Hello gentlemen,
I'm collab-creating a set for Juggernaut right now, however, I've run into some obstacles, and I'd be grateful if anyone could help out.
1. Base Model
-How can one change or destroy parts of the base model of a Hero? For example, getting rid of that big belt and crotch-covering cloth thingy on Juggernaut, like
http://dota2.gamepedia.com/File:Cosmetic_icon_Bladesrunner.png or
http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/d0/Cosmetic_icon_The_Exiled_Ronin_Set.png.
2. Cloths/Fur
-How would one approach creating things like fur - for example, there is fur-type material present on Juggernaut's belt etc.
3. LODs
- What principles does one have to follow in order to make another model with a reduced triangle count while keeping the same UVs and maps? Or should I create separate maps for each LOD?
And also: - Polycount Thread
- When and How should one create a WIP/finishedthread here, and how should it be formatted?
Thanks a ton guys,
Quadscount
Replies
so first, u should either go here http://www.dota2.com/workshop/requirements/Juggernaut
and download the model files as well as getting the information about his slots.
if those files there are anyhow outdated u have to export the files from the game. (but i think they work in this case)
1. u can not destroy parts of the base model. but about the jugger:
only the jugg_body.fbx model is his base. this is basicly what u see
on that screenshot right below.
every other slot is completly customable. so basicly this is the information
about his legs slot:
Legs
LoD0 Triangle Limit: 1500
LoD1 Triangle Limit: 1000
Texture Size: 256H x 256W
that means inside those limits u have to build maybe a belt, 2 legs 2 feet..
same counts for his cloth stuff. thats "back slot" but it is on top of the base.
as u can see here: all those nontextured models on the screenshot are those individual
slots u have to create as ur set:
2. u can model anything u want for those slots, if u want fur - u just have to model it inside those slots limits.
3. u can check out https://www.simplygon.com/ (we have been talking about
a day ago in polycount chat), it can basicly create lod1 out of lod0 with 1 click. the maps
are the same for both lods.
greez
Oh thanks a ton - I thought you had to model on top of the whole model :P
And as for fur, I was meaning how to literally create fur-type materials in 3D.
from youtube [ame]https://www.youtube.com/watch?v=oT6t0cx7VQ4[/ame]