Hey guys ! just to keep you up to date, I'm working on the topoligy of the gun right now.. I rebuild some big part because i made mistake on the hight poly :) I will post the result soon !
Ah, Dota2 at least uses the source engine though, no? And to actually make them playable within dota2 itself you would certainly need the same engine.. But for a rebuild, any size which works would do? :3
Coz, rendering static lightmaps for levels is whole different story. I know, lightmaps in 2014... WHAT THE HELL, you think .. Me too, everytime I move light and click rebuild lighting to see how it looks ;/
Cross post here. Back to work from Chinese new year holidays. I'v added some skin details. Try to rebuild the chest hair and make a higher rez render. Hope you guys like~ aaron
re-uploaded. seems I missed a culling bug so all obj's were inside out. Also of note: within the edit menu is the option to rebuild the models normals in case the normals saved out are somewhat broken.
i would suggest taking a few days and rebuilding a good base mesh over a 2nd or 3rd subdivided level of your high res and really make it so you can get all of the detail you want.
Can we see the base mesh ? You should probably go down in subdivisions, use the smooth brush to "equalize" the geometry, and rebuild the shoulder without pinching it or move topology too much on sides, just push and pull.
Might not be what your talking about, but you did increase the light map resolution in the surface properties right? Do that and rebuild, and you should get something close. Or I could have missed the question all together. :(
Ya I was originally using a template map and began deleting and rebuilding things like height fog actors and I began to understand them. With the previous height fog actor removed, is that why my new one is misbehaving?
If you are talking about UDK import each instance as a separate static mesh, I would also love to know if there is a way to do that. I just rebuild everything, but it would be really cool to do what you are asking.