how I can make the lod1 of a model? wouldnt the uv mapping got changed by reducing and altering polygons of a mesh? also wy xnormal is bad? I dont have zbrush but I do have sculptris,can I create normal maps in sculptris?
Has anyone tried to acces that link?xD Maybe if all together send out massive amounts of emails to Valve appointing the issue. Let them feel the pressure. Comment privileges after some days of created the account or not nbeign able to spam like that atleast.
Hmm... thanks for the heads up. I skimmed over some posts and missed the bug currently in the workshop. I'll stick to your advice. But man, there's quite a few issues with the workshop. Creating and submitting an item is already quite intimidating even if everything would work smoothly >_<
Is this the quad u mean ? http://www.youtube.com/watch?feature=player_embedded&v=qe5nFd_k-0s . I basically used editable poly , create tool to make it . I guess I haven master the poly part . And btw what do you mean by spreading across ?
can you explain a little bit more in depth, I thought the whole point of the workshop was to create items that fit the characters visual look and style. I didn't think using their textures as reference was a problem? Valve gets 75%, the creators get the other 25%.
you can use -spawncreeps , but you have to enable cheats in console "sv_cheats 1" in this link you have all the commands I think http://dev.dota2.com/showthread.php?t=22468 and you can also create enemy heroes and level them up
The only thing you get from a student version is a warning on the .MA and .MB files when you save and open them, informing you that the file was created using a student version of Maya (IIRC you can even manually edit the files and remove that message).
I am, sorry I know it was mentioned here before, however someone could suggest me a good software for creating those fancy gif images that can be seen in latest submissions on workshop? :) I tried to use search but I have failed badly :/
@Walgrind I really like your set. @Everyone All my software is updated, but my question is this. Is everyone exporting SMD's with Valve's file structure intact. For example, you import an SMD and you are presented with the Model's Base Mesh, weapons, and items. Are we to delete everything that is not the base model? Are we…
I'm one of the unfortunate souls having an issue with getting my weapon attached to the skeleton of the hero correctly... I think. Depending on what i export the file as, the thing ends up in a different spot. An SMD creates this issue. Alternatively, exporting it as a FBX creates this issue. The proportions are messed up…