The Steam Workshop for Dota 2

The Steam Workshop has made it easier than ever to submit completed 3D models of things for a chance to be accepted and included in the game. To submit an item to the workshop for consideration, first read the official instructions, then go to the game’s main menu and select the Steam Workshop icon.

The Steam Workshop makes finding and sharing new content for your game or program simple. Because each title’s workshop may enable different material types, it’s advisable to consult the official documentation for additional information on what may be generated and shared there.

Click the subscribe button when you find the material you want to add to your game under the Custom Games and Bot Scripts page. The staff will be available the next time you start the game. However, some goods need you to activate or access fresh material through a specific region of the game or program.

Dota 2 Features


These are the Steam Workshop capabilities that Dota 2 makes use of:

Ready-To-Use Items

Items in the Custom Games and Bot Scripts category of this are ready to use right away. When you click the Subscribe button on the item’s description page, it will be available when you start Dota 2. workshop

Curated Item Selection

Items submitted on the Items page of this workshop are not immediately usable in Dota 2. The developers ask the community to vote on the things they’d want to see available for purchase or unlock in Dota 2. Finally, the developers decide which items to include in Dota 2.

Item Sales

Accepted Workshop products are made available for purchase or may be obtained in Dota 2.

Item Creators Can Earn Royalties

If an item from this workshop is accepted for sale, the creators will receive a portion of the money if it is sold for a price.

Service Providers Can Earn Royalties

To obtain a share of Valve’s revenue from selling their things, workshop writers can choose from a pre-approved list of organizations, users, and toolmakers.



Blender is a free/open-source 3D creative program for everyone, offering a comprehensive pipeline for 3D graphics, modeling, animation, and games to individuals and small teams.


Handplane has been replaced by a comprehensive tool that supports standard map outputs for game engines such as Source, Unreal, Unity, etc.

Photonic Games

Cannon Fodder’s several tools, including:

  • 3dsmax plugins for importing and exporting Source engine models.
  • The MDL Decompiler is a source engine model decompiler.
  • The Studio compiler is a graphical user interface for producing models and textures for the Source engine.


xNormal is a tool for making texture maps (such as standard, ambient occlusion, cavity, and other types of maps). A 3D previewer and Photoshop / 3dsmax / Maya plugins are also included.


We aspire to develop better, more sociable, locally generated pixels for real-time applications worldwide at Marmoset. Marmoset Toolbag, the necessary real-time artist’s toolkit, is now available with Dota 2 shader compatibility for your art contest and Steam Workshop requirements.


SoMuchMonsters creates tools that enable artists to do more of what they love: create art! It’s all about spending less time on the technical things and more time generating fantastic art, from automating settings in ZBrush to auto-matching the Substance Painter viewport to DOTA’s in-game shader.



Facepunch is a strong community of artists, modders, and game creators with a long history of dismantling games and learning how they function.


Polycount has provided a forum for video game artists to study, analyze, and push themselves since 1998. There’s a strong possibility Polycounter was involved in the making of your favorite game if you look at the credits.

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