Dota 2
 
Create or find the best new items
Create and submit new items (such as armor, weapons, clothing, Couriers, and more) for consideration to be incorporated into the actual game. Or help identify the best by rating up your favorites. Submission Guidelines

The Steam Workshop for Dota 2
The Steam Workshop makes it easier than ever for you to submit finished 3D models of items for a chance to have them accepted and incorporated to the actual game. To publish an item to the workshop for consideration, first read the official documentation linked on the right, then click the Steam Workshop button in the main menu of the game.

The Steam Workshop makes it easy to discover or share new content for your game or software. Each game or software might support slightly different kinds of content in their Workshop, so it's best to check out the official documentation for more details on what can be created and shared in that area.

When you find content under the Custom Games tab you wish to add to your game, click the 'subscribe' button. In most cases the content will be automatically available the next time you launch the game. But some products require that you go into a dedicated area of the game or software to activate or access the new content.

Enabled Features
These are the Steam Workshop features utilized by Dota 2:
Ready-To-Use Items
Items posted in this Workshop under the Custom Games tab are ready for immediate use. Click the Subscribe button on the detail page for the item and it will be available when you start Dota 2.
Curated Item Selection
Items posted in this Workshop under the Items tab aren't immediately usable in the Dota 2. The developers are looking to the community to rate up items they would most like to see made available to buy or unlock within Dota 2. Ultimately, the developers choose which items to select and add to Dota 2.
Item Sales
Accepted items from the Workshop are made available for purchase or can be unlocked within Dota 2.
Item Creators Can Earn Royalties
Items from this Workshop that are accepted for sale will pay the creators a split of the revenue if that item is sold for a fee.
Service Providers Can Earn Royalties
Workshop authors can select from a pre-approved list of organizations, users, and toolmakers to receive a percentage of Valve's revenue from sale of their items. The specific organizations and individuals are listed below.
Tools
Blender is the free/open source 3D creation software for everyone, providing individuals and small teams a complete pipeline for 3D graphics, modeling, animation and games.
Handplane creates engine specific tangent space normal maps for Source, Unity, Unreal, 3dsmax, and Maya. Handplane combines object space normal maps with low poly models to create tangent space normal maps synced to your target engine.
Various tools by Cannon Fodder, including:
  • 3dsmax import and export plugins for Source engine models
  • MDL Decompiler, a decompiler for Source engine models
  • Studiocompiler, a GUI front-end for creating Source engine models and textures
xNormal is a tool to bake texture maps ( like normal / ambient occlusion / cavity maps, etc.. ). It also includes a 3D previewer and Photoshop / 3dsmax / Maya plug-ins.
At Marmoset we strive to make better, prettier, locally-grown pixels for real-time applications worldwide. Makers of Marmoset Toolbag: the essential real-time artist's toolkit, now with Dota 2 shader support for your art contest and Steam Workshop needs.
Communities
Facepunch is a thriving community of artists, modders and game developers with a history of ripping games apart and finding out how they work.
The Live Workshop brings you artists from different disciplines across the entertainment industry to help you design along with tutorials and learn the best techniques, work flows, and tricks used by veteran professionals to create high quality art.

The community provides training that educates, entertains & inspires with live stream broadcasts. Interact with artists in-chat as they design and complete concepts, models, textures, illustrations, renders, animations and much more.
Since 1998 Polycount has been offering video game artists a place to learn, critique, and challenge themselves. If you check the credits to your favorite game, there is a good chance a Polycounter had a hand in it.
Reddit powers awesome communities.
Users
Author of Facial Flexes tutorial for Blender[napydawise.tumblr.com] and TF2 Import Tools Tutorial
Author of the Texturing For Team Fortress 2 tutorial[www.polycount.com]
Author of the Jiggle Bone tutorial
Are you a content creator and know of another organization or individual you'd like to be able to share in the success of your item's sales? Please let us know here.