Pluralsight – Getting Started in the Dota 2 Workshop

00001 - Course Overview - Course Overview

00002 - Introduction to the Workshop - What Are Items and Item Sets in Dota 2

00004 - Introduction to the Workshop - Technical Requirements of the Workshop

00005 - Introduction to the Workshop - Tips for Designing an Item Set

00006 - Building the High Poly Helmet - Designing a Set in ZBrush

00007 - Building the High Poly Helmet - Importing Source Meshes into ZBrush

00008 - Building the High Poly Helmet - Block in Head Item

00009 - Building the High Poly Helmet - Breaking Apart Block in for Detail

00010 - Building the High Poly Helmet - Quickly Creating Hard Surface Results in ZBrush

00011 - Creating High Poly Accessories - Quickly Modeling a Cape

00012 - Creating High Poly Accessories - Adding Details to the Cape

00014 - Creating High Poly Accessories - Examining the Detail Choices and Adding Simple Colors

00015 - Testing the Helmet in Dota 2 - Bringing our High-poly Mesh into 3ds Max

00016 - Testing the Helmet in Dota 2 - Creating the Low-poly Model

00017 - Testing the Helmet in Dota 2 - Importing into Dota 2

00018 - Texturing for Dota 2 in Substance Painter - Isolating the Helmet

00019 - Texturing for Dota 2 in Substance Painter - Setting Up Materials

00020 - Texturing for Dota 2 in Substance Painter - Adding Color to the Mesh

00021 - Texturing for Dota 2 in Substance Painter - Adding Refinement to the Texture

00022 - Texturing for Dota 2 in Substance Painter - Importing the Texture into Dota 2

00023 - Texturing for Dota 2 in Substance Painter - Handling Multiple Parts

00024 - Submitting the Dota 2 Set - Simplifying the Mesh

00025 - Submitting the Dota 2 Set - Creating the Loading Screen

00026 - Submitting the Dota 2 Set - Creating Thumbnails

00027 - Submitting the Dota 2 Set - Final Screenshots

00028 - Submitting the Dota 2 Set - Submitting the Set

00029 - Submitting the Dota 2 Set - What Happens Next

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  • Pluralsight – Getting Started in the Dota 2 Workshop