Starting a thread up for the Polycount CS:GO competition. You can check out my workshop here: http://steamcommunity.com/id/SLIMEfacejames/myworkshopfiles/?appid=730&p=1&numperpage=30 Goood luck everyone!
I've been so pumped about Torchlight 2 opening their steam workshop - I've been wanting to make a fist weapon for the game for a while. (specifically for my berseker, aw yeah!) Model update to come soon!
Hi guys! This is a project I'm working on at Danilo Athayde's workshop. I'll finish it in realtime. Feedback as always welcome... I hope you like "Back to the future" best resolution here: https://www.artstation.com/artwork/0OE2K
I wasn't exactly sure where to post this question, but I'm running into some issues. Before this "Steam Workshop" thing, I created some models (hats) for Team Fortress 2. I rigged it to the bip_head (or whatever the bone is called) and when I compiled them using the old, lengthy and crappy way, I would test the item in…
Not sure if its still there but gamedev.net had some tutorials and C# workshop with XNA. Though agree with everyone else, just grab a nice reference book and just google the rest :D
what i worry is after i submit to workshop the comments will be like "you copycat" yada yada those comment because i'm still refining my design and submit it later. :(
loading screen for the ward, steffen hopefully gonna upload the whole thing to the workshop in the next 24 hrs and then you can vote. competition seems a bit thin this time around xD
real help: yeah, read the swizzle guide again and practice keeping to the tone of this thread: too bad you suck at texturing, LOL also, why the hell is this in game art workshop!?
I've read that it obviously doesn't contain all the functionality of normal MODO and can only output limited .fbx files that are only licensed for use in the Steam Workshop. So that's understandable, but a shame.
I just need to put them onto the workshop, but these are the results in game, I wish I could do minor tweaks, but I am out of time. (Important life things).