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[non-Blender] Dota 2 Art Guide



The Valve team has released some interesting reading material on character creation.

Jude Jackson writes:

This isn't exactly news, and I'm sure many Blender artists are already involved in the Dota 2 workshop community, but Valve has released some very thoughtful and comprehensive guides to their character design standards. If you read the resources, especially "Dota 2 Character Art Guide", "Dota 2 Character Texture Guide", and "Shader Masks Guide", you can read some helpful notes from the Valve art directors not only on how different real-time shader features work, but you can also get some insight into what sort of thought goes into creating interesting and recognizable characters. None of this is Blender-specific or even references Blender, but any 3D artist should find some value here.


About Author

Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. It has been odd for me playing this game that I really don't see the in-game items. They're all very small on-screen, my computer can only handle low settings, and, as these guides dictate, there's very picky rules for how much you can change the look of a hero before it isn't instantly recognizable. All in all the only benefit to having cool items is to be able to see them on your in-game profile and deck them out for people to enjoy.

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