Somehow it feels like the sculpt was looking better, not sure if that's the overall dullness of the CK material, texture downsizing or the combination of all, but it's kinda hard to read as a face, and the details are lost. Not sure if that's the view angle provided, or something lost in the translation to the game.
mine doesnt have root Try this directory : Steam\steamapps\common\dota 2 beta\dota\materials\models\heroes\vengeful I think everything is already provided except you have to create "vengeful" in the heroes folder .
@ Asi: I recommend getting the files for a similar metal object that already exists in the game and then checking how the masks were made for that item. Take the most interest in: Blue channel in Mask 1 (It seems to darken the colour and make it quite shiny) Red, Blue and Alpha channels in Mask 2 (The brightness of…
Are there .vtf files located in Steam\steamapps\common\dota 2 beta\dota\materials\models\items\HeroName\0x0161e93e\ItemName if not then the issue could be with the main clients vtex.exe, but since my importer works I can not test any workarounds
I've updated the set and rebooted the presentation. Makes quite a big difference. Mostly I just redid the armor plates and updated some materials and textures. Vote if you like because the workshop went weird this week and it's been buried. D:
Why is the hair so shiny? Maybe less specular and more rimlight will help? Especially in the promo for they piece, the hair almost looks metal Edit: Look at Fewes latest submission for Windrunner. Perfect example of how the hairs material should look
ok I got my courier working in the game finally! (material and animated model) Since the alien swarm model viewer doesn't seem to support the shaders at all whats the quickest way to texture/and preview the shader/lighting? (using max)
edit thanks gonna try it with override on edit2: same error, this is where im creating the directory folder vengeful \Steam\steamapps\common\dota 2 beta\dota\root\materials\models\heroes am i putting it in the wrong place?
Hey all I started working on an armor set for Windrunner, and started with the cape. But before I start unwrapping, I need to clarify what's up with 2-sided materials. I read Valve's official guide that the engine does not support 2-sided materials, and so if we want an inside/backside to something, it needs to have polys.…
Ehi darkkyo, thanks for the comments! The helmet turn out cool enough and I should thank the feedback from the thread some time ago. My initial design didn't had the horns but I have to say that in the end was a right addition! however about zbrush and the color/material, if you mean getting a result similar to what I have…