So, i'm currently working on a small set for Ogre Magi, inspired by the old robe and wizard hat meme. OM tried to put 'em on, but he or they failed. I'm pretty new to 3D and I have one problem i can't solve. When I try to attach the mesh to the corresponding joints in modo, they are turned by 90° in Dota2. I have to…
Sukotto, I made a post in one of Spudnik's threads about this issue: here. The TLDR version is Valve uses a proprietary node (I think for authoring VMTs inside maya) that Maya can't read without the proper plugins. Why they leave these nodes in the scenes instead of removing them, I don't know. That error isn't really…
I think the main characteristic detail on it is that head, but it's so small that it's essentially invisible in the in-game view. The markings on the sword could also be sculpted in rather than flat, which would make them waaaaaay more obvious in-game. I think in general the details are much too small to work in-game. I'd…
@Eleryn, i think you are on the right path, every update you come with better results. i really like how you are detailed on this one =] ---- Hey guys, i got some feedback from valve and redone the high poly, some details on the low and all the maps on my Silly Dragon im still with a problem, the green shader to show that…
You guys are, of course, right. I think I spent too much time and effort on this set the past couple months, so I was too heavily invested in the outcome/reaction of the community. I'm feeling rather silly and unprofessional reading my posts up above. It's just that 80-90% liking something isn't enough, it's gotta be 97%,…
hey! first of all welcome! glad to know that polycount influenced you to start actually is a pretty good item that you starting with but i have some suggestions In dota,sometimes less is more, specially when you go over texture details. like the one you have the swords guard. When you render it looks nice but maybe in game…
Yes I am Maybe the reason that you think I'm going too far is because of the context. I'm not sating these only because of this chest. A lot of annoying stuff have been happening in the workshop and we are all aware of it and everyone (except those who benefit from them) are pissed about it. I just decided to say whatever…
When I first saw it I just put in the LoD1 model and it made particles all over about half of it. I think that it might have some kind of limit set internally. I'm not sure how the CK particles are but with the antimage ones they only go along the front edge of the blade (or are meant to traditionally). I made a new mesh…
Yeah ... from there my advice would be to test things out very early on with an untextured model. At the end of the day its not so much about polygon count (after all, anything can be baked to a very simple lowpoly model) and more about the tricky aspects of building deformable models sitting on top of an existing body.…
Welcome! As for the helm, I'm gonna wait till the colour maps are done for the items before I decide if it's really necessary to redo the helm or not. I'd rather not, but if I've spent all this time making the rest of the set it'd be a waste not to give it a proper finishing touch. I designed the rest of the set with the…