Well are you sure because this is what i get if everything is black. It's even worse and i tried to just remove the mask 2 blue channel, but it's useless.. It looks like the manual about the masks can be thrown out in the trash with bloodseekers material properties.
After you get the root files, there will be VMT files with each hero(and each slot) and in those files you can see the number for the values. Let's say you want to see the values for Abaddon's helm, this is the path: root > materials > models > heroes > Abaddon > Abbadon_helm.VMT
I love the design of everything except the skirt. I just don't like it, it seems unfinished. Not sure if QoP supports alpha channels, but having a semi-transparent torn skirt mesh type material like this could really make that skirt look even better!
@katzeimsack I really like how this Tiny turned out! However I don't like design of his tree. Default pair tree+tiny made nice contrast and were from different material. That was really interesting for me. Same thing goes for TI4 immortal tree. Your tree is made from same rocks as Tiny and that is not as interesting in my…
Why copy the mask from Windrunner for Legion Commander? Each hero has different values for their shader. I was pointing out Fewes submission as it was on this page, and a great example of how the hair material should look, I was not implying go copy a Windrunner mask for your hair
@ Lenny THANK YOU!!!! Now to just deal with the odd discoloration. (stone material is too reflective and doesn't match the overall colors.) Prominently seen here http://i.imgur.com/JEWjG.png Anyone know which mask/channel I have to change to reduce the reflective amount or whatever it is?
I think you need to activate this , check what options original textures have and : Please note that Dota 2 does not support double-sided materials; you will need to create geometry where a backside is needed. :( written here : http://www.dota2.com/workshop/requirements
VMT magic is forbidden, hero and all of his items use one material, this happens because hero and all of his items are "baked" at the start of the match, i guess. So you'll have to roll with the detail texture that hero has. Hopefully, they're fitting most of the time.
I got permission to post the sculpt of this guy, he's part of a set I worked on with Danidem a while back for Lycan in Dota2. He has been working on all the promotional material between his other projects, I can't wait till it gets put on the shop!
You need to model the back face. No double sided materials. The files you downloaded from the workshop technical page are single sided. But if you decompile the actual mdl of windrunner's cape, it will have both sides included. It is a horrible poly limit of 250 for both cape and scarf imo.