poorly triangulated your blade to get rid of the ngon and suggested a spike with less triangles knowing where the vertices on your blade are is easiers for us to help you, with the image you sent we cant do much.. hope that help
Oh my god, I love this so much. I'm interested to see how he looks in-game, since he's so vertical. He's got that awesome belly and tiny legs, hope they don't get covered up.
Awwy yes, i would've added the vertical unevennes on the teeth, and made the chin paint bit less obviously mirrored and looking more like a brush stroke You know what to do so i could submit them.
It's flat, the glowing center could use more geometry, the blue lines are wonky, yellow trim could use some red undertone and the overall shape seems wonky, you may want to spend some time moving those vertices.
I can't quite spot what the problem is here but just in case: a. Have you checked if there are vertices with very low weights? (like ~0.01) b. There may be a problem with flipped normals. Just those come to my mind, hope that helps.
Where's the guy with the rubick ward? Can you try this one and crack up the metalness mask to the max and post some screenshots, where the ward is not vertical. Like Spirit Breakers charge. I really think it's the normal maps and the viewing angles.
@vertical Payment/tax forms and information are not related to having your items in game. Your items will be in game and you will have your money saved in your steam account, but you can't get any money from valve unless you fill those up.
It's the tri's. So yeah, you need to drop another 300ish. A polygon is simply a face, if you consider that most faces will be made up of 4 vertices, each one of those is 2 tris. IF you triangulated your mesh, you would see all 600 odd faces.
can I just link vertices? would that screw with the uv maps? and you mean the border edges you mean the border of the whole uv map thing? like if I unwrap a head and "expand it" in the uv map editor,as long as I dont change the outer borders everything is fine?
Thanks, i fixed up the coloring of the axe so that its more defined, not really sure what you meant by diffuse though? (Sorry im new to the whole modelling/photoshop) I kind of thought that too but not really sure how i would go about making it more sturdier without having to recolour the entire axe again :( Hmm i might be…