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Dota 2 - gaia's flight
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alphasol
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JPG 512 × 950
***lore in progress
***notes
currently gaming in Dota2. its awesome that they finally have workshop available. character model is valve's, the bow is mine.
***wip
till i figure out how to apply the custom masks in dota2 & till valve decides to make a pain-free sdk for dota2
low poly 452 tris.
***workshop link
[link]
***so far on workshop
[link]
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July 17, 2012
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<object width="450" height="717"><param name="movie" value="http://backend.deviantart.com/embed/view.swf?1"><param name="flashvars" value="id=315403065&width=1337"><param name="allowScriptAccess" value="always"><embed src="http://backend.deviantart.com/embed/view.swf?1" type="application/x-shockwave-flash" width="450" height="717" flashvars="id=315403065&width=1337" allowscriptaccess="always"></embed></object><br><a href="http://alphasol.deviantart.com/art/Dota-2-gaia-s-flight-315403065">Dota 2 - gaia's flight</a> by ~<a class="u" href="http://alphasol.deviantart.com/">alphasol</a> on <a href="http://www.deviantart.com">deviantART</a>
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TCHion
Jul 27, 2012
great bow design
hope it gets accepted into the game, especially as wr is my fav hero
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~
alphasol
Jul 28, 2012
thx mate
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~
OrangeUtan
Jul 26, 2012
Hobbyist Photographer
I dunno what program you use but decompiling the textures is quite easy to do also.
Reply
~
OrangeUtan
Jul 26, 2012
Hobbyist Photographer
Basically:
- search for color/normal/... map of your hero in gcfscape (under material)
- export .vtf file
- change "05" at beginning in hexeditor to "04"
- open in vtfedit and export as tga
- import in blender/... as UVMap
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~
alphasol
Jul 26, 2012
hehe thx i'm using the original textures, i just used vtfedit to pull the out the textures
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~
BloodMoonAngel
Jul 26, 2012
Thumbs wy up for this beauty. I love how well it meshes with her normal gear and the fact that it is in fact quite detailed. Well done!
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~
alphasol
Jul 26, 2012
thank you
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~
math0ne
Jul 26, 2012
this in the workshop?
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~
alphasol
Jul 26, 2012
its sure is
[link]
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~
N1MP0
Jul 26, 2012
Awesome bow dude, hope they release it
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- search for color/normal/... map of your hero in gcfscape (under material)
- export .vtf file
- change "05" at beginning in hexeditor to "04"
- open in vtfedit and export as tga
- import in blender/... as UVMap