As soon as I got back from TI3 I wanted to try my hand at my first Dota 2 item. I'm pretty obsessed with rocks so I thought I would go with an Earthshaker totem.
One of the problems I'm running into is coming up with an interesting base to hold up the totem while maintaining a minimal number of tris because I've just about hit my budget with the totem by itself. I can keep optimizing especially around the rope but with totem at 488 tris and my budget at 550 I'm running out of space.
I'm totally up for any ideas!
The rock will have runes that show up when Earthshaker activates his totem, the cracks in the rock will also illuminate.
Thanks for the dropping by on this thread guys, I could really use the help
Replies
Forgive me if this is insultingly obvious suggestion but make sure you delete history and freeze transformations before skinning. That is another common cause for scaling problems on import.
As for how he holds on to his totem, I wouldn't really worry about it. When in doubt add wraps.
Great work on the rock.
It's tough to say whether or not it should be scaled up because the thickness of it seems perfect but it's a bit too short. Can we see a side-by-side with the original weapon?
On another note, how do you make it so the item uses another texture (i.e. shows the runes) when it's activated?
It sits a bit awkwardly on the holder thingy but that doesn't matter too much!
bigger!
Also... I have no idea what to call it, suggestions?
http://steamcommunity.com/sharedfiles/filedetails/?id=172914209
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
Ahh, Ok. I'd never quite understood how that channel was used. So is that map just tied to some predetermined hero abilities if you put it in the hero material, or can it be assigned to any ability? For example, I want to change the color of Sven's cape when he activates God's Strength. Would that be possible?
Thank you very much for that info. I just ran across the same issue and thought it was because I was using C4D instead of Maya.
How come the official download models don't have the correct size? It's weird... :poly141:
BTW - for anyone wondering: 80% scaling seems to be the original Size