Hmmm i dont see anything similar with that item, and i made this 2 mounts ago
Keep working on it for sure!
I just think that considering Riki's size you wont be able to tell the difference between the two weapons and it is unlikely to have two purple stone knife sets for the same character.
And Nannou had that one accepted into the game in July.
sooo is the alpha channel not available for vengeful spirit?
It is available like on any other character, it's just bugged in the character view as soon as you import an item, and it show only he geometry without alpha. If you get in-game though it works.
does anyone of you by chance know how to embed youtube videos in Polycount threads? I've seen that there seems to be a way in the tutorials thread but I haven't figured out how they got it to run. Any help yould be appreciated
almost done with polypaint, then on to baking. Was making this for February competition but didn't finish in time. Hopefully I'll get the rest of it done in my free time this weekend.
Finishing up the Forge Spirit, just about to submit. Finally got in game thanks to Terra.cotta.
3DSMAX Render:
THe thing is ingame it looks a little bit different. I relied heavily on the 3DSMAX Dota 2 shader when working on the shaders and it looks like there's a few rendering differences.
Ingame:
I like how the skull turned out but I really don't like how the flame body got darker and less of a gradient. I'm going to guess this is because I can't have it full on self illuminated without affecting the skull. Or is this just a side effect of having the detail moving texture blended over?
I'll experiment with the normal color map to see if I can get the flame body to be more like the 3DSMAX render. Feedback appreciated!
First time starting out my texturing with polypaint, and will be doing it live on www.hitbox.tv/Fletch Switched over from twitch because of chat delay Would appreciate any advice if anyone happens to stop by. Will be working on my axe set for probably most of today.
:thumbup: agree this is one of the best times ever
thanks for these - been a bit of an uphill struggle with some of this stuff recently, so very happy this chap seems to have struck the right note. You can't really go wrong with a tophat and monocle though.
hello, im new to polycount. I am modeling an antimage weapon, but when I import in ingame with the particles, they show bigger than the normal ones. ( the particles ) I am using blender. Can anyone plz help me?
I said that because I recall someone having issues with AM particles not long ago, and I think it was related to a bad reference file.
But yeah, I've not much else to add other than speculations, maybe do some tinkering around exporter settings and double check scales and stuff, if you find a clue I'll be glad to help.
Hey guys I just finished a head piece for Legion Commander. I'm hoping you like it and if you do, please feel free to go and give me a thumbs up over on steam. :thumbup:
Well, just published my set for Luna too, link in the image below:
It looks like medival game instead of fantasy genre feel...
Maybe change black color pallet into other color vibrant colour might help, I guess.:poly124:
Replies
Amazing set bro! Reminds me of Darksiders stuff!
It's noisy, too many small shapes, and the colours are off Riki's actual scheme.
Also I miss the horns.
Blockout rough here:
Without the texture still looks awesome
Hmmm i dont see anything similar with that item, and i made this 2 mounts ago
Keep working on it for sure!
I just think that considering Riki's size you wont be able to tell the difference between the two weapons and it is unlikely to have two purple stone knife sets for the same character.
And Nannou had that one accepted into the game in July.
@Anuxi - love the asymmetric hair
@Motenai - *chants* SET SET SET SET
:thumbup: Agree on all points
It is available like on any other character, it's just bugged in the character view as soon as you import an item, and it show only he geometry without alpha. If you get in-game though it works.
does anyone of you by chance know how to embed youtube videos in Polycount threads? I've seen that there seems to be a way in the tutorials thread but I haven't figured out how they got it to run. Any help yould be appreciated
[ame="http://www.youtube.com/watch?v=ZZ5LpwO-An4"]HEYYEYAAEYAAAEYAEYAA - YouTube[/ame]
Herald horror
http://steamcommunity.com/sharedfiles/filedetails/?id=233363751
Thank you very much
Can I get some feedback?
Any crit or suggestion would be appreciated, as there's time to change stuff.
almost done with polypaint, then on to baking. Was making this for February competition but didn't finish in time. Hopefully I'll get the rest of it done in my free time this weekend.
Monty - Ward of Distinguised Perception by Pixelherder
Fucken love this!
:thumbup: agree this is one of the best times ever
3DSMAX Render:
THe thing is ingame it looks a little bit different. I relied heavily on the 3DSMAX Dota 2 shader when working on the shaders and it looks like there's a few rendering differences.
Ingame:
I like how the skull turned out but I really don't like how the flame body got darker and less of a gradient. I'm going to guess this is because I can't have it full on self illuminated without affecting the skull. Or is this just a side effect of having the detail moving texture blended over?
I'll experiment with the normal color map to see if I can get the flame body to be more like the 3DSMAX render. Feedback appreciated!
First time starting out my texturing with polypaint, and will be doing it live on www.hitbox.tv/Fletch Switched over from twitch because of chat delay Would appreciate any advice if anyone happens to stop by. Will be working on my axe set for probably most of today.
thanks for these - been a bit of an uphill struggle with some of this stuff recently, so very happy this chap seems to have struck the right note. You can't really go wrong with a tophat and monocle though.
It happened when I did a gauntlet for Sven, the model Valve provided was in a completely different position from the one in game.
Of course checking your Source Tools exporter settings and the scale of your models also helps.
I said that because I recall someone having issues with AM particles not long ago, and I think it was related to a bad reference file.
But yeah, I've not much else to add other than speculations, maybe do some tinkering around exporter settings and double check scales and stuff, if you find a clue I'll be glad to help.
Wings of the Slithereen
http://steamcommunity.com/sharedfiles/filedetails/?id=234100872
http://steamcommunity.com/sharedfiles/filedetails/?id=234097800
Helm of the Honored Valkyrie
It looks like medival game instead of fantasy genre feel...
Maybe change black color pallet into other color vibrant colour might help, I guess.:poly124:
But it's a bit too late now, it's all uploaded with thumbnails, screenshots and all that jazz.
Anyway, thanks for the feedback!
and PA's blade according on reddit feedback last time, change back to normal blade layout
( but too late since both PA and Lina set already submitted as another item, no time to change)
and here is old CM concept i scrapped, just want to hear what you feel on these
bonus naix concept: :poly142: