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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