Thanks Pior for your kind words. I was nervous about releasing it but the support raises my confidence to make it in the professional world. Also today we release the Wretch Character creation course. https://gumroad.com/l/Bpfsv https://masterxeon1001.selz.com/item/54501f46b79872091c976ed7?mode=edit We made a quick teaser…
==Maya HighPoly Render Scene Package== Original tutorial and with permission from Mike Fudge. Packaging by Brian "Panda" Choi. https://www.dropbox.com/s/ptjy8zmcwncbw62/HighPolyRenderScene_MikeFudge_BrianPandaChoi.zip?dl=0 A sort of Plug and Play Maya scene for rendering your high poly models (or anything else really), all…
So to start off, here is my first workshop item. I started off with the Glock, as I figured it was a nice simple weapon to cut my teeth on, and have a run through of the workflow for weapon texturing. Im fairly happy with how the weapon has turned out, and hopefully I plan on making a collection of finishes based on my…
Good point about engine vids being posted. I initially didn't want to scare people off with a lot of technical information. Also, it should be noted that the items in the list aren't necessarily integrated into the Zephyr engine. I tend to implement stuff in related groups, and I haven't gotten around to porting some…
Its very similar to lightmass - they are both GI solutions. Theres some documentation on it here http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=17208914 as well as a few video tutorials on there as well. Im actually not sure why the documentation isnt downloadable, I can ask though. Thats really as I can see…
I like it, the neck piece is especially very cool, nice clean sculpting. I'd say maybe saturate the purple on the outside of it a bit more to match with his default stuff, I don't think it will negatively affect the overall look of your set and it will make the pieces match better with his default items for people who only…
This is great! I'm running into a problem though was wondering if anyone had the solution. When hitting the "Unfold the selected UVs along U/V only" button either nothing happens or I'm getting this down in the command response bar: # Warning: History will be on for the command since a selected item has history. But the…
For levels I want to replace most textures with high-res. (2x-4x size). Some level geometry, objects and items need to be more detailed. Most of original characters are fine, but we will need new animations. Some characters may be redesigned. And there'll be some new of them. We need to save the graphics style of original…
I wouldn't use a cranked lightmap to fix this. It has HUGE implications on a full level. 256x256 isn't much... but for 100 of these items alone that's equivalent to a 2560x2560 texture map (I believe Lightmass uses several passes with other lighting data in too, and they will most likely not pack with 100% efficiency) Turn…
It's possible by decompiling the game model, and then testing things out after compiling the custom items manually. One thing to note is that while some of the "unreleased" models are broken down in slots already, some are likely not. Bottom line : it's quite technically involved and then there is no guarantee that Valve…