Hey I was wondering if anyone could help me out with a model im working on. Its a helmet and a surcoat for omniknight. Everything is done but ive been stuck on compiling for days. Im new to the valve stuff (mdls, compiling etc) and i cant seem to find any guides that really explain how it works. So, im stuck on compiling…
Maybe i'll go for half way, not much emotion in the nose anyway. (as stated very preliminary texturing and modeling) Axe had a lot of armor sets covering his face but i dunno, so early in this custom asset thing it's hard to tell what's acceptable and what isn't. It's easy to find out what fans want, valve... not so much.…
@Tvidotto I suggest a lot more texture work. Are you using zbrush for your normal generation and textures? Starting with the owl, I think you need to use the detail masks and break down the coloring for the wings to patterns from dark to light to create an artificial contrast. I also suggest making the owl have a snow cap.…
Thanks for all the help guys. I've gathered all of the info that I was able to pick up on in this thread and made a tutorial for my process of compiling (disclaimer: there are probably better ways). If you have anything to add or correct, please let me know. Maya 2012 is used for modeling/exporting. 1. Setting up your…
Glad I could help willy... Just a concept, a bit off the wall. I sorta wanted to go more in the direction of the classic "big bad wolf" dressed as a grandmother who surprise their prey than a stylized dota vibe. I know he's a bear, not a wolf, but I think it still sorta works. In the case of Ursa, he'd be defending his…
Thanks! i actually tried something new and rendered it in zbrush, it gives bunch of nice masks and you can bake the lighting and materials and on and on. Might as well share the wisdom. First of all, you import the hero model you decompiled/got in the archive. Then you import/merge your items and they should stick if you…
yes they can rescale it on their side if needed i like what you have, i like to think on the volume or "how many pixels it get in the screen" thy to use the same volume and you are good to go i broke that with my snowl. I wanted to make it smaller and valve rescaled it, now its almost the size of a hero, i left some msgs…
Xnormal bakes very quick normal/AO maps because it isn't running a viewport, which also means your high poly model can be as large as zbrush can handle and xnormal won't really have a problem with it. When you bake you normals do you create a cage mesh in max/maya and import it as an external cage in Xnormal. This is a…
This part is out of my realm but I imagine it's somewhat the same process as for other source games. You export it as an SMD file and compile it with StudioMDL. However I've yet to try this and Dota 2 models since they have some new properties. But in terms of just exporting the axe: * Did you import his axes as reference?…
Thanks for all the answers!! Quite useful knowledge all around for someone who has never attempted anything more than simple weapons/armor... I guess I should explain what I meant in question 2. What I'm talking about is what makes the ground and flying versions different, namely the pose that the courier's body is in. I…