hi guys im making this thread to ask some questions about the dota 2 workshop but more importantly as a place where noobs like me can go to ask for help with concepts and problems that they are encountering with their dota 2 projects
ok guys im having problems with the Juggernaut smd file from the dota2 technical requirements web site for some reason they all of the elements of the model are in one file and i just need the back model what do i do
link : http://media.steampowered.com/apps/dota2/workshop/juggernaut.zip
Drow Ranger(and I think WindRunner too) string isn't modeled in. Its made of particles. Not sure if with the latest patch including particles for us artists to edit you now have to handle it yourself or valve will put the string on it later.
It'd be better if someone who actually made a bow help you with that ^^
Valve does take care of the animations but u need to make sure that ur model is being afected by the right bone . If your using 3ds max then there are some really good tutorials on their youtube page under rigging or animation
Hy guys just wondering if there is an easer way to make a ow poly mesh from a high poly one.
What software are you using? Depending on the software you can search for retopology workflows and tutorials. I use Modo and it's pretty easy. I recall seeing a relatively straightforward one for Max too. Blender can do it as well, with a little more effort. Retopology itself is usually pretty easy - it's making the polycounts without compromising your normal maps that I find to be hard.
I have designed a weapon but the particle fx is so strong. i searched google but there's no current info abt this. I aligned the vertices but the outcome is still the same. what should I do with this?
I have designed a weapon but the particle fx is so strong. i searched google but there's no current info abt this. I aligned the vertices but the outcome is still the same. what should I do with this?
guys am i started modeling recently... i am using blender.. but i donno how to get a nice item display picture like the others and also the fine detailing like the pros make on their items can som1 help?? my items on steam pls check out:http://steamcommunity.com/sharedfiles/filedetails/?id=165505978
guys am i started modeling recently... i am using blender.. but i donno how to get a nice item display picture like the others and also the fine detailing like the pros make on their items can som1 help?? my items on steam pls check out:http://steamcommunity.com/sharedfiles/filedetails/?id=165505978
too get more detail in an item u need to make three versions of the item a low and high poly version and a cage the high poly one will give u more detail when u bake the textures
i hope this helps
Replies
link : http://media.steampowered.com/apps/dota2/workshop/juggernaut.zip
It'd be better if someone who actually made a bow help you with that ^^
What software are you using? Depending on the software you can search for retopology workflows and tutorials. I use Modo and it's pretty easy. I recall seeing a relatively straightforward one for Max too. Blender can do it as well, with a little more effort. Retopology itself is usually pretty easy - it's making the polycounts without compromising your normal maps that I find to be hard.
@vlad i haven't seen that before. Maybe I haven't searched enough. Thank you so much for the link!
@knight111 thanks for letting us post questions here.
they links pretty new. dont worry ^^
oh maybe that's why. i bookmarked it now, so that I could visit it anytime. great content for beginners like me.
too get more detail in an item u need to make three versions of the item a low and high poly version and a cage the high poly one will give u more detail when u bake the textures
i hope this helps
You can find the info right in the polycount wiki
"the cage controls both the distance and the direction of the raycasting."