Partially..SK also bore a close resemblance to Diablo's Skeleton boss. Valve did make a bunch of changes in China due to cultural beliefs- any hero with exposed bones, zombie like appearance or otherwise had to be redesigned. Gallery of all the 'low violence' heroes. http://imgur.com/a/TWi1M#0 Redesigned icons
Polygonal limits (tris limits) must not be calculated on valve files. When u opening some files they are containing LOD 0. There are some pieces (like Juggs brasers, 200 for 2arms), which could have bigger limits imo. U must think about limits while u designing in most cases.
*nvm it works now* have anyone tried binding pugna's horns recently? Because no matter if i bind it to head.0 or head.1 (which it should be) it ends up like this (ignore the texture): also it seems that they are moving with the root bone. If anyone have encountered and solved similar behavior i would appreciate help. Thx
Here's my current project! It's a big crystal sword for Crystal Maiden. It may be a sword, but it works as well as any staff! I've learned a lot about texturing the past few days so hopefully this turns out like I imagine. Hopefully the dang workshop starts working soon too. [edit]Sounds like your problem is the alpha…
hey i got a problem , im trying to compile this model and when i open it in the CS:GO model viewer it looks like this and when i delete the .vmt file the model is invisible.i also got this error when i compiled it. Completed "mdldecompiler.qc" WARNING: Reference Count for Material ___error (1) != 0 im using blender btw
Using the new ingame compiler I get an error.CTargetMDL::Compile - GetOutputPath failed.WARNING: CTargetZIP::Compile - Target 0 compile Failed. I'm following the guide on page 24 but stopping just before using 3d party compilers for models and textures. They are both not an option as I'm using 64bit Photoshop and the…
on that especific part i suggest you to correct on photoshop, you can go on each channel taking out that "problem" or you can make the lod0 in that part a little more flat like the lod1 and rebake again that part is really tricky and some of the dota limits make it worse, some itens have a huge difference between lod1 and…
Alright, last ditch effort: Here's my entire compiling process step by step. Please tell me where I'm fucking up. I have my Maya project at "G: \Personal\Dota2\DragonKnight" which I'll abbreviate as "PROJECT". I have Dota 2 installed at "C: \Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota" which I'll abbreviate…
the turns are not working... here is my .qc // Below is the definition of the turn layer.// First we start by creating 3 poses// The 3 "animations" (center, left, right) are actually just single frame poses. Center is usually the 0 frame of the run animation, left and right are poses based on the 'center' frame to give the…
Just tried exporting with bones, but it makes no difference, using FBX. UPD: I have noticed that dota compiler within the game is getting somewhat broken somehow? I have tried all sorts of things with absolutely 0 change in the preview, even tried loading different meshes yet still seeing my original bow. After restarting…