man, dont rush on that! people will never return to your item and the first impression matters a lot my suggestion to you is to get those masks working before submitting make it private and make it better! =] it doesnt matter if your model is awesome, people will vote based on what they see on the workshop page Painful! i…
huge thanks for the comments guys, sorry for not posting earlier. was working like hell here going to look for some energy drink sponsor =] about the sillouette you guys are right, it breaks a little, i toyed to keep the animations consistent with the character to reduce that diference i also made some changes on the hair,…
Okay, sorry. For those who still need some reiteration, i think those of us who have been having trouble exporting and compiling to .mdl format have been neglecting our .qc file configuration greatly. For us newbs, apparently it is vital in export you understand the way .qc files work in the compiling process. I would have…
@ Tvidotto Sorry. I have an artists background, so his offer isn't that enticing. Plus, there are enough reference images on the internetz to draw inspiration from. Photoshop has made anyone an artist. I know plenty of working designers that are terrible drawers, but photoshop/illustrator has made it so they can work in…
If I understood your post correctly, then you simply agree that more stuff should be accepted and thus spreading the revenue to the extent of balancing with artists outside the workshop. Though that was never my focus. As I was comparing last year to this year. We have much more high quality stuff being submitted but less…
Good day Everyone, My apologies for bringing to life the many times discussed issue. For a few days trying to figure out how to get Dota 2 to Maya 2015, including animations. Found a few sources, but they seem to be quite outdated and it is hard to distinguish which way still works. As per Wyk's blog, I followed roadmap:…
Hi, I'm currently working on my second try of a Dota two item. The first one, an ogre magi mace, got stopped by a complete lack of ability to make proper flesh textures plus part of it not looking good enough for me to be satisfied. I'll work again on it soon, though It's a pair of stone armlets for Ursa. Here are some…
When authoring textures the resolution can be whatever you like. Upon importing, however, they will be rescaled to whatever resolution is set for that item slot. I'll spare you the long winded explanation and just say there's no way around this for workshop items. Your saddle will end up being 256x256 ingame. Here's an…
LOOOONG POOOOST INCOOOOOMIIIIIIIIIIING! Hello there polycounters! Long time lurker, infrequent poster here. I've just recently started to model my first workshop-ready model; in fact, it's almost finished! I've been going off and on it for a while but recent circumstances (job layoff incoming in 2 and some months) have…
sorry this took so long, i just got back from a little vacation to Colorado, its so damn nice there this time of year. @Pale-Face Vlad answered your question pretty accurately, I'm not sure if I can do a much better job answering. All I did was add some mask info to the detail map channel of the texture and DOTA did the…