Hi guys I am new to creating stuff for Dota, I use Maya and could use some help as to what would the best workflow guide. So I did a test about a week ago to see what the workflow would be and would like to know if this is the process? 0. first I did the GCFScape thing 1. then I installed studio compiler to convert the MDL…
Lovely amount of detail. I agree with MDyermaker, something about the eyes begs adjustment, but it's hard to say. I wonder too about the hair, how easy would it be to fray the hairline from the temples down?
@Gamedivisionuk: That's what I mean. Everytime you import/compile the mesh, textures and masks, it creates a temporary mdl file under the title you put in the "Item name" field. For example, say I make a legion sword, and want to see how it looks. I import the mesh and textures under the name "test". A temporary mdl file…
I think some of the parts of your mesh may be too dense for a Quake 2 model. The md2 format has quite an inaccurate grid of possible vertex positions. Even on those extremely low polygon models from back in the day (around 600 triangles for a character), vertex swimming was very apparent. The original characters that came…
Oh im sorry, I didn't remember right, I paid 795 per month equaling to 9540 per year + 300 for fees so a bit more, not cheap imo but manageable. There is also a free one here but good luck getting into that. And im not sure about the quality. If you want to live in no mans land then in the east are 100% free schools but…
Ok so some developments. I've got two issues. And I checked and I'm using FBX 2012 but I havent had any issues with it before unless couriers don't like this version of the exporter One. So I re-exported the meshes with the skeleton but got a compiler error that there were too may skin weights per vert, max of 3 is allowed…
Gorgeous stuff. For some reason there is something very special about that pixelated and low res look - I am not sure if this is just because of nostalgia or thanks to the impressionist quality that comes with the limitation - but it's there. I also remember the baked-in cast shadows on the main character in MDK as being…
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