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[REQUEST] Customization Guide?

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  • [REQUEST] Customization Guide?

    As the title says, it's not a suggestion, it's more of a Request...
    I have interest in creating my own items and release them at Steam Workshop but I have none knowlage on 3D and everything else is needed to create my own items,
    I know that I'm not the only one who doesn't know how to create items and etc...
    So I'm here asking for your help,
    If you know a good guide, software or if you have any suggestion on where i can learn how to create custom items, please leave a link here so people can learn it too...

    I leave this thread as a discussion too, If you have a nice idea and don't know where to start, here could be a nice place to ask about it...
    =D
    As I'm doing now...
    Thx guys!

  • #2
    I'm sure there's a link somewhere to Cyborgmatt's blog, which has an excellent starter guide.

    Comment


    • #3
      Here's a good one: http://wyksblog.com/getting-started-dota-2-cosmetics/
      Please read Common Discussions, Common Suggestions, Common Technical Issues, Common Bugs, and do a website search prior to making any new thread.
      Use the report () button to report flaming, illegal discussions, offensive content, excessive spam, trolling, advertising, or duplicate threads

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      • #4
        Originally posted by morfs View Post
        but I have none knowlage on 3D
        Check TF2 workshop instructions to see the general picture. http://www.teamfortress.com/workshop/

        More links

        I suggest not put your head around dota for the moment. You would be ok going through the link slowreflex posted until step 4 if you don't know how to create 3D items that is.

        Download Blender

        I recommend this path
        Blender Basics
        Don't go too far here .. basically try to focus on how to use blender and modelling for a start.

        Then try this - Creating balloons

        Then maybe this. More towards games.

        And this More towards high poly.

        It took me a while to grasp modelling , my recycle bin was full of failed attempts. The more reading/tutorials you go through the better. Avoid complex stuff , you won't be making an animation.

        Once your comfortable modelling stuff. Then you can mess around importing references to blender and see how your model fits. then textures which are currently owning me
        Support/Criticize

        Comment


        • #5
          Originally posted by Monsterlord View Post
          I'm sure there's a link somewhere to Cyborgmatt's blog, which has an excellent starter guide.
          It's here: http://www.cyborgmatt.com/dota-2-model-viewer-guide/

          BTW, I've stickied this so we can have one place for this sort of info...
          Please read Common Discussions, Common Suggestions, Common Technical Issues, Common Bugs, and do a website search prior to making any new thread.
          Use the report () button to report flaming, illegal discussions, offensive content, excessive spam, trolling, advertising, or duplicate threads

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          • #6
            Woah nice, thx Slowreflex!
            But the Cybormatt guide just let you see the models, it doesn't teach you how to edit them...XD
            But I already saw that some people have posted some guides, I'll be checking them as soon as possible!
            Thanks Nemozini for the guide!

            Are we able to post Announcers too?
            Someone suggested GLaDoS and TF2 announcers to be added to the game...
            I really like the ideia....
            =D

            Comment


            • #7
              Learning how to model and texture is a long and challenging journey. Don't focus on Dota right now, learn the basics first!

              Modeling (and texturing to a greater extent) is an artform. It takes a lot of learning and practice to get it right.

              At the least you will need to obtain modeling software, and an image editor to texture with. There are many to choose from, ranging from completely free to several thousand dollars. Never forget that you can achieve practically anything on any one of these programs. Some just have better tools suited for certain tasks, but the core concepts of polygonal modeling (modern games modeling) are the same.

              Modeling Packages

              Blender (free): Open source project. Has some impressive features considering the fact that it's free. Great option if you want to 'have a go'.

              http://www.blender.org/

              The big two:

              Autodesk Maya and Autodesk 3DSMAX : These two are massive modeling packages. They include many many features that you will not use for the purposes of modeling for Dota. They are quite expensive, but are considered the games industry standard and are arguably more valuable pieces of software to learn compared to smaller packages like Blender. Another advantage to selecting one of these is the abundance of both free and paid learning material. I have found much much better quality videos and guides for these than all the other modeling software packages.

              Hipster class:

              Luxology Modo: A fairly young modeling solution, modo is advancing quite quickly and is praised for it's fantastic modeling tools and affordable price. I have not personally played around much with it but I have heard great things. There is an evaluation version you can try.

              http://www.luxology.com/

              Autodesk Softimage: My personal choice of modeling software. Extreme keyboard shortcut emphasis, easy to grasp modeling tools, fast screen renderer that can handle huge projects. There was even a mod tool released by valve that had a limited version of softimage for modeling purposes:

              https://developer.valvesoftware.com/...image_Mod_Tool

              Maxon Cinema 4D: Another up-and-coming mid tier modeling package. Has many impressive features at an affordable price. Has the widely praised Bodypaint module (some companies buy this suite just to use bodypaint!)


              There are many others of course, but the above are the most commonly used and arguably the 'best'.


              Image editors

              2 to choose from. Photoshop or gimp. There are others, but these two are the main packages people consider. Photoshop is extremely popular, but is paid software. Gimp is free software, but has a clunky user interface. Both will be enough to suit your texturing needs.

              Learning!

              Once you have made up your mind on the modeling and texturing software you want to use, now you need to learn them!

              Good FREE starting tutorials on modeling with almost all software packages:
              http://cg.tutsplus.com/

              more advanced/comprehensive tutorials (at a price):
              http://www.thegnomonworkshop.com/


              One of the most important things when learning modeling is feedback. Once you have grasped the basics and have started creating things, you need some constructive feedback. There are several good communities online. I personally like polycount, as it is focused on 3D for games in general:

              http://www.polycount.com/forum/

              I suppose your next steps will be focusing on improving your skills. Once you think you are ready, inspect existing models within the game. Then the fun begins!


              I can add to this if someone found it useful or wants further information. Fire away. Good luck!

              Comment


              • #8
                Before i start learning and model anything, can files done in 3D Studio max be converted to valve supported files.
                Work in progress, feedback appreciated

                Comment


                • #9
                  ^ Yes, model files needed by Valve seems to be named "SMD" then you convert (compile) to "MDL" and other files for use in the game. So you need an Add on in the 3D program you going to use so as to either export and/or import SMD models.

                  So Google the program you which to use + smd export or import and you get loads of stuff

                  http://www.chaosincarnate.net/cannonfodder/3dsmax.php (not sure if these are the latest ones)

                  And another general guide here
                  http://facepunch.com/threads/939746
                  Valve wiki guide
                  https://developer.valvesoftware.com/...ation_Overview

                  For example
                  (3DS Max) -> (3DS Max SMD Export add on)-> SMD file -> (StudioCompiler) -> MDL file
                  (Blender) -> (Blender SMD Tools add on)-> SMD file -> (StudioCompiler) -> MDL file
                  And if you want to get reference models for a hero for example , you go opposite direction but you need to extract the MDL's from dota data files using GFScape? program.

                  I'm still not sure about the process of compiling MDLs and what is needed along with SMD files.


                  Again, I'm in the process of learning too , so not 100% sure but hoping we can help each other.
                  Support/Criticize

                  Comment


                  • #10
                    Same here, just starting. I have access to 3D studio and started downloading 15 hours of tutorials for it so didn't want it to be for nothing Thanks for the link, they should be helpful.
                    Work in progress, feedback appreciated

                    Comment


                    • #11
                      I don't want to derail, but this thread seems the best place to post. This is probably already in the plans, but I think that we really need a guide to cosmetic items and its system in general (not about the workshop, but just items). Like: That crates only drop Strange items (you wouldn't believe the amount of players that say they won't buy keys because they say "most items are cheaper than the key" comparing it to standard items), how the drop system works, the "recycling feature", the "upgrade feature", etc.

                      Comment


                      • #12
                        Originally posted by Nemozini View Post
                        I'm still not sure about the process of compiling MDLs and what is needed along with SMD files.


                        Again, I'm in the process of learning too , so not 100% sure but hoping we can help each other.
                        A .QC file is needed along with the SMD for the model to compile. Basically, it's a script that can be edited with a notepad which explains how to assemble your SMD mesh and bone animations into MDL. It is created during the disassembling with StudioCompiler, and if you want to add a custom animation, you should also include it into the .qc file, otherwise it will not be included in the .mdl you will get.
                        Le jeu est mort, vive le jeu!

                        Comment


                        • #13
                          As for the guide to Blender, i used this rather old one which still covers almost the whole blender structure: http://wiki.blender.org/uploads/6/66..._Sept_2006.pdf
                          If any differences met, you can it here (paying attention to your Blender version): http://wiki.blender.org/index.php/Doc:2.6/Manual
                          Le jeu est mort, vive le jeu!

                          Comment


                          • #14
                            Thanks. I have another question.

                            Rig data is not included in any file. only poses and their animations?

                            So I have to rig it myself with respect to Valve's default pose for me to try new animations.


                            Edit: Nevermind me , I'm a Noob. Seems to work!

                            Last edited by Nemozini; 06-09-2012, 12:31 AM.
                            Support/Criticize

                            Comment


                            • #15
                              Originally posted by Jenova- View Post
                              I don't want to derail, but this thread seems the best place to post. This is probably already in the plans, but I think that we really need a guide to cosmetic items and its system in general (not about the workshop, but just items). Like: That crates only drop Strange items (you wouldn't believe the amount of players that say they won't buy keys because they say "most items are cheaper than the key" comparing it to standard items), how the drop system works, the "recycling feature", the "upgrade feature", etc.
                              I read somewhere response from one of the admins and he said that large amount of tutorials is in the work and will be here shortly, so lets hope that's included as well.
                              Work in progress, feedback appreciated

                              Comment

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