@Nemozini I render all my textures at 2048. That way, when I downsize them to 128H x 256W, I get as much detail preserved as possible. @Sparr Valve's zip of the model's files includes ma (maya 2012), smd, and ob. You should be able to get the model. The SMD import plugins are strictly for 32 bit Maya, so remember that.…
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…
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…
Im seeing a fair few people having problems with 3dsmax and Dota 2 import/exports, usually resulting in invisible or floating items. I'm Hoping i can help a few people out by outlining my basic workflow here with 3DSmax .smd - .fbx import export steps. In this example im using the obsidian destroyer, but the same basic…
You'll need to use a sequence blend: https://developer.valvesoftware.com/wiki/Blend_sequence Your .qc will look something like this (UNTESTED, SO NO PROMISES): //Model definition Stuff ^// Ground animation requirements$sequence run "run.smd" fps 30$sequence idle "idle.smd" fps 30$sequence death "death.smd" fps 30$sequence…
It's been 9 months since I've had something accepted (Just got a cny juggward in!), previously nearly everything I made was accepted~ I managed to luck out on custom particles TA set which have been earning me large profits throughout the year, but I was starting to feel very depressed about my latest creations not making…
@Bulldog42: Well, seems your question has more to do with basic UV mapping than anything specific to Dota 2. All you got to do is: 1-Start your mesh making sure its mid point X is set to 0; 2-Delete everything in one side of the X axis and add the 'Mirror' modifier; 3-After done editing, add seams, unwrap your mesh and…
Hey, maybe you guys can help me with some technical issues I've been having on my outworld destroyer set... or maybe you can tell me that this idea is simply not possible at dota 2 texture resolutions, either answer would help. I had an idea for armor that I thought was great but the 256x256 texture resolution and the…
I haven't played it safe, I think our priorities are set a bit different. In my opinion natural contrasts or flashy effects are not the right choice for SK because his abilities are not supposed to be dominant (for example as opposed to Wisp). Caustic Finale lasts only roughly two seconds, Burrow Strike roughly one second.…
This is indeed the real slim shady. @Automedic The effects are too brown. And there's nothing that acts as a natural contrast in any of those effects. Caustic finale really suffers the most, it's pretty much a large cloud of dark colors. I understand wanting to stay within the same color scheme, and that makes sense for…