Cool helm Mihal! :D Vlad, dude 116 tests? I would have said FUCK IT at 16. Did you extract the underlying mesh to create your shirt low? Copy the weights from the body to the shirt? I'm guessing you must have and still had clipping problems T__T
Has anybody successfully imported a Loading Screen to the Workshop? I've saved an image as a 2048x1024 .PNG (tried both 8 and 16-bit versions, compressed and uncompressed) and am getting the error: ERROR Failed to check out resource\flash\images\workshop\loadingscreen_preview.png in P4 Is this a bug or just me being daft?
This note they've wrote because of my storm set. I've gave it to Synergy league. Each news about this tournament was with our set, but at the start of league, valve said that they don't like it. for example http://www.joindota.com/en/news/21157-36-teams-join-synergy-league,-16-from-sea :) but no stormerino with ticket,…
@MugenMcFugen This uploader is really missleading. First I read that art need to be 15"x19" 300dpi, however I am sure that apply only to t-shirts. So for Poster I have made this 300dpi, 15" height and 16:9 aspect ration. Final PSD was more than 100MB 0_o. It showed on workshop after ~20 minutes... Thats a bit crazy :D
there is two different smooth in 3d the mesh smooth and the normal smooth mesh smooth is hw you divide you poligon in smaller poligons, so a quad becomes 4 quads, then 16, then... when you smooth the normals you mantain the number of polygons and reduce the number of vertex normals each vertex has at least one normal, if…
@pior I think he wants some actual help with the design, as I think the concept is just about where it's up to now. @Waddell Biggest point from me is that I think it's missing a lot of green. Moss, roots, vines, leaves, stuff like that. The current roots need some serious work on mid-level detail. Does anyone know why…
"_mask1" is a 32-bit texture and every channel is used. Red is the detail map mask. Green is the diffuse and fresnel warp mask. Blue is the metalness mask which controls where the Color and Fresnel are suppressed. Alpha is the self-illumination mask, where the color is drawn from Color texture. Even if you are not using…
_mask1 - 32 bit, every channel is used: 1. R - detail map mask - ignore in most cases 2. G - diffuse and fresnel warp mask - ignore in most cases 3. B - metalness mask; controls where color and fresnel are suppressed - usually black 4. A - selfillum mask; color is drawn from _color. *Always put something in here, even if…
Mmmm you're friend doesn't know what he's talking about, 64 gigs of RAM is overkill to the highest degree, you'd probably get away with 8 but 16 works well for me in ZBrush and Maya. High poly models are used to generate normal maps and other light maps to help the texturing process. Usually you make a base mesh and take…
I downloaded the bounty hunter model that they supply, opened the .ma file in maya 2012 and got the textures to work on the model (breaking the connection then re-finding the file), my two questions are: Is the masks1 and masks 2 files the specular and glow maps respectively? im guessing at those two. Question two is when…