1. Post #1881
    l l
    lmao
    Dennab
    December 2011
    10,758 Posts
    I wonder if Valve was just making a statement with accepting that Ice Bow... like anyone can get things in even if they're bad so you should just try?
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  2. Post #1882
    Sharc's Avatar
    January 2010
    3,156 Posts
    the handle is too damn fat.
    and the end of the blade looks a bit weird.
    other than that it's ok.
    Well then you're in luck, I decided to draw it out on pencil.

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  3. Post #1883
    Kyuownz's Avatar
    August 2007
    391 Posts
    I was expecting custom SK swords to follow the style of his "barbecue sword"



    Since he has animations for hitting with both sides of the sword, i think valve is expecting swords with some kind of symmetry.
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  4. Post #1884
    J4Ckass's Avatar
    June 2012
    38 Posts
    Hello,
    here is my entry for Skeleton King. Vote it pls somebody if you want :)
    http://steamcommunity.com/sharedfile...s/?id=83445769

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  5. Post #1885
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,738 Posts
    Just made this last night, click any image to view the workshop page :)





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  6. Post #1886
    Dennab
    September 2011
    10,298 Posts
    You didn't use my name I'm gonna burn your house and then report you my dad is Dota.
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  7. Post #1887
    Gold Member
    Guillebon's Avatar
    June 2010
    4,869 Posts
    SK swords are the new Sven swords.



    Edited:

    Oh I meant hand, you still get the point though.
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  8. Post #1888
    murphy7's Avatar
    February 2009
    693 Posts


    since when are swords so fun to sculpt
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  9. Post #1889
    Kyuownz's Avatar
    August 2007
    391 Posts
    Finally managed to make my set work, if you guys can vote, i would be very happy :)



    PS: How do i take better pictures? I see you guys get some pictures that have a lot of cool lightning and looks like what it is inside the game. My pics are from the model viewer so there's some detail missing that comes from the masks and normals...
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  10. Post #1890
    Roxerg's Avatar
    June 2011
    2,946 Posts
    Well then you're in luck, I decided to draw it out on pencil.

    holy shit someone actually listened to me.
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  11. Post #1891
    Dennab
    September 2011
    10,298 Posts
    Finally managed to make my set work, if you guys can vote, i would be very happy :)



    PS: How do i take better pictures? I see you guys get some pictures that have a lot of cool lightning and looks like what it is inside the game. My pics are from the model viewer so there's some detail missing that comes from the masks and normals...
    Looks too close to the Exort set painted yellow to me, also lacks a hat.
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  12. Post #1892
    sasurai's Avatar
    May 2011
    921 Posts
    Finally managed to make my set work, if you guys can vote, i would be very happy :)



    PS: How do i take better pictures? I see you guys get some pictures that have a lot of cool lightning and looks like what it is inside the game. My pics are from the model viewer so there's some detail missing that comes from the masks and normals...
    I haven't tried yet but it might be worth checking out Source Film Maker. Could probably make some really dynamic promo shots with that...
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  13. Post #1893
    Rarara's Avatar
    April 2011
    6,272 Posts
    What i see is that you didn't bothered to make proper UVs for it, so everything is wrapped up in a strange way, it looks better on this picture

    But i checked your texture,

    It just seems like you googled "ice rain" and threw that up on the model.

    I'm no professional myself so i don't know why i'm posting this. But congrats for getting the item ingame.
    Those.
    Textures.
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  14. Post #1894
    Kyuownz's Avatar
    August 2007
    391 Posts
    Looks too close to the Exort set painted yellow to me, also lacks a hat.
    I had done a hat but it was crap so i didn't included it.
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  15. Post #1895

    July 2012
    142 Posts
    Please, not that again
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  16. Post #1896
    murphy7's Avatar
    February 2009
    693 Posts


    let the texturing begin
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  17. Post #1897
    President of the Visage Fan Club
    devon_wargod's Avatar
    May 2010
    7,730 Posts


    let the texturing begin
    speaking of sharc's concepts becoming models

    so how about obsidian destroyer becoming item modular
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  18. Post #1898
    Sharc's Avatar
    January 2010
    3,156 Posts
    speaking of sharc's concepts becoming models

    so how about obsidian destroyer becoming item modular
    Working on a staff.
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  19. Post #1899
    Dennab
    September 2011
    10,298 Posts
    Working on a staff.
    Is it the concept porn ?
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  20. Post #1900
    Sharc's Avatar
    January 2010
    3,156 Posts
    Is it the concept porn ?
    Yep, OD came to warn us of the impending pornageddon.

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  21. Post #1901
    Gold Member
    fewes's Avatar
    December 2006
    1,663 Posts


    Finally submitted, click to vote!
    Hella sweet thumbnail courtesy of the other contributor.
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  22. Post #1902
    President of the Visage Fan Club
    devon_wargod's Avatar
    May 2010
    7,730 Posts
    can you make the armor something that goes down his back all the way to his tail because unfortunately just shoulder armor won't cut it
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  23. Post #1903
    Sharc's Avatar
    January 2010
    3,156 Posts
    Colored versions



    can you make the armor something that goes down his back all the way to his tail because unfortunately just shoulder armor won't cut it
    With the way OD is he had some shoulder armor bodygroup so it was really the only thing I could think of putting on him. Additional armor that goes separately on his feet and back could be done as other "items"

    Like so



    OD is unfortunately hard to show item concepts for, drawing them on paper makes it confusing as to what it is and where it goes, and when doing a paintover it's hard to tell what's new and what isn't.
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  24. Post #1904

    February 2005
    63 Posts
    I put way too much effort into this relative to how crappy it turned out.

    Edited:

    Or alternatively have a choppy gif: http://puu.sh/Jxbj
    It looks like you rendered out a sequence and imported it into something like premiere and had a 'composition' set to 24 FPS, but your frame sequence is set to 30FPS, that's probably why you have that ghosting (frame blending) effect.
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  25. Post #1905
    murphy7's Avatar
    February 2009
    693 Posts
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  26. Post #1906
    murphy7's Avatar
    February 2009
    693 Posts
    -snip-

    solved
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  27. Post #1907
    Jakkarra's Avatar
    January 2012
    54 Posts
    Hey has anyone got faceless void decompiled?
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  28. Post #1908
    Sharc's Avatar
    January 2010
    3,156 Posts
    Awesome work.
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  29. Post #1909
    Gold Member
    aznz888's Avatar
    September 2005
    3,895 Posts
    Fucking incredible.
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  30. Post #1910
    murphy7's Avatar
    February 2009
    693 Posts


    Wooo! First workshop item.

    I'd appreciate ratings!
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  31. Post #1911
    Kyuownz's Avatar
    August 2007
    391 Posts


    Wooo! First workshop item.
    I'd appreciate ratings!
    Those cracks and stuff are part of the model? It's seems kinda high poly
    It looks awesome
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  32. Post #1912
    murphy7's Avatar
    February 2009
    693 Posts
    Those cracks and stuff are part of the model? It's seems kinda high poly
    It looks awesome
    everything normal maps and diffuse. the model is just about ~600 polys.
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  33. Post #1913
    Gold Member
    Dovahkiin's Avatar
    February 2011
    810 Posts
    I think the item looks a little bland, you should make it a bit more shiny, since he's a king.
    maybe make the skull's eyes shine or something.
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  34. Post #1914
    Kaymon's Avatar
    July 2011
    799 Posts
    Cool Skeleton King sword
    I feel like it is amazingly modeled, and the normal map makes it incredible too, but it's very off-putting due to the colors of it not really matching with Skeleton King's colors.



    See how it doesn't seem all that ornate like Skeleton King himself is with his armor and cape? I'd suggest throwing some red and gold or something in there somewhere.

    Feel free to stop me if you want to keep the sword looking as is, but I think the colors should be a little more like...



    I'm not even sure about some of the details on that though. But do what you may with this, change stuff around, or leave the sword completely as is. It's not my say.
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  35. Post #1915
    sasurai's Avatar
    May 2011
    921 Posts
    everything normal maps and diffuse. the model is just about ~600 polys.
    Did you sculpt and bake a high res version for the normal?
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  36. Post #1916
    Gekkosan's Avatar
    October 2010
    5,668 Posts
    Oh man this thread makes me want to become an artist of sorts.
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  37. Post #1917
    Dennab
    September 2011
    10,298 Posts
    Oh man this thread makes me want to become an artist of sorts.
    Become a texturer.
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  38. Post #1918
    J4Ckass's Avatar
    June 2012
    38 Posts
    Updated:
    http://steamcommunity.com/sharedfile...s/?id=83445769 More like from "hell" :p

    Hope u like it ty
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  39. Post #1919
    Largs's Avatar
    June 2012
    83 Posts
    can somebody send me a .qc file from an object that works, so I can use as a path for my QoP's helmet?
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  40. Post #1920

    February 2005
    63 Posts
    can somebody send me a .qc file from an object that works, so I can use as a path for my QoP's helmet?
    // The first part of a .qc is always the name of the model you want to create, and where you want it created relative to your game\dota\models\ directory
    $modelname "courier\courier_name\courier_name.mdl"

    // This will add the contents of a separate file called "courier_name_hitbox.qci" to the compile process. Theres info on how to create a hitbox.qci on the dev wiki
    $include courier_name_hitbox.qci

    // These are the 3 required attachments for a courier. In this case, you should replace "courier_root" with the name of an appropriate bone from your skeleton
    $attachment "attach_eye_l" "courier_root" 50.00 -23.00 -17.00 rotate 0 0 -90
    $attachment "attach_eye_r" "courier_root" 50.00 -23.00 17.00 rotate 0 0 -90
    $attachment "attach_hitloc" "courier_root" 0.00 0.00 0.00 rotate -0 0 0

    // A uniform scale of your model. It's best to try and get it right with your content, but you can use this to adjust if necessary
    $scale 1.0


    // $model defines an element of gemetry. Retarget this to your couriers "_model" smd.
    $model "courier" "courier_name_model.smd"


    // Pose parameters give access to some piece of defined animation to the code. In this case, we will use it to let the code influence the couriers pose when they change direction
    $poseparameter turn -1.00 1.00

    // This is the location of your models materials. It is relative to your game\dota\materials\ directory.
    $cdmaterials "models\courier\courier_name"
    $surfaceprop "default"


    // Below is a list of all the animations included for this courier.
    // Some are a little more complex than others.
    // The parts labeled "event" are queues for audio. In the run example, it is playing the footstep sound on frames 2,8,10 and 16. simply remove the events if you require no sound

    $sequence courier_idle "courier_idle.smd" loop ACT_DOTA_IDLE 1
    $sequence courier_idle_rare "courier_idle_rare.smd" loop ACT_DOTA_IDLE_RARE 1
    $sequence courier_spawn "courier_spawn.smd" ACT_DOTA_SPAWN 1
    $sequence courier_death "courier_death.smd" ACT_DOTA_DIE 1 {
    { event AE_CL_PLAYSOUND 29 "Courier.Impact" }
    }

    $sequence courier_run "courier_run.smd" loop addlayer "courier_turns" ACT_DOTA_RUN 1 {
    { event AE_CL_PLAYSOUND 2 "Courier.Footsteps" }
    { event AE_CL_PLAYSOUND 8 "Courier.Footsteps" }
    { event AE_CL_PLAYSOUND 10 "Courier.Footsteps" }
    { event AE_CL_PLAYSOUND 16 "Courier.Footsteps" }
    }


    // Below is the definition of the turn layer.
    // First we start by creating 3 poses
    // The 3 "animations" (center, left, right) are actually just single frame poses. Center is usually the 0 frame of the run animation, left and right are poses based on the 'center' frame to give the illusion of a left or right turn.
    // 'subtract' is defining each animation as the difference in pose between itself and the center pose
    $sequence courier_turn_center "courier_turn_center.smd" subtract courier_turn_center 0
    $sequence courier_turn_left "courier_turn_left.smd" subtract courier_turn_center 0
    $sequence courier_turn_right "courier_turn_right.smd" subtract courier_turn_center 0

    // The turn is comprised of the 3 poses we defined above all connected together.
    // 'blendwidth' tells the sequence it is a combination of the 3 specified animations
    // 'blend' tells it which pose parameter to label it as, in this case "turn"
    // 'delta' signifies to the engine that this sequence is an additive layer, rather than completely stomping whatever animation it is added to.
    $sequence courier_turns {
    courier_turn_left courier_turn_center courier_turn_right
    blendwidth 3
    blend turn -1.000000 1.000000
    delta
    }
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