If anyone has worked with Lich before I would love some guidance here. I have created a neck item and I am basically just copying the existing skin weights to mine for testing. However, while the left side is fine, barring a few stretching problems, the right side seems to flip in on itself right at the beginning. Aside…
@kite212 I was wanting to create one for an orb on a weapon. I was thinking it would save geometry and I would always have the angle I want. @ReMixx Thanks for the info. That looks/sounds pretty in depth and I have never done anything with a manual compile. >.< I could probably get what I am looking for with particles, but…
:( Really don't understand why there is so much negativity towards us, or the assumption that Valve is under our control in what we do. A year before even entering the workshop, we created a show advertising workshop artists for free - and we still do that to this day. We've always been pro-artist and have been very happy…
DOTA 2 WORKSHOP CONTRIBUTIONS Resources Decompiling Character Models To Use As Reference Valve's Character Art Guide Valve's Texture Guide Info from Opethrockr55: Geometry • Budget o hero+items: 6-7k for the portrait and 3-4k triangles in the game o Good rule of thumb is to always stay on the lower end of the budget • LODs…
The truth is I didn't spend a year on the display, because I was more concerned with the actual geometry limitations, mask utilization, and technical details. That is the point. I did the other files fast, because that isn't the real work, but my discovery was that that didn't matter. People in workshop are shopping lies…
Have you applied for an invite straight to Valve? Pretty much everyone who has has gotten one by now so the line shouldn't be too long. That sword is looking boss, but have you read any of the guidelines for creating items? Your item looks way over on the polycount and depending on the hero the texture will probably need…
If anyone could help me cross the finish line here on fixing the scaling of my courier, that would be awesome. I don't know how to do the compiling/decompiling. Do I use the dota 2 clients importer? I know that when you use that, it creates a bunch of files in this dir, \dota 2…
Having an issue with normal maps... for some reason my normal map is creating a dark spot on one side of my shoulder armor, preventing all specularity/rimlighting etc. I know it's the normal map causing the problem because when I set the map to a solid color the specularity works on both sides as it should. I baked out the…
Hey Guys, Hope I am ok posting this here but I am having a lot of trouble getting an item onto the workshop. I am trying to test an item so I have created a basic diffuse, normal and just used solid colors for all the _mask textures. I have tried multiple variations of the _mask color channels but I just can't get rid of…
Hmm I've never had that error but ill just share my process, it's quite simple and doesn't have much room for error. - Get your item in the right position, ready for skinning. - Create reference, use the Maya file of the source model as the reference - Duplicate the root bone - Reference editor > remove reference (there…