I'm working on a set of armor for Morphling and would like to preview all of the items on him at once in engine. As far as I know I cannot use the in game previewer to do this. Any suggestions?
Started working on a llama courier model this weekend. Still blocking things in and refining, but here's a wip shot. Planning on giving him some small propellers/engines for the flying version as well, but that's not shown here.
Your sculpt are really really clean but IMHO that's not always good. The wood feels like engineered wood which is the result of both the sculpt (therefore the texture) and the masks. But anyways I dig your works.
This is correct. The engine 100% supports double sided geometry, they just don't want you to use it for budget reasons. They can activate it on their models through the VMT file but we need to fit it into the budget by duplicating the geometry and flipping it.
I thought all the soft-body physics are done by the cloth simulation that was added to the source engine for Dota 2, and not done by jigglebones like TF2. I could be completely wrong, and that would be nice because jigglebones are fun
Trying to make a grungy-badass sniper. Red Death. Inspired why desert snipers and all the FPS games... Would love to get some crits! Volvo giff new engine. I want to make particles >,<
The in-game viewer just converts the .smd's and .obj's to .mdl's (the compiled format the source engine uses) anyway, so it'd do them both the same, theoretically. The .smd's are the studio model format, which is what the compiler that we've had with the source engine since the beginning uses, so that's probably a safer…
I'm loving it. It's got character, and cuteness! If I could make any suggestion, and this isn't needed (It'd just be neat) if you changed that axe into a Battle Fury I have no idea if the engine supports blend shapes. Sorry :(
btw, check your alpha on mask1 (i think) the self ilumination is full white if you use a full black there the engine will discard the alpha, you need at least a pixel of other color, you can put in the corner of the texture
lod is level of detail the usual naming convention is the higher the number, fewer the triangle counts on game engines its triggered calculating the ditance of the camera from the object, so you dont force something that is too far to waste processing