looking amazing =] try to use a material that show us the topology, its hard to say for now guys, i made a test rigging a courier, i would like to hear some feedback on how to improve it, thanks in advance http://www.twitch.tv/tvidotto/b/367775343 here is zbrush print of the working progress im doing a panda courier with…
I've redone this a few times, perhaps its still a bit too metallic? I have yet to update the images on the workshop as Blender seems to enjoy acting funny for me when i attempt to render. Perhaps its time to invest in Max or Maya O_o. Lots of amazing stuff in this thread as usual though Style B is my favorite among them.
After few months i've decided to start working again on some dota 2 stuff. So i went back to the model i was doing for the Dota2 contest and i never finished. But this time, inspired by Anuxi, i decided to open a live broadcast channel and show my process, or part of it at least. [url]…
I'd like to take you up on that offer. :poly124: My level 3 ult Tiny form is nearing completion, and I'd love some feedback on the texturing. My main concern is that the vines: a) look more like roots and b) create too much contrast with the rest of the set. I still intend to add a bit of green moss to keep the colour…
totally doesn't looks same. :| my point is the basic shape of the weapon... (inb4 i know people will talk the basic dagger shape in workshop) the one in the link looks more like B or D, and in same picture the other 2 falls under C or E. while my and his one looks like A. ( he can go for shape BCDE, but it really does…
she could definetly use some specularity on the hair, not too shiny, just to give it a bit more dynamic shading. experiment with mask 2 channel R,B and A. but yeah, ingame and portrait have different shading and there is not much you can do about it. since its hair, i´d focus on getting the portrait view right. usually…
@matsman: There is one helmet already in the game that doesn't have the horns (http://steamcommunity.com/sharedfiles/filedetails/?id=71246757&searchtext=) @Hellmouth: I'm really digging A+B+D. Though I agree with matsman, there should be SOME kind of horn/ornament on the helm. I'm really liking the Wall-of-Steel kinda of…
_mask1 - 32 bit, every channel is used: 1. R - detail map mask - ignore in most cases 2. G - diffuse and fresnel warp mask - ignore in most cases 3. B - metalness mask; controls where color and fresnel are suppressed - usually black 4. A - selfillum mask; color is drawn from _color. *Always put something in here, even if…
andy - I'd try going back to the earlier masks shown, but make channel B on both mask1 and 2 pure black to test. Metalness always darkens things a lot, plus a dark diffuse and your spec being drown out by tint spec by color channel. Also the lighting in the previewer doesn't seem to actually reflect from his blades in idle…
this is my QC file $cd "C:\Users\Luca\Documents\Workshop\itemtest"$modelname "heroes\chaos_knight\sword_model.mdl"$model "default" "sword_model.dmx.smd"$surfaceprop "default"$cdmaterials "models\heroes\chaos_knight"$illumposition -13.283 -0.613 143.005$sequence BindPose "BindPose" fps 30.00 I don't know if I'm doing…