Hello Polycount!
I'm Tom and I've been recently talked into playing DOTA2 and trying to do some custom content for it.
I just got back to modeling after 10 years of break. The last 3d software I used was 3ds max 5 and Zanoza modeler, which I've used to create cars for GTA3 and GTA:VC.
I've never been a pro and I always treated 3D graphics as a productive way of spending my time in front of a computer.
This is agreat opportunity to be here, watch your creations and read your comments - big thanks for all your effort and time put into this community.
It would be awesome to have a topic here, where I could share my work and count on your feedback. I am always open for criticism as I believe it will point me into the right direction.
I have already published one item - a spear for Phantom Lancer (you can see it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=301052657 ).
After the spear I was suggested to create a hammer for Omni Knight. Pics will be uploaded as soon as I get back from my office.
Replies
At first I made the hammer's hanndle but then decided to make just the simple qooden stake with the ribbon as it saved some space on the texture maps.
This is how it looks like now:
I don't really know why my textures look like LEGO when the model is in game. The look flat despite the normals. I've followed Lenny's tutorial on DOTA2 item creation and I always end up with these 'flat' results - maybe my masks are all wrong?
This is how it looks like in marmoset:
Be sure to read valve and the polycount guides on light baking and layering with the color map.
Yeah, I'll do as you say - I need to read valve's pdf dcuments on lightning and mapping once again.
How can I invert the G channel on the normals? Can this be done with xNormal software that I use?
[EDIT]
I just found out I've already done it - Lenny Agony sets the Y parameter of normal map on minus, so thats probably it.