1: Yes, that's the resolution your textures will be rendered at. You can work in 512x1024 or even 1024x2048, just maintain the ratio and keep it a power of two. 2: LoD is the Level of Detail. It's the number of triangles allowed on your model. LoD0 is the higher of the two. This is what's used in profile pictures, and when…
That looks like it's a crazy amount of textures, you can use that model to build your high poly, then do a low poly version of it. Then you can unwrap, bake a normal map and do textures. I've almost finished, but I'm getting this weird checkered problem on my texture in Alien Swarm SDK, any suggestions? Edit: Nevermind…
breunbaer - had a look at your linked pictures and the ones above, this looks like its a problem with the alpha channel on your mask files. Make sure your saving the mask 1 and mask 2 as 32 bit .tga, that they each have an alpha channel and that the alpha has at least a little information (white dot on black will do it).…
I don't know about the tutorial but I have two suggestions: 1. Create a basemesh like this and import into ZBrush. Grow visibility as you proceed with your sculpt or use topological masking. 2. Create tiling UVs for the handle. You should be able to import UVs into the basemesh after sculpting without losing anything.…
Did you freeze transforms before binding it? If not, delete all history and freeze transforms (If not using Maya I'm not sure what other programs call this, but non-frozen transforms means there's numbers other than 0 in xyz rotate and position and anything but 1 in scale... and history is any modifier you put on to make…
Did a new Concept and I look for colab on it. Also I recorded all its progress watch here: [ame="http://www.youtube.com/watch?v=PmH3e3dV9AI"]Dota 2 Workshop: Dinosaurier Ei Ward 1/2 - YouTube[/ame] (4 hrs) [ame="http://www.youtube.com/watch?v=SA4mq5JMPPk"]Dota 2 Workshop: Dinosaurier Ei Ward 2/2 - YouTube[/ame] (24min)…
Ok I finally finished set for Slark. It was made for tournament organized by Dota 2 Srbija. I hope more detail will be available soon. Anyway right now I want to post sculpt and promo haha. Things that I am most proud of :D Screens and such can be seen on workshop so I will not spam here to much. It was hard to not post…
cottonwings - Awesome Kunkka :thumbup::thumbup::thumbup: With the amount of content submitted for new bloom it might have been cool if Valve experimented with the chest some. Like why not cram in double the sets for the normal drops. Put like 6-12 single items in as well. Then 2 rare sets, a rare crow, and a rare ward.…
Yep, I agree using Zbrush makes life easier. :) My workflow for straps on Zbrush is: 1- Masking just 1 ring of strap; 2- Extract the masked area with the low tickness and double sided unchecked; 3- Zremesh your strap ring to get a nice topology to sculpt; 4- Drag some copies of your strap ring through the naked handle (Now…
I'm just all for inclusion rather than exclusion. The more bundles and chests you have featuring fewer individuals, the more excluded others are that are doing great work themselves. There's nothing inherently wrong with big packs except for the fact that there's already more than enough items outside of them, and if those…