nice one man, really well done you can use cloth, you create a bone and define its parameters on the qc file when compiling unfortunately, im almost sure that the ingame compiler doesnt accept custom qc files, just the tradtional way of compiling
[ame="http://www.youtube.com/watch?v=PeOrtu4uHfk"][Unedited] Tutorial on SFM Showcase Videos - YouTube[/ame] I did a short tutorial breakdown live on the hangouts a few weeks prior on how to create the SFM showcase videos I create for all the Red Moon stuffs. I recorded it in a low resolution like a moron, too lazy to…
Hi Polycount! My first Dota2 weapon has been finalized on the store. This was created for the Dota2 August competition. Hope you all like it. You can find the workshop post here and leave a vote if you like the item :) : http://steamcommunity.com/sharedfiles/filedetails/?id=304389166&searchtext=
I think red heart looks way better, adds focus and keeps with the original value distribution. My vote - leave it like that. Although lighting in that shot is terrible, bunch of shadows creating a lot of noise, i'd suggest you to try and fit it all in the importer and test your set there.
Protip: Don't use alien swarm, use SFM (Source filmmaker) instead Extra Protip: DOn't make new systems by pressing Create New, copy paste that shit like a pro! Extra super protip: Wait for Official tools officially scheduled for a release date in the year 2025.
I wish I could show you guys my zbrush tricks for painting and sculpting. It is all about creating separate UV regions for the actual paint. You can fit so much info in and not waste space, while using symmetry to your advantage even in asymmetrical pieces.
@Clyptic: thx a lot, but can i ask some more question? :D can you help me where i should import the healing ward of Jug? And how many tris i can create for healing ward? :D sr my english still suck TvT
Love beards ! Here is a Beauty shot of my progress for dat lovely Radiant Golem : I think he'll need a warlock radiant version too. PS : at wich point do i need to mod it :will valve add their own FX ? Or do i need to create them ? At least textures :/ ?
Based on some of the feedback I've had on Steam Workshop, I've been playing around with some ideas for a less aggressive alternative to the shield in my item set. I'm trying to kit bash a fair bit to keep the style consistant, whilst creating something that potentially fits the character a bit better.
I understood most of that, but what exactly goes into "creating a preview in the test client"? Did it take modifying qc files? I tried a ton of things to get a particle I made to appear in-game but nothing worked and most of the time the particles just ended up emitting those red X's....