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Thread: [REQUEST] Customization Guide?

  1. #1
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    Question [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. #2
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    I'm sure there's a link somewhere to Cyborgmatt's blog, which has an excellent starter guide.

  3. #3
    Volunteer Moderator slowreflex's Avatar
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    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

  4. #4
    Basic Member Nemozini's Avatar
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    Quote 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

  5. #5
    Volunteer Moderator slowreflex's Avatar
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    Quote 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

  6. #6
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    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

  7. #7
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    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!

  8. #8
    Basic Member Panter_d17's Avatar
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    Before i start learning and model anything, can files done in 3D Studio max be converted to valve supported files.

  9. #9
    Basic Member Nemozini's Avatar
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    ^ 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.

  10. #10
    Basic Member Panter_d17's Avatar
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    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.

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