Mines going to be WW2 flavored by way of a fe items of slick futurism, and a bit of combat wear. Trying to avoid metalgothic, and eldrich horror, and do something. well as evil and attractive as an SS officer's Uniform. Scott
I've been trying to set up the shader built here for Maya, but for some reason I can't get the normals to show. I was wondering what everyone else used when it came to making images of their items for the Workshop.
Hey guy! i have a question.. im trying create uv's for baking item for dota 2, but i need help coz i dont know what happen here :S check this uv's and help me plz.. thanks everyone and sry for my bad english :)
Hi, I recently finished my first item for Dota, but when I try to import it, the lighting looks odd and the self-illumination dont seem to work. here's pics of it the teal green part of the bow is supposed to self illuminate. so can anyone help?
Hello, and welcome to Supp1k_AAA & Nekhro Dota 2 workshop We're very new to this so any feedback is welcome. We'll be putting here all the progress from concept to finished item sets. First of: Sniper - Targetro villain set Concept:
Hi, i just wanted to share a couple of items i've made and was looking for some feedback. I'm still VERY new to all this and i'm very grateful for any comments that can help me improve! Mainhand for anti-mage Offhand for anti-mage
Hi, I am new to 3d and was wondering what tools are you using in order to make simple high poly to low poly transitions. In other words, how do you go from hd model to low poly one that is as simple as a dota 2 item.
I put up my first workshop items on tuesday! It's an ogre magi set from one of ike's concepts: The collection can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=155447466 Let me know what you guys think!
Since I am in a never cloudy or overcast place , whats the best time of the day? I thought midday for grounds and shadow side for walls but for 3d item to turn around them not sure , then how to remove shadows?
I think it is whatever the current polycount get the number of quads and multiply by 4*Level, and tris are multiplied by 3*Level, then add the result of each. I think that is it. Do the math with an example item and see if it works.