I am pretty new to modeling, and am trying to make a simple hammer for Omniknight in the game Dota 2. I think I am happy with the base model, so now I need to start on the textureing.
First question. Valve requires 2 LoD's for Dota2 items, so I have done that. A version that uses 500 Poly's, and a version that has 398 Poly's. Is there an easy way in Blender to make the UVs for both match up without having to do everything manually. I have both versions saved to different files right now.
Second question, Valve requires that the texture make use of two mask files, but I am not really sure what each thing does. Does anyone know of some documentation I could read over, to give me a better idea?
Here is the Dota2 Workshop page about the requirements:
http://www.dota2.com/workshop/requirements
Thank you all in advance.
Replies
2. Here's a link for some explanation of the masks http://steamcommunity.com/workshop/discussion/900970122640305866/?appid=570 , but basically the different colors create a different effect, like the blue in one mask creates a metallic effect. It's just to see the original masks and experiment, I did so too.