Thx for the comments guys! I will try and use the information and see what's the best result I can get. @Deerhunter11: I will try your setup and get a look if it will help, although I do think the material is too limited to metalness. @ mihalceanu: That boat is awesome, great work!
any ideia why i cant see my normalmap working? i changed the color texture to a flat gray and this is my .vtm VertexLitGeneric{$baseTexture "models/courier/sillydragon/sillydragon_null.vtf"$normalmap "models/courier/sillydragon/sillydragon_normal.vtf"} another question, is possible to use a twosided material? thanks
Interesting way of creating the midriff by combining the skin with the top. Totally digging that hair style. Personally I would suggest more organic materials overlaying the outfit, it feels bare at the moment. E.G. Some big ribbons loosely tied from the belt area and flow around the skirt.
@vovosunt: I modeled the highpoly hollow and added a simple inside "lava" geometry with emissive material. Rendering with FG and a few diffuse bounces you get an awesome result :) Rendering with point lights would also work but this way i don't have to spend time placing them ;)
What do you mean metal point light? a point light map is a point light map, its lighting information, not material information, the only thing metal specific about it would be the color. And why do people still do this with their view ports, alt+w is your friend
YOU ARE THE MAN! i did a little different but your suggestion of opening the smd on notepad ++ gave the clue to what was missing i wasnt setting a material to the model on maya, and it never wrote the texture on the smd i cant believe that worked, i passed the day frustrated trying to fix that yay!
I believe they're all uploaded the normal way but all but one of the set items are hidden and one is just used as the "Set" upload. So say for the Luna set for example everything except the Mount is hidden and the Mount upload contains all the promotional material for the whole set (Just spitballing)
hi guys! started importing my courier model to dota 2 test, can i ask if you guys have encountered the same thing? Starting compile of test4...Compiling TGA: materialsrc\models\items\courier\0x06e84c50\test4\test4_color.tga - Compilation successful.Compiling VTF:…
Need some help here, doing a quick test ingame it looks like the importer for the forge spirit ignores your material work and just places the body full bright detail texture over everything. The detail map in mask1 doesn't seem to change anything. Anyone know how to bypass this?
got it, that's way simpler, thanks! before it was too ambiguous for me, so I thought I could take my content built files from BETA and use them in TEST. Also thought I needed to copy the materials. Guess not to both! now I can see it, yay! :D