I think you are right, thanks for the feedback! Does anyone have any tips on importing custom animation? A friend of mine is going to be creating the animations for the Beastmaster critters and I'm not sure if there are any specific things to avoid as there is no animation guide yet. Thanks!
MdK, I've always used Max, if you shift drag an edge it creates a new poly. It allows for a lot of control of edge flow and optimization for the low poly. I've never tried 3d coat or Topogun, and I hate using Maya to model.
In something completely unrelated to cosmetics, since valve has implemented team matchmaking I've gone ahead and created "Team Polycount". Right now its just me and T_Vidotto, but if anyone other fellow dota players are interested let me know. :)
Starcofski, use this guide for creating the particles https://developer.valvesoftware.com/wiki/Particle_System_Overview. The fastest way is to use the default particle file as a template and adjust it to your liking. Almost done with the Witch Doctor hat, just need to adjust some colors and make the masks.
Working on sets got a bit tedious, so i decided to create a weapon within a day to test my workflow. Took me a bit longer, but now I'm happy with Slardar's new toy. http://steamcommunity.com/sharedfiles/filedetails/?id=155265807
Good idea. spent a lot of time trying to find info about my Lone druid bug. Definitely need to create something like FAQ without unnecessary comments. May be even hero - specified posts, that can be filled with useful info.
Thanks for your awesome guides and helps! I got now my beastmaster in Cinema 4D. If i create now two new axes for him, what i have to do after it? Delete the reference beastmaster and change the format of the weapons to mdl?
Is there any chance you can post a mesh you used for creating the particles? I haven't had a chance to sit down and work with it so just curious on what you're actually importing (just verticess or a full mesh) Would be much appreciated!
@foxclover Ah its just zbrush. Probably I have cropped images to much, so its not clear. Sorry for that. Here is this step better described: http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/mesh-extract/
Cheers andrew! You can probably tell I used your SFM tutorial to learn how the program works =P. Not sure how much more workshop I can work on with the amount of time it takes to create and publish them though...