Oh wow. I watched you for your art, but somehow only just found out that you make DotA 2 skins. This is really well done.
I noticed on the workshop page that you've got over 800 votes on this set and it's sitting at 5/5 stars currently. Some of the comments say "Valve add this please" (and much to my relief, they do not say "volvo"). What does it take to get them to actually add these player-made sets? Is it based on the number of positive votes? Do they add them in increments throughout the year (monthly, quarterly, etc.)? I notice you have some from October that still say "pending."
What program do you guys model/shade/texture these in? I assume there are assets that valve provides in terms of character models to model the armor around?
Do the items work on the characters without the rest of their set (as the ones already in-game seem to do)? (Sorry I'm not really experienced with DotA and have only found a handful of items in the amount of time I've played it).
I see some of your designs have been approved. Are approved designs available for purchase, random drops, or both? If they're purchased, do you guys get a cut of the profit?
Anyway, sorry for all the questions. Ever since I learned that Valve is doing the whole workshop thing for DotA 2 I've been pretty fascinated by it, but was never able to find a lot of answers with regards to some of the more technical stuff. This really is some pretty awesome, professionally done work that looks like it BELONGS in the game (as if the developers put it there themselves). I am quite impressed.
Hi there. I'll see if I can answer all of your questions.
The "Valve add this please" posts are pretty much just a generic message that the community can spam easily (especially such an international one). A submission doesn't get accepted based on the number of votes it has, but the statistics of upvotes vs. downvotes and favorites do serve as some indication of how the community is receiving your stuff. As for what gets in, it has much more to do with a combination of things, such as quality, meeting the guidelines, and less easy to predict factors such as the timing of what's previously been released, stuff like that. Sometimes things get in very quickly, sometimes it takes a lot longer, and there is no guarantee that it will actually happen. Generally you find out your stuff has been added when it shows up on Cyborgmatt's blog/Dota 2 schema, or when it shows up in the store.
Regarding the work flow, Valve provides you with source files for the base models and textures, as well as guidelines and technical requirements. From there you can design new items that fit properly with the characters. Characters from scratch like couriers require their own custom rigs and animation, so they're more involved.
When your item gets approved, it may go in a chest, or drop in game, or be available in the store (sets are bundled together). You get 25% of all sales of your items, excluding the official marketplace where it's something like 10%, if I recall correctly.
I hope that's some help to you, feel free to let me know if you have any other questions about making items for Valve games!
In our continuous
effort to improve
Site Updates to keep
members informed and
to gather feedback.
Below is a list of
recent changes to
the site, bug fixes,
and feedback that
was brought up by
members in the last
figured it out from
hours.Maybe they had
to take some time.I
know how it goes
from wrong and
sound.Did they ever
hold each other
they ever fightLike
us?We can make it
'til the end.Nothing
does it mean these
means that for what
they have in
Bluefley has a gallery filled with artwork that whisks you off in to a Sci-fi daydream, and keeps you captivated for hours. Marc has been a member of our community for over a decade and has achieved nothing but success with his astounding commitment to interacting with the community, sharing a prolific amount of video tutorials and generally being an all round rockstar deviant. It is no joke that we are absolutely delighted to award the Deviousness Award for April 2014 to ... Read More