The base colour on her legs is quite saturated, I'd say you can push the red ribbons as far as this no probs. Taking some of the white from the base body on the hair tips could also give them quite the kicker and help frame the face. You could even use the white to do "streaks" twisting down the plaited hair. -Toasty
I've just played around with that alpha, setting it to a variety of different shades and none of them have any effect on the specularity in game. My colour and normal maps are working fine, but it seems like mask1 and mask2 aren't having any effect. I've even tried using masks that are plain black (with the requisite white…
Guys, the files which Valve give us are LOD0? So if it have 300 faces in .obj does it means +-600 polygons in smd(triangles) file? I am little bit depressed over this, because it really means my models are pretty much useless to work with. Can someone ask this and show me his wire for lod1(used in game)? Thanks very much.
Vlad: That Forge Spirit looks really neat! Love his face Sadies: Oohh that hair looks pretty! And tell Hunter he did a great job on the mount! So since the Workshop is up and running again, I resubmitted my Legion weapon. Seems to be doing well enough but I would appreciate any upvotes!…
ok so I used the reload_fullbodyportraitdata command and his face animates again ingame but in the importer ingame test the flexes break and he only moves his eyes but won't open his mouth the hairs flexes work fine but I still can't see if they match up at all. this is really weird. officially nominating invoker for…
That is correct. This morning I tried altering the model at the polygon level and reapplying UVs and the Skin, got this; http://i.imgur.com/52eTl.png now I just have to figure out how to turn it and redo ALL the UVs. EDIT: Nevermind, it's back in the body again. All the other stuff is facing similar misplacement issues as…
I think you'd do well to remove the lighting coming from below her face. The original looked downright creepy, this one isn't so bad, but it's still quite off. Pity, because the in-game view looks really pretty. (edit: if you're online right now you can shoot me a pm, I'll send you a render out of marmoset)
I've got idea, about Rubick skin. What's about half-face Rubick? When he steals a spell. Also we can add kind of walk, cause it have difference on all heroes. Can some one to try realese this. I can help, i've got some skills in 3Ds Max, so if some one likes this, contact me.
@beetrootChan: Looking really sweet. I think you can add a lot more detail via topology, you should still be way under the poly budget. For example, you can make the fish look a bit meaner, maybe add some teeth :) Right now he looks a bit happy-go-lucky as it's being swung into the face of your opponent :P
it looks like it might be a smoothing group problem -- but it's not consistent enough to be certain. I was going to tell you your normals were reversed before i saw the edit... if you've got the tri's you might try even just putting a supporting loop in and spreading out the opposing faces a bit. also double check that the…