Ok so i've started to think about custom animation for my creations...and i don't have a clue of how to proceed...is there anyone with a big enough heart to give me some hint? Usually i save my objects in FBX...so is there a way to add animation into those files? and how would the engine recognize what animation i've…
I am having problem importing a item into dota,I follow all steps and the item is compiled susscesfully but it appears out of position,look at screenshots when importing the fbx from max it appears like some distance above,and when importing from xsi it appears smaller and whit diferent orientation like the second…
Hello everyone, I am a current student who has been using maya on and off for 2 years or so, and I wanted to practice my workflow with the dota II workshop. I have no clue on how to bake maps or anything yet, and am still trying to figure out how to create those mask1/mask2 files. Anyway, if you guys could please critique…
@Konras I completely didn't think about how the cowl would combine with other Void faces. I think what I'll do is split it into two parts, a shoulder section and a face section, because I'm not currently using the face slot on the model. Thanks for all the feedback so far, I'll definitely go back over the design and make a…
Finally threw this up onto the workshop after a first pass on the blades textures. Should have the details and issues created by the importer fixed by the end of the day. As an aside, I can't say I'm a fan of their built in tool and hope that it's limitations and inconsistencies from the tech page (For instance you're…
The only comparison to the penquin that I made was the fact that both of the items were older items already presented on the workshop months ago. The quality isn't even the issue for me. Personally, I acutally like the set, it has a very cool bad ass feel that fits. I was never being rude. My arguement is simply on the use…
It's weird man, theyre all treated differently. Earth Spirit uses new meshes for the spirits. So the cosmetic change is handled similarly to how normal cosmetics are handled, a simple mesh swap. Whereas Storm and Ember are differnet. Storm uses new 31 frame, (30FPS) animation cycles, and captures a frame between 14-24 (I…
Warlock is finished! DOWNLOAD LINK DOWNLOAD LINK UPATED - STEAM RIG MASTER GUIDE THING WEBSITE FORUM PLACE It all depends on my free time, I had some extra time today so I figured I'd get a few done. Wrapping up Bloodseeker, hope to have him ready as well before I go to sleep. The download package for the Warlock Golem…
@Gamer_Alien: You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead. When subdividing the base model into the highpoly, use…
its not easy, this is the way i know* you need to decompress the game * decompile the model * create the controlers for the boes * animate * export as smd * compile all the model again with the new animation totally agree with you, that bothers me a lot the ui on the loading screen should have some copyright notices…