Joined September 2012
United Kingdom1 Post
Last Edited: 2012-09-17 19:59:45
September 17 2012 14:47 GMT
#8
Since there's nowhere else I can find on here to discuss the Dota 2 Workshop (and as a new member I can't make a new one) I thought I would bump this with the intention of creating a place where people who are working on creations for the workshop could share them, get feedback or team concept artists up with 3D modelers.

I am a complete novice to both concept art and 3D modelling, but I thought I would spend the summer attempting to create something for the workshop: a new totem for Earthshaker. It's still a work in progress and I haven't textured yet but here it is:

+ Show Spoiler +
You can't quite see it here but right click and open image in new tab.
[image loading]

+ Show Spoiler +
[image loading]


As you can see in the background, originally the concept was more complex but I have hit a snag. I didn't think at all about LOD limits and I have exceeded the number of polys on the original totem (400) by over 7 times... Losing heart, I thought I'd come here and see if anyone has any similar experiences. If so, what would you suggest? Start agian? Tweak like crazy?

Also, do people like the idea in general? Any suggestions for improvement?

I'd really like to start a discussion about the workshop on here since it seems like such a good community, thanks for looking.

And finally, something which was almost a serious idea but then I made this and now I can't take it seriously at all, enjoy:

+ Show Spoiler +
[image loading]
If you're confused as to why this exists, see here: Dendi Earthshaker Carry


EDIT: I've found a helpful easy way to reduce my faces quite drastically: in blender in vertex select mode, select any two verticies to merge and press alt+m. You can choose at first, at last or at center, which is really handy as you can experiment to find a way to reduce the faces without affecting topology too much. Clearly I'm still learning, but if anyone has any tips like this please share!
DaGrumb
Profile Joined December 2012
Germany1 Post
December 23 2012 15:18 GMT
#9
I created kind of a mace for the Queen of Pain, wanted to know if it looks nice. And actually, I'm a total N00b at texturing, so I just wanted to ask if someone could help me out a bit with the the textures. I post the blender file and the clean texture file right here.

Texture with all faces: http://s7.directupload.net/file/d/3113/49skm2kh_png.htm
Texture without hidden faces: http://s1.directupload.net/file/d/3113/euywf2j2_png.htm
.blend file: http://www.file-upload.net/download-6962923/waffequeen2.blend.html

It would be awesome if someone could help me 'cause I really want to see that weapon in DotA 2.
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