
The bones dictate the influence they have over a specific section of the mesh, so placement of the bones is important as they are the main driving force behind the animation.
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It also involves building a control rig and painting skin weights. Rigging a model involves creating a skeleton which can be used during the animation phase. Once the model is complete it can be rigged. Once the UV map is done the model is ready for texturing and rigging. The UV map must be the same size as the texture file which for wards must be 512W by 512H. The UV map will distinguish each area of the model for when a 2D texture is placed on it. This is done to create something called a UV map. The best way to describe unwrapping is if you take a cube and unfold each edge of it laying it flat on the ground. Once the modelling is complete it can be unwrapped. In the example of “ Omij” the LOD triangles and LOD1 is 1497, making it fit within the 1500 triangle budget required for wards. Each level of detail is used in different areas of the game, for example LOD0 is used for upclose shots in the portrait, and LOD1 will be used for the in-game view where the item is further away from the screen. Typically the high polygon version is called LOD0 and the lower polygon version is called LOD1. Once a high polygon model is complete it needs to be scaled down to fit within the triangle budget, in our example Maya was used to create the low polygon mesh.
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In the example of “ Omij”, a piece of software called zBrush was used to create the sculpture. Sculpting a model goes through multiple phases of refinement before a usable version is complete. Once the concept was completed the sculpting could begin. As there were no major issues or concerns with the refined version it was then given to the modeler so the sculpting could begin.įor a more in-depth guide on concepting a Dota 2 set check out the guide from Oroboros below.



Once we all found a design we were happy with, a refinement pass was done to provide the modeler with a version of the ward with color and all the necessary details. The concept was then ready to be passed around for feedback. We had an idea of adding books to the base to give a nod to Jimo's role as a guide creator, among others. This involved figuring out a way to exaggerate the top half of the owl, which is the part that would be most visible to the player.Īfter playing around with a few ideas and researching different owl breeds, it was decided to exaggerate the eyebrows of “ Omij” into an upward crescent shape, and make them wrap around the sentry eye as a framing device.Īs is the process with concepting an item for someone else, a few variants were created to show to Jimo to see which base he preferred the most for the ward itself.
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In regards to “ Omij” specifically, the goal was to figure out how to present an Owl themed ward that would read well from an isometric perspective. The initial phase focused on the overall shape and silhouette of the item. The ward used as an example in this guide, “ Omij”, went through two concept phases. Concepts are also a great way to gather community feedback before long hours of work are put into a design. It’s especially helpful if you have multiple people working on a single project.

The idea behind concepting is so you have a reference point. Before your idea can come to life it’s always a good idea to concept it first.
